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The Thinktank => When Inspiration Strikes => Topic started by: bhu on December 11, 2008, 01:56:47 PM

Title: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on December 11, 2008, 01:56:47 PM
So called because I posted many of these when I was originally on a lot of pain meds due to having problems from an auto accident, or came up with them while I was on morphine from a cracked spine.  Or at 5 am posted in 5 minute bursts at a time whenever I could find a moment.  Which means I was pretty loopy, and didn't always do good work.  Some of them have several issues, and I intend to revise them, and would like feedback before doing so.  Being gentle is not required, as long as you're being constructive.  Lets start with one of the decent ones:


THE PAIN TOTEM

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"RAAAAAAAAAAAAAAAAAAARRRRRRRRGHH!!!!!"

Every so often an orc is born twisted and scarred, barely recognizable.  Despite their appearance they do not suffer any ill physical effects from their deformities, even while being in constant pain. Most of them have an inborn talent for magic and quickly become Sorcerers.  Their learning however quickly takes a backseat to their rage.  These orcs are far more unstable than their brethren, and usually have 'handlers' to calm them down and keep them out of trouble until they are needed in battle. 

Whether or not you consider them a blessing or a curse in battle depends on your point of view. Called Pain Totems by the Orcs enemies, they are especially sensitive to anger.  Pain Totems absorb the rage of anything near them, swelling with power and growing to monstrous size.  The other Orc warriors are less effective, but the Pain Totem itself is quite amazing to watch.

BECOMING A PAIN TOTEM  
Most Pain Totems begin as Sorcerers, eventually drifting into Barbarian as well.

 ENTRY REQUIREMENTS
   Race:  Any Orcish race
   Class Abilities:  Rage
   Base Attack Bonus: +5 BAB
   Feats: Extra Rage, Scarred


Class Skills
 The Pain Totem's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Swim (Str), and Survival (Wis)
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Synergistic Rage
2. +1    +0     +0     +3    Channel Rage
3. +2    +1     +1     +3    Steal Rage
4. +3    +1     +1     +4    Synergistic Frenzy
5. +3    +1     +1     +4    Channel Rage
6. +4    +2     +2     +5    Steal Frenzy
7. +5    +2     +2     +5    Channel Rage
8. +6    +2     +2     +6    Giant Among Orcs
9. +6    +3     +3     +6    Steal Life
10.+7    +3     +3     +7    Giant Transformation


Weapon Proficiencies: Pain Totems gain no new armor or weapon proficiencies.

Synergistic Rage (Su): You can Rage more times per day than normal.  If any being within  30 feet of you uses a daily use of it's Rage, so do you.  If this occurs when you have no daily uses of Rage left, you still enter Rage normally, but take 1 point of temporary Constitution damage when the Rage wears off. Once you are already Raging this does not trigger further uses of Rage until the first wears off.

Channel Rage (Su): At second level you gain a Rage Pool that can hold a certain amount or uses of Rage.  The maximum you can hold is equal to your Pain Totem level Plus your Charisma Modifier plus the times per day you can Rage.  This replaces the normal limit on how many times per day you can Rage, along with Synergistic Rage. When using Steal Frenzy, daily uses of Frenzy are stored as daily uses of Rage instead.  When your Rage Pool is filled, any daily uses of Rage or Frenzy stolen by your Steal Rage/Frenzy abilities are simply burned off into the ether giving you no extra abilities (but still depriving victims of them). When you are Raging you now have different abilities than normal. How powerful they are depend on how high your Rage Pool is. Since they are Supernatural abilities, in Antimagic Fields or other circumstances that would block them the Pain Totem gets its normal Rage abilities. At 2nd, 5th, and 7th level you gain 2 abilities each from the following list.  Until you choose from Strength, Constitution, or Iron Mind, you get the normal bonus for Raging for that particular ability. The Rage Pool can only hold uses of Rage for 24 hours or until they are used to enter Rage. If you choose the Strength, Constitution, or Iron Mind abilities, they replace the normal bonuses granted by Rage.   Your Rage Pool resets to full at the beginning of each day

Strength (Su): The Strength Bonus you gain varies depending on your Rage Pool.  1-3: +4, 4-6: +6. 7-9: +8, 10-12: +10, 13+: +12.   In addition your unarmed strikes do lethal damage while you are raging, and you are considered to have the Improved Unarmed Strike Feat while Raging.  Damage of your unarmed Strike depends on your Rage Pool.  1-3: 1d3, 4-6: 1d4, 7-9: 1d6, 10-12: 1d8, 13+: 2d6.

Constitution (Su): The Constitution Bonus you gain varies depending on your Rage Pool.  1-3: +4, 4-6: +6, 7-9: +8, 10-12: +10, 13+: +12.  In addition your Natural Armor Bonus is increased by an amount equal to your new Constitution Modifier.

Iron Toughness (Su): You gain DR x/- when Raging.  x is equal to your Rage Pool, with a maximum value of 10. This does not stack with the DR gained from class levels in Barbarian or similar sources.

Terrifying Aura (Su): Any Living being within 30' of you with less Hit Dice than yourself when you are Raging must make a Willpower Save (DC 10 plus half your level plus your Charisma modifier) or become scared. Exact effects depend on the level of your Rage Pool.  1-3: Shaken for 1d4 rounds, 4-6: Shaken for 1d8 rounds, 7-9: Shaken for 2d6 rounds, 10-12: Panicked for 1d4 rounds, Shaken for another 1d6 rounds; 13+: Panicked for 1d6 rounds, shaken for another 2d4 rounds.  If the Save is successful, the opponent is immune to this Pain Totems Terrifying Aura for 24 hours. The Save DC gains an Enhancement Bonus equal to your maximum Rage Pool divided by 6.

Iron Mind (Su): The Morale Bonus you gain to your Willpower Saves when Raging increases depending on the power of your Rage Pool.  1-3: +2, 4-6: +4, 7-9: +6, 10-12: +8, 13+: +10.  This Saving Throw Bonus does not work against your Handlers.

Empowered Weapon (Su): Weapons you wield gain magical power while you Rage depending on your Rage Pool.  1-3: +1, 4-6: +2, 7-9: +3, 10-12: +4, 13+: +5. They are considered magical for purposes of overcoming Damage Reduction.


Steal Rage (Su): Anytime a being with the Rage ability enters within 30 feet of you, it must make a Willpower Save (DC is 10 plus half your hit dice plus Charisma modifier) or lose 1 daily use of it's Rage ability, which is added to your Rage Pool.  It must continually make these Saving Throws while in range until it runs out of daily uses of Rage, or makes it's first successful Saving Throw.  Allies may willingly fail their Save and donate as many uses of Rage as they want. If the victim has only one daily use of  Rage, and he is currently Raging, and he fails the Saving Throw, he ceases Raging, and you still add 1 use of Rage to your Rage Pool. The Save DC has an Enhancement Bonus equal to the number of uses of Rage currently not in your Rage Pool. Steal Rage may not be used against someone who also has Steal Rage.  If 2 Pain Totems are in range enough to trigger this ability, and the opponent only has 1 use of Rage left, they both roll 1d20 + level + Con Bonus, higher total wins (if it's a tie reroll).

Synergistic Frenzy (Su): You can enter Frenzy more times per day than normal.  If any being within 30 feet of you uses a daily use of it's Frenzy, so do you.  If you cannot normally Frenzy, or this occurs when you have no daily uses of Frenzy left, you still enter Frenzy normally, but take 1 point of Constitution damage when the Frenzy wears off. Once you are already Frenzied this does not trigger further uses of Frenzy until the first wears off.

Steal Frenzy (Su): Anytime a being with the Frenzy ability enters within 30 feet of you, it must make a Willpower Save (DC is 10 plus half your hit dice plus Charisma modifier) or lose 1 daily use of it's Frenzy ability, which is added to your Rage Pool.  It must continually make these Saving Throws while in range until it runs out of daily uses of Frenzy, or makes it's first successful Saving Throw.  Allies may willingly fail their Save and donate as many uses of Frenzy as they want. If the victim has only one daily use of Frenzy, and he is currently Frenzied, and he fails the Saving Throw, he ceases Frenzying, and you still add 1 use of Rage to your Rage Pool.  The Save DC has an Enhancement Bonus equal to the number of uses of Rage currently not in your Rage Pool.  Steal Frenzy may not be used against someone who also has Steal Frenzy.  If 2 Pain Totems are in range enough to trigger this ability, and the opponent only has 1 use of Frenzy left, they both roll 1d20 + level + Con Bonus, higher total wins (if it's a tie reroll).

Giant Among Orcs (Su): Whenever you enter Rage or Frenzy you become Large Sized, along with your equipment.  Your Base Speed increases 10 feet, Reach increases to 10', and you gain all the abilities listed on page 291 of the Monster Manual for going from Medium to Large. Remember also that your weapon damage increases due to Size Class.

Steal Life (Su): You may use this ability once per day per point of Charisma modifier (minimum of 1).  You choose 1 living injured (injured defined as being at less than full Constitution or Hit Points)target within 60 feet that is visible to you, and it must make a Willpower Saving Throw (Save DC is 10 plus half hit dice plus Charisma Bonus), or lose 2 hit points per your effective character level.  You gain hit points equal to the victims Hit Dice x2.

Giant Transformation (Ex): At 10th level you undergo radical magical surgeries taking 24 hours and costing 1000 GP in materials..  Giant Among Orcs becomes permanent, not just when raging. When using Rage or Frenzy you now gain Fast Healing 3. 

PLAYING A PAIN TOTEM
You are a barely restrained psychotic.  You live life in constant pain and suffering, and are an outcast even among your own people.  No one likes you, and after several years of being treated badly you wouldn't have it any other way.  It's not that your own people don't believe you have supernatural, perhaps gods-given power.It's not that they don't appreciate your ability to fight.  But you have even less social skills than the average orc, and lash out unexpectedly at whatever is near when you're upset.  Once you gain the Steal Rage ability this massively compunds the problem.
 Combat: Your always first in line in a fight.  When the Barbarians charge in so do you.  It lets you take advantage of their Rage initially, and lets you steal it later.  Eventually you'll charge in before them against other opponents capable of Raging to steal their Rage.  After that the Rage Pool will kick in and you just swing away relying on brute strength to carry the day.
 Advancement: Advancement is kind of a moot point for Pain Totems.  No one will teach them anything, and for the most part they aren't willing to learn.  Once they get the Channel Rage ability they usually give into their own anger to dull the pain of existence, and lead a short but bloody life.
Resources: Pain Totems without a patron tribe are pretty much on their own.  They really only have their own abilities to keep them going at that point, because few if any beings will willingly support them.

PAIN TOTEMS IN THE WORLD
"Those things aren't natural.  Even the other Orcs don't like them.  You see one of those twisted freaks you avoid it boy.  Fight the other Orcs."
Pain Totems don't interact with the world much.  Most of them set and stare into the distance until there's a fight or they sense a problem.  And then they go insane and start smashing things. Until no one is angry, the problem goes away, their handlers calm them down, or they die.  Some of them are kept in chains until a fight is needed.
 Daily Life: As a Pain Totem you will spend most of your day being ostracized by your tribe who live their lives in fear of you. Your'e either kept sedated or chained so anyone getting angry nearby doesn't set you off.  Or perhaps there are special handlers, usually spellcasters of some kind who specialize in enchantment.
 Notables: Tarn (Sorcerer 1/Barbarian 5/Pain Totem 6) has led his tribe to many victories.  he is unusual in that his tribe has allowed him to lead.  Perhaps ecause he has seemed less unstable than most of his kind.  In fact the strange scars all over his body are said to be a sign from Gruumsh by the Shamans...
 Organizations: Pain Totems have no organization.  Usually they try to murder each other if given a chance.

NPC Reaction
Considering that you look horrible, most non Orcs will find you terrifying.  Even most Orcs find you terrifying.  In all likelihood most strangers you meet will consider you a monster.

PAIN TOTEMS IN THE GAME
Pain Totems are probably better as a NPC Prestige Class.  Since their abilities rely on absorbing Rage or Frenzy they will need to be surrounded by teammates or enemies to make proper use of them.  They'll also tend to be in the spotlight an awful lot in fights, and pretty much a drawback outside of them. Leadership is a boon to them, as they can have a group of Orc Barbarians as a cohort, making them pretty nasty...
 Adaptation: Pain Totems make Orc invasions a bit different.  Instead of hundreds of berserkers, you now have dozens of berserkers, a lot of weaker warriors, and a small group (or perhaps even an individual) with serious power.
 Encounters: PC's will usually encounter a Pain Totem as the giant, twisted monstrosity in the charging horde of Orc reavers they are about to face.  Or as a bedraggled outcast considering either suicide or bloody vengeance somewhere in the bleak places of the world.

Sample Encounter
Give an example of how one might encounter a member of this PrC.

EL 12: Tarn is one of the few of his kind to learn restraint, as well as live past the age of 20.  At one point he tired of being the pet monster of his tribes chieftain, and made sure to be next to him in a large raid against the humans.  With his rage gone the older Orc didn't do so well in battle and fell to the humans.  There were few if any survivors. Tarn was one of them.  His tribe did not yet know of his ability to steal the Rage from his fellow berserkers, and he faced little punishment.  At least no more than the others did.  The fight over who was to become chieftain was short and brutal, and to everyone's surprise Tarn won.  To their continued surprise he was actually good at it.  The tribe prospered under his rule, despite his seeming to be fairly uninterested in being a leader.  The truth was that Tarn had found an old sword while in the hills alone returning from the battle.  It called to him, and showed him visions of a future.  A future without the humans.  If only he would wield it.  He agreed. Flash forward several years, and Tarn is now undisputed lord of his tribe.  His rivals are dead, the priests are dead, and he plans to lead his tribe on a suicidal raid on a nearby human city.  The sword has shown him that he and his tribe will die, but the humans will be broken enough that they will fall to the other tribes.  He doesn't care anymore.  The pain of his existence is now overwhelming, and he's been willing to die for years.  After all what does he have left?  His blasphemy of killing the priesthood leaves him no afterlife with Gruumsh.  The tribe fears him more than anything else.  The humans would probably wipe them out eventually anyway.  So on this day Tarn sets his wife free, and tells her she is free to remarry, if any of them come back.  And he smiles and thinks "Today at last I will die.  I can hardly wait."



Tarn
CE (originally CN) Male Orc Sorcerer1/Barbarian 5/Pain Totem 6
Init +1, Senses: Listen +3, Spot -1, Dark Vision 60 ft.
Languages Orc, Common
------------------------------------------------
AC 25, touch 11, flat-footed 24 (+1 Dex, +8 Armor, +6 Shield)
Max possible AC using Channel Rage is 33, touch 11, flat-footed 32 (+ 8 Natural Armor Bonus)
hp 74 (12 HD)
Max hp when using Channel Rage 122
Fort +7, Ref +4, Will +8   +2 on Saves vs Pain,
+2 Morale Bonus to Willpower Saves when Raging
Max possible Fort Save when using Channel Rage is +10
Cannot be Dazed or Stunned
Dr 8/- when using Channel Rage
------------------------------------------------
Speed 40 ft. (8 squares), 30 ft. in armor
Melee Sword of Darkness +15/+10 (1d8+7) or Unarmed Strike (1d3+4)
Max possible when using Channel Rage +19/+14 (1d8+11) or Unarmed Strike (1d6+8)
Base Atk +8, Grp +12 (+16 with Channel Rage)
Atk Options Inspired Rage, Inspired Frenzy, Steal Rage, Steal Frenzy, Channel Rage (Strength, Constitution, Iron Toughness, Terrifying Aura (Save DC 19), Maximum Rage Pool 8), Rage 2/day, Power Attack
Combat Gear 6 Potions of Cure Serious Wounds, 3 Potions of Protection from Arrows
Sorcerer Spells Prepared (CL 12th)
    0: Detect Magic x2, Detect Poison x2 (also knows Flare, Message)
    1st: Ray of Enfeeblement x1 (Save DC 14), True Strike x3
------------------------------------------------
Abilities Str 18, Dex 12, Con 13, Int 6, Wis 8, Cha 16
Max possible when using Channel Rage Str 26, Con 21
SQ Illiteracy, Trap Sense +1
Feats Scarred, Power Attack, Thick Scars, Patterned Scars, Leadership
Skills Climb +10, Concentration +10, Intimidate +10, Listen +2, Spellcraft +1
Possessions +3 Ring of Protection, +5 Heavy Fortification Hide Armor, 3 Potions of Protection from Arrows, 3 Potions of Non Detection, 6 Potions of Cure Serious Wounds, +4 Heavy Steel Shield, Bag of Holding 2, 814 GP, Sword of Darkness (the Swod of Darkness is an artifact whose stats are up to the DM.  It should be at least a +3 intelligent longsword somehow capable of seeing the future and manipulating it's wielder).

Cohort CE Male Orc Barbarian 6/Frenzied berserker 4
Followers 20 1st Level Male Orc Barbarians, two 2nd Level Male Orc barbarians, 0ne 3rd Level Male Orc Barbarian.



Scar Feats

Scarred
You are born with a network of scars over your entire body.  You are in constant pain, but suffer no ill effects from it.
 Prerequisites: Any Orc Race, must be taken at 1st level
 Benefits: You gain a +2 bonus on Saving Throws against spells or effects that specifically only cause pain (for example Finger of Agony, Symbol of Pain, and Wrack).

Thick Scars
Your scars have grown more prevalent and more ugly with time.
 Prerequisites: Scarred, Base Fortitude Save +5
 Benefits: You are now immune to effects based on Pain.

Patterned Scars
Your scars have grown into patterns the Shamans assure you have hidden meaning and significance.
 Prerequisites: Scarred, Base Willpower Save +5
 Benefits: Caster Level for your Arcane Spells is equal to your Effective Character level.

Burning Scars
The pain from your scars drives you mad sometimes. But it also gives you power...
 Prerequisites: Scarred
 Benefits: 3 times per day you may increase the Save DC of any Spell or Supernatural Ability you have as a Free Action by +2.  This stacks with Feats such as Spell Focus or Ability focus.

Hardened Scars
Your scars have grown iron hard.
 Prerequisites: Scarred, and 3 other Scar Feats or Damage Reduction of some kind.
 Benefits: You cannot be Dazed, Sickened, Staggered, or Stunned.  Your Damage Reduction increases +3 against subdual damage (i.e. if you had Dr 5/-, it is now DR 8/-).





EPIC PAIN TOTEM

Hit Die: d8
Skills Points at Each  Level : 4 + int
Rage Pool: The maximum amount of uses of Rage/Frenzy your Rage Pool can hold increases by +1 for every level past 20th.
Bonus Feats: The Epic Pain Totem gains a Bonus Feat every 3 levels higher than 20th.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: archangel.arcanis on December 11, 2008, 04:12:47 PM
looks interesting at first glance. Perhaps i'll adapt this for my feral human i'm playing in a stupid powerful game, the DM already suggested leadership as a feat (i got a guy to join us by threatening to rip his face off and throw it at one of his allies).
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: woodenbandman on December 12, 2008, 04:48:33 AM
Burning Scars = Best binder feat ever  :D If only Orcs didn't have that Charisma penalty.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on December 12, 2008, 09:49:14 AM
The Pain Totem was kinda meant to be one of the "bad guy" PrC's, intended more to be used by NPC's than players.  I've made several of those.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on December 15, 2008, 11:12:37 AM
Burning Scars does stand out as a lil over the top on second look.  How about I make it usable 3 times per day?
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on December 16, 2008, 01:31:11 PM
Revised he Feats a tad and added Epic levels.  If nothing stands out as being too bad to anyone I shall post the next one.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on December 17, 2008, 10:34:23 AM
DARKENED EYE

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"You should have walked away while I gave you the chance."

A Darkened Eye is an Orc born with one eye socket empty.  He or she seems to age rapidly, yet suffer no ill effects from it.  By the time they are 18 they look half again as old.  By the time they are 30 they look almost twice as old.  And then there are the powers they manifest...   It is believed that the Darkened Eyes are perhaps gifted or cursed by Gruumsh.  In truth they have an as yet unkown connection to the Plane of Shadow.  But they ruthlessly exploit the idea they may be a chosen one of the Orc god.  At least as long as they can.

BECOMING A DARKENED EYE  
Most Darkened Eyes begin as Hexblades.

 ENTRY REQUIREMENTS
   Class Features:  Hexblades Curse, Dark Companion
   Skills: Intimidate 4 Ranks, and Knowledge (Arcana) 4 Ranks.
   Base Attack Bonus: +6 BAB
   Feat: Darkened Eye

Class Skills
 The Darkened Eye's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Hide (Dex), Knowledge (Arcana, Nature) (Int), Listen (Wis), Spellcraft (Int), and Survival (Wis).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Dark Curse
2. +1    +0     +0     +3    Dark Soul
3. +2    +1     +1     +3    Dark Power
4. +3    +1     +1     +4    Dark Curse
5. +3    +1     +1     +4    Dark Soul
6. +4    +2     +2     +5    Dark Power
7. +5    +2     +2     +5    Dark Soul
8. +6    +2     +2     +6    Dark Curse
9. +6    +3     +3     +6    Dark Power
10.+7    +3     +3     +7    Dark Form


Weapon Proficiencies: A Darkened Eye gains no new weapon or armor proficiencies.

Dark Curse (Su): The power of your curse is increased by your link to the Plane of Shadow. 

At 1st level your hexblade and Darkened Eye Levels stack for determining the Save DC of your Hexblades Curse.  You gain 1 extra daily use of your Hexblade's Curse per Darkened Eye level.

At 4th level you can expend a daily use of your Hexblades Curse to cast Bestow Curse, Contagion, Fear, Hold Monster, or Vulnerability as a Supernatural ability.

At 8th level you can expend two daily uses of your Hexblades Curse to cast Evil Glare, Eyebite, Imperious Glare, Insanity, or Opalescent Glare (In your case this Supernatural Ability does NOT have the Good descriptor and work on any creature regardles of alignment.  It's still restricted by Hit Dice though.) as a Supernatural ability.

Dark Soul (Su): Your Dark Companion merges with you and becomes your own shadow.

At 2nd level you merge with your Dark Companion, and it becomes your shadow. A living shadow that occasionally moves on its own. Any opponent within 10 ft of you takes the -2 penalty to its Saves and AC as if it were next to your Dark Companion.

At 5th level your Dark Vision increases to 120'. You no longer suffer from Light Sensitivity.

At 7th level your Dark Vision increase to 240'. You are now immune to spells/effects that would blind you.  You may now see through magical darkness as well as normal darkness with your Dark Vision.

Dark Power (Su): Your attachment to the Plane of Shadow increases and you gain supernatural abilities based on darkness. 

At 3rd Level you are Invisible as per the spell Greater Invisibility whenever you are in darkness.  The spell See Invisibility will not reveal you, but True Seeing does. 

At 6th level you may cast Shadow Walk once per day as a Supernatural ability.  The spell chosen at 3rd level that could be cast once per day can now be cast 3 times per day, and the spell that could be cast 3 times per day may now be cast at will.

At 9th level your opponents do not gain a Saving Throw against your Hexblade's Curse/Dark Curse abilities if they are in complete darkness.

Dark Form (Su): At 10th level you leave mortality behind, becoming a creature of the Plane of Shadow.  You now gain the Shadow Creature Template form the Manual of the Planes (also in Lords of Madness).
 
PLAYING A DARKENED EYE
Your curse is your main asset.  No one wants to be on the receiving end of it, and everyone wants to have its use for their own purposes.  this gives you a great deal of leverage once you fully gain control of it.  You also have the advantage that many Orcs will believe you are some sort of avatar or priest of Gruumsh.
 Combat: Darkened Eyes like to use their Curses to open up opponents for their allies.  They specialize in attacking from hiding at range, and rarely do face to face combat unless given no other choice, or if they're making an example of an obviously weaker individual.
 Advancement: Most Darkened Eyes spend their time focused on increasing the power of their curses.  Rarely do they take any other path.
Resources: Darkened Eyes are not well liked, and usually only have their own abilities to draw on, or the members of their tribe that they have helped.  Except for the priesthood.  It takes time but many priests eventually catch on that the Eye's power comes from something very much not Gruumsh...

DARKENED EYES IN THE WORLD
"Never look at Tarn's empty eye socket.  Something looked back at me when I did, but it wasn't him."
Darkened Eyes have a hard lot in life.  The Priests of Gruumsh see him as a rival due to his appearance of only having 1 eye.  Or just flat out an enemy if they know he's a fraud. Most other high ranking tribesmen fear him because of his powers, and what he knows (because a smart Darkened Eye barters the use of his curses for knowledge).  The lower tribesmen fear him for the same reason.  Essentially he has no friends.  He must blackmail, curse, or outright murder to get his way or keep himself safe.
 Daily Life: You spend most of your time engaged in the study of your powers.  Occasionally members of your tribe will consult you for advice in matters they don't wish made public, or for your assistance in cursing their enemies.
 Notables: Hrukk (CE Male Orc, Hexblade 6/Darkened Eye 6) is the witch doctor of his tribe.  He know the secrets of it's members (and a good deal of it's enemies).  It's the only thing keeping him alive really.
 Organizations: Darkened Eyes have no organizations devoted to them, unless they themselves head them.  Rarely do they rise to any high station.

NPC Reaction
Most people are absolutely terrified of Darkened Eyes.  They are known for 2 things: the power of their curses, and their willingness to use them freely.  Many are outcast from their tribe for this reason, and take the life of hermits.

DARKENED EYES IN THE GAME
The Darkened Eyes are exceptional debuffers.  Used well they can cripple opponents quickly, so it will be wise for DM's to include more than 1 opponent in most encounters.
 Adaptation: Darkened Eyes are best in horror type campaigns, but will work in others that are serious.
 Encounters: Most PC's will encounter a Darkened Eye as a strange hermit that many locals go to for curses or revenge.  Or as the elite assassin of an Orcish raiding party.

Sample Encounter
Give an example of how one might encounter a member of this PrC.

EL 12: Hrukk has graduated to be his tribal War Chiefs own personal assassin.  He's the one who sneaks into human towns to commit sabotage or murder.  He's also the one the Chief has paid handsomely to murder rivals, such as Priests, and other warriors.  Hrukk also knows where the bodies are buried. Which means his time is limited.  The Chief wants him dead and he knows it.

So he's decided to set the Chief up big time using his powers.  He's already informed the local human town of all the tribes plans.  When the raiding party goes out he'll be slipping away at the earliest opportunity.  He's bribed some helpers to ready things when he returns to expose his Chief to the tribe, assuming he survives the fight.  After that he has a horse ready to take him to the larger cities.  Hrukk wants more money for his talents...


Hrukk
CE Male Orc Hexblade 6/Darkened Eye 6
Init +0, Senses: Listen +1, Spot +1, Dark Vision 120 ft.
Languages Orc, Common
------------------------------------------------
AC 15, touch 10, flat-footed  15 (+5 Armor)
hp 84 (12 HD)
Fort +6, Ref +4, Will +8 
+3 vs spells and spell like effects
------------------------------------------------
Speed  30 ft. ( squares)
Melee +1 Unholy Surge Stygian Falchion +14/+9 (2d4+4)
Base Atk +10, Grp +13
Atk Options Hexblades Curse 5/day (Save DC 21), Dark Curse, Dark Curse, Dark Power, Curse Feats
Combat Gear 4 Potions of Cure Serious Wounds
Hexblade Spells Prepared (CL 3rd)
    1st (2/day):Entropic Shield, Detect Magic, Karmic Aura, Reaving Aura (DC 14)
Supernatural Abilities (CL 12th) Save DC 19
    At Will: Shadow Mask
    1/day: Shadow Walk
    3/day: Armor of Darkness
    By expending 2 Daily Uses of Hexblades Curse: Bestow Curse, Contagion, Fear, Hold Monster, or Vulnerability.
------------------------------------------------
Abilities Str 17, Dex 10, Con 14, Int 10, Wis 6, Cha 16
SQ Arcane Resistance, Mettle, Immune to Blindness
Feats Combat Casting (B), Extra Curse x2, Extend Curse, Empower Curse, Ability Focus (Hexblades Curse)
Skills Bluff +6, Concentration +7, Hide +6 (+16 armored), Intimidate +10, Knowledge (Arcana) +10, Listen +1, Spellcraft +6, Spot +1, Move Silently +10 in armor
Possessions +1 Improved Shadow/Improved Silent Moves Chain Shirt, +1 Unholy Surge Stygian Falchion, Ring of Invisibility, 4 Potions of Cure Serious Wounds, 2 Potions of Fly, 875 GP




Darkened Eye
You are born with one eye put out already.
 Prerequisites: Any Orc Race, must be taken at 1st level
 Benefits: You gain a +2 Racial Bonus to Search and Spot rolls, but only in dim or no light.





EPIC DARKENED EYE

Hit Die: d8
Skills Points at Each  Level : 4 + int
Hexblade's Curse: The Save DC of the Curse still increases by 1 every 2 levels.  The Darkened Eye gains an additional daily use of it's Hexblades Curse at each level.
Bonus Feats: The Epic Darkened Eye gains a Bonus Feat every 3 levels higher than 20th.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on December 20, 2008, 07:22:11 AM
IRONHEART SAMURAI

(http://Picture URL)
   
"My heart would go out to you if I still had one."

Even among the Hobgoblins of the Far East there are those who will do anything for power, even things most would turn away from.  Such a Hobgoblin is the Ironheart Samurai.  Having their heart replaced with iron gives many benefits, but it eventually makes them emotionless machines.  A price some are all too willing to pay as they consider emotion a hindrance instead of a possible asset.  Not having emotions makes following the Code of Bushido far, far easier.  You might at first be upset that people openly call you an abomination, but even that will fade with time.

Conceived decades ago as a method of creating unstoppable soldiers, the Ritual nearly wiped out a generation of aristocracy, as they were no longer capable of having children.  It ended up being such a debacle that all who knew of it's existence were put down or exiled if they managed to escape.  Rumors of it's existence persist however, and the remnants of those former nobility are now roaming the lands as forgotten gypsies.  They will still perform the Ritual for a price, without telling the arrogant young samurai of the true price they will pay for their lust for power.


BECOMING AN IRONHEART SAMURAI  
Ironheart Samurai start as simple warriors in the service of their lord.  Many will have heard of the Ritual of the Dead Heart, but the Ironheart Samurai is the one willing to seek it out and have it performed.

 ENTRY REQUIREMENTS
   Race:  Hobgoblin
   Class Abilities:  Staredown
   Skills: Concentration 4 Ranks, Intimidate 4 Ranks
   Feats:  Power Attack, Cleave, Great Cleave
   Special:  Must have spent 2000 GP on magical surgery (The Ritual of the Dead Heart) to have your heart ripped out and replaced with an iron replica.  The Ritual takes 24 hours.  If it is interrupted you die, but may be Raised or Resurrected normally.


Class Skills
 The Ironheart Samurai's class skills (and the key ability for each skill) are Concentration (Con), Intimidate (Cha), Knowledge (Any, Int), Listen (Wis), and Sense Motive (Wis)
Skills Points at Each  Level : 4 + int

Hit Dice: d10

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +2    Ritual of the Dead Heart (The Beginning)
2. +2    +3     +0     +3    Unfeeling (Bloodless)
3. +3    +3     +1     +3    Iron Warrior (Iron Toughness)
4. +4    +4     +1     +4    Ritual of the Dead Heart (Ensanguination)
5. +5    +4     +1     +4    Unfeeling (Numb)
6. +6    +5     +2     +5    Iron Warrior (Iron Fists)
7. +7    +5     +2     +5    Unfeeling (Iron Skin)
8. +8    +6     +2     +6    Ritual of the Dead Heart (Terror)
9. +9    +6     +3     +6    Iron Warrior (Iron Armor)
10.+10   +7     +3     +7    Immortal


Weapon Proficiencies: Ironheart Samurai gain no new weapon or armor proficiencies.

Ritual of the Dead Heart (Ex): At 1st level your type changes to Living Construct with the Goblinoid subtype.  In other words although you are a Living Construct, you are still considered a Hobgoblin for purposes of Feats/PrC's etc which require you to be a Hobgoblin. You no longer age, and are effectively immortal unless slain. You can fool people into believing you are a corpse with a DC 10 Bluff check (just by lying still and not moving).

At 4th level you discover that fresh  blood now heals your wounds.  Anytime you are covered in blood, or have drank at least 1 full cup of it, you gain Fast Healing 4 for 1 round per Ironheart Samurai level. 

At 8th level your Samurai or Ronin and Ironheart Samurai levels stack for determining when you get Mass Staredown, Improved Staredown, and Frightful Presence.
 
Unfeeling (Ex): Beginning at 2nd level you no longer bleed and are immune to the Wounding ability and any spell/effect that requires you to have blood.

At 5th level you become immune to Stunning and Pain Effects (i.e. spells such as Wrack, Symbol of Pain, etc.).

At 7th level you become immune to Ability Damage/Drain, death and necromancy effects, and any spell/effect requiring a Fortitude Save unless it specifically states that it effects objects as well.

Iron Warrior (Ex): At 3rd level your Natural Armor Class Bonus improves (or you gain one if you do not have it) by a number equal to your Ironheart Samurai level.  I.E. if you are a 10th level Ironheart Samurai, you have a +10 Natural AC Bonus.

At 6th level you gain a Slam Attack equal to 1d6 plus your Strength Modifier, or your Unarmed Strike damage increased by 1 step, whichever is greater (i.e. if your unarmed strike does 1d6 the slam does 1d8).  If you make a Full Attack you get 2 Slam Attacks.

At 9th level you gain Damage Reduction 10/Cold Iron.

Immortal (Ex): You are now immune to Critical hits.  You gain Energy Resistance 10 (Cold, Electricity, Fire). Your Fast Healing gained from blood drinking is instead Regeneration 5 now.  You cannot regenerate acid damage.

PLAYING AN IRONHEART SAMURAI
You are flush with new power.  For a time this doesn't change you, and many praise your prowess on the field.  Eventually however, things will go awry.  You begin to lose some of your emotions, and not everyone loses the same ones first.  An Ironheart incapable of respect or admiration or loyalty will quickly become a Ronin or an outlaw.  One incapable of sadness or fear might be considered insane or at least eccentric.  If he can't feel anger, that's downright unnatural.  Once he begins to consider things logically instead of emotionally, he runs into a quandary.  he has sworn an oath to his lord, but many of his lords actions are illogical and counter productive.  Does he continue to follow Bushido, or go Ronin?  Or does he simply kill his lord and take his place.
 Combat: Being somewhat more well protected than most, the Ironheart Samurai concentrates on making himself even tougher in a fight, making himself as difficult to put down as he can.  You can defeat any opponent as long as you can outlast them.
 Advancement: Given that you will soon be difficult to heal (and spilling blood to do so), and will have certain mental...difficulties, it is almost certain you will become an ex-Samurai at some point unless your lord is willing to overlook the problems you create to have you on his side.  Usually most Ironheart Samurai who can't control themselves end up exchanging Samurai levels for the Ronin PrC.
Resources: You will have the resources available of any typical Samurai.  i.e. if your lord believes  you need something to get the job done, it's yours for the asking.  If he doesn't, good luck.  You'll need to be a bit more ingenious.

IRONHEART SAMURAI IN THE WORLD
"He hasn't been the same since he came back from that trip last summer..."
Ironheart Samurai are somewhat tragic.  In their quest for power they have undergone a dangerous and life-altering surgery, and are slowly losing both their 'humanity' (for lack of a better term) and their mortality.  In the end whether or not becoming a soulless, emotionless machine is worth it is a toss up.  What use in gaining power and respect if you no longer feel the need to enjoy it.  Many end up going insane somewhere along the line or so offend their lord that they must go Ronin. 
 Daily Life: Eventually your life will be consumed with battle and affairs of state.  Since you will no longer need food or rest, you will find your self with many hours with nothing to do.  Some Ironheart Samurai become proficient serial killers unknown to their court.
 Notables: Tetsuo (LE Male Hobgoblin, Samurai 6/Ironheart Samurai 6).  Tetsuo has wanted the Ritual of the Dead Hearts power ever since hearing of it's existence.  Years later, he wonders if he made the right decision.  He gets no rest as he no longer sleeps, and all food tastes the same to him, bland and metallic.  He hasn't eaten in some time.  The Ritual has made him impotent, and immune to poisons, so even alcohol and women are denied him.  At night when everyone is asleep he's been leaving the castle grounds, and committing murders in the night.  Given that he has the right to kill peasants as a Samurai he doesn't understand why he feels the need to be stealthy about it.  At times he wonders if he's lost his mind.
 Organizations: As a Samurai you are always part of an organization, i.e. the government.  However, someone had to perform the Ritual of the Dead Heart upon you.  And they may consider you beholden to them...

NPC Reaction
NPC's (particularly peasants) tend to regard you with abject terror.  Even your fellow hobgoblins are afraid of you, since you no longer seem predictable or capable of mercy. 

IRONHEART SAMURAI IN THE GAME
Ironheart Samurai will be a tad difficult to roleplay, since doing it adequately means depicting a slow slide into insanity, depression, or maybe even complete emptiness.  They definitely aren't team players after a certain point.
 Adaptation: Ironheart Samurai are definitely for serious campaigns, especially horror settings.
 Encounters: PC's will usually encounter Ironheart Samurai if they're on the wrong side of a battle he's fighting, or perhaps they will be asked by the Daimyo to find out who's been murdering the peasantry in secret. 

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: Tetsuo has been murdering locals, and the Daimyo is not pleased.  The PC's are recently arrested gaijin who have been given an ultimatum: Find the murderer and stop him without embarrassing the government, or be put to death.  If they agree, they will be given some leeway, and will be presented as expendable barbarians sent to stop an equally unstable monster.  If not, they go straight to the executioner's block.


Tetsuo
LE Male Hobgoblin Samurai 6/Ironheart Samurai 6
Init +6, Senses: Listen +4, Spot +0, Dark Vision 60'
Languages Common, Goblin
------------------------------------------------
AC 33, touch 14, flat-footed 32  (+1 Dex, +6 Natural, +13 Armor, +3 Deflection)
hp 90 (12 HD)
Fort +12, Ref +6, Will +7 
------------------------------------------------
Speed 30 ft. (6 squares), 20 ft. in armor
Melee Slam +15/+10/+5 (1d6+3) or Katana +16/+11/+6 (1d10+4/17-20)
Base Atk +12, Grp +15
Atk Options Kiai Smite 1/day (+3), Staredown
Combat Gear 4 Cure Serious Wounds Potions.
-----------------------------------------------
Abilities Str 16, Dex 14, Con 15, Int 8, Wis 10, Cha 16
SQ Two Swords As One, Iaijutsu, Ritual of the Dead Heart, Unfeeling
Feats Cleave, Great Cleave, Improved Critical (Bastard Sword), Improved Initiative, Power Attack
Skills Concentration +6, Intimidate +7, Knowledge (Nobility) +6, Listen +4, Ride +6, Sense Motive +7
Possessions +1 Bloodfeeding Impaling Whirling Katana, +5 Full Plate, Ring of Mind Shielding, +3 Ring of Protection, 4 Cure Serious Wounds Potions, 15 gp



EPIC IRONHEART SAMURAI

Hit Die: d10
Skills Points at Each  Level : 4 + int
Iron Warrior: You Natural Armor Bonus increases by +1 for each level.
Bonus Feats: The Epic Ironheart Samurai gains a Bonus Feat every 3 levels higher than 20th.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Prak, the Mad on December 20, 2008, 12:49:30 PM
There's a problem with the Ironheart samurai. Regeneration turns all damage into non-lethal damage(except, in this case, acid, which doesn't make sense flavour wise, but that's not the problem). By the time this is happening the character is immune to non-lethal damage. This means the only thing that hurts the character is acid. This needs to be changed as it is horrendously bad, at least in my estimation.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on December 20, 2008, 12:59:01 PM
There's a problem with the Ironheart samurai. Regeneration turns all damage into non-lethal damage(except, in this case, acid, which doesn't make sense flavour wise, but that's not the problem). By the time this is happening the character is immune to non-lethal damage. This means the only thing that hurts the character is acid. This needs to be changed as it is horrendously bad, at least in my estimation.


Well he does have to drink blood to get the regen but I see your point.  I shall fix now. 


Told'ja I was on a buncha meds when I made some of these :D


I switched it to immunity to Pain Effects, and added Epic levels.  Any other thoughts?  I got more coming if not...
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on December 20, 2008, 02:06:22 PM
PINE BENDERS

(http://Picture URL)
   
"The cities may be yours, but the hills belong to me.  You should have stayed in town."

Pine Benders are Orcish Druids who give up the ability to shapeshift into animals and elementals in exchange for simple physical power: they can grow to giant size.

BECOMING A PINE BENDER  
Orcs who become Druids are pretty rare.  Temperamentally most aren't well suited to it, and the clash of mindsets of those who are inevitably lead to their being outcast from the tribe.  After time alone in the woods many go insane, or begin to quest for personal power to make their place in the world.  Most Pine Benders are rather combative Druids.  Some may have a level or two of barbarian or Fighter.

 ENTRY REQUIREMENTS
   Race: Orc
   Class Abilities: Wild Shape
   Feats: Power Attack, Cleave
   Skills: Knowledge (Nature) 6 Ranks


Class Skills
 The Pine Benderss class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (int), Heal (Wis), Intimidate (Cha), Knowledge (Nature)(Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str)
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +0     +2    Giant Shape (Powerful Build), Sun sight        +1 level of Divine Spellcasting Class
2. +1    +3     +0     +3                                            +1 level of Divine Spellcasting Class
3. +2    +3     +1     +3    Giant Shape (Large)
4. +3    +4     +1     +4                                            +1 level of Divine Spellcasting Clas
5. +3    +4     +1     +4    +1 level of Divine Spellcasting Class
6. +4    +5     +2     +5    Giant Shape (Huge)    +1 Level of Divine Spellcasting Class
7. +5    +5     +2     +5    +1 level of Divine Spellcasting Class
8. +6    +6     +2     +6                                            +1 Level of Divine SPellcasting Class
9. +6    +6     +3     +6    Giant Shape (Gargantuan)
10.+7    +7     +3     +7    Giant Form                              +1 Level of Divine Spellcasting Class


Weapon Proficiencies: Pine Benders are proficient with Simple Weapons and the Greatclub.
 
Sun Sight (Ex): At 1st level the Pine Bender loses any Light Sensitivity it may have.

Giant Shape (Su): Your Druid and Pine Bender levels stack for purposes of determining how many times per day you may Wild Shape and it's duration.  Your Wild Shape is also different.  You may no longer assume other forms, but you may grow in size and strength.  You do not lose the ability to speak or cast spells, and any equipment worn upon your person (i.e. your clothes and any magic items occupying slots in your body) grow with you and do not cease to function.  Weapons held in your hand increase in size with you as well. At 1st level you gain the Powerful Build ability (see page 12 of the Expanded Psionics Handbook) in Giant Shape, and a +4 Enhancement Bonus to your Strength and a +2 Enhancement Bonus to your Constitution. You also gain a Slam attack doing 1d3 plus Strength bonus. You get 2 Slam Attacks with a Full Attack.


At 3rd level while in Giant Shape you actually become Large instead of having Powerful Build., and gain a +8 Enhancement Bonus to your Strength, +4 Enhancement Bonus to your Constitution, and your Natural Armor Class Bonus increases by +2. Base Speed increases by +10 feet, and you gain a Slam attack doing 1d4 plus Strength bonus.  You may also now catch and throw rocks as a Large Giant does (see Monster Manual page 119) while in Giant Shape.  Size/Reach becomes 10'/10'.

At 6th level you may become Huge while in Giant Shape, gaining a +16 Enhancement Bonus to Strength, a +8 Enhancement Bonus to Constitution, and your Natural Armor Class Bonus increases by +5.  You may now catch and throw rocks as a Huge Giant. Base Speed increases by +10 feet, and you gain a Slam attack doing 1d6 plus Strength bonus.  Size/Reach becomes 15'/15'.

At 9th level you may become Gargantuan while in Giant Shape, gaining a +24 Enhancement Bonus to Strength, a +12 Enhancement Bonus to Constitution, and your Natural Armor Class Bonus increases by +9.  You may now catch and throw rocks as a Gargantuan Giant. Base Speed increases by +10 feet, and you gain a Slam attack doing 1d8 plus Strength bonus.  Size/Reach becomes 20'/20'.

Giant Form (Ex): At 10th level the Pine Bender's Type becomes Giant instead of Humanoid, but it still retains the Orc subtype, and is considered an orc for all other purposes. You also gain low light vision. You may now become Colossal while in Giant Shape, gaining a +32 Enhancement Bonus to Strength, a +16 Enhancement Bonus to Constitution, and your Natural Armor Class Bonus increases by +14.  You may now catch and throw rocks as a Colossal Giant. Base Speed increases by +20 feet, and you gain a Slam attack doing 2d6 plus Strength bonus.  Size/Reach becomes 30'/30'.

PLAYING A PINE BENDER
No one has ever liked you.  And that's fine by you.  You have enough power now to make your own way in the world, and to hell with anything that gets in your way.  Leading others is of no real interest, but you don't intend to be a servant either.
 Combat: Pine Benders tend to use Giant Shape to it's maximum advantage, backing it up with spells as they go since they can cast while Giant Shaped.
 Advancement: Pine Benders are usually melee oriented Druids.  The question is not so much whether to concentrate on being a Tank or a caster, but what sort of Tank you will be..
Resources: Pine Benders are often loners and misfits.  Too different to fit in with other Orcs, too orcish to fit in with other races.  They pretty much have whatever they can summon and what few friends they can make to rely upon to help them.

PINE BENDERS IN THE WORLD
"I'd leave that old Orc up in the hills alone if I were you.  All those skeletons hanging from trees around here are his doing."
Most Pine Benders don't interact with society at all, believing they'll be rejected like they always have. This leads to a bad reputation which they usually do their best to enhance, hoping to be left alone.  Of course the desperate seek them out for help anyway.
 Daily Life: Pine Benders tend to spend all their time studying or in accumulating more personal power (which they define as combat ability, they are still Orcs after all).  They have no one to rely on sio their survival skills and fighting abilities are uppermost in their minds.
 Notables: San (CN Male Orc Druid 6/Pine Bender 6)
 Organizations: Pine Benders rarely have any organization.  Most are hermits, serial killers, or obsessed with their research.

NPC Reaction
Since the Pine Benders have a very unsubtle method of making their displeasure known, most NPC's crap themselves when confronted by them.  They fit the stereotype of the crazy old hermit with vast magical powers and an antisocial behavior problem perfectly.

PINE BENDERS IN THE GAME
Pine Benders fulfill pretty much the same role as a melee oriented Druid does. 
 Adaptation: Pine Benders are odd druids, and probably not well accepted by the other Druids for their emphasis on personal power.  They'll be odd men out in most situations, not really accepted by anyone. 
 Encounters: Pine Benders tend to be wilderness hermits, so PC's will probably encounter them in the wild.  Assuming the Pine Bender wishes to be encountered.  SOme are bandits, some are wise men, some are even predators. 

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: San takes the local hills outside of town to be his domain, and in his domain he decides who lives, and who dies.  He's killed raiders and outlaws and mosters, but he's killed local townsfolk who've angered or annoyed him as well.  Recently a young human girl was found dead near the hills, the corpse torn to pieces.  The townsfolk are certain he did it.  He's an Orc after all isn't he??  But there is evidence that points to another cause.  He was spotted in several places that day.  Even a druid can't be several places at once.  And the tracks near her corpse were big, but they weren't an Orcs.  The townsfolk have hired the PC's to take him out.  But the PC's will discover along hte way, San might not be guilty, and finding him in his home ground isn't as easy as it seems...


SAN
CN Male Orc Druid 6/Pine Bender 6
Init +1, Senses: Listen +12, Spot +9, Dark Vision 60'
Languages Orc, Common
------------------------------------------------

AC 15, touch 11, flat-footed 14  (+1 Dex, +4 Armor)
AC Giant Shape 18, touch 9, flat-footed 17  (-2 Size, +1 Dex, +5 Natural, +4 Armor) in GS
hp 78 (12 HD) (126 hp in GS)
Fort +12 (+16 in GS), Ref +5, Will +13 
+4 on Saves against Spell Like abilities of Fey
------------------------------------------------
Speed 30 ft. ( 6 squares) (40' in Giant Shape)
Melee +1 Collision Greatclub +12/+7 (1d10+13) (+18/+13 2d8+22 in Giant Shape)
Melee Giant Shape 2 Slams +17 (1d4+11)
Ranged +1 Thundering Returning Rock +15 (2d8+7) only in Giant Shape
Base Atk +8, Grp +11 (+23 in GS)
Atk Options Giant Shape (Large) 4/day, Rock Throwing/Catching
Combat Gear 4 Potions of Cure Serious Wounds
Druid Spells Prepared (CL 9th)
0 (6/day, Save DC 13) Detect Magic, Guidance x2, Purify Food and Drink, Resistance x2
1st (5/day, Save DC 14) Claws of the Bear, Foundation of Stone, Hawkeye, Jump, Longstrider
2nd (5/day, Save DC 15) Body of the Sun, Bramble's, Cat's Grace, Owl's Wisdom, Tiger's Touch
3rd (4/day, Save DC 16) Forestfold, Poison, Thornskin, Thunderous Roar
4th (2/day, Save DC 17) Superior Magic Fang, Vortex of Teeth
5th (1/day, Save DC 18) Stoneskin
-----------------------------------------------
Abilities Str 17 (33 in GS), Dex 12, Con 14 (22 in GS), Int 8, Wis 16, Cha 6
SQ  Animal Companion (Boar), Nature Sense, Resist Nature's Lure, Trackless Step, Wild Empathy, Woodland Stride
Feats Brutal Throw, Cleave, Point Blank Shot, Power Attack, Power Throw
Skills Concentration +8 (+12 in Giant Shape), Intimidate +6, Knowledge (Nature) +5, Listen +12, Spellcraft +5, Spot +9, Survival +9
Possessions +1 Heavy Fortification Hide Armor, +1 Collision Greatclub, Bag of Holding Type IV, +1 Returning Thundering Rock, 4 Potions of Cure Serious Wounds, 2395 gp


EPIC PINE BENDER

Hit Die: d8
Skills Points at Each  Level : 4 + int
Spells: The Pine Bender's Caster Level increases with each Epic level, but it's number of spells per day does not.
Giant Shape: The Epic Pine Bender gains an additional use of Giant Shape every 4 levels after the 18th (7/day at 22, 8/day at 26, etc.).
Bonus Feats: The Epic Pine Bender gains a Bonus Feat every 4 levels higher than 20th
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Prak, the Mad on December 20, 2008, 04:03:18 PM
There's a problem with the Ironheart samurai. Regeneration turns all damage into non-lethal damage(except, in this case, acid, which doesn't make sense flavour wise, but that's not the problem). By the time this is happening the character is immune to non-lethal damage. This means the only thing that hurts the character is acid. This needs to be changed as it is horrendously bad, at least in my estimation.


Well he does have to drink blood to get the regen but I see your point.  I shall fix now. 
well, that's a good point that I forgot about, but, yeah, constructs with regeneration are not good.


Quote
Told'ja I was on a buncha meds when I made some of these :D
heh, sounds fun

Quote
I switched it to immunity to Pain Effects, and added Epic levels.  Any other thoughts?  I got more coming if not...
well, it says "darkened eye" in the bonus feats section of the epic Ironheart, but that's just C/P stuff. and I'd say just increase the FH or give them a regeneration like ability for one or two specific damage types. It has to very specifically not be regeneration, but you can just say it turns damage into "virtual damage" that really doesn't hinder the character much unless it is equal to or greater than their hps. So, basically non-lethal, but it actually affects them, and it's not everything so their immunity to non-lethal isn't meaningless.

Pine bender looks nice, but could probably use a bit more power. I like it simply because it's the hulk-out thing I've been wanting to work up for D&D but, as of yet, haven't.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on December 21, 2008, 04:16:25 AM
A bit MORE power???? They don't lose the use of magic items while wildshaping and can cast while doing so as a Giant.  Hell I thought I was pushing it a lil maybe...
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Chemus on December 21, 2008, 06:21:09 AM
The flavor of the class is really good, but the texture is mealy...;)

I think that the loss of 5 caster levels is a bit excessive. The shapes you get as an elemental or huge animal aren't really dwarfed by this...A huge earth elemental has the same Str as a druid who started with a 15 and never buffed it, and has 21 Con, which equates to having a base of 13 in the Pine Bender. I understand that an orc would have +4 on Str, but still...you can't even gain a movement bonus or scent or blindsense or a burrow, swim or fly speed. Plus this does NOT advance their Animal companion...

So let's see; it looks like you get a 'permanent' +3-5 Str item (significantly less if you dumped Str, in fact if you did dump Str, then this PrC punishes you for it), free natural spell feat, and you get those items that make your items wild shape with you. In exchange for 5 caster levels...and since elementals speak (Terran, Aquan, Auran, Ignan), you get to cast while in elemental shape anyway, no?

Make sure that they keep the powerful build throughout their suite of Giant shaping (letting them use bigger weapons, up to gargantuan weapons, and allowing grappling with gargantuan critters on a fairly even keel). Then, either increase their BAB /HD to Full /d12, or give three more caster levels (the ability to keep their stuff is pretty cool). Make sure you note that the Druid and Pine Bender levels also stack for the duration of the Giant Shape, not just the number of uses per day. The slam attack does not jibe with what you'd have as a critter of that size; make it d6, d8, 2d6 for the sizes, (already adjusted for powerful build).

You might also consider actually making the character into particular giant types (first hill, then frost, stone, fire, cloud and finally storm) instead of what I mentioned in the previous paragraph. This might actually make up for the lost caster levels. Though I think that you should still have the full BAB and d12 HD in that case.

All this is predicated on the 3.5 druid as is. If you're using shapeshift variant and this is working off of that, then this is OK (still loses too many CL's IMO though)

Neato ideas!
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on December 21, 2008, 12:45:43 PM
Added 3 caster levels, epic levels, and tweaked giant form and giant shape  :smirk
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on December 22, 2008, 11:20:18 AM
ORC THUG

(http://Picture URL)
   
"Where's the money Lebowski?"

Occasionally Orcs are outcast from their tribe for a number of reasons.  Perhaps they were on the losing side of a political fight, or committed some crime not worthy of killing them quickly.  These poor souls left to die sometimes survive, and on rare occasions will find a hiding place in the more lawless towns and cities.  Only to find that no one will hire them.  No one who obeys the law anyway.  They end up being cheap muscle for the Guilds in larger cities, or for gangs in smaller places.  Rarely are they allowed to achieve any rank of note, other than perhaps as a bodyguard or executioner. Unless they achieve that rank through murder...

BECOMING AN ORC THUG
Most Orc Thugs were originally tribal warriors (i.e. Barbarian's), who were forced to scrounge to survive (i.e. take a few rogue levels for ambush purposes) before coming upon a city.

 ENTRY REQUIREMENTS
   Race:  Any Orcish
   Class Features:  Sneak Attack +2d6, Rage
   Skills:  Hide 6 Ranks, Intimidate 6 Ranks, Move Silently 6 Ranks, Survival 6 Ranks
   Feats: Intimidating Rage, Instantaneous Rage


Class Skills
 The Orc Thug's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Cha), Spot (Wis), Swim (Str)
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +0    Stabbing People Is Fun
2. +2    +3     +0     +0    Ambush Feat
3. +3    +3     +1     +1    Raging Death
4. +4    +4     +1     +1    Ambushing People Is Fun
5. +5    +4     +1     +1    Ambush Feat
6. +6    +5     +2     +2    Raging Death
7. +7    +5     +2     +2    Ambush Feat
8. +8    +6     +2     +2    Getting Mad Is Fun
9. +9    +6     +3     +3    Raging Death
10.+10   +7     +3     +3    Master of the Ambush


Weapon Proficiencies: Orc Thugs gain no new weapon or armor proficiencies.

Stabbing People Is Fun (Ex): Your Orc Thug levels stack with your Barbarian levels for purposes of determining how many times per day you can Rage.  Your Orc Thug levels also stack with your Rogue levels for purposes of determining how many dice of Sneak Attack damage you have.

Ambush Feat: The Orc Thug gains an Ambush Feat as a Bonus Feat at 2nd, 5th, and 7th level.  Ambush Feats are listed on page 74 of the Complete Scoundrel.

Raging Death(Ex): You gain certain abilities while raging and while your opponent is denied his Dexterity Bonus to AC.  At 3rd level in any situation in which you are Raging, and could Sneak Attack your opponent, if you roll a critical hit you have a +4 bonus on your confirmation roll. This does not stack with other effects that give bonuses to confirming critical rolls.

At 6th level you also increase the threat range of your weapon by 1 (i.e. if it would normally critical on a 19-20, it now threatens a critical on an 18-20. This does not stack with other effects that increase your weapons critical threat range.

At 9th level if you successfully confirm a critical against an opponent they have a -2 penalty to their Armor Class for a number of rounds equal to your strength modifier.

Ambushing People Is Fun (Ex): When using Ambush Feats you give up 2d6 less dice of Sneak Attack.  For example if the Feat requires you to give up +3d6 Sneak Attack for it's effect, you are only required to give up +1d6. If it only requires you to give up 2d6, you may get the benefit of the Ambush Feat for free. You may only do this while Raging.

Getting Mad Is Fun (Ex): You may channel the power of your Rage into a tremendous blow.  You may give up one daily use of your Rage to add your Sneak Attack damage to your next strike if it is successful, even if your opponent isn't in a position to be Sneak Attacked (i.e. Flat-footed or Denied his Dexterity Bonus to AC).

Master of the Ambush (Ex): You get a competence Bonus equal to the number of Ambush Feats you have to critical confirmation rolls. This does not stack with other effects that give a bonus to critical confirmation rolls.

PLAYING AN ORC THUG
You are a bad, bad man.  People fear you, and they should fear you.  You can't make them respect you, but you can make sure they realize you'll cut out their eyes if they make you angry.  In other words your extremely antisocial, and have what could charitably be called anger issues.
 Combat: Get as many of the good Ambush Feats as you can, and center your focus around using your Sneak Attack ability.
 Advancement: You were meant to be an urban guerilla fighter, ambushing victims and overwhelming them with your physical power.  Orc Thugs tend to follow this concept and rarely deviate from it much. 
Resources: You have possibly the resources of whatever gang or Guild employs you for equipment and training.  But even they may look down on you, or just expect you to brute force your way through any problems.

ORC THUGS IN THE WORLD
"I know! Let's turn him over to Mongo!"
Orc Thugs are in a tight spot.  They're hunted by he law where they live, their tribe will kill them if they return, and the Guild will kill them if they leave.  In the meantime the Guild may feel free to use you as cannon fodder. 
 Daily Life: Due to your problems with light most of your day is spent sleeping.  At night time you'll get a list of targets and where to find them and what to do.  Then you get to go bash heads while avoiding the local city guard.
 Notables: Tor (CN Male Barbarian 3/Rogue 3/Orc Thug 6) is a local enforcer for organized crime.  Unlike most thugs, he isn't specific to one organization, and hires to whoever will pay him. 
 Organizations: Orc Thugs themselves rarely have an organization devoted to them, but are usually part of a Guild or outlaw gang of some kind.

NPC Reaction
NPC's hope to never encounter an Orc Thug.  It means they owe money to bad people, or they've stolen from bad people, or bad people want them hurt.  Neither of these options is really a good one.

ORC THUGS IN THE GAME
Orc Thugs won't affect game play all that much, they'll just give he local hitmen a bit of flavor perhaps.
 Adaptation: Orc Thugs are fairly easy to adapt to any campaign.  Thieve's Guilds aren't all that picky about hiring cheap muscle, and Orc's in a town won't have many other options.
 Encounters: PC's will most likely enconter an Orc Thug when the local Thieve's GUild wants to warn them to leave town, shake them down for info, take their life or money, etc.

Sample Encounter
EL 12: The PC's are warned to get out of town by the local Thieve's Guild.  The warning is served up by Tor.  Until he learns the PC's are in town to smuggle out several families of Orcs outcast just as he was.  He helps them out, and then ends up framed for murder.  Obviously no one will believe a professional killer isn't guilty of a hit, especially an Orc.  Even worse, he's been not so subtly informed the PC's are responsible for his situation.  Now they have to clear him, while dodging the mob, quite possibly the authorities as well, and an enraged Tor who is out for blood.



TOR
CN Male Orc Barbarian 3/Rogue 3/Orc Thug 6
Init +2, Senses: Listen +7, Spot +10, Dark Vision 60'
Languages Orc, Common
------------------------------------------------
AC 18, touch 12, flat-footed 16  (+2 Dex, +6 Armor)
AC 16, touch 10, flat-footed 14  (-2 Rage, +2 Dex, +6 Armor)
hp 80 (12 HD) (104 hp in Rage)
Fort +11 (+13 Rage), Ref +8, Will +4 (+6 Rage)
------------------------------------------------
Speed 40 ft. (8 squares)
Melee +1 Keen Brash Berserker Falchion +16/+11/+6 (2d4+6/15-20)
                  (+1 Keen Brash Berserker Falchion +20/+15/+10 2d4+1d8+9/15-20 Raging)
Unarmed Strike +15/+10/+5 (1d10+6)
(Unarmed Strike +19/+14/+9 1d10+9 Raging)
Base Atk +11, Grp +15 (+17 Rage)
Atk Options Rage 3/day, Sneak Atack +5d6, Evasion, Uncanny Dodge
Combat Gear 4 Potions of Cure Serious Wounds
-----------------------------------------------
Abilities Str 18 (22 Rage), Dex 14, Con 15 (19 Rage), Int 10, Wis 10, Cha 6
SQ Fast Movement, Illiteracy, Trap Sense +2
Feats Improved Unarmed Strike, Intimidating Rage, Intimidating Strike, Instantaneous Rage, Superior Unarmed Strike, Telling Blow, Throat Punch

Skills Climb +14, Hide +12 (+17), Intimidate +8, Knowledge (Local) +5, Listen +7, Move Silently +12 (+17), Search +4, Spot +10, Survival +6
Possessions +2 Shadow Silent Moves Hide Armor, +1 Brash Berserker Keen Falchion, Bear Helm, Belt of Growth, Deathstrike Bracers, Goggles of Day, Retributive Amulet, Bag of Holding Type IV, 4 Potions of Cure Serious Wounds, 3960 gp


EPIC ORC THUG

Hit Die: d8
Skills Points at Each  Level : 4 + int
Ambush Feats: The Epic Orc Thug gains an additional Bonus Ambush Feat at 21st level, and every 3 levels thereafter (i.e. level 24, level 27, etc.).
Bonus Feats: The Epic Orc Thug gains a Bonus Feat every 4 levels higher than 20th
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Chemus on December 22, 2008, 09:27:40 PM
Now THAT makes the raging rogue truly fun as a melee smacker. Considering that rogues and hitters need bumping to compete with anything that the CoD/Wiz could summon, this looks good. Gotta play an orc sometime...
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on December 23, 2008, 11:29:13 AM
FISTS OF GRUUMSH

(http://Picture URL)
   
"With the Gods themselves on my side who can stop me?"

Warlocks aren't common among the Orcs, and many of them that do exist owe their powers due to divine lineage within their families past, or deals made with the Orcish pantheon for power...

BECOMING A FIST OF GRUUMSH  
The Fists of Gruumsh are pretty much specialist Warlocks, and usually start as such.

 ENTRY REQUIREMENTS
   Race: Orc
   Class Abilities: Eldritch Blast 3d6
   Incantations: Eldritch Spear, Fell Flight
   Feats:  Eldritch Claws, Grappling Blast (See Dragon Magazine #358)


Class Skills
 The Fist of Gruumsh's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Arcana, Planes, Religion) (Int), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha)
Skills Points at Each  Level : 2 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Baghtru's Gift
2. +1    +0     +0     +3    Eldritch Feat, +1 level of existing incantation using class
3. +2    +1     +1     +3    +1 level of existing incantation using class
4. +3    +1     +1     +4    Ilneval's Gift
5. +3    +1     +1     +4    Eldritch Feat, +1 level of existing incantation using class
6. +4    +2     +2     +5    +1 level of existing incantation using class
7. +5    +2     +2     +5    Eldritch Feat, +1 level of existing incantation using class
8. +6    +2     +2     +6    Gruumsh's Gift
9. +6    +3     +3     +6    +1 level of existing incantation using class
10.+7    +3     +3     +7    Burning Eye


Weapon Proficiencies: The Fist of Gruumsh gains no new weapon or armor proficiencies.
 
Incantations: At levels 2,3,5,6,7, and 9 the Fist of Gruumsh gains new Incantations as if they were warlock levels.  I.E. a 6th level Warlock/6th level Fist has the same amount of Incantations as a 10th level Warlock.

Baghtru's Gift (Su): When using your Eldritch Claws or Grappling Blast Feats your Eldritch Blast does additional damage.  Add +1d6 damage for every 2 levels of Fist of Gruumsh.

Eldritch Feats: At 2nd, 5th, and 7th level the Fist gains a Bonus Feat from the following list:  Ability Focus (Eldritch Blast), Empower Spell Like Ability, Extra Invocation, Heighten Spell Like Ability, Maximize Spell Like Ability, Quicken Spell Like Ability, Spell Penetration, Sudden Ability Focus

Ilneval's Gift (Su): A number of times per day equal to the Fists Charisma modifier (minimum of 1) the Fist can unleash an Eldritch Blast modified by Blast Incantations that does not allow a Saving Throw.

Gruumsh's Gift (Su): When using your Eldritch Spear or Eldritch Glaive Incantations, your Eldritch Blast Criticals on an 18-20 doing x2 damage.  This does not stack with other effects that increase critical threat ranges.

Burning Eye (Su): At 10th level one of the Fists Eyes explodes into magical flame.  he can see with it normally.  A number of times per day equal to his Charisma modifier he can Take 20 on any roll as a Free Action.

PLAYING A FIST OF GRUUMSH
Orc culture is pretty conformist, and it only really respects power.  Being as yours comes from the Gods you're allowed to be different to some extent, but you need to acquire and hold as much power as you can get.  You're going to have too many rivals not to.
 Combat: Early on you'll be specializing in melee fighting most likely.  Ranged combat will come with more levels.
 Advancement: Most Fists are pretty straight forward.  They're combat Warlocks, and rarely deviate from that course.
Resources: The Fists of Gruumsh are pretty much a religious cult, and usually have a decent place in the hierarchy of their tribe.  Which means that they can ask their tribe for pretty much anything as long as it isn't obviously bad for the tribe or insanely over the top.

FISTS OF GRUUMSH IN THE WORLD
"See this scar?  Got it from a skinny little Orc with burnin' fists.  Watch out for them skinny orcs boy."
Your life is interesting, in the Chinese sense of the term.  The Gods are always scheming to use you against one another as a pawn of some kind.  The priests and warchiefs are always scheming to get rid of you.  The enemies of the tribe always make you a prominent target.  You need a vacation really...
 Daily Life: The Orcish Gods granted you your powers so they tend to send you some interesting dreams, and meddle in your life.  Your days are usually spent either training, dealing with whatever the gods have sent your way, or dealing with the machinations of jealous priests.
 Notables: Keth the Murderer (Warlock 6/Fist of Gruumsh 6).  So called because of killing everyone in his tribe that opposed him to gain position as it's head.
 Organizations: The Fists of Gruumsh are allied closely to the Priests of the Orcish pantheon, but they have little more organization than that.  Some do occasionally decide to take over, and band together to get rid of their opposition in the tribe.

NPC Reaction
Orcs with blazing fists and the ability to shoot eldritch blasts?  The idea is terrifying to the average NPC, who prefers his Orcs to be stupid melee fighters he can easily get away from.

FISTS OF GRUUMSH IN THE GAME
Fists of Gruumsh are combat Warlocks as opposed to area control.  With their abilities centering around Eldritch Blast they may be show offs if
 Adaptation: The Fists will be intriguing in an all Orc campaign, as t hey will either be bodyguards of the priests of Gruumsh or competing to supplant them.
 Encounters: Usually PC's will encounter a Fist of Gruumsh with a party of Orc clerics on some sort of mission for their gods.  the Fists will be bodyguards basically.

Sample Encounter
EL 12: Now that he's assassinated everyone in the tribe who can oppose him, Keth is leading the tribe on night raids.  Instead of theft they're destroying crops and livestock, and poisoning the wells.  The hope is that sufficient damage will be done that the humans perish in he winter without food, or they'll leave before it can happen.


Keth The Murderer
CE Male Orc Warlock 6/Fist of Gruumsh 6
Init +1, Senses: Listen -1, Spot -1, Dark Vision 60'
Languages Orc, Common
------------------------------------------------
AC 23, touch 14, flat-footed 22 (+1 Dex, +9 Armor, +3 Deflection)
hp 66hp (12 HD)
Fort +6, Ref +5, Will +9 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee 2 Eldritch Claws +11 melee (1d10+6d6+3) or +1 Unholy Surge Morningstar +12/+7 (1d8+4)
Ranged  Eldritch Blast +9 Ranged Touch (3d6)         
Base Atk +8, Grp +10
Atk Options Eldritch Blast 3d6 (DC 18), Eldritch Claws +6d6 (DC 18), Grappling Blast +6d6 (DC 18), Earth's Embrace, Ilneval's Gift
Combat Gear 4 Potions of Cure Serious Wounds
Incantations Least: Dark Ones Own Luck, Eldritch Spear, Fell Flight
                           Lesser: Brimstone Blast, Curse of Despair, Fell Flight
-----------------------------------------------
Abilities Str 16, Dex 13, Con 14, Int 6, Wis 8, Cha 16
SQ Detect Magic, Damage Reduction 1/Cold Iron Decieve Item, Baghtru's Gift, Ilneval's Gift 3/day
Feats Earth's Embrace, Eldritch Claws, Grappling Blast, Improved Unarmed Strike, Improved Grapple, Superior Unarmed Strike, Ability Focus (Eldritch Blast, B), Sudden Ability Focus (Eldritch Blast, B)
Flaws
Skills Concentration +4, Intimidate +5, Knowledge (Religion) +0, Spellcraft +0, Use Magic Device +10
Possessions +5 Chain Shirt, +1 Unholy Surge Morningstar, Warlock's Scepter, +3 Ring of Protection, 4 Potions of Cure Serious Wounds, 1137 gp


EPIC FIST OF GRUUMSH

Hit Die: d6
Skills Points at Each  Level : 2 + int
Invocations: The Epic Fist of Gruumsh' caster level continues to increase, but he does not gain new invocations.
Baghtru's Gift: Baghtru's Gift continues to increase +1d6 for every 2 levels past the 20th.
Bonus Feats: The Epic Fist of Gruumsh gains a Bonus Feat every 4 levels higher than 20th
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Prak, the Mad on December 23, 2008, 11:37:57 AM
Baghtru's Gift (Su): When using your Eldritch Claws or Grappling Blast Feats your Eldritch Blast does additional damage.  Add half your Fist of Gruumsh level (round up) to the Eldritch Blast damage.
This is so minor as to hardly matter, I would suggest making the levels of Warlock and Fist of Gruumsh stack for determining blast damage.

Quote
Ilneval's Gift (Su): A number of times per day equal to the Fists Charisma modifier (minimum of 1) the Fist can unleash an Eldritch Blast that does not allow a Saving Throw.
Eldritch blast is a ranged touch attack, and does not, normally, require a save, you might want to change this, or specify a blast shape that does require a save.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on December 23, 2008, 12:06:12 PM
Thanks Prak, reworded them a lil.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on December 25, 2008, 10:29:43 AM
ORC PIRATE

(http://Picture URL)
   
"We don't take prisoners."

Some Orcs learn to adopt the pirate lifestyle out of necessity.  Outcast from their communities, and too brutal to make it in the civilized world of the other humanoids they survive by raiding at sea.

BECOMING AN ORC PIRATE  
Usually you're just a typical orcish tribe member (i.e. Barbarian) forced into a nautical setting.

 ENTRY REQUIREMENTS
   Race:  Any Orcish
   Class Abilities:  Rage (specifically the Whirling Frenzy Rage variant listed on page 65 of the Unearthed Arcana)
   Feats:  Daylight Adaptation
   Skills: Climb 4 Ranks, Jump 4 Ranks, Survival 4 Ranks, Swim 4 Ranks
   Base Attack Bonus: +6

Class Skills
 The Orc Pirate's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Geography, Local, Nature) (Int), Listen (Wis), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex)
Skills Points at Each  Level : 4 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Reaver
2. +2    +3     +0     +0    Able Seaman
3. +3    +3     +1     +1    Bad Reputation +2
4. +4    +4     +1     +1    Reaver
5. +5    +4     +1     +1    Able Seaman
6. +6    +5     +2     +2    Bad Reputation +4
7. +7    +5     +2     +2    Able Seaman
8. +8    +6     +2     +2    Reaver
9. +9    +6     +3     +3    Bad Reputation +6
10.+10   +7     +3     +3    Pirate Lord

Weapon Proficiencies: Orc Pirates gain no new weapon or armor proficiencies.

Reaver (Ex): Your Orc Pirate and barbarian levels stack for purposes of determining the number of times per day you may use your Rage.

At 4th level you gain the variant Greater Rage Ability.

At 8th level you gain the variant Mighty Rage

Able Seaman (Ex): At 2nd, 5th, and 7th level the Orc Pirate can choose one skill he has at least 4 ranks in from the list below. From now on he may Take 10 as a Free Action when making a skill check with that skill. This can only be done in Light or no Armor, and with a Light or Medium load.  Applicable skills are: Balance, Bluff, Climb, Intimidate, Jump, Knowledge (Geography, Local), Listen, Search, Sense Motive, Spot, Survival, Swim, Use Rope.

Bad Reputation (Ex): Due to the Orc Pirate's incredibly bad reputation as a murderer and despoiler it gets a bonus to Intimidate checks.  At 3rd level its +2, at 6th level it's +4, and at 9th level its +6.

Pirate Lord (Su): At 10th level you have reached the peak of frightful reputations.  When you go into Rage any living opponent within 30' of you must make a Willpower Save (DC is 10 plus half hit dice plus Charisma modifier) or be Panicked for 2d4 rounds if they have Hit Dice equal to or less than your own, or Shaken for 2d4 rounds if they have more Hit Dice.

PLAYING AN ORC PIRATE
Orcs that live near the sea often don't have the same options as their luckier inland brethren, as most of the available land is solid rock.  Therefore to survive they must turn to a life of piracy to feed themselves.  They also have to learn to adapt to living i nthe harsh light of the sun.
 Combat: Orc Pirates specialize in intimidation.  Why fight if you can scare opponents into giving you what you want?  If you never have to swing the sword, you don't risk death, and can simply execute the captives once you trick them into giving up.  But you don't shirk from fighting either.  That would make you look weak.  The only time you take captives are when provisions are low, and you need meat.
 Advancement: Due to the necessities of survival, most Orc Pirate end up going down the same, short, brutal path.  They really don't know of a better way, and would be skeptical if you showed them one.
Resources: Most Orc Pirates only have themselves as a resource.  And their fellow shipmates (if said shipmates don't have any other choice).

ORC PIRATES IN THE WORLD
"The Orcs haunt these waters midshipman.  Adjust course to the south."
Orc Pirates are even more brutal than most members of their profession.  Death or injury is common for them, and they leave no survivors, and take no prisoners (except maybe as food).  It's death for them if they're caught, and they know it. 
 Daily Life: The daily life of an Orc Pirate is hard work maintaining the ship, repairing damage from raids, hunting for food, and preparing for the next fight.
 Notables: Kark (CE Male Orc Barbarian 6/Orc Pirate 6)  Kark has made a name for himself, even among the Orc pirates.  He is as hard and merciless as any pirate to ever walk the decks of a ship, and anyone encountering him can at best hope for a quick death.  It'll be preferable to what usually happens..
 Organizations: Orc Pirates are never organized, and see each other as rivals for the most part.  They only cooperate for mutual survival.

NPC Reaction
NPC's generally crap themselves at the sight of Orc Pirates.  They're reputation is worse than even the most disturbed of human pirates.  If you're caught by them you are dead one way or the other.  At best it's a quick death, at worst you become provisions after being tortured.

ORC PIRATES IN THE GAME
Being that Orc Pirates are almost universally despised (even by other Orcs!), playing one as a PC will be difficult at best.  Best to hide who you really are.
 Adaptation: Orc Pirates are great for nautical settings in an evil campaign.  But on land they don't feel so good, and most will try to get back aboard a ship as soon as they can.
 Encounters: PC's will generally encounter Orc Pirates when the ship they're on is attacked, or if they're asked to hunt them down.

Sample Encounter
EL 12: Kark has recently acquired the Captain's position on his ship.  And unlike the former captain he intends to raid inland instead of out to sea.  The town the PC's are in is about to have an annual festival in celebration of Heironeous, and the Pirates intend to raise a little hell and do a little raiding during i.


Kark
CE Male Orc Barbarian 6/Orc Pirate 6
Init +3, Senses: Listen +3, Spot +3, Dark Vision 60 ft.
Languages Orc, Common
------------------------------------------------
AC 22, touch 13, flat-footed 21 (+3 Dex, +9 Armor) Dodge, Mobility, Uncanny Dodge, Improved Uncanny Dodge
AC during Rage 25, touch 16, flat-footed 21 (+3 Dex, +3 Dodge, +9 Armor)
+2 to Flat-Footed AC
hp 96 (12 HD)
Fort +12, Ref +13 (+16 Rage), Will +3 
------------------------------------------------
Speed 40 ft. (8 squares)
Melee +1 Great Axe +16/+11/+6 (1d12+4)
Melee when Raging +1 Great Axe +17/+17/+12/+7 (1d12+7)
Base Atk +12, Grp +15
Atk Options Greater Rage 4/day, Instantaneous Rage, Intimidating Rage
Combat Gear
-----------------------------------------------
Abilities Str 17 (23 Rage), Dex 16, Con 14, Int 6, Wis 8, Cha 12
SQ Fast Movement, Illiteracy, Trap Sense +2, Bad Reputation +4
Feats Daylight Adaptation, Instantaneous Rage, Intimidating Rage, Dodge, Mobility
Skills Balance +7, Climb +7 (+10 Rage), Intimidate +7, Jump +7 (+10 Rage), Listen +3, Spot +3, Survival +3, Swim +7 (+10 Rage)
Possessions +5 Deepdweller Speed Chain Shirt, Axe of the Sea Reavers, Devastation Gauntlets,  Mask of Blood, Necklace of Warning, Ring of Water Breathing, Bag of Holding IV, 10 Potions of Cure Serious Wounds, 6 Potions of Protection from Arrows 2030 gp



EPIC ORC PIRATE

Hit Die: d10
Skills Points at Each  Level : 4 + int
Rage The Epic Orc Pirate gains a new daily use of Rage at every 4 levels higher than 20th.
Able Seaman The Epic Orc Pirate may choose another skill from the Able Seaman list at 21st level, and every three levels after (i.e. 24, 27, etc).
Bad Reputation The Epic Orc Pirate gains an additional +2 to Intimidate checks at level 22 and every third level there after (i.e. 25, 28, etc.).
Bonus Feats: The Epic Orc Pirate gains a Bonus Feat every 4 levels higher than 20th
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on December 27, 2008, 02:14:58 PM
Orc Pirate is revised, and Epic levels are added.  I may redo it and Fists of Gruumsh entirely, they seem kinda bland to me.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on December 29, 2008, 01:18:03 PM
Another meh class


ORC SERGEANT

(http://Picture URL)
   
"Where there's a whip, there's a way. And when the whip doesn't work just kill and eat one of the men in front of the rest of them.  Perks 'em up right quick."

Orc Sergeants are whip wielding masters of pain, inspiring their troops in battle with the threat of torture and death if they fail.

BECOMING AN ORC SERGEANT  
Most Orc Sergeants begin as Barbarians, and end up becoming marshals.

 ENTRY REQUIREMENTS
   Race: Any Orcish
   Class Abilities: Marshal's Aura (any 1 Major), Rage
   Base Attack Bonus: +5
   Feats:  Weapon Proficiency (Whip), Intimidating Rage
   Skills: Intimidate 8 Ranks
   Alignment: Cannot be Good


Class Skills
 The Orc Sergeant's class skills (and the key ability for each skill) are Climb (str), Gather Information (Cha), Intimidate (Cha), Listen (Wis), Profession (Torture, Wis), Search (Wis), Sense Motive (Wis), and Spot (Wis)
Skills Points at Each  Level : 4 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +0     +2    Drill Sergeant
2. +1    +3     +0     +3    Interrogation
3. +2    +3     +1     +3    Aura of Terror
4. +3    +4     +1     +4    Drill Sergeant
5. +3    +4     +1     +4    Interrogation
6. +4    +5     +2     +5    Aura of Terror
7. +5    +5     +2     +5    Interrogation
8. +6    +6     +2     +6    Drill Sergeant
9. +6    +6     +3     +6    Aura of Terror
10.+7    +7     +3     +7    Whip of Terror

Weapon Proficiencies: Orc Sergeant's gain no new weapon proficiencies.

Drill Sergeant (Ex): At 1st level your Orc Sergeant and Marshal levels stack for determining the number of Auras known, and maximum possible bonus given.

At 4th level the bonus of the Orc Sergeants Auras are +2 higher when the Sergeant is Raging (i.e. if the Orc Sergeants Aura Bonus is normally +2, it is +4 while he is Raging).

At 8th level the Orc Sergeant gains a new Major Aura: Rage.  Whenever the Orc Sergeant has this Aura on, all allies within it's range go into Rage as per the Barbarian ability.  If the ally has Rage, this does not use up one of his daily uses of Rage.

Interrogation (Su): At 2nd level you do not provoke an attack of opportunity when attacking with your whip.

At 5th level you may do lethal damage with whip attacks.  Your whip now does 1d6+ Strength bonus.

At 7th level you may attack opponents with your whip regardless of their Armor or Natural Armor Bonus, and you may use it for Sunder attacks.
 
Aura of Terror (Su): At 3rd level any opponent within 30' when the Orc Sergeant Rages, charges, or cracks his whip must make a Willpower Save (DC is 10 plus half hit dice plus Charisma modifier) or be Panicked for 1d6 rounds.  If the opponent succeeds in his save he is Shaken for 2d4 rounds instead.  Aura of Terror may be used once per day per point of Charisma modifier (minimum of 1).

At 6th level this increases to a range of 60'.

At 9th level the opponent is Panicked for 2d4 rounds, or Shaken for 3d6 instead.

Whip of Terror (Su): You may use this ability a number of times per day equal to your Charisma modifier (minimum of 1).  The next attack with your whip criticals on an 18-20, does x4 damage on a successful crit, and leaves your opponent Stunned for 1d4 rounds if you hit with the whip successfully.(opponent does not get a Saving Throw).

PLAYING AN ORC SERGEANT
You are by all accounts a merciless, black hearted, miserable bastard.  And worse you're intent on taking it out on the rest of the known world.  Death rates in your profession are higher than the infantry because quite frankly even your own men would like to see you dead.
 Combat: Charisma is your linchpin attribute, so you may as well load up on Feats that combo well with it like Intimidating Rage.  Save some for Extra Rage too.
 Advancement: You're pretty straightforward.  Your job is to make the opposing side go 'AAAAAAAAAAAH!' in a reasonably quick fashion.
Resources: Orc Sergeants are usually the employees of large armies of mercenaries, or perhaps even by their tribe.  As an official employee they will have access to the military's resources (within reasonable limits), but will also have additional duties.

ORC SERGEANTS IN THE WORLD
"i'd rather face the Paladins than the Sergeant. I have a better chance of living.  Or at least of dying quickly."
Orc Sergeants tend to be a brutal breed, even moreso than the usual Orc.  It's an old cliche that most Orc Sergeants learn the art of inspiring heroics from their parents by making their peers watch as they slowly burn said parents alive. 
 Daily Life: Your responsible for keeping the men in shape, and in line.  Since Orcs really don't have a human idea of 'morale' you won't be keeping they're spirits up, you'll be ensuring they know whats waiting for them on your tables if they screw up.  You also spy somewhat for your bosses.
 Notables: Brekka (CE Male Orc Barbarian 3/Marshal 3/Orc Sergeant 6) has recently graduated from his apprenticeship so to speak.  He is quite eager to prove himself, and ambitious enough to want to become the new Warchief of his tribe...
 Organizations: Orc Sergeants are only loosely organized.  They all had to learn from someone (apprenticeship in this job is a nightmare), and they often remember old colleagues.  Not always necessarily fondly...

NPC Reaction
Most NPC humanoids would gladly fall on their own sword than end up being interrogated by the Orc Sergeant.  So would most Orcs.

ORC SERGEANTS IN THE GAME
Orc Sergeants are that perfect evil Orc bad guy.  He's probably not the BBEG, but he makes a nice lieutenant.
 Adaptation: Orc Sergeants are pretty evil.  To be honest they'll have to be in an evil campaign, or at least an all orc one.  Many other peoples wouldn't put up with a monster like this guy.
 Encounters: Usually PC's will see an Orc Sergeant convincing his men to do better at killing them by cracking his whip.  If they're really unlucky they'll be getting interrogated by one.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: A group of Orcs led by a particularly ugly, whip-wielding sergeant has been coming into town wreaking havoc.  The townspeople have sworn a vow of non-violence and have asked the PC's to take care of things for them.  Friggin' peasantry...


Breka
CE Male Orc Barbarian 3/Marshal 3/Orc Sergeant 6
Init +0, Senses: Listen +16, Spot +13,
Languages Orc, Common
------------------------------------------------
AC 21, touch 12, flat-footed 21 (+9 Armor, +2 Deflection) Uncanny Dodge
Raging AC 17, touch 8, flat-footed 17 (-2 Rage, +9 Armor) Uncanny Dodge
hp 72 (12 HD) 84 hp Raging
Fort +12 (+14 Rage), Ref +4, Will +10 (+12 Rage) 
------------------------------------------------
Speed 40 ft. (8 squares)
Melee +1 Implacable Whip +10/+5 (1d6+2)
Base Atk +9, Grp +10 (+12 Rage)
Atk Options Rage 2/day, Aura of Terror 2/day (DC:18)
Combat Gear  4 Potions of Bark Skin (+5), 2 Cure Serious Wounds Potions
Minor Auras (+2, +4 w/Cloak or Raging, +6 w/Cloak and Rage) Art of War, Demand Fortitude, Force of Will, Over the Top, Watchful Eye
Major Auras (+1, +3 if Raging) Hardy Soldiers, Motivate Urgency, Resilient Troops
-----------------------------------------------
Abilities Str 12 (16 Rage), Dex 10, Con 12 (16 Rage), Int 13, Wis 12, Cha 14 (18 w/Cloak)
SQ Illiterate, Trap Sense +1, Fast Movement, Drill Sergeant, Interrogation
Feats Skill Focus (Diplomacy, B), Intimidating Rage, Exotic Weapon Proficiency:Whip, Combat Expertise, Improved Trip, Extra Rage
Skills Climb +10, Diplomacy +5(+7 cloak), Gather Information +11 (+13 cloak), Intimidate +17 (+19 cloak), Knowledge (Local) +7, Listen +16, Profession (Torture) +11, Search +10, Sense Motive +7, Spot +13, Survival +10, Swim +7
Possessions +1 Implacable Whip, +4 Styptic Breastplate, Cloak of Charisma +4, +2 Ring of Protection, 4 Potions of Bark Skin (+5), 2 Cure Serious Wounds Potions, 89 GP



EPIC ORC SERGEANT

Hit Die: d8
Skills Points at Each  Level : 4 + int
Aura of Terror The Epic Orc Sergeant's Save DC continues to improve by I1 every 2 levels.
Bonus Feats: The Epic Orc Sergeant gains a Bonus Feat every 3 levels higher than 20th
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on January 03, 2009, 11:41:29 AM
Ok the last 3 haven't inspired much commentary so lets try this one:


KEEPER

(http://Picture URL)
   
"Damn me?  I've been damned long before I met you Edward Harley..."

Keepers are defenders of their tribes.  Despite this they are shunned even by their own fellows.  The Keepers collect children who are stillborn or die young, and keep their souls in ceremonial clay jars.  The dead children are fed a mixture of bits of food every day mixed with the Keepers own blood.  They may send these souls out to spy or murder enemies of the tribe (and incidentally their own enemies as well, which is why they are feared).  Should the Keeper be killed or taken, and is unable to feed the souls, they will become angry.  Eventually they will go mad and slaughter every living thing in the area, making them undead as well.

BECOMING A KEEPER  
Most Keepers begin as Spirit Shamans.

 ENTRY REQUIREMENTS
   Class Abilities: Ghost Warrior
   Skills:  Knowledge (Religion) 4 ranks
   Alignment:  Keepers cannot be Good or Lawful
   Spells: Must be a Divine spellcaster and able to cast Circle Dance
   Special:  Must be related to a Keeper who is willing to accept you as an apprentice.  You may no longer cast spells from the Conjuration (Healing) subschool.
   


Class Skills
 The Keeper's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (any) (Int), Listen (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha)
Skills Points at Each  Level : 4 + int

Hit Dice: d4

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Collect Soul, Contract With the Dead, Dead Soul
2. +1    +0     +0     +3    +1 level of existing Divine spellcasting class
3. +1    +1     +1     +3    Empower Soul
4. +2    +1     +1     +4    +1 level of existing Divine spellcasting class
5. +2    +1     +1     +4    +1 level of existing Divine spellcasting class
6. +3    +2     +2     +5    Empower Soul
7. +3    +2     +2     +5    +1 level of existing Divine spellcasting class
8. +4    +2     +2     +6    +1 level of existing Divine spellcasting class
9. +4    +3     +3     +6    Empower Soul
10.+5    +3     +3     +7    Corrupted Soul

Weapon Proficiencies: Keepers gain no new weapon or armor proficiencies.
 
Collect Soul (Su): When a young child dies (must be the equivalent of an 8 year old or younger human) you may perform a ritual as a Standard Action to snare their soul as long as it's performed within 6 hours of the actual death, and place it into a large clay jar (Hardness:2, Hit Points:5), which becomes enchanted during the ritual to provide the Soul a home.  You may then use Contract With the Dead as long as you do so within the next 24 hours.

Contract With the Dead (Su): When using your Collect Soul ability you may enter into a contract with 1 dead soul per point of Constitution you have.  The initial Contract is a ritual requiring 100 GP in materials, and takes 12 hours. Every day you will begin the morning performing the rituals needed to ensure the contract is met.  This requires 1 hit point of blood and 1 ounce of food per soul, and takes 10 minutes plus 5 minutes per soul.  So long as you remain faithful to these rituals, the souls will obey you and live within the jars, being nurtured by your power.  Should these rituals be ignored, they get a DC 20 Willpower Save each hour you are late (with a cumulative +1 to the roll each save past the first if it's not successful).  If they fail they must wait another hour, unless you begin the rituals.  If they succeed, they will do 1 point of temporary Con damage each to you (you do not need to be present), and are free to do as they please unless you attempt to reinforce the contract (See below).  You may stipulate into the contract when it is made (or at a later time) another Keeper who may perform the rituals on your behalf until you return, or who may take your place if you are dead.  You may not Contract with a child you have personally slain. To reinforce a Contract you must make a Level vs Level check against 1 Dead Soul at a time (you must be within 60' of them) as a Full Round Action.  If successful, they must obey you again.  If not, they will likely attack.

Dead Soul: Once you have collected and contracted a Dead Soul it becomes the following:

                      Dead Soul
                      Medium Undead (Incorporeal, Chaotic, Evil)
Hit Dice:             Hit Dice and hp same as the Keepers
Initiative:           +7
Speed:                Fly 50 ft. (10 squares), Perfect
Armor Class:          14 (+3 Dex, +1 Deflection), touch 14, flat-footed 14
Base Attack/Grapple:  Same as the Keepers.
Attack:              -
Full Attack:          -
Space/Reach:          5 ft./5 ft.
Special Attacks:      Manifestation, Horrific Appearance
Special Qualities:    Rejuvenation, Turn Resistance+4
Saves:                Saves same as the Keepers
Abilities:            Str -, Dex 17, Con -, Int 10, Wis 12, Cha 12
Skills:               Hide +17, Intimidate +7, Knowledge (any 1) +4, Listen +17, Move Silently +14, Search +14, Spot +17
Feats:                Ability Focus (Horrific Appearance), Alertness, Improved Initiative
Challenge Rating:     n/a
Treasure:             None
Alignment:            Always Chaotic Evil

Manifestation (Su): Identical to Ghosts ability on page 118 of Monster Manual.

Horrific Appearance (Su): Identical to Ghosts ability on page 118 of Monster Manual.

Rejuvenation (Su): Identical to Ghosts ability on page 118 of Monster Manual.  To get rid of a Dead Soul, it's Keeper must be slain, it's clay jar destroyed, and Dispel Evil is cast.

Skills: Dead Souls get a +8 Racial Bonus on Hide, Listen, Move Silently, Search, and Spot checks.

Whenever the Keeper goes up in level it's Dead Souls gain 4 skill points, and all their stats that say "same as Keeper" increase to match his.  It also gets 1 Feat every 3 levels like normal.  A Dead Soul appears as it would in life at it's current age.  i.e. if it's new it appears to be an infants corpse (or at least a young child's).  If it would now be 30 years old, it appears as the corpse of a 30 year old.  It has some choice in it's appearance, making changes to horrify onlookers.

Empower Soul (Su): As you get more powerful so do your Dead Souls.  At levels 3, 6, and 9 it may choose a new Special Attack.  It can choose any one of the Special Attacks listed by the Ghost Template on page 118 of the Monster Manual, or from one of the following:

Hound (Su): Once the Dead Soul has successfully attacked a living creature, it will always know it's location so long as it is alive and on the same Plane, regardless of distance.  As a Full Round Action it may immediately appear at the victims location, or flee back to where it came from.

Spectral Stalker (Ex): Even when manifested the Dead Soul is permanently invisible as per the Greater Invisibility Spell.  This may not be dispelled by Invisibility Purge, but the Dead Soul can still be sensed by Detect Spirits.  The Keeper may still see the Soul normally.

Eat Mind (Su): As a Full Round Action the Dead Soul may make a touch attack.  If it is successful the opponent must make a Willpower Save (Save DC is 10 plus half Hit Dice, plus Charisma modifier) or be Feebleminded as per the spell.

Note: If a Dead Soul escapes your control, it's BAB/Saves/Hit Points change to that of an Undead of it's Hit Dice.

Corrupted Soul (Su): All spells from the Necromancy school  or that have the Evil descriptor are added to your spell list.

PLAYING A KEEPER
People don't like you, and for darned good reason.  Your spies can be invisible, anywhere, at any time.  They can kill with impunity.  And if you get killed, they get released.  Even your allies don't like you, since you have power enough to win leadership of the tribe.
 Combat: You yourself aren't a combatant, but the souls under your care are.  They defend and protect you, and brutally murder anyone that angers you.
 Advancement: Keepers tend to progress as Keepers first, and Shamans second.  Their major source of power is the Souls at their command and they want to make them as powerful as possible.
Resources: Your only friends are the souls you keep in jars.  No one else knows you, and no one else wants to know you.

KEEPERS IN THE WORLD
"The old orc woman in the hills can help you.  For a price. Willing to risk your soul Krusk?"
Keepers rarely interact with the world unless they have a lust for power. Otherwise they gather spirits, and deal almost solely with them living as hermits.  They resent intrusions, even from their own tribal chieftains, and charge a heavy toll for their services.
 Daily Life: Most of a Keepers daily life is taken up by caring for their spirits, and learning more of the mystic arts. 
 Notables: The Barrens Hag (Spirit Shaman 6/Keeper 6) is an old Orc woman living on her own in the badlands.  She keeps the Dead Souls of the nearby tribes, and will help them for a price.
 Organizations: Organizations for Keepers don't exist.  A Keeper passes her art to her own daughter, or a suitable orphan taken under her wing.  That way care of the spirits may pass to her apprentice on her death, and the tribe won't become devastated by the dead souls.

NPC Reaction
NPC's are usually completely terrified of Keepers (as is anyone with any common sense).

KEEPERS IN THE GAME
Keepers are creepy to say the least.  They are better as NPC's than players.
 Adaptation: Keepers are best for campaigns that are all Orc and stay in one general area.  Especially horror campaigns.
 Encounters: People usually encounter the Keeper's spirits.  They only encounter the Keeper if they survive the spirit's attacks and manage to track them back to their master.

Sample Encounter
EL 12: In a recent attempt to gain revenge on an Orc village that has been raiding the town, one of the less Lawful PC's rode down several non combatants.  Now some of them appear to be haunting him, and the local Cleric says the only way to be rid of them is to confront the Orc giving the power.


The Barrens Hag
CE Female Orc Spirit Shaman 6/Keeper 6
Init +0, Senses: Listen +5, Spot +3, Dark Vision 60'
Languages Orc, Common
------------------------------------------------
AC 18, touch 10, flat-footed 18 (+3 Natural, +5 Armor)
hp 66 (12 HD)
Fort +9, Ref +4, Will +11 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Quarterstaff of Battle +7/+2 melee (1d6+2) or +1 Profane Burst Sling +7 Ranged (1d4+1+1d6)
Base Atk +7, Grp +8
Atk Options Chastise Spirits (6d6, DC:17), Ghost Warrior
Combat Gear  2 Potions of Cure Serious Wounds
Spells Prepared (CL 9th) 0 (DC 11, 6/day): Detect Magic, Detect Poison, Guidance, Resistance x3
1st (DC 12, 7/day): Beget Bogun, Cloudburst, Obscuring Mist, Omen of Peril x3, Snakes Swiftness
2nd (DC 13, 6/day): Barkskin, Creeping Cold, Frost Breath, Heat Metal, Mass Snakes Swiftness, Wracking Touch
3rd (DC 14, 6/day): Corona of Cold, Dehydrate, Forestfold, Giant's Wrath, Infestation of Maggots, Spirit Jaws
-----------------------------------------------
Abilities Str 12, Dex 10, Con 15, Int 10, Wis 13, Cha 13
SQ Spirit Guide (Vulture), Wild Empathy +7, Detect Spirits, Blessing of the Spirits, Follow the Guide, Collect Soul, Contract With the Dead, Dead Soul, Empower Soul, Light Sensitivity
Feats Combat Casting, Corrupt Spell, Eschew Materials, Greater Spell Penetration, Spell Penetration
Skills Concentration +10, Craft (Pottery)+6, Intimidate +9, Knowledge (Geography, History, Local, Nature, Religion) +4, Listen +5, Spellcraft +4, Spot +3, Survival +5
Possessions Quarterstaff of Battle, +1 Profane Burst Sling, Amulet or Natural Armor +3, Bracers of Armor +5, 2 Potions of Cure Serious Wounds, 600 GP

                      3 Dead Souls
                      Medium Undead (Incorporeal, Chaotic, Evil)
Hit Dice:             12 HD (66 hp)
Initiative:           +7
Speed:                Fly 50 ft. (10 squares), Perfect
Armor Class:          14 (+3 Dex, +1 Deflection), touch 14, flat-footed 14
Base Attack/Grapple:  +7/+8
Attack:              -
Full Attack:          -
Space/Reach:          5 ft./5 ft.
Special Attacks:      Manifestation, Horrific Appearance
Special Qualities:    Rejuvenation, Turn Resistance+4
Saves:                Fort +9, Ref +4, Will +11
Abilities:            Str -, Dex 17, Con -, Int 10, Wis 12, Cha 12
Skills:               Hide +21, Intimidate +13, Knowledge (any 1) +4, Listen +23, Move Silently +16, Search +14, Spot +23
Feats:                Ability Focus (Horrific Appearance, 1 other ability), Alertness, Improved Initiative, Stealthy
Challenge Rating:     
Treasure:             None
Alignment:            Always Chaotic Evil

Soul 1: Hound, Corrupting Gaze
Soul 2: Spectral Stalker, Frightful Moan
Soul 3: Eat Mind, Malevolence


EPIC KEEPER

Hit Die: d4
Skills Points at Each  Level : 4 + int
Spellcasting The Epic Keeper's caster level is equal to her class level.  Her number of spells per day doesn't increase after 20th level.
Empower Soul The Epic Keeper's Dead Souls gain another ability at Level 22, and every 3 levels thereafter.
Bonus Feats: The Epic Keeper gains a Bonus feat for every 3 levels higher than the 20th.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on January 05, 2009, 08:45:32 AM
PAIN MANIFESTER

(http://Picture URL)
   
"One day.  One day they'll understand.  One day they'll all die choking on their own teeth."

There are misfits and outcasts in every generation, and Orc society is no exception.  The scrawny and weak will be mercilessly beaten down physically and mentally in an "attempt to toughen them up".  Most will die.  Some will live but with little of their mind left, and have to be put down.  And some will have just enough magical talent to have their madness overlooked (or perhaps they just manage to hide it well enough).  Little more than rabid dogs, one day their frustration at being unable to summon a Familiar will be rewarded when their pain and hate manifests as a physical entity.

BECOMING A PAIN MANIFESTER  
Pain Manifesters are Arcane spellcasters that have been tortured mentally and physically, and gone mad.  They try for years to summon a familiar, and fail.  One day they succeed, just not in a way anyone anticipated.

 ENTRY REQUIREMENTS
   Racial:  Any Orcish.
   Class Abilities:  Must be able to cast 2nd level or higher Arcane spells.  Must be unable to summon a Familiar, or able to but not have done so.
   Skills:  Knowledge (Arcane) 8 Ranks
   Special:  Must have been tortured to the point of insanity (mentally or physically, doesn't matter).
   Feats:  Retributive Spell


Class Skills
 The Pain Manifester's class skills (and the key ability for each skill) are Concentration (Con), Decipher Script (Int), Intimidate (Cha), Knowledge (Arcana)(Int), Listen (Wis), Sense Motive (Wis), and Spellcraft (Int)
Skills Points at Each  Level : 4 + int

Hit Dice: d4

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Manifest Pain
2. +1    +0     +0     +3    +1 Level of Arcane Spellcasting Class
3. +1    +1     +1     +3    Empower Manifestation, +1 Level of Arcane Spellcasting Class
4. +2    +1     +1     +4    +1 Level of Arcane Spellcasting Class
5. +2    +1     +1     +4    +1 Level of Arcane Spellcasting Class
6. +3    +2     +2     +5    Empower Manifestation, +1 Level of Arcane Spellcasting Class
7. +3    +2     +2     +5    +1 Level of Arcane Spellcasting Class
8. +4    +2     +2     +6    +1 Level of Arcane Spellcasting Class
9. +4    +3     +3     +6    Empower Manifestation
10.+5    +3     +3     +7    +1 Level of Arcane Spellcasting Class

Weapon Proficiencies: Pain Manifesters gain no new weapon or armor proficiencies.

Manifest Pain (Su): At will as a Standard Action you may summon all the hatred and pain you have bottled up over the years into a physical manifestation, similar to the way some Psions can create ectoplasmic guardians.  It's appearance varies, and is up to you, however it's appearance does not affect it's abilities.

Manifestation of Pain
Medium Aberration (Chaotic Evil)
Hit Dice: Hit Dice same as the Keepers
Initiative: The Manifestation gets its Dexterity Bonus and an Enhancement Bonus equal to half your Pain Manifester level .
Speed: Fly 50 ft. (10 squares), Perfect
Armor Class: The Manifestation gets a Deflection Bonus to Armor case equal to your Pain Manifester level.
Base Attack/Grapple: Same as the Keepers.
Attack: Primary Attack +x melee (1d4+Strength Modifier)
Full Attack: 2 Primary Attacks +x melee (1d4+Strength Modifier) and 1 Secondary Attack +x melee (1d4+Half Strength Modifier)
Space/Reach: 5 ft./5 ft.
Special Attacks:  Horrific Appearance
Special Qualities: Rejuvenation, Dark Vision 60', Energy Resistance 5 (Acid, Cold, Electricity, Fire, and Sonic), Immunities
Saves: Saves same as the Keepers
Abilities: Str, Dex, and Con are 10 plus your Pain Manifester levels. Int, Wis, and Cha are same as yours.
Skills: Hide +4, Intimidate +4, Listen +4, Move Silently +4, Spot +4 (Don't forget to add stat or Feat bonuses)
Feats: Choose 3 Feats
Challenge Rating:
Treasure: None
Alignment: Always Chaotic Evil

Decide what the Primary and Secondary attacks look like and whether they are bludgeoning, piercing, slashing, etc. Every 3 hit dice the Manifestation gains a Feat just like characters do.  Every level it gains skill points as well.

Horrific Appearance (Su): Identical to Ghosts ability on page 118 of Monster Manual.

Immunities: The Manifestation is immune to mind affecting effects, death effects, sleep effects, paralysis, polymorph, energy drain, ability drain and damage, poison, disease, and non-lethal damage.

Rejuvenation (Su): Identical to Ghosts ability on page 118 of Monster Manual. To get rid of a Pain Manifestation permanently, it's creator must be slain.

The Pain Manifestation also gets several abilities from the following table (choose 1 for every 3 hit dice):

Retributive Attack (Su): The Manifestations natural attacks gain an Enhancement bonus to hit and damage rolls equal to the highest amount of damage their creator has taken from a single hit this turn.

Retributive Defenses (Su): Whenever the Manifestation is struck the attacker must make a Willpower Save (DC is 10 plus half hit dice plus Charisma) or take the damage as well. Prereq: Must be 12 or more Hit Dice.

Retributive Gaze (Su): Death, 30', Fortitude Save negates (Save DC is 10 plus half Hit Dice plus Charisma Bonus). Prereq: Must be 12 or more Hit Dice.

Retributive Blast (Su): Once every 1d4 turns the Manifestation can unleash a blast of energy in a 60' cone.  Damage is equal to 4d6 plus the total damage it has suffered since last using the blast (if it is the first time using the blast it adds the total damage suffered so far in this encounter). The damage is untyped, foes may make a Willpower Save (DC is 10 plus half hit dice, plus Charisma modifier) to only take half damage.

Retributive Armor (Su): The Manifestation gains DR 3/-.  For every 3 points of damage dealt it's DR increases by 1 until the encounter has ended.

Retributive Critical (Su): Against any foe that has harmed its creator, the Manifestation criticals on 18-20. These criticals do 3x damage.

Retributive Shriek (Su): If the Manifestation ever takes 25% or more of it's hit points from a single blow, it may unleash a Retributive Shriek as a Free Action.  All opponents within 60' must make a Willpower Save (DC is 10 plus the damage done to the Manifestation plus it's Charisma Bonus) or be Panicked for 2d6 rounds, and take a -3 Morale penalty to all rolls for 5 minutes after.  Any opponents saving successfully still take a -2 Morale penalty to all rolls for 1d6 rounds.

Retributive Grasp (Su): The Manifestation may make a Grapple Check as a Free Action without provoking an attack of opportunity if it hits successfully with its primary attack.  A successful Grapple check allows it to Constrict each round doing damage equal to the last hit it took before initiating the Grapple plus 1 point of temporary Constitution damage.

Retributive Size (Su): Once per day, if your creator suffers a loss of more than 25% of his hit points, the Manifestation can increase to Huge Size for 1 hour.  This adds +16 Strength, +8 Con, Deflection Bonus to AC increases by +5.  Remember to add new size penalties and bonuses where appropriate to BAB, skills, and AC. Damage of Natural Attacks increases to 1d8. Prereq: Must be 12 or more HD.

Retributive Reflection (Su): The Manifestation gains Spell Resistance equal to 10 plus it's hit dice.  Any spell targeting it personally (i.e. the spell targets '1 creature') that doesn't make it through it's Spell Resistance is reflected back at the caster instead who takes the full effects.

Retributive Power (Su): The Manifestation's Base Attack Bonus is equal to it's Hit Dice.

Empower Manifestation (Su): At 3rd level you may cast Transmutation or Abjuration spells whose Range is listed as Personal on your Manifestation instead if it is within 60'.

At 6th level all Abjuration or Transmutation spells you cast on your Manifestation have their Duration doubled.

At 9th level you may sacrifice a spell of any level to heal your Manifestation as a Free Action if it is within 60'.  Damage healed is 1d6 times the spell level plus your Charisma Modifier.


PLAYING A PAIN MANIFESTER
Hatred of pretty much every other living thing is what drives you.  Life is pain, death is freedom.  Many of your kind tend to go out in blazes of glory, not coincidentally causing a large death toll in the process.  You pretend loyalty to your tribe, secretly waiting for the moment you can murder them all, and hoping they don't look too closely into the people who have been disappearing lately.

 Combat: Pain Manifester's prefer to avoid combat leaving that to their Manifestations.  They much prefer to inflict the pain that has been done to them on helpless victims.
 Advancement: Pain Manifesters have the same options for advancement as most Sorcerers or Wizards.  Most however obsessively try to make their Manifestations as powerful as they possibly can.
Resources: Pain Manifesters are loners one and all.  They have to threaten others to get their help.

PAIN MANIFESTERS IN THE WORLD
"Sir, I'd uh..I'd leave that one alone if I were you."
Pain Manifesters usually spend time in arcane study, raving about the people who have wronged them (real or imaginary), plotting revenge, or maybe just staring into spce and muttering gibberish.  People try to interact with you as little as possible.
 Daily Life: Plotting.  Your life is all about plotting.  You'll get them all one day.  They'll see.  See those Orcs over there whispering? It's obvious who they're whispering about.  So obvious.
 Notables: Grendel (CE Male Orc Sorcerer 6/Pain Manifester 6).  Life hasn't always been easy for Grendel.  But then he found his new friend.  A bigger, scarred, twisted, vaguely orcish thing from his own subconscious...
 Organizations: There are no organizations dedicated to assisting Pain Manifesters, though there have occasionally been some devoted to hunting them down...

NPC Reaction
NPC's are generally terrified completely of Pain Manifesters.  After all you're a babbling lunatic prone to homicidal ravings who summons monsters and kills people seemingly at random.

CLASS NAME IN THE GAME
Statistically Pain Manifesters really aren't much different from other summoner types, they're just a bit more versatile in some ways, a bit less in others.
 Adaptation: This is a pretty dark NPC.  It'll be for very dark or evil campaigns, or pretty much an NPC class.
 Encounters: It's easy to anger a Pain Manifester.  People do it all the time without realizing it, sometimes just by saying hi.  Unless one has been convinced to help with a tribal raid, the PC's will likely encounter one they've offended somehow or when they discover someone other than themselves is trying to take out the local orc tribe.

Sample Encounter
EL 12: The PC's have been hired to convince a local Orc tribe to back off from raiding the town.  Upon sneaking into their village at night they find a great many of them dead, hanging from trees and mutilated.  There are signs the rest have fled.  Do they return to the town?  Or find out what's going on?


Grendel
CE Male Orc Sorcerer 6/Pain manifester 6
Init +1, Senses: Listen +9, Spot +0, Dark Vision 60'
Languages Orc, Common
------------------------------------------------
AC 22, touch 14, flat-footed 21 (+1 Dex, +3 Deflection, +3 Natural, +5 Armor)
hp 78 (12 HD)
Fort +6, Ref +5, Will +10 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Morningstar +8/+3 melee (1d8+1)
Base Atk +6, Grp +7
Combat Gear 2 Potions Cure Serious Wounds
Spells Known (Caster Level 11) 0 (DC 13):Caltrops, Detect Magic, Detect Poison, Launch Bolt, Message, Read Magic, Resistance, Touch of Fatigue
1 (DC 14):Backbiter, Mage Armor, Magic Missile, Ray of Enfeeblement, Spirit Worm
2 (DC 15):Blindness/Deafness, Invisibility, Ray of Sickness, Ray of Weakness, Scorching Ray
3 (DC 16):Fly, Greater Mage Armor, Mass Curse of Impending Blades, Protection from Energy
4 (DC 17):Bestow Curse, Greater Resistance, Nightstalker's Transformation, Stoneskin
5 (DC 18): Summon Monster V
-----------------------------------------------
Abilities Str 12, Dex 13, Con 14, Int 8, Wis 10, Cha 16
SQ Light Sensitivity, Manifest Pain, Empower Manifestation
Feats Combat Casting, Greater Spell Penetration, Improved Initiative, Retributive Spell, Spell Penetration
Skills Concentration +11, Intimidate +12, Knowledge (Arcana) +8, Listen +9, Spellcraft +8
Possessions+3 Ring of Protection, +3 Amulet of Natural Armor, +5 Bracers of Armor, Wand of Lightning Bolts (10th), 2 Potions Cure Serious Wounds, +1 Morningstar



Manifestation of Pain
Medium Aberration (Chaotic Evil)
Hit Dice: 12d8+36 (90 hp)
Initiative: The Manifestation ges its Dexterity Bonus and an Enhancement Bonus equal to half your Pain Manifester level .
Speed: Fly 50 ft. (10 squares), Perfect
Armor Class: 19 (+3 Dex, +6 Deflection), touch 19, flat-footed 16
Base Attack/Grapple: +12/+15
Attack: Claw +12 melee (1d4+3)
Full Attack: 2 Claws +12 melee (1d4+3) and 1 Bite +7 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks:  Horrific Appearance, Retributive Critical, Retributive Size, Retributive Power
Special Qualities: Rejuvenation, Dark Vision 60', Energy Resistance 5 (Acid, Cold, Electricity, Fire, and Sonic), Immunities, Retributive Armor
Saves: Fort +6. Ref +5. Will +10
Abilities: Str 16, Dex 16, Con 16, Int 8, Wis 10, Cha 16
Skills: Hide +7, Intimidate +7, Listen +4, Move Silently +7, Spot +4
Feats: Power Attack, Cleave, Great Cleave, Improved Sunder, Combat Brute
Alignment: Always Chaotic Evil




EPIC Pain Manifester

Hit Die: d4
Skills Points at Each  Level : 4 + int
Spellcasting The Epic Pain Manifester's caster level is equal to her class level minus 2.  Her number of spells per day doesn't increase after 20th level.
Empower Manifestation The Epic Pain manifester's Pain Manifestation gains another ability at Level 22, and every 3 levels thereafter.
Bonus Feats: The Epic Pain Manifester gains a Bonus feat for every 3 levels higher than the 20th.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on January 06, 2009, 01:03:04 PM
This one really needs work.  It's meant more for NPC's than players.


THE SOULLESS

(http://Picture URL)
   
"......"

Even among races which consider rage a way of life like the Orcs there are those who can succumb to the effects of constantly being in a negative emotional state.  Some of them eventually begin to suffer from chronic depression.  Some of them...suffer from something else.  It is a rare thing among even the Orcs, but some succumb to a condition called "The Fading".  Initially it resembles severe depression or possible psychosis.  By the time someone realizes that the victims soul is rotting and crumbling away, it's too late to save them.  And after enough time they won't care about being saved.  Or even remember their former life.  Even worse they can spread the condition. 

BECOMING A SOULLESS  
It is unknown how Soulless come into existence.  Obviously if they fought a Soulless and became infected that's one way.  But no one knows how the original Souless came to be, and how others spontaneously develop the affliction.

 ENTRY REQUIREMENTS
   Race:  Any race that has Barbarian as a Favored Class.
   Class Abilities:  Rage
   Feats:  Extended Rage, Extra Rage, Instantaneous Rage
   Special:  Must have fought a Soulless and become infected, or contracted the affliction in some other manner decided by the DM.
   


Class Skills
 The Soulless' class skills (and the key ability for each skill) are Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Move Silently (Dex), or Spot (Wis).
Skills Points at Each  Level : 2 + int

Hit Dice: d12

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +2    The Fading (Painlessness)
2. +2    +3     +0     +3    The Fading (The 1st Death)
3. +3    +3     +1     +3    The Fading (Sleeplessness)
4. +4    +4     +1     +4    The Fading (The Second Death)
5. +5    +4     +1     +4    The Fading (Depression)
6. +6    +5     +2     +5    The Fading (Wrath)
7. +7    +5     +2     +5    The Fading (The Last Death)
8. +8    +6     +2     +6    The Fading (Carrier)
9. +9    +6     +3     +6    The Fading (Endurance)
10.+10   +7     +3     +7    The Fading (The Quiet Goodbye)

Weapon Proficiencies: The Soulless gain no new weapon or armor proficiencies.

The Fading (Ex):  Beginning at 1st level a Soulless begins to live up to his name.  His soul begins to crumble into so much metaphysical dust.  At 1st level the effects aren't so bad: The Soulless becomes immune to pain and pain based effects (such as a Symbol of Pain) and non lethal damage from attacks.  The Orc feels quite vigorous and is also immune to fatigue and exhaustion.

By second level something noticeable is going on.  Not only do you not feel pain, you're almost numb.  At this point you no longer have a Constitution score.  Bonus hit points, Fortitude Saves,  and Concentration rolls are now based off of Charisma instead.  You become immune to poison, paralysis, and stunning.  You lose all ranks in Dex based skills except Hide and Move Silently.  From this point forward you may no longer purchase ranks in any Dexterity based skill other than those two. You lose any Light Sensitivity should you possess it as a Racial quirk. You gain a Profane Bonus to your Reflex Saves equal to half your Charisma Modifier.

At third level you may show some small symptoms attributed to some sort of disease.  You no longer sleep, and are immune to sleep effects, and disease.  Mental problems will now begin such as depression or paranoia.  You lose the ability to Rage or Frenzy if you have either.  You also gain a Profane Bonus to Fortitude Saves equal to your Charisma Modifier.

At 4th level you are clinically insane, and your tribesmen will have begun to whisper about you.  You no longer need to eat.  You lose all ranks in Charisma based skills other than Intimidate, and can no longer buy ranks in Charisma Based skills except Intimidate.  You are now immune to ability damage to physical ability scores, and immune to Ability Drain and Energy Drain.  You also have a Profane Bonus to Willpower Saves equal to your Charisma Modifier.

At 5th level you have begun what most will consider a slide into severe depression, or a very powerful curse.  You lose all ranks in Wisdom based skills except Listen and Spot, and can no longer buy ranks in Wisdom based skills except Listen and Spot.  You are now immune to all mind-affecting effects.  You are no longer affected by Raise Dead or Reincarnate abilities.  As of this point Resurrection or True Resurrection will still fix your condition, and allow you to trade in levels of Soulless for levels of Barbarian, even if you are killed.  After this level though you may not be Resurrected unless Miracle or Wish is cast first.  You gain a Profane Bonus to Critical Confirmation rolls equal to your Charisma Modifier.

At 6th level you occasionally stir to life at random, usually to kill someone or something.  You gain a +4 permanent Bonus to Strength.  To recognize friend from foe you must make a DC 20 Wisdom check.  If it is a close friend or someone you have known well you gain a +4 Bonus on the roll.  If it is a close family member or someone you would die for you gain a +6.  You will attack anything you do not recognize as a friend that spends more than 5 minutes in your presence.

At 7th level you are dead.  Your type changes to Undead, and you now have all the traits of an Undead creature that you do not already possess.  You are immune to Turning.  You lose all ranks in Intelligence based skills, and may no longer purchase ranks in them.  You are not considered mindless despite this.

At 8th level you become infectious.  Any being you kill will rise as a Zombie within 1d6 hours.  Any being you injure (whether it is your unarmed attacks or your weapons) that survives the attack must make a Willpower Save (DC is 10 plus half your hit dice plus your Charisma modifier) or become infected with the Fading.  The next time that creature can gain a level it must take a level of Soulless.  You gain a Slam attack doing damage equal to your unarmed strike damage.  You may do 2 Slams with a Full Attack.  Your weapon and unarmed strike attacks are considered to be magic for the purposes of overcoming Damage Reduction, and are considered to have the Ghost Touch property.

At 9th level you gain immunity to any spell or effect requiring a Willpower Save if it allows Spell Resistance.  Your appearance begins to roughen, and you are very obviously dead (just not rotting).  You no longer have memories of your life other than those of friends and family, and they will be gone by the time you gain the next level.  Your alignment effectively changes to Neutral.

At 10th level your soul is gone and you may not be Raised, Resurrected, or Reincarnated, even by deities.  You may no longer recognize friend from foe and will attack anything alive or undead that crosses your path.  There no longer exists any possibility of a cure for you.  You gain another +4 permanent Bonus to Strength.  Your Natural Armor Bonus increases by +10, and gains a Deflection Bonus to AC equal to your Charisma Modifier.  You no longer speak or understand languages, and cannot communicate in any fashion even by telepathy.  Your thoughts cannot be read as you no longer have any.  You are immune to spells/attacks/effects that specifically target a soul as you no longer have one.


PLAYING A SOULLESS
Initially the Soulless just seems depressed or 'off' somehow.  Other Orcs may perceive this as a weakness, and use it as an excuse to challenge him.  The enhanced combat abilities will soon put a stop to this after you make a few examples of your fellow tribesmen.  You won't feel pain anymore, so you'll be an excellent fighter.  But eventually you won't feel emotions either, and you'll commit murder or torture or other acts of cruelty in order to feel something again.  Others will simply think you have become a psychopath, or seen one battle too many.  And then the withdrawal will begin.  You'll sit motionless for hours, saying nothing, not responding to anyone, maybe not even if they hit you.  Eventually people will notice you aren't eating anymore.  Or sleeping.  And your mate and children are dead by your hand.  The Fading is rare enough most tribes won't know what to do and will simply exile you hoping you'll die, or try to have a Cleric cure something beyond their understanding.  If a tribe has seen a Soulless before they'll try destroying you long before this. 
 Combat: Soulless aren't tactical geniuses, especially after a few levels.  They understand the concept of hiding in wait for ambush, but beyond that they just close into melee, hack, repeat. 
 Advancement: Once you have taken a level of Soulless you may not take levels in any other class.  That and the effects of this Prestige Class pretty much restrict your options.
Resources: None.  Soulless are on their own once exposed.  Most will be driven into the wilderness to succumb to their fate.

SOULLESS IN THE WORLD
"If I say 'The Devil' to you, what do you picture in your head?"
"Mmm...hollowness....and blackness..and emptiness."
Initially you'll just be like any other tribesman.  Then the odd behavior will start.  Then the withdrawal.  Eventually you'll slaughter anything not like yourself.
 Daily Life: Varies greatly, especially in the early stages when you'll start acting out.  Eventually though all Soulless get the same blank lifeless stare, and do nothing but kill the living.
 Notables: Golka (CE Male Orc Barbarian 6/Soulless 6)  Golka was injured fighting what everyone thought was a simple Orc zombie.  Never among the best of the tribes warriors, he hasn't been the same since.  To date he's murdered several tribesmen of various ages and genders for what is no discernable reason.  He's been better than ever in battle on raids, so the Warchief has accepted his new eccentricities while privately telling the priests to think of something they haven't tried yet.  If he can't be fixed soon they'll have to exile him or kill him...
 Organizations: None.  There are some few tribesmen who know how to get rid of a Soulless, but they're an informal club at best.  They may also band together to look for a cure, but most simply want to get rid of you.

NPC Reaction
Once someone realizes what you are, they probably flee in terror.  Depending on how many levels of SOulless you have that won't take long.

SOULLESS IN THE GAME
Soulless are eventually a danger to themselves and the party.  And  they can be contagious.  It's best to make them NPC's
 Adaptation: Soulless work best in a horror campaign.
 Encounters: At lower levels, PC's will encounter Soulless in raiding parties.  At higher levels they'll be a random wilderness encounter or a legendary serial killer.

Sample Encounter
EL 12: The PC's encounter an Orc tribe exiling one of their own at a crossroads.  Oddly enough the Orcs seem more afraid of him than the party, and even look as if they're trying to warn you off...


Golka
CE Male Orc Barbarian 6/Soulless 6
Init +1, Senses: Listen +5, Spot +4, Dark Vision 60'
Languages Orc, Common
------------------------------------------------
AC 20, touch 14, flat-footed 19 (+1 Dex, +6 Armor, +3 Deflection)
hp 102 (12 HD)
Fort +12, Ref +7, Will +9
------------------------------------------------
Speed 40 ft. ( squares)
Melee +2 Shocking Burst Greataxe +20/+15/+10 (1d12+8+1d6 electricity/19-20, x3)
Base Atk +12, Grp +18
-----------------------------------------------
Abilities Str 22, Dex 13, Con -, Int 6, Wis 10, Cha 14
SQ Immunities, may not buy skill ranks in skills based on Dex/Wis/Cha, doesn't sleep or eat, Fast Movement, Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +2, +2 on Critical Confirmation rolls
Feats Power Attack, Cleave, Great Cleave, Improved Critical (Greataxe), Power Critical (Greataxe)
Skills Climb +10, Hide +5, Intimidate +7, Jump +10, Listen +5, Move Silently +5, Spot +4
Possessions +2 Shocking Burst Greataxe, +1 SR 19 Breastplate, +3 Ring of Protection. 1330 GP



EPIC SOULLESS

Hit Die: d12
Skills Points at Each  Level : 2 + int
Bonus Feats: The Epic Soulless gains a Bonus Feat every 2 levels higher than 20th
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Prak, the Mad on January 06, 2009, 10:44:25 PM
New class looks good. I was going to suggest changes a few things, but if it's meant more for npcs, then they're not really big problems. the skills thing, the loss of the ability to rage, etc. I'd say the prc should give major compensation for these, but on an npc it doesn't matter that much. It looks good, very interesting and flavourful.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on January 07, 2009, 11:03:36 AM
New class looks good. I was going to suggest changes a few things, but if it's meant more for npcs, then they're not really big problems. the skills thing, the loss of the ability to rage, etc. I'd say the prc should give major compensation for these, but on an npc it doesn't matter that much. It looks good, very interesting and flavourful.


I modified it a lil. :D
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on January 07, 2009, 11:22:03 AM
temporary change of pace


THE SUPER HAPPY FUN BERSERKER

(http://i212.photobucket.com/albums/cc70/bhutastan/PRCS/eee7e4b683b6595e066bdcc06a27cde19b8.png)

”Happy happy joy joy, happy happy joy joy!”

Some people are born with an inexplicable link to the Positive Energy Plane.  This has many unfortunate effects on their lives.  If undead need taking care of, they are called upon whether they want the job or not (or even if they are capable of handling it).  They are also extremely hyperactive, always in motion, always making noise.  They are, in other words, unbearably annoying.

BECOMING A SUPER HAPPY FUN BERSERKER
Super Happy Fun Berserkers are born more than made.  Anyone with the link to the Positive Energy Plane (i.e. the Power of Positivity Feat) and at least 1 level in Barbarian can become one.  Provided they can find someone willing to put up with them long enough to teach them.

ENTRY REQUIREMENTS
Class Abilities: Rage
Saving Throws: Base Fortitude Save +5 or higher
Feats: The Power of Positivity
Skills: Climb 4 ranks, Jump 4 ranks, Swim 4 ranks
Alignment: Super Happy Fun Berserkers must be Chaotic.
Special: Must have been trained to harness the power of their excess Positive Energy, preferably by someone with extreme amounts of patience.

Class Skills
The Super Happy Fun berserker's class skills (and the key ability for each skill) are Climb (Str), Jump (Str), Swim (Str), Tumble (Dex), and Use Magic Device (Cha)
Skills Points at Each Level: 4 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +2    Channel Positive Energy (Positive Weapon)
2. +2    +3     +0     +3    Positive Energy Feat
3. +3    +3     +1     +3    Hyper Mode 1/day
4. +4    +4     +1     +4    Channel Positive Energy (Positive Surge)
5. +5    +4     +1     +4    Positive Energy Feat
6. +6    +5     +2     +5    Hyper Mode 2/day
7. +7    +5     +2     +5    Channel Positive Energy (Positive Energy Conversion)
8. +8    +6     +2     +6    Positive Energy Feat
9. +9    +6     +3     +6    Hyper Mode 3/day
10.+10   +7     +3     +7    Super Deluxe Hyper Bouncy Mode

Weapon Proficiencies: Super Happy Fun Berserkers gain no new weapon or armor proficiencies.
 
Channel Positive Energy (Su):  At 1st level your unarmed strikes, grapples, and any weapon you use does +1d6 Positive Energy damage on a successful hit.

At 4th level whenever you successfully confirm a critical with a weapon or unarmed strike it unleashes a burst of positive energy.  The amount of damage depends on the weapons critical multiplier: x2 (+1d10), x3 (+2d10), x4 (+3d10). 

At 7th level whenever you successfully hit with an unarmed strike or weapon, or make a successful Grapple Check all damage done is considered Positive Energy Damage.

Positive Energy Feat:  At 2nd, 5th and 8th level you can choose a Bonus Feat from the following List if you meet the Prerequisites:  Positive Attitude, Positive Aura, Positive Karma, Positively Awesome, Positively Charming, Positively In Denial, Positively Insane, Positive Soul, Power of Positivity

Hyper Mode (Su):  At 3rd level you may enter Hyper Mode as a Free Action.  Hyper Mode lasts for 3 rounds, plus 1 round per point of Charisma Modifier.  While in Hyper Mode you are Hasted as per the spell. 

At 6th level you may enter Hyper Mode twice per day.

At 9th level you may enter Hyper Mode three times per day.

Super Deluxe Hyper Bouncy Mode (Su): At 10th level you may enter Super Deluxe Hyper Bouncy Mode once per day as a Swift Action.  While in Super Deluxe Hyper Bouncy Mode you may add your Charisma Bonus to all dice rolls.  Super Deluxe Hyper Bouncy Mode lasts for 3 rounds, plus 1 round per point of Charisma Modifier.  You may also now simultaneously enter into Rage, Hyper Mode, and Super Deluxe Hyper Bouncy Mode as a Standard Action.  If you have the Instantaneous Rage Feat you can enter all three as a Swift Action. 

PLAYING A SUPER HAPPY FUN BERSERKER
Life goes by fast, and so do you.  You should always be in motion, always restless, full of nervous energy.  Talk quick, walk quick, eat quick, etc.  You barrage people with a nonstop stream of random chatter about whatever nonsense is in your head at the time.  You only shut up to eat, sleep, or when so surprised words are lacking for you.  Thinking things through is for other people.  Why plan to take the temple when you can simply charge in and start whacking?  You get mad quick, and forgive just as quick (you just do a lot of damage in the process).  See here for an example: http://www.youtube.com/watch?v=VGLCedHTLLY (http://www.youtube.com/watch?v=VGLCedHTLLY)
Combat: Super Happy Fun Berserkers are neither subtle or tactically inclined opponents.  They generally wear lighter armor for freedom of movement, and wield as big a weapon as they can find to do the most damage.  Strategy is to run straight at the opponent swinging away as fast and hard as you can while laughing like a madman.  And then jumping up and down on him awhile when he goes down, while mocking him.  Think of how a small, impulsive child with attention issues would fight if you gave them super powers.  It ain’t pretty is it?
Advancement: Advancement kind of depends on what Feats a SHFB takes.  Most all take a pretty similar path (i.e. fast tank on legs that giggles while smashing stuff), with the only real difference being what Feats they take as whims take them in slightly different directions.
Resources: Usually the tribe or persons employing a Super Happy Fun Berserker are their only true method of getting any resources they can’t just take for themselves.  It takes an odd person to employ them, so many of them aren’t exactly swimming in wealth themselves.

SUPER HAPPY FUN BERSERKERS IN THE WORLD
”I swear…by all the Gods…if she doesn’t shut the hell up…”

Super Happy Fun Berserkers are somewhat loathed, and often don’t interact well with others.  They move nonstop as fast as they can, talk as fast and loud as they can, and generally behave like a small bear with an extreme attention deficit disorder.  This lack of focus makes it difficult for them to gain skills, and therefore gainful employment as anything other than a “dead guy whacker”.  Of course you often tend to whack whatever is within in range, sometimes just because…
Daily Life: You spend much of your time running about talking nonstop aimlessly and bouncing off the walls.  Strangers who don’t know you will tend to assume you have some sort of strange mental disorder, or that you eat drugs the way most people eat candy (i.e. your actions simply scream “speed freak”). 
Notables: Super Happy Fun Tiffies (CG Female Human Barbarian 6/Super Happy Fun Berserker 6) is the local “critter beater downer” for her tribe.  Unless it’s cute.  Tiffies doesn’t beat up cute monsters.  She’s weird that way.  She’s occasionally adopted stray Animals or Magical Beasts who seem to understand she poses them no threat as long as they behave.  Twitchy Bob (CN Male Half-Orc Barbarian Barbarian 6/Super Happy Fun berserker) is neither happy nor fun.  Since every monster that comes to his town is considered his responsibility, and everyone considers him their pet killer, he’s begun to suffer from severe depression.  And paranoia.  He’s called Twitchy because so many people have challenged him he tends to swat at anything that gets within 20 feet of him. 
Organizations: Super Happy Fun Berserkers don’t have any real organization, even though they do have occasional get togethers (it’s nice to be around people like yourself).  Many tribes do have one poor unfortunate soul whose job is to train them to use their abilities.  They are well paid, but this is still generally regarded as a punishment, not a valued position in the tribe.  On the one hand you don’t have to hunt, defend the tribe, or contribute in any meaningful way.  On the other, you have to live with a gibbering lunatic who never lets you sleep, may be suicidally insane, and who has the common sense of a 5 year old on methamphetamines.

NPC Reaction
NPC’s are initially happy to meet the charismatic monster slayer that has just saved them from the clutches of the Wraiths.  That lasts about 5 minutes until their savior begins talking.  A few days later they’d voluntarily sell their souls to Asmodeus just to get them to shut up.  Sometimes they hang themselves if trapped in a small room with them.

SUPER HAPPY FUN BERSERKERS IN THE GAME
Make sure the player who takes this PrC isn’t too obnoxious, as it would be easy to do so.  Yes, the Super Happy Fun Berserkers are annoying, but that can simply be described without the player going at lengths to actually annoy the other players.  Make sure they know less is more in this case.  Playing a babbling maniac is okay, just don’t actually be a babbling maniac while doing so.  It’s okay to say “I’m annoying the Dwarf” rather than poking the Dwarf’s player every 5 seconds and repeating “Hey.  Hey.  Hey Dwarf.  You gots a beard.   Ehehehehehehehehehee.”
Adaptation: This is meant for campaigns that aren’t entirely serious.  Obviously it could work in a serious campaign with only some name changes and slight modifications, but it’s meant for humorous campaigns.  You could have a cult devoted to them in a serious campaign as they would be a first line of defense against the Undead. 
Encounters: If the PC’s are visiting the Positive Energy Plane, or going up against lots of Undead chances are they may get a few of these guys to tag along.  Or they may have met one, and became that Berserkers temporary obsessive love interest.  Since they don’t sleep much they are often used as guards, so the PC’s may have to deal with them to get in somewhere some day.  Or even worse be stationed next to one.

Sample Encounter
EL 12: The PC’s are asked to help escort the daughter of a local Cleric of Pelor to a nearby city state.  Unfortunately she’s…a little hyper.  Make that a lot hyper.  People are trying to kill her constantly and she really doesn’t appear to need help with that.  But the locals consider the PC’s responsible for the massive collateral damage her fights cause.  Plus she appears to have adopted a baby Owlbear she refers to as “Mistah Fuzzywubbinses”.  Fuzzywubbinses appears to love her.  He does NOT like the PC’s, or any other living thing apparently.  But the Cleric’s daughter would be completely crushed if anything happened to her beloved pet, so if the PC’s want paid they can’t kill it.  And for some reason undead keep popping out of the woodwork around her.  It’s like she’s catnip for Ghouls.


Super Happy Fun Tiffies
CG Human Female Barbarian 6/ Super Happy Fun Berserker 6
Init +2, Senses: Listen +8, Spot +0
Languages Common
------------------------------------------------
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 Armor)
AC Raging 14, touch 10, flat-footed 12 (-2 Rage, +2 Dex, +4 Armor)
AC Hyper Mode 17, touch 13, flat-footed 14 (+2 Dex, +4 Armor, +1 Dodge)
AC Raging+Hyper Mode 15, touch 11, flat-footed 12 (-2 Rage, +2 Dex, +4 Armor, +1 Dodge)
hp 84 (12 HD), 108 hp Raging
Fort +11 (+16 w/dress), Ref +7 (+8 Hyper Mode, +12 w/dress, +13 w/Dress and Hyper Mode), Will +7 (+12 w/dress) 
Uncanny Dodge, Improved Uncanny Dodge
------------------------------------------------
Speed 40 ft. (8 squares), 70 ft. in Hyper Mode
Melee +3 Keen Scythe +17/+12/+7 (2d4+6+1d6 Positive Energy, 19-20, x4)
Melee Raging +3 Keen Scythe +19/+14/+9 (2d4+9+1d6 Positive Energy, 19-20, x4)
Melee Hyper Mode +3 Keen Scythe +18/+18/+13/+8 (2d4+6+1d6 Positive Energy, 19-20, x4)
Melee Raging+Hyper Mode +3 Keen Scythe +20/+20/+15/+10 (2d4+9+1d6 Positive Energy, 19-20, x4)
Base Atk +12, Grp +14
Atk Options Rage 2/day (4 rounds), Channel Positive Energy (Positive Weapon, Positive Surge), Hyper Mode 2/day (7 rounds)
Combat Gear Belt of Battle
-----------------------------------------------
Abilities Str 14, Dex 14, Con 13, Int 8, Wis 10, Cha 16
Abilities Raging Str 18, Con 17
SQ Fast Movement, Illiteracy, Trap Sense +2
Feats Extend Rage, Instantaneous Rage, Positive Attitude (B), Positive Karma, Positively In Denial, Positively Awesome (B), Positively Charming, Power of Positivity
Skills Climb +8, Handle Animal +10, Jump +8, Listen +8, Survival +8, Swim +6, Tumble +12, Use Magic Device +12
Possessions Belt of Battle, +5 Dress (i.e. Vest) of Resistance, +3 Keen Scythe, +4 Bracers of Armor, Shoes (i.e. Boots) of Jumping, 500 GP for other sundry equipment

”Do not taunt Super Happy Fun Tiffies.”

Positive Energy Feats

Power of Positivity
You are born with a connection to the Positive Energy Plane.
 Prerequisites: Must be taken at 1st level, Con 15
 Benefits: You gain Resistance 10 against negative energy effects such as Inflict Wound spells.

Positively Awesome
Your connection to the Positive Energy Plane has increased
 Prerequisites: Power of Positivity
 Benefits: You are now immune to the effects of exposure to the Positive Energy Plane.

Positive Karma
Your connection to the Positive Energy Plane makes healing you easy.
 Prerequisites: Any 3 Positive Energy Feats
 Benefits: The Caster Level of any spells from the Healing subschool are +2 Caster level when cast on you.

Positive Attitude
You are unflaggingly cheerful and difficult to mess with.
 Prerequisites: Positively Awesome, Power of Positivity
 Benefits: You gain a +2 Resistance Bonus to Willpower Saves.   

Positively Insane
You have a certain…twitchiness…Fortunately this has made you tough after a while.
 Prerequisites: Any 3 Positive energy Feats
 Benefits: You gain a Resistance Bonus to your Armor Class equal to the number of Positive Energy Feats you have.

Positively In Denial
You simply cannot die.  Nope.  Nope
 Prerequisites: Positive Attitude, Positive Karma, Positively Awesome
 Benefits: You become immune to Energy Drain, Aging, and Death Effects.  If killed you will not rise as an Undead.

Positively Charming
The lil critters of nature, they know you love them.
 Prerequisites: Positive Attitude
 Benefits: Living creatures that are Mindless or that have an Int of 3 or less will not willingly attack you unless you attack first.  Initial reactions will be Friendly.

Positive Aura
People are healthier around you
 Prerequisites: Any 3 Positive Energy Feats, one of which must be Positive Karma
 Benefits: Spells from the Healing subschool cast on living creatures that are cast within 10’ of you are +2 Caster Level. 

Positive Soul
Fake mediums claim they are blinded by the whiteness of your souls aura.  Real ones say it too.
 Prerequisites: Positive Aura
 Benefits: If Raised or Resurrected you do not lose levels or Constitution.  You are immune to Ability Drain/Damage.



EPIC SUPER HAPPY FUN BERSERKER

Hit Die: d10
Skills Points at Each  Level : 4 + int
Hyper Mode At 22nd level, and every 3 levels thereafter you gain an additional Daily use of Hyper Mode.
Super Deluxe Hyper Bouncy Mode Beginning at Level 30, and every 10 levels thereafter you gain one additional daily use of Super Deluxe Hyper Bouncy Mode.
Bonus Feats: The Epic Super Happy Fun Berserker gains a Bonus Feat every 3 levels higher than 20th
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: veekie on January 07, 2009, 01:45:54 PM
Quote
SUPER HAPPY FUN BERSERKER
Oh my god, this is unmitigated, distilled awesome.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on January 07, 2009, 02:00:03 PM
Woah! I just noticed the table is all phbbtttt!!!  I'll have that fixed in a bit.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on January 10, 2009, 03:07:31 PM
ELDRITCH BERSERKERS

(http://Picture URL)
   
"I could simply Lightning Bolt you, but lets make this interesting."

Some Barbarians learn they have an inborn talent for magic.  Most are too afraid to develop it due to the stigma attached to it in the society they live in.  Some quietly practice a handful of spells to the point that they become second nature, and can even be used while they are Raging.

BECOMING AN ELDRITCH BERSERKER  
Most Eldritch Berserkers are Barbarians who discover they have an inborn talent for magic.  Most end up becoming some form of arcane spellcasting class as well.

 ENTRY REQUIREMENTS
   Race:  Any Orcish
   Class Abilities:  Rage
   Spells:  Must be able to cast Arcane spells of at least 1st level
   Feats:  Eschew Materials, Combat Casting
   Skills:  Concentration 8 Ranks


Class Skills
 The Eldritch Berserker's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Intimidate (Cha), Knowledge (Arcana) (Int), Listen (Wis), Spellcraft (Int), and Survival (Wis)
Skills Points at Each  Level : 4 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +0     +2    Raging Caster (Rage magic)
2. +1    +3     +0     +3    Enhanced Rage (Strength), +1 Level of Arcane Spellcasting Class
3. +2    +3     +1     +3    +1 Level of Arcane Spellcasting Class
4. +3    +4     +1     +4    Raging Caster (Armored Caster)
5. +3    +4     +1     +4    Enhanced Rage (Defense), +1 Level of Arcane Spellcasting Class
6. +4    +5     +2     +5    +1 Level of Arcane Spellcasting Class
7. +5    +5     +2     +5    Enhanced Rage (Unstoppable), +1 Level of Arcane Spellcasting Class
8. +6    +6     +2     +6    Raging Caster (Effortless Caster)
9. +6    +6     +3     +6    +1 Level of Arcane Spellcasting Class
10.+7    +7     +3     +7    Eldritch Power

Weapon Proficiencies: Eldritch Berserkers gain no new weapon or armor proficiencies.
 
Raging Caster (Ex): At 1st level you get Rage Magic.  You may cast any spell that has no focus or material component so long as it is from the Conjuration, Evocation, or Necromancy schools, or has a Range of Personal while you are Raging.

At 4th level you gain Armored Caster.  You may cast spells wearing Light or Medium Armor with no chance of Spell Failure.

At 8th level you gain Effortless Caster.  You may cast 8 plus your Charisma Modifier spells as Spell Like Abilities instead of spells.  These still take up spell slots, and are no longer subject to Metamagic Feats unless they affect Spell-like Abilities. These spells cannot be changed until you gain spells of a higher level, and  then you may switch out one.  For example once you get access to 5th level spells you may switch one of these spells out for a 5th level spell.

Enhanced Rage (Su): At 2nd level you may sacrifice spells as a Free Action to increase the Strength Bonus you gain while Raging.  The Extra Strength gained is equal to double the spells level, and lasts for the duration of your Rage. You may only sacrifice one spell per use of Rage in this manner.  You may Rage 1 extra time per day.

At 5th level you may also sacrifice 1 additional spell as a Free Action, to get an Enhancement Bonus to Saving Throws equal to the spells level.  You may only sacrifice 1 spell per use of Rage in this manner.

At 7th level you may also Sacrifice 1 additional spell as a Free Action to gain an Enhancement Bonus to all Sunder, Bull Rush, Grapple, and Overrun checks.  Performing any of those actions does not provoke an attack of opportunity during your Rage. You may sacrifice 1 spell per use of Rage in this manner.  You may Rage 1 additional time per day.

Eldritch Power (Su): The spells you chose for Effortless Caster may now be cast as Supernatural Abilities.  Casting one still uses up a spell slot, and it is still not subject to Metamagic Feats.

PLAYING AN ELDRITCH BERSERKER
An Eldritch Berserker has honed a small list of spells down so well that he can cast them even while Raging or out of sorts.  While you appear to be a regular Orcish warrior, you carry a few surprises with you.  You do your best to make people think you're a simple tribal fighter until the last possible moment.
 Combat: Soften up opponents with a few big area effect spells, charge in and start fighting while casting spells as well.  Or if your sneaky let them think your a dumb barbarian and then blast them up close.
 Advancement: Advancement for Eldritch Berserkers tend to depend on how well they accept their magical abilities, and their weird little personal quirks.  Most of them are considered at least mildly eccentric.
Resources: Eldritch Berserkers are generally respected by their tribes, but they don't get any more resources than any other sorcerer or warrior.  Mostly because many Eldritch Berserkers have an inborn sense of superiority to their fellow Orcs that tends to make everyone angry.

ELDRITCH BERSERKER IN THE WORLD
"Paw.  Paw that Orc over there singed off mah eyebrows.  Let's git 'im Paw!"
Eldritch Berserkers have a sometimes uneasy life.  Their path is an odd one among the Orcs, and many consider them to be freaks.  And of course most other cultures hate them for being Orcs.  So they really don't have very many friends.  Which makes them a little grumpier than most Orcs.
 Daily Life: Much of your time is taken up by Arcane study and practicing your abilities.  When not preparing for a raid you're trying to enhance your powers.  Or deny they exist.  Or downplaying them for acceptance by some of the more conservative members of the tribe.
 Notables: Dren (CE Male Orc Sorcerer 3/Barbarian 3/Eldritch Berserker 6)  Dren has been well known among his people for making their raids successful.  After all no one expects him to have any magical power since he's charging along with the front lines...
 Organizations: Eldritch Berserkers form a loose club of sorts for training purposes.  It also helps when they tick off the tribes priests or warchiefs by doing something they don't agree with.

NPC Reaction
NPC's tend to react to an Eldritch Berserker the same way they would do any other Orc Berserker (i.e. preferably from a distance behind a fortified wall).

ELDRITCH BERSERKER IN THE GAME
Eldritch Berserkers should make your players a tad more paranoid about Orc warriors.  God knows when they'll be whipping out a Fear spell or two.
 Adaptation: Eldritch Berserkers make a nice surprise (especially if they're on the opposing side).  Should fit equally well in serious or silly campaigns.
 Encounters: PC's usually encounter Eldritch Berserkers as members of raiding parties. 

Sample Encounter
EL 12: Dren has been chosen to lead a raiding party into a nearby human city.  He has overheard the jealous warchiefs plotting to have him killed in the melee and make it look like the humans did it.  That way they rid themselves of a rival for power, and the tribe thinks the humans put down one of their greatest heroes, ensuring they'll follow the chiefs into total war.  Dren knows the tribe can't survive all out war.  As long as the raids are kept small things will be okay, otherwise he'd have pressed for war himself.  So does he escape in the night?  Or try to sabotage the raid and keep the slaughter of his fellows to a minimum.  And how to get revenge on the warchiefs...


Dren
CE Male Orc Sorcerer 3/Barbarian 3/Eldritch Berserker 6
Init +1, Senses: Listen +5, Spot +0, Dark Vision 60'
Languages Orc, Common
------------------------------------------------
AC 23, touch 14, flat-footed 22 (+1 Dex, +5 Armor, +4 Natural, +3 Deflection)
AC Raging 21, touch 12, flat-footed 20  (-2 Rage, +1 Dex, +5 Armor, +4 Natural, +3 Deflection)
hp 44 (12 HD), 68 hp Raging
Fort +9 (+11 Raging), Ref +5, Will +9 (+11 Raging)
Uncanny Dodge
------------------------------------------------
Speed 40 ft. (8 squares), 30 ft. in Armor
Melee +1 Greatsword +13/+8 (2d6+6/19-20)
Melee Raging +1 Greatsword +15/+10 (2d6+9/19-20)
Base Atk +8, Grp +12 (+14 Raging)
Atk Options Raging Caster
Combat Gear
Spells Known (Caster Level 11): 0 (DC:13, 6/day): Caltrops, Daze, Detect Posion, Detect Magic, Flare, Read magic, Touch of Fatigue
1 (DC:14, 7/day): Chill Touch, Lesser Orb of Sound, Magic Missile, Ray of Enfeeblement, Shocking Grasp
2 (DC:15, 7/day): Burning Sword, Ghoul Touch, Scorching Ray
3 (DC:16, 5/day): Dragonskin, Vampiric Touch
Supernatural Abilities Enhanced Rage (Strength, Defense), Rage 2/day
-----------------------------------------------
Abilities Str 18 (22 Raging), Dex 12, Con 10 (14 Raging), Int 6, Wis 11, Cha 16
SQ Fast Movement, Trap Sense +1, Metamagic Specialist (see page 60 of the PHB II)
Feats Combat Casting, Eschew Materials, Instantaneous Rage, Practiced Spellcaster, Quicken Spell
Skills Climb +5, Concentration +8,  Intimidate +5, Jump +5, Knowledge (Arcana) +3, Listen +5, Spellcraft +3
Possessions Rhino Hide Armor, +1 Spell Storing Greater Dispelling Greatsword, +4 Amulet of Natural Armor, +3 Ring of Protection, 485 GP



EPIC ELDRITCH BERSERKERS

Hit Die: d8
Skills Points at Each  Level : 4 + int
Rage At 22nd level, and every 5 levels thereafter you gain an additional Daily use of Rage.
Bonus Feats: The Epic Eldritch Berserker gains a Bonus Feat every 3 levels higher than 20th
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Prak, the Mad on January 10, 2009, 03:33:04 PM
I would suggest making the eldritch berserker a full caster, because, well, casters (almost) never take anything less if casting means anything to them. And if casting means anything to them, they won't take this class. I think there does need to be a rage caster PrC, but it's gotta be full casting.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on January 12, 2009, 02:58:59 PM
Well..he's kinda meant to be a berserker first, caster second.  Thats why he can sacrifice spells to enhance his rage.  Plus you're meant to sucker people in thinking your a barbarian so they send appropriate foes who have a lower Willpower Save you can take advantage of if you have to.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Prak, the Mad on January 13, 2009, 12:49:10 AM
well, that's a good point. however...I'm not sure this class allows a character to do level appropriate things on either side. I haven't examined this, certainly, but... I don't know. I can take a look, compare it to a base line against a set of challenges, which I might do (not doing much else right now). If you'd like, I can throw the results into a post when I've got some.

ok, wrote up a Half Orc Sor2/Brb3/EldBer5 (http://www.myth-weavers.com/sheets/view.php?id=102383) and a Grey Elf Transmuter (http://www.myth-weavers.com/sheets/view.php?id=102384)10 (went with Transmuter because it's a solid base line standard as the control for testing classes against).

and here's the test:
    * A hallway filled with magical runes.
    * A Fire Giant.
    * A Young Blue Dragon.
    * A Bebilith.
    * A Vrock.
    * A tag team of Mind Flayers.
    * An Evil Necromancer.
    * 6 Trolls.
    * A horde of Shadows.

So Eldritch Berserker
hallway of magical runes-The berserker can probably rely on his high hp(assuming he only took two levels of Sor, any more and he's crippled in this respect), Trap sense, and Enhanced Raging (Defense) to get through the hall relatively unscathed. However, it should be pointed out that he can only get a +2 bonus from Defense. (While raging the berserker's got 101 hp, and a Ref save of +5).
       Challenge 0/Berserker 1
Fire Giant- So, this is pretty straight forward, the Berserker rages, and charges in. Berserker's got a positive Init mod so he probably goes first, and we can assume he has Mage Armour and Shield cast as persistent spells ahead of time, giving him a net of +6 armour when raging for a total of 25m which is respectable. The two spells he knows as 2nd level spells won't help against a fire giant so he charges in with his greatsword, burns a 2nd level spell for strength giving him a total of a 26. So on an average roll he hits the Giant, easily (+15 ac anytime while raging with Str enhanced, +17 when he charges). Avg. Dam is 22, kills giant in 7 hits, so he can probably do this.
       Challenge 0/Berserker 2
Young Blue Dragon-If the berserker can hit the giant, he can hit the dragon. The problem arises when it takes to the air or decides to hit and run from below. If it flies, he can hit it with scorching ray 5 times before being out of 2nd level spells for the day, assuming it stays in range, which, honestly, it should. If it burrows, he could, conceivably, try to follow it's tunnels and keep a flaming sphere nipping at it's balls, it's a gutsy move, but, hey, he's an orc. A scorching ray will do 14 damage per zap, ad, bringing the dragon to 32hp, and he could conceivably finish it off with lower spells or his sword, provided it doesn't do drive-bys with it's breath weapon, which it probably would.
        Challenge 1/Berserker 2
Bebilith- On it's own turf, the Bebilith will know this guy's coming a mile away. It's avg roll for listen and spot is 26.5, while the berserker's avg hide and move silently is 11.5. The bebilith will probably surprise him with web, he can't move till he breaks the web. He can rage and burn a second level spell slot to push his str to 30, giving him an avg. str check roll of 20.5, not quite enough, but damn near enough to say he gets it eventually, probably after two more checks. Unfortunately during those rounds he's getting attacked by the bebilith. The bebilith can rend armour and will likely attack the berserker's chainmail, his +3 chainmail has 16 hardness and 55hp. The bebilith's average damage is 32, which gets cut to 18 per hit after hardness. Two hits brings the armour to 19hp, it's gone next turn (assuming a one point variance on the next hit). The berserker's now walking around with no armour, and a lot easier to hit, he's already raging, though, so that's good to go. He probably burns another spell for defense if he knows anything about spider, because he can guess that the bebilith has poison. After that, they can both hit each other just fine, so now it's a race of damage and hp. Berserker averages 16 damage on a two handed swing of his greatsword, and has 2 attacks, so he does an avg of 32 damage per turn, and stands with 81 hp. The bebilith averages 25 damage per turn with a full attack and has 150 hp.
  The bebilith has more hp to chew through but does less damage, the berserker has less hp but does more damage. The Berserker can put down the bebilith in 3 rounds, the bebilith takes 4 rounds to drop the berserker.
         Challenge 1/Berserker 3
Vrock- The vrock's another flyer, and that's a potential problem. It has a higher Initiative, and will likely go first. It can summon another vrock, but fortunately three vrocks are needed for dance of ruin, so it probably see's little point in summoning help. Instead it will likely open with it's spores, dealing an automatic avg dam of 4.5 that round, then 2.5 every turn thereafter for 10 rounds, and that's a free action, so it can then do something like use Mirror Image, bringing up 6.5 duplicates (on avg., round down to 6). The Berserker then gets to attack, he rages, burns a spell slot for extra strength, and... probably can't hit the vrock, its a flyer. However, the MM says they love melee so let's assume the vrock isn't fighting as intelligently as possible (which would be tk juggling from a distance). Vrock's AC is 22, the berserker can hit, and will drop it in four rounds. The vrock can full attack for 27, plus the ongoing damage from spores makes his avg dam 29.5. In two rounds it can release more spores, bringing it's avg dam from there on out to 32. IT will also likely summon help when at half hit points or less. This is going to end badly for the berserker, it just is.
         Challenge 2/Berserker 3
Tag Team of Mind Flayers- The berserker is screwed. These things can take advantage of his main weakness (Will save) and keep hitting it. Plus, unlike the Vrock, they will fight intelligently, even if we assume that they don't have slaves with them.
  The mind flayers have high initiative, +6, they will go first in all likelyhood. Having checked Mind Blast, I stand corrected, it's DC is 17, and the berserker's avg will save is 18.5, the berserker can just shrug it off. The first mind flayer tries Mind Blast, it doesn't work, the second tries, it fails again, and now it's the berserker's turn and he charges in full enhanced rage. He hits the first mind flayer's ac no problem, and deals his 32 damage. Then the mind flayer has a choice. He could try one of his psionic powers, but they're no more powerful than his mind blast. He could try hitting with a tentacle and trying to extract the berserker's brain (insert "orcs don't have brains" joke here), but really, he won't hit, and even if he does, the Berserker will break the grapple, or turn the grapple against the flayer. Weighing his options, and not being a particularly loyal creature by nature, he says "all yours buddy" and plane shifts the fuck out there. The next flayer has the same options, and unless he really has a reason to fight to the death, he says "fuck it" and pops out.
So, I misremembered the berserker's saves, and this was actually quite easy.
        Challenge 2/Berserker 4
An evil Necromancer- Now, unlike the flayers, the entire point of the Nec. is his minions, a level 10 clr can have 20 hd of skeletons or zombies, and those will, likely, be mostly humanoids. However, let's say he's got an ettin skelton and then 10hd of human skeletons (10 skeletons). The human skeles drop like flies before the fury of the berserker, but they're just fodder anyway. While he's messing with them, the necro's zapping him, probably starting with Slay Living, the berserker shrugs it off with his fort save, taking 20 dam. The skeletons can hardly hit him, needing an 18 to do it. He can dispatch skeletons at a rate of two per turn, so it takes five turns to push through them, but he's taking the cleric's zaps and the ettin skeleton's lumps all the while. From the ettin he takes 26 damage per turn. So it goes something like this:
 round 1-Ber kills two skeles, takes 26 dam from Ettin, 20 dam from cleric's failed Slay Living.
 round 2-Ber kills two skeles, takes 26 dam from ettin, but then the cleric orders his skeles to withdraw (ber kills another with AoO) and hits the Orc with Flame Strike dealing 49 dam. Berserker's down.
        Challenge 3/Berserker 4
6 Trolls- Normally a berserker's problem here would be the trolls' regeneration, but this guy's got fire spells. Trolls will probably go first, but it's not unreasonable to assume he was able to pull up mage armour and shield ahead of time. He takes no damage because he can't be hit (on avg) by the trolls after the spells. He drops flaming spheres four rounds in a row, and keeps 'em moving through the trolls places dealing 7 points of damage to four trolls each turn, after that, he can rely on fiery blast to deal 7 damage to a fifth troll each round and still attack with his sword, and really it's not too unreasonable to say he went out and grabbed a +2 flaming greatsword before this. Each turn five trolls take seven fire damage, and the sixth takes 3.5 fire damage from the sword. So, really, this is a barbecue.
        Challenge 3/Berserker 5
A Horde of Shadows- four shadows is about appropriate, 5 is just over his range, but let's say 5 shadows. They can hit him for a round until he gets a chance to bring up Mage armour to buff his touch ac. After that, he's untouchable, or damn near. Their incorporeality makes half his attacks hit, but really eventually he'll drag them down.
        Challenge 3/Berserker 6.

Ok, so he's taking on the challenges pretty well, and the little bit of spell casting helps his few trouble spots. This is just slightly too powerful, but allowing for die variance, he's probably about where he needs to be, 50/50 with challenges of his level.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on January 15, 2009, 12:59:05 PM
I shall await your results.  And try to think of potential evil modifications in the meantime :D

Thank you kind sir
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Prak, the Mad on January 16, 2009, 02:52:49 AM
not a problem. I haven't gotten much of a chance to continue the trials, but so far it looks like the berserker stands up pretty well, just by doing something that really doesn't even need him to be a spellcaster most of the time.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on January 17, 2009, 01:02:23 PM
JUICER

(http://Picture URL)
   
”The best feeling in life is when the whole world falls away, and all you can see is White.”

Juicers are drug addicts.  But the drug of their choice (White Dreams) is cheap and plentiful.  Exactly what it is, and how it’s made cheaply and in large amounts is unknown.   But it’s devastating effects are.  At first it simply enhances a users physical prowess, dramatically so if he can Rage.  But eventually there are problems.  The user has violent dreams he can only partially remember, and seems to believe that there is a purpose to them.  He begins taking more of the drug, and becomes less involved in this world than the one in his own head.  Eventually the drug may cause him to Rage spontaneously making him a danger to anything around him.  Addicts have said that everything in their vision becomes White, while raving like lunatics about voices only they can hear, and other less savory things. 

BECOMING A JUICER  
Juicers are Barbarian goblinoids who have tried an alchemical elixir called White Dreams in order to give themselves an edge and have subsequently become addicted to it.  Some may multiclass but addiction usually destroys their initiative to pursue other pursuits.

 ENTRY REQUIREMENTS
   Race:  Any Goblinoid
   Class Abilities:  Rage
   Saves:  Base Fortitude Save of +5
   Feats:  Great Fortitude, Endurance
   Special:  Must have become addicted to White Dreams.


Class Skills
 The Juicer's class skills (and the key ability for each skill) are Climb (Str), Intimidate (Cha), Jump (Str), and Knowledge (Alchemy, Local) (Int).
Skills Points at Each  Level : 2 + int

Hit Dice: d12

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    White Rage
2. +2    +3     +0     +0    White Dreams
3. +3    +3     +1     +1    White Rage
4. +4    +4     +1     +1    White Dreams
5. +5    +4     +1     +1    Comfortably Numb
6. +6    +5     +2     +2    White Rage
7. +7    +5     +2     +2    The Change
8. +8    +6     +2     +2    White Dreams
9. +9    +6     +3     +3    White Rage
10.+10   +7     +3     +3    White Death

Weapon Proficiencies: Juicers gain no new weapon or armor proficiencies.

White Rage (Ex): At 1st level the Juicer may Rage an additional time per day simply by drinking a shot of White Dreams. There is no upper limit as long as he can keep taking shots of the elixir (and survive it).

At 3rd level the Juicer may Rage one additional time per day. If he Rages from drinking a shot of White Dreams he isn't Fatigued/Exhausted afterwards, and he may automatically cure a state of Fatigue/Exhaustion by drinking a shot of White Dreams. He may now take more than 1 dose of White Dreams per day without having to make a Save to avoid Constitution loss.

At 6th level when the Juicer Rages under the influence of White Dreams he is immune to mind affecting effects.

At 9th level the Juicer is immune to Fatigue, Exhaustion, and Sleep effects. He no longer sleeps. If the Juicer takes damage at any time, or is insulted he must make a Willpower Save or go into Rage immediately as a Free Action. He may not voluntarily end the Rage early, and if there are no enemies in the area he must make a DC 20 Willpower Save or attack allies instead. Save DC for the initial Save is equal to 10+the damage done if it is caused by injury, or DC 20 if caused by insult.  Effectively he may Rage as many times per day as he is hurt or insulted.

White Dreams (Ex): At 2nd level the Juicer begins to have psychotropic dreams where someone or something appears to be speaking to him.  He can never remember these dreams other than in flashes wherein he sees himself differently.  Eventually he begins to resemble his dream self. At 2nd level his eyes begin to turn pale, and usually by 8th level they are completely white with no pupil.  The dreams combined with the drug  make the Juicer unusually susceptible to Illusions.  He is -2 on Will Saves to disbelieve Illusions, but doesn't see what the caster intends him to. Instead he has horrifying and surreal hallucinations. His odd behavior interacting with it gives anyone watching a +4 on their Will Save to disbelieve. 

At 4th level  the Juicer himself begins to turn pale, and looks lean and drawn, usually having lost weight.  His weight loss in no way seems to impair him though.  When Raging under the Influence of White Dreams he gets a Profane Bonus to all Saving Throws equal to his (new) Constitution Modifier.

At 8th level the Juicer is hallucinating non-stop.  Some believe these hallucinations are used to control him but by who or what (and how to stop it) is unknown.  At this point the Juicer is so far gone he is immune to Mind affecting effects whether he is on White Dreams or not.  At this point he no longer considers anyone who is not taking White Dreams to be 'real'.  He no longer considers them people and has no problem killing them.  He can no longer be Good or Lawful.  His alignment will shift 1 step (i.e. Lawful becoming Neutral, Good becoming Neutral or Evil).

 
Comfortably Numb (Ex):  At 5th level the nerves of the Juicers body begin to die off a little, and he doesn't feel pain (or anything else) as easily.  He can make a Fortitude Save to ignore non-lethal damage of any kind (Save DC is equal to 10 plus the damage).  The Juicer also gains a +4 Enhancement Bonus to Saves against attacks/spells/effects that do non lethal damage, or that do nothing but cause pain (i.e. Symbol of Pain and similar spells).

The Change (Ex): At 7th level the Juicer undergoes many changes.  His eyes turn completely white, and he loses his sight.  Everything he sees is white.  He is now immune to Blindness and other such attacks.  He gains Blindsight 60'.  His hair begins to fall out and his skin takes on a bleached look.  Many may mistake him for the living dead.  His mind is so alien now that he can no longer make any Charisma Based skill checks other than Intimidate.  He also gains a +4 Bonus to Willpower Saves against any spell or effect that allows someone to read or contact his mind.  Anyone successfully doing so must make a Willpower Save (DC is 10 plus 1/2 Hit Dice plus Charisma Bonus) or be Stunned for 1 Round.

White Death (Ex): At 10th level the Juicer is little more than a living zombie.  He becomes immune to the following: Mind Affecting Effects, Non Lethal Damage, Dazed/Stunned, Disease, Poison, Ability Damage/Drain, Energy Drain, and Paralysis. Much like Undead he is now healed by negative energy and harmed by positive energy effects.  He also gains DR 3/-.  Due to permanent ongoing psychosis he may no longer acquire ranks in Int or Cha based skills (except Intimidate).


PLAYING A JUICER
Life is hell.  The White just makes it bearable.  Everything seems dirty, and broken, and used up without the White.  But when you’re on it people say you do things.  Like murder.  But it’s not like people are real.  Or are they?  You remember a time when you considered them real.  Were you hallucinating then, or are you hallucinating now?  And if they’re real why don’t you feel anything when they die?
 Combat: Combat for Juicers is short and brutal.  Take a slug of White, rage, start hitting everything in site.  Tactics are for the weak.
 Advancement: Advancement for Juicers is usually down a narrow path with the same unfortunate end in the grave.  Some manage to kick it, but they lose most of their class abilities.  Which causes suicidal depression and cravings.  Some are permanently damaged are hallucinatory madmen forever, whether they kick he drug or not.
Resources: Juicers can usually draw on the organization, army, or employer willing to feed their habits.  Possibly even their dealer if there’s a threat to him as well.  But beyond that they’re on their own.  Even their fellow addicts don’t trust them.

JUICERS IN THE WORLD
”Let someone else deal with him.  His kind destroys everything they touch.”
At first Juicers are fairly active.  They need to be to ensure their constant supply.  Most of them enjoy brief, but incredibly violent careers.  The ones that live long become increasingly delusional, displaying bizarre physical and mental mutations.  Most eventually withdraw from the world completely.  The ones that don’t have to be put down, usually at the cost of many lives.
 Daily Life: Most Juicers withdraw into themselves wondering what their new feelings and thoughts mean.  Many think a God or Devil is speaking to them in their dreams at night, and they may be half right.  It would explain the drugs creation.  When not killing people for money they’re usually huddled in a corner somewhere talking to themselves.
 Notables: Empty (NE Male Hobgoblin Barbarian 6/Juicer 6) started life differently than most Hobs.  His tribe was less organized, and more like the Orcs.  When they were killed, he had to hire on as a Merc, eventually finding his way to civilized society.  He hated it.  His handlers got him hooked on White Dreams because they were told it would make him more manageable.  And to some extent it has.  He spends a lot of time mumbling to himself and staring at walls.  But people are coming up missing a lot lately.  And he always seems to have blood on him, even though no one ever sees him leave his room unless ordered too.  Not that they watch him very closely.
 Organizations: Many organizations employ Juicers, all of them criminal.  It isn’t hard to find one willing to employ them.  Every gang or guild needs expendable muscle.  But once it becomes obvious that you aren’t passing on quickly they’ll want to be rid of you before you become a liability.  Or before you start murdering them for fun.

NPC Reaction
Most NPC’s are scared to death of Juicers for obvious reasons.  When a Juicer burns out or starts to get pretty far gone on the drugs, they do unspeakable acts, usually in public.  Usually with little rhyme or reason. 

JUICERS IN THE GAME
Since this is a PrC based on drug use it’s hardly for most campaigns.  If used by a Player large amounts of time may likely be taken up by him trying to score, or going on White induced rampages.
 Adaptation: Juicers are meant for dark fantasy campaigns.  The subject matter behind their abilities will be difficult for some, and the class is probably meant for NPC adversaries more than players. 
 Encounters: PC’s will generally encounter Juicers as muscle working for someone, or as serial killers they’ve been asked to track down.  Or perhaps they’re investigating the White Dreams trade o put a stop to it.  Or maybe the new merc who hired on seems a little…odd.

Sample Encounter
EL 12: The PC’s have a new mercenary attached to their unit named Empty.  The nickname is obvious as he never speaks, rarely reacts to anything, and doesn’t seem to notice other people.  But he whispers odd things to himself.  And not long after he appears, other people start disappearing.  Empty looks worse by the day, but seems actually animated when someone dies.  It shouldn’t take the PC’s too long to catch on.


EX-JUICERS

A Juicer who kicks his addiction to White Dreams, or who stops taking it (willingly or not) loses all Class Features.  If he begins taking the drug again he may use his abilities once more.  If he does this at 7th level or later he is permanently blind.

WHITE DREAMS
White Dreams is a white milky like potion in appearance.  A standard dose of it produces feelings of power and euphoria, along with some mild hallucinations.

Addiction Rating: Extreme (DC 25), Satiation: 1 day, Type: Ingested DC 18, Initial Effect: +1d4 Str and if Exhausted become Fatigued (if Fatigued you are no longer Fatigued), Secondary Effect: 1d4 Intelligence and Wisdom damage, Side Effects: If the user has the Rage or Frenzy Class Abilities he imediately goes into Rage or Frenzy if attacked or insulted if he has any daily uses left, Overdose: If the user takes more than 1 dose in a 24 hour period he takes 1d3 Constitution damage and is unable to gain any benefits from sleep for 24 hours due to violent hallucinatory dreams. When attempting to kick this drug the user will suffer violent hallucinations and will attack any living thing that approaches him. Cost per dose: 5 GP.




Name
NE Male Hobgoblin (Barbarian 6/Juicer 5)
Init +3, Senses: Listen +10, Spot +0, Blindsight 60'
Languages Common, Goblin
------------------------------------------------
AC 30, touch 13, flat-footed 27 (+3 Dex, +10 Armor, +7 Shield)
AC Raging 28, touch 11, flat-footed 25 (-2 Rage, +3 Dex, +10 Armor, +7 Shield)
hp 104 hp (11 HD), 126 hp Raging
Fort +19 (+21 Raging), Ref +11, Will +9 (+11 Raging)
Uncanny Dodge, Improved Uncanny Dodge, Comfortably Numb
------------------------------------------------
Speed 40 ft. (8 squares), 30 ft. in Armor
Melee +2 Morningstar +16/+11/+6 (1d8+10)
Melee +2 Morningstar +18/+13/+8 (1d8+12)
Base Atk +11, Grp +14 (+18 Raging)
Atk Options Rage 3/day, White Rage
Combat Gear 20 doses White  Dreams, 2 Cure Serious Wounds Potions, 1 Potion of Haste
-----------------------------------------------
Abilities Str 16 (20 Raging), Dex 16, Con 16 (20 Raging), Int 10, Wis 12, Cha 8
SQ Fast Movement, Illiteracy, Trap Sense +2, White Dreams
Feats Endurance, Great Fortitude
Skills Climb +12 (+14 Raging), Intimidate +9, Jump +12 (+14 Raging), Knowledge (Local) +9, Listen +10, Move Silently +7, Survival +10, Swim +12 (+14 Raging)
Possessions +5 Breastplate, +5 Heavy Steel Shield, +2 Collision Morningstar, Type I Bag of Holding, 20 doses White  Dreams, 2 Cure Serious Wounds Potions, 1 Potion of Haste, 322 GP


EPIC JUICER

Hit Die: d12
Skills Points at Each  Level : 2 + int
Bonus Feats: The Epic Juicer gains a Bonus Feat every 2 levels higher than 20th
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on January 18, 2009, 11:28:40 AM
BLACK KNIFE

(http://Picture URL)
   
”You killed my brother Aramus.  I find it fitting that when I cut out your eyes and make you eat them your brother will be here to watch.  And you will eat them.  Or I’ll send your family to Hell directly behind you.”

Occasionally someone is born with the ability to curse others.  Perhaps from deals made with dark powers.  Perhaps because he is simply so spiteful and hates the world enough that he can cause it no end of pain.  And if that person is a Goblin, there is a very special group of people willing to recruit him…

BECOMING A BLACK KNIFE  
Most Black Knives will multiclass between Rogue and Hexblade before becoming a Black Knife.

 ENTRY REQUIREMENTS
   Race:  Goblin
   Class Abilities:  Hexblade’s Curse, Sneak Attack +2d6, Mettle
   Feats:  Any Hex Feat, Telling Blow
   Skills:  Hide 6 ranks, Move Silently 6 ranks
   Alignment:  Cannot be Good.
   Special:  Must be sponsored by a member of the Black Knives, and pay the cost to have his own Black Knife made.


Class Skills
 The Black Knife's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana, Local)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each  Level : 6 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +2    Curse of the Black Knife, Powerful Curse
2. +1    +0     +3     +3    Curse of the Sharpened Blade
3. +2    +1     +3     +3    Cursed Portal
4. +3    +1     +4     +4    Curse of the Black Knife
5. +3    +1     +4     +4    Curse of Vulnerability
6. +4    +2     +5     +5    Extra Curse
7. +5    +2     +5     +5    Curse the Masses
8. +6    +2     +6     +6    Curse of the Black Knife
9. +6    +3     +6     +6    Empower Curse
10.+7    +3     +7     +7    Curse of Death

Weapon Proficiencies: Black Knives gain no new weapon or armor proficiencies.

Curse of the Black Knife (Su):  Victims affected by your Hexblade’s Curse are more vulnerable to attacks with your Black Knife.  At 1st level if your victim has been successfully cursed he does not get an attack of opportunity when you attempt a Disarm with your Black Knife.

At 4th level if your victim has been successfully cursed you automatically confirm critical hits against him with your Black Knife.

At 8th level if your victim has been successfully cursed he loses his Dexterity Bonus to AC against attacks made with your Black Knife. 
 
Powerful Curse (Su): Your class levels stack for purposes of determining the Save DC and number of times per day you may use your Hexblade's Curse.

Curse of The Sharpened Blade(Su): At 2nd level you get a new option when using your Hexbade's Curse.  Instead of the usual penalty you may instead inflict the following effect:  You may add half your Black Knife level as extra Sneak Attack damage against that particular foe.  Example: you have +2d6 Sneak Attack, and 6 levels in Black Knife.  Against your Cursed Foe you have +5d6 Sneak Attack.

Cursed Portal (Su): By expending one use of your Hexblade's Curse as a Standard action you may silently pass through any door or window as though you were incorporeal, and immediately disarm all traps on it without triggering them.  This effect lasts for 1 minute, so you could tak a round to look inside the door, another to pass through, 1 to kill the target, etc.

Curse of Vulnerability (Su): At 5th level you get a new option when using your Hexbade's Curse.  Instead of the usual penalty you may instead inflict the following effect: You may add half your Black Knife level as a Profane Bonus to your Saving Throws and Armor Class against your cursed opponent.

Extra Curse (Su): You gain 2 additional daily uses of your Hexblades Curse.

Curse The Masses (Su): At 7th level you get a new option when using your Hexbade's Curse.  Instead of the usual penalty you may instead inflict the following effect:  By casting the Curse as a Full Round Action you may cause all Enemies within 30' to take a -2 penalty to all rolls for 1 minute.

Empowered Curse (Su): 3 times per day as a Free Action you may increase the Save DC of your Hexblades Curse by 4.  You must announce that you are doing this before using the Hexblades Curse.

Curse of Death (Su): Whenever you successfully critical an opponent using your Black Knife who has also failed to Save against your Hexblade's Curse (and is still under it's effects) he must make a Fortitude Save (DC is 10 plus 1/2 Hit Dice plus Charisma Modifier) or die.

PLAYING A BLACK KNIFE
You are not petty or hasteful.  You take time to make decisions and plan accordingly to whatever needs done, despite what others may think of you.  No ones opinion matters but yours or your superiors in the organization.  You will always take revenge for any wrong done you.  No mater what it costs you, or how long it takes.  This does not mean you will foolishly throw your life away, but if it is the only way you will go gladly.
 Combat: Most of your classes combat abilities revolve around your Curse, and your Black Knife. The idea being curse your victim as much as you can from a distance, and then close for the kill.
 Advancement: Black Knives almost fanatically devote themselves to their assassination skills.  Rarely does one walk any other path.
Resources: Black Knives may draw upon the help of their fellows at any time.  And possibly upon many people in odd places who owe them favors (see below).

BLACK KNIVES IN THE WORLD
”Things were easier before the goblins came.  I had a life then.  I had legs too…”
Black Knives do not interact with the world, other than as assassins for hire.  They can be approached by those who want revenge but are incapable of carrying it out.  For example a peasant whose child has been ridden down by the Kings men has no recourse.  But the Knives can and will help.  The race and station of the one asking for their help does not matter.  If they are incapable of paying, the Knives will tell them that they may  pay in the future by carrying out one task or favor for the organization.  And that if they fail to do so their life, and the lives of everyone they know are forfeit.
 Daily Life: A Black Knife either practices to refine his abilities, or pursues jobs given to him by his superior.  He has no time for family or friends, nor does he wish any.  His will be a life of blood and murder, and a thankless, demeaning end.  And he doesn’t even know why.  Unless he can climb to the top of his organization.
 Notables: Haggard (NE Male Goblin Hexblade 3/Rogue 3/Black Knife 6) is so named for his appearance.  People who see him always claim he looks “like one damned”.  He is infamous in the Black Knives for taking 5 silver pieces for any assassination, regardless of what the target is.  When asked why he has always said “Because that’s all that any of us is worth.”
 Organizations: The Black Knives themselves are an organization.  Their members include goblins from all strata of society, and their purpose is largely unknown, even to the majority of their members.  It is known they will perform acts of revenge or murder for hire in order to raise funds (and it is said, to give their members something to do).  They are spectacularly vengeful, and will go to any length, any extreme, any sacrifice to destroy someone who has wronged them.  If it means that the entire world must die, and they must lose their souls, the Black Knives would willingly do it if it meant their enemy suffered as well.  It is for this reason they are left well enough alone.

NPC Reaction
Few organizations are more feared than the Knives.  It has long been said of them that the only way to really sleep peacefully once they have decided to come after you is to kill them all.  Needless to say no one’s been successful yet.  But in an odd way they are also accepted.  If you truly need help of the sort they can provide, and no one else will help you, the Knives will.  And may the Gods help you if you accept.

BLACK KNIVES IN THE GAME
This PrC tends to make Goblins a bit darker, and less likely to be token mooks.  If you don’t want Goblins taken seriously, it’s best to not introduce it.  It also gives the impression that as a last resort, you can go to them for help, which gives them an awkward place in any society.
 Adaptation: The Black Knives are meant for a pretty serious campaign.  They’re about as dark a class as you can get.  Not to mention possibly suicidally insane. 
 Encounters: PC’s will generally encounter the Knives only if they or someone they know has been targeted by them.  Most players generally seek revenge on their own rather than having someone do it for them.

Sample Encounter
EL 12: The PC’s have been hired to guard a noble who has been informed that he will be killed that evening.  As they stand guard late that night they are given a message by a frightened maid telling them to look outside.  When gazing out into the courtyard, the PC’s see dozens of dead guards and palace staff dead.  Some of them hanging from spikes.  And a lone goblin in a black cloak.  The maid says “He says you can just leave now, and it’ll all be over with.  The man you were protecting was a monster anyway.  Or he’ll kill us all.  But he’ll kill our families first.  Your choice.”



Haggard
NE Male Goblin Hexblade 3/Rogue 3/Black Knife 6
Init +3, Senses: Listen +9, Spot +9, Dark Vision 60’
Languages Common, Goblin
------------------------------------------------
AC 19, touch 14, flat-footed 16 (+1 Size, +3 Dex, +5 Armor)
hp 60 (12 HD)
Fort +7, Ref +12, Will +8 
Evasion, Uncanny Dodge, Arcane Resistance +3, Mettle
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Black Knife +13/+8 (1d3-1)
Ranged +1 Heavy Crossbow +13 (1d8+1/19-20)
Base Atk +9, Grp +7
Atk Options Sneak Attack +2d6, Hexblade’s Curse 5/day (DC: 21), Curse of the Black Knife, Curse of the Sharpened Blade, Curse of Vulnerability
Combat Gear 2 Potions of Bulls Strength, 2 Potions of Cats Grace, 1 Potion of Protection from Arrows 15, 2 Potions of Haste
Spells1st Level (DC 14, 2/day) Bloodletting, Karmic Aura, Reaving Aura
-----------------------------------------------
Abilities Str 6, Dex 16 , Con 12, Int 10, Wis 13, Cha 16
SQ Trapfinding, Trap Sense +1, Cursed Portal
Feats Ability Focus (Hexblade's Curse), Extra Curse, Telling Blow, Weapon Finesse
Skills Balance +9, Climb +4, Escape Artist +9, Gather Information +6, Hide +9, Intimidate +11, Jump +4, Knowledge (Arcana) +6,  Knowledge (Local) +6, Listen +9, Move Silently +15, Ride +7,  Search +5, Sense Motive +6, Spot +9, Tumble +8, Use Magic Device +8
Possessions Black Knife, +1 Precise Slow Burst Quick-Loading Heavy Crossbow, Bag of Holding I, +5 Bracers of Armor, 2 Potions of Bulls Strength, 2 Potions of Cats Grace, 1 Potion of Protection from Arrows 15, 2 Potions of Haste, 648 GP



Black Knife: A Goblin Black Knife appears to be a jagged, rather nasty looking dagger made of some sort of unreflective black material.  It is a +1 Dagger in the hands of anyone, other than someone who is a member of this PrC.  In the Hands of a Goblin Blacknife it is a +1 Bloodfeeding Deadly Precision Maiming Dagger.

Price (Item Level): 32302 GP (16th)
Body Slot: - (held)
Caster Level: 5th
Aura: Faint; (DC 17) Necromancy/Transmutation
Activation:-
Weight: 2 lbs.
Prerequisites: Craft Magic Arms and Armor, Keen Edge, Vampiric Touch
Cost to Create: 16151 GP, 646 xp, 16 days


EPIC BLACK KNIFE

Hit Die: d6
Skills Points at Each  Level : 6 + int
Hexblade's Curse You gain an additional use of your Hexblade's Curse at level 21, and every 4 levels thereafter.  The Save DC continues to increase by +1 every 2 levels.
Bonus Feats: The Epic Black Knife gains a Bonus Feat every 3 levels higher than 20th
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on January 19, 2009, 01:46:36 PM
AZURE NIGHTMARE

(http://Picture URL)
   
”I only need one hit to send you to hell.  And I have all the time in the world to make it.

The Azure Nightmares are a cult of assassins practicing both Psionic powers, and the Diamond Mind style.  They live by the saying “one life, one shot, one hit, one kill”.  Their fighting style reflects this as they will stalk a victim, and refrain from attacking until the perfect moment arises.  Then they strike, usually slaying their opponents with one blow.

BECOMING AN AZURE NIGHTMARE  
Most Azure Nightmare’s are promising Psychic Warriors who are taken in by the cult and taught the art of the Diamond Mind.

 ENTRY REQUIREMENTS
   Race:  Blue Goblin
   Maneuvers:  Must Know at least 3 Diamond Mind Maneuvers, and 1 Stance.
   Manifester:  Must be able to manifest at least one 1st level Power from the Psychic Warrior List.
   Class Abilities:  Discipline Focus (Diamond Mind)
   Skills:  Concentration 8 Ranks
   Feats:  Combat Manifestation, Instant Clarity, Unnerving Calm


Class Skills
 The Azure Nightmare’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local, Psionics)(Int), Listen (Wis), Martial Lore (Int), and Sense Motive (Wis).
Skills Points at Each  Level : 4+ int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +2    One Life
2. +1    +0     +3     +3    One Shot
3. +2    +1     +3     +3    One Hit
4. +3    +1     +4     +4    One Kill
5. +3    +1     +4     +4    One Mind

Weapon Proficiencies: Azure Nightmare’s gain no new weapon or armor proficiencies.
 
One Life (Su): The Dodge Bonus to Armor Class gained from the Fighting Defensively or Total Defense Options is doubled.  In addition you gain a cumulative +1 Dodge Bonus each round after the first you use either option (Maximum is equal to your Azure Nightmare Level).  For example a 5th level Azure Nightmare would have a +8 Dodge Bonus when using Total Defense the first round, +9 the second, +10 the third, maxing out at +13.

One Shot (Su): Every round you spend using the Fighting Defensively, or Total Defense Option increases your chance of hitting when you finally do strike.  You must use the either Option for at least 3 rounds, and then attack using a Strike Maneuver.  For each round you spend in Total Defense you gain a cumulative +2 Insight Bonus to attack rolls.  You gain this same Insight Bonus +2 on critical confirmation rolls.  For every round you spend in Total Defense your critical threat range increases by 1 (max is equal to your Azure Nightmare level).  For example a 5th level Azure Nightmare who used Total Defense for 5 rounds would have a +10 Insight Bonus to attack rolls, a +12 insight Bonus to critical confirmation rolls, and would threaten a critical on a 15-20 (assuming he normally would threaten a critical on a 20).  This does not stack with other effects that increase critical threat range.

One Hit (Su): When using your One Shot ability, you now do extra damage.  You gain +1d6 damage for each round you use Total Defense, and your critical multiplier increases by 1 for every 2 rounds (critical multiplier cannot do more than x5 damage). For example if you used Total Defense for 5 rounds you would do +5d6 damage when you did hit, and would do x4 damage on a successful critical (assuming you normally did x2 damage).

One Kill (Su): When using your One Shot ability your opponent must make a Willpower Save (DC is 10 plus half your Hit Dice plus your Charisma modifier) or die.  If he succeeds, he takes the normal effects of the ability.

One Mind (Su): Your Manifester Level is equal to your character Level.  This doesnt increase your Power Points or the amount of powers you have, but does increase what you can do with what you've already got.  Similarly your Initiator Level is now equal to your Character Level.

PLAYING AN AZURE NIGHTMARE
Others think you are egomaniacal.  That you act like they’re above them.  And you are.  You could swat most of them as easily as fly.  And you will if asked.  It’s a lonely life, but there isn’t time fro making friends for people like yourself.
 Combat: An Azure Nightmare commonly uses the Total Defense option for a few rounds to size up his opponent, before opening with a devastating maneuver.
 Advancement: Most cult members argue whether their Psionic Power or Martial training is more important.  Some train for the minimal maneuvers needed before pursuing their psychic powers to the full.  Some abandon psionics for the Sublime Way entirely.
Resources: Azure Nightmares may always draw upon the resources of their cult.  They can get safe houses, food, and shelter, and some basic supplies.  If the cult is sending them on a vital mission they may get something more as well.

AZURE NIGHTMARES IN THE WORLD
”Don’t trust them Blue folk boy.  I saw one cut Hezekiah in half down by the pier last Sunday.  Saw his guts spill out everywhere while that thing stood there smiling.”
As an assassin for hire, and a member of a despised race, you are pretty much cut off from the world.  You only see other members of the cult, and any traveling companions you may be with.  You will have some sort of job as a cover, but beyond that the locals are unkown to you.
 Daily Life: Most Azure Nightmare’s spend their time preparing for missions or training.  Deaths are occasional as two cult members test their abilities on each other to prove themselves.  All of them want the power and wealth the cult has promised them.
 Notables: Skye (NE Male Blue Psychic Warrior 5/Swordsage 5/Azure Nightmare 2) is a recent member of the cult.  He is eager and willing to prove himself, and has become the terror of major cities in his area of operation.
 Organizations: The Cult of the Blue Diamond has a hazy beginning.  They only recruit Blues, and only one’s willing to study the Sublime Way.  It’s leaders name and purpose is unknown, but the organization is apparently willing to commit murder to raise money for an as yet unguessed goal.

NPC Reaction
Assassins always terrify people, and the Azure Nightmare’s are no exception. 

AZURE NIGHTMARES IN THE GAME
 This PrC assumes the Blue Goblins are a common race in the campaign.  And it assumes that there is a prominent cult actively seeking them out.  Blues will tend to be more infamous than a little known rarity.
 Adaptation: The cult might be difficult to work into an existing campaign.  It would have to be something new, and would be making quite a nasty debut.
 Encounters: PC’s will usually encounter an Azure Nightmare when one has been sent to kill them, or they are hired to protect someone from one.

Sample Encounter
EL 12: The PC's have been asked to track down a Blue Goblin assassin that has been terrorizing the city.  They agree wondering how bad things can be.  It is just a goblin after all...


Skye
NE Male Blue  Psychic Warrior 5/Swordsage 5/Azure Nightmare 2
Init +8 (Quick to Act +2), Senses: Listen +6, Spot +3, Dark Vision 60'
Languages Common, Goblin, Orc, Giant
------------------------------------------------
AC 25, touch 18, flat-footed 23 (+1 Size, +2 Dex, +3 Wis, +2 Deflection, +7 Armor)
hp 54 (12 HD)
Fort +5, Ref +10, Will +11 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Heavy Pick +8/+3 (1d4/x4)
Ranged +1 Sling +10 (1d3)
Base Atk +7, Grp +7
Atk Options Discipline Focus: Diamond Mind (Weapon Focus, Insightful Strike +3), One Life, One Hit
Combat Gear 4 Cure Serious Wounds Potions, 1 Potion of Haste
Maneuvers Known 1st: Clinging Shadow Strike, Counter Charge, Douse the Flames, Mighty Throw, Moment of the Perfect Mind, Sapphire Nightmare Blade, Shadow Blade Technique,
2nd: Action Before Thought, Emerald Razor
3rd: Insightful Strike (Initiator level 5)
Stances Known Blood in the Water, Child of Shadow, Pearl of Black Doubt, Stance of Clarity
Powers Known 1st (DC 14): Chameleon, Conceal Thoughts, Defensive Precognition, Mind Thrust
2nd (DC 15): Detect Hostile Intent, Power Weapon (Manifester Level 5)
-----------------------------------------------
Abilities Str 10, Dex 14, Con 10, Int 15, Wis 16, Cha 8
SQ 14 Power Points
Feats Combat Manifestation, Expanded Knowledge (Mind Thrust), Improved Initiative, Instant Clarity, Mental Juggernaut, Narrow Mind, Quicken Power, Unnerving Calm
Skills Autohypnosis +7, Balance +5, Climb +5, Concentration +12, Hide +11, Intimidate +6, Jump +5, Knowledge (Local) +5, Knowledge (Psionics) +3, Listen +6, Martial Lore +5, Move Silently +11, Ride +9, Search +7, Sense Motive +10, Tumble +5
Possessions +1 Psychic Psychokinetic Psychokinetic Burst Heavy Pick, +1 Paralyzing Paralytic Burst Sling, +5 Leather Armor, +2 Ring of Protection, 4 Cure Serious Wounds Potions, 1 Potion of Haste, 482 GP


EPIC AZURE NIGHTMARE

Hit Die: d8
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Azure Nightmare gains a Bonus Feat every 2 levels higher than 20th
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Chemus on January 20, 2009, 12:14:52 AM
I really like the Azure Nightmare! It's flavorful and nifty. Just nice.

The One Hit ability's description is misleading to me; if you get +1 to your critical multiplier for every 2 rounds, spending 5 rounds would net you x4 from an original x2 multiplier wouldn't it? ( x(2+2)= x4)

I recommend that you change all the abilities to reflect fighting defensively rather than using the total defense option. You have to wait, defending to the exclusion of all other attacks, for 3-6 rounds to deal the most damage. There's no economy of actions there; why would the opponent even bother attacking you rather than your party? He can't even interrupt your 'casting.' And what about the critters that are immune to crits? Suffers the same as the rogue does vs. many types of opponents.

The last bit is less of a problem for a lone assassin, and the stances and maneuvers help. But just dodging an opponent in a battle lets him go elsewhere rather than deal with you. You get no AoO's, nothing.

Don't get me wrong; I really like the the flavor of this class. So please correct me if I'm wrong here.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on January 20, 2009, 12:36:13 PM
The Nightmares have been edited  :D


LAB EXPERIMENT

(http://Picture URL)
   
”FIRE BAD!”

Maybe you have an antelopes brain.  Maybe you have a few new arms grafted on, or a reinforced exoskeleton.  Maybe you were just lobotomized and now grow a luxuriant coat of wool.  Either way, some yahoo with more knowledge than common sense decided to try out some pretty whacky theories on you.  Without your consent of course.  God forbid anyone ever ask you if you wanted your spleen to be able to strangle opponents independently from your body.

BECOMING A LAB EXPERIMENT  
Goblinoids have long been the subject of magical experimentation, even by their own kind.  They seem to have a certain affinity for mutation.  Mad scientists love ‘em of course…You can pretty much come from any class really.  Some are better than others.

 ENTRY REQUIREMENTS
   Race:  Any Goblinoid
   Saves:  Any 1 Base Save at +5
   Feats:  Endurance, Diehard
   Slills:  Survival 6 Ranks
   Special:  Must have unwillingly gone magical or alchemical surgeries and transformations at the hands of a sadistic madman hellbent on world domination.


Class Skills
 The Lab Experiment's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each  Level : 4+ int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +0     +2    We Need To Toughen You Up
2. +1    +3     +0     +3    My Fist Says You're Wrong
3. +2    +3     +1     +3    Mutation
4. +3    +4     +1     +4    You’re STILL Hurt by Pitchforks?
5. +3    +4     +1     +4    My Fist Says He's Wrong Too
6. +4    +5     +2     +5    Mutation
7. +5    +5     +2     +5    Why Doesn't Anyone Listen To The Fist?
8. +6    +6     +2     +6    Just a Flesh Wound
9. +6    +6     +3     +6    Mutation
10.+7    +7     +3     +7    Final Mutation

Weapon Proficiencies: Lab Experiments gain no new weapon or armor proficiencies.
 
We Need To Toughen You Up (Ex):  Your Natural Armor Bonus to AC increases by an amount equal to your Lab Experiment level. 

Mutation: At 3rd, 6th, and 9th level you may pick a mutation from the following list.  Theses represent experimental surgeries you are subjected too, or mutations from prior procedures.

Resistant (Ex): You have a +4 Bonus on a specific type of Saving Throw (choose Fortitude. Reflex, or Willpower).  This can be taken multiple times, choosing a different type of Saving Throw each time.

Improved Resistance (Ex): (Prerequisite: Resistant) 3 times per day you may Take 10 on one of the Saving Throws you chose with Resistant.

Greater Resistance (Ex): (Prerequisite: Improved Resistance) 3 times per day you may reroll a Saving Throw result with whichever Save you chose with Improved Resistance.

Energy Resistance (Ex): You gain Energy Resistance 5 to one energy type (acid, cold, electricity, fire, or sonic).  This may be taken multiple times, you choose a new energy type each time.

Improved Energy Resistance(Ex): (Prerequisite: Energy Resistance) One of the Energy Resistances you have chosen increases to 10.

Greater Energy Resistance(Ex): (Prerequisite: Improved Energy Resistance) One of the Energy Resistances you have chosen with Improved Energy Resistance increases to 15.

Skilled (Ex): You gain a +4 Racial Bonus to one skill.  This may be taken multiple times, increasing a different skill each time. 

Improved Skills (Ex): (Prerequisite: Skilled) 3 times per day you may take 10 on one of the skills you improved with Skilled.

Greater Skills (Ex): (Prerequisite: Improved SKill) 3 times per day you may reroll a result of 1 on a skill check with one of the skills you chose with Improved Skills.  You must keep the results of the reroll.

Fast Healer (Ex): You gain Fast Healing 3.

Improved Healing (Ex): (Prerequisite: Fast Healer) Your Fast Healing increases to Fast Healing 5.

Regeneration (Ex): (Prerequisite: Improved Healing) Your Fast Healing now becomes Regeneration 5 (you may be killed by fire or acid normally).

Aquatic (Ex): You gain a swim move equal to your land move, a +8 Racial Bonus to swim checks, and may always take 10 on a swim check.  You may use the Run action while swimming in a straight line.  You may breathe air and water.

Improved Aquatic (Ex): Swim move increases +10 ft, and you are immune to nonlethal damage from cold or pressure caused by the ocean depths.

Greater Aquatic (Ex): Swim move increases another +10 ft., and you gain Blindsense 40 ft. while underwater.

Burrower (Ex): You gain a Burrow speed equal to your Land speed.

Improved Burrower (Ex): Your Burrow speed improves by +5 feet, and you gain Tremorsense 50'.

Greater Burrower (Ex): Your Burrow speed improves by an additional +5 feet, and you gain Tremorsense 100'.

Wings (Ex): You gain a Fly speed equal to your land speed, maneuverability is Clumsy.

Improved Wings (Ex): Fly Speed increases +20 ft., maneuverability becomes Average.

Greater Wings (Ex): Fly Speed increases an additional +20 ft., maneuverability becomes Good.

Brute (Ex): You gain Improved Grab.  Whenever you successfully hit with an Unarmed Strike you may immediately attempt a Grapple check as a Free Action without provoking an Attack of Opportunity.

Improved Brute (Ex): You gain Constrict.  You may do (double your unarmed strike damage plus double your Strength Modifier) with a successful Grapple check.

Greater Brute (Ex): You gain the Powerful Build ability (see page 12 of the Psionics book).

Scary (Ex): An opponent you are fighting in melee must make a Willpower Save (DC is 10 plus half hit dice plus Charisma Modifier) or be Shaken 1d6 rounds.  If he succeeds he is immune to your ability for 24 hours.

Improved Scary (Ex): An opponent you are fighting in melee must make a Willpower Save (DC is 10 plus half hit dice plus Charisma Modifier) or be Shaken 2d6 rounds.  If he succeeds he is immune to your ability for 24 hours.

Greater Scary (Ex): An opponent you are fighting in melee must make a Willpower Save (DC is 10 plus half hit dice plus Charisma Modifier) or be Frightened 1d6 rounds.  If he succeeds he is immune to your ability for 24 hours.


My Fist Says You're Wrong : You gain Improved Unarmed Strike as a Bonus Feat.

You’re STILL Hurt by Pitchforks? (Ex):  You Gain DR x/-.  X is equal to your Lab Experiment level divided by 2.

My Fist Says He's Wrong Too : You gain Superior Unarmed Strike as a bonus Feat.

Why Doesn't Anyone Listen To The Fist? : Your Unarmed Strike attacks do x3 damage on a successful Critical hit.

Just A Flesh Wound (Ex): You are immune to critical hits.

Final Mutation : You have either evolved or over time or been experimented upon more.  They have finally succeeded in making you look like something an Aberration pooped out on a rock.  You hope the bastards are happy...Choose one life altering power from the following list:

Trained Attack Organ (Ex): You may unleash one of your internal organs for up to 5 minutes as a Standard Action.  It can spy for you, fight, etc.  If destroyed you regenerate a new one within 1 month.  You are immune to critical hits.

Absorbant (Su): Choose 1 energy type (Acid, Cold, Electricity, Fire, or Sonic). The first 10 points of damage from any source you take of this energy type is absorbed instead.  Choose one of the following effects when you get this ability (it may not be changed afterwards):

You convert the energy damage you absorb into temporary hit points for 1 minute.

You convert the (energy damage divided by 5) into one physical or mental stat (choose which one at creation) bonus for 1 minute (i.e. 10 points of damage is a +2 bonus to any 1 stat).

You may absorb a maximum of 50 points of damage at any 1 time.

Rechargeable (Su): If you are dead, and a spell of effect does electrical damage equal to half your total hp you are resurrected as per the spell.

Brain Transplant (Ex): You have a brain from something not of your species.  Aside from possible massive identity issues, you are immune to mind affecting effects as the wiring in your brain has had to make compromises due to problems.  Your also probably a delusional madman, but hey no one's perfect.

Psychic Trap (Su):  Opponents attempting to target you with psionic powers must spend an extra 5 power points to make the power manifest. Any opponent touching you automatically loses their Psionic Focus if they have any.

Stitchy (Su): Parts of you were dead once upon a time.  A time before they were sewed onto you.  You are immune to death effects, negative energy effect, energy drain, and ability drain/damage.

I Think I'm Gonna Be Sick (Su): You spew bile, microbes, and the gods alone know what in a 60' cone as a Full Round Action. Anything in that area must make a Fortitude Save (DC is 10 plus half Hit Dice plus Constitution Modifier) or be Nauseated for 2d6 rounds.

Charged (Su): Your Unarmed Strike attacks do +2d4 energy damage (choose acid, cold, electricity, fire, or sonic).

Smashin' Fists (Ex): You can make Sunder attempts with your Unarmed Strikes, and are not subject to an attack of opportunity when doing so.  The Hardness of objects you attempt to Sunder is halved.

Zap (Ps): You can fire an energy beam from some part of your body.  This is identical to the psionic power Energy Ray (but you can only manifest 1 specific energy type chosen when you get this power), and your Manifester Level is 10th.

Psychic Armor (Ex): You gain Spell Resistance equal to 10 plus half your level plus your Constitution Modifier.

Big Freaky Eyes (Su): Gaze Attack, 30', Hold Person, Will Save negates.

Anger Management Issues (Ex): If you take damage you gain a +2 Morale Bonus to all rolls for 8 rounds. You are fatigued afterwards for 1 minute.  You also have difficulty discerning friend from foe. While using this ability you must make a DC 20 Willpower Save to tell if the nearest creature is friend or foe after you have killed your current opponent.  If you fail you smash away until something else attacks you and does more damage than they are.





PLAYING A LAB EXPERIMENT
At some point you were captured by/sold to/arrested/procured by a psychotic megalomaniac with delusions of world conquest.  You were to be his ultimate super soldier. Or maybe a cog in the grand design.  Or maybe just a table ornament or food for his experimental cannibal whales.  Either way you feel a sudden need to leave before he kills you with experiments, or the locals storm the place and stick a pitchfork in your butt.
 Combat: Combat options will vary greatly depending on the mutations you have, and what class you originally were.  Most all Lab Experiments seem to be tough melee fighters.  Apparently imagination is limited among the megalomaniacal world dominating kind.
 Advancement: Advancement is odd for a Lab Experiment.  Some builds that would normally look wacky (i.e. levels in 5 or so classes) might be normal for you because of the conflicting situations you may find yourself in.  You’ll be moving around (fleeing) a lot, and will have many opportunities to indulge in new paths.
Resources: If you’re on good terms with whoever did this to you (HA!), you might be able to call on his help.  Or perhaps a sympathetic community of others like yourself.  Most people lose it and try to kill you on sight.

LAB EXPERIMENTS IN THE WORLD
”Always knew Dr. Spankenstein was up to no good!”
Peasants and aristocracy alike fear and loathe you.  Some military organizations will use you, but they tend to look at you as an asset or a weapon, not as a person.  Your occasionally murdering small children by throwing them into lakes during fits of insanity probably doesn’t help.
 Daily Life: Most of your days will be spent undergoing tests (torture), experiments to enhance you (more torture), mobs storming the dwelling you reside in (a potential end to the torture), or laughing maniacally while your former owner is killed (and you take advantage of the distraction to run like hell).
 Notables: Project Spankenstein (NE Male Bugbear Rogue 2/Lab Experiment 6) was originally designed to be a better minion.  A mentally pliant superman who would do the doctors bidding and crush his enemies.  He got the crushing part right, but the monster seems unusually stubborn…
 Organizations: Most organizations will be devoted to cutting you open and seeing what color your organs are.  Very few are actually helpful.

NPC Reaction
NPC’s generally grab the torches and pitchforks and form a howling mob, assuming you aren’t powerful enough to beat the local peasantry into submission.  Friggin’ peasants.  Just cause you ate a few sheep, killed a few guards, and used a dead wombat as a bludgeoning instrument they have to freak out like you did something awful.

LAB EXPERIMENTS IN THE GAME
Due to the player picking random mutations this class holds the possibility of throwing the DM a surprise or two.  You may wish to plan ahead.
 Adaptation: While it’s obviously not meant to be a serious class it could be made to fit a serious or dark campaign with few changes.
 Encounters: PC’s will usually be hired by townsfolk to stop your “blood mad rampage”, by your creator asking them to “return my patient”, or on really rare occasions by sympathetic individuals to smuggle you out of the country

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12:   The local villagers tell you a madman has made a monster that threatens the town.  They’ve hired you to kill it.  What you find is a shaved bugbear, covered in stitches, hiding in a barn.  The chicken he’s playing chess and discussing philosophy with is quite terrifying though.


Project Spankenstein
NE Male Bugbear Rogue 2/Lab Experiment 6)
Init +1, Senses: Listen +9, Spot +9, Dark Vision 60’, Scent
Languages Common, Goblin
------------------------------------------------
AC 28, touch 11, flat-footed 27 (+1 Dex, +9 natural, +8 Armor)
hp 91 (11 HD)
Fort +9, Ref +9, Will +7 
Evasion
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Unarmed Strike +12/+7 (1d8+5)
Melee w/belt Unarmed Strike +15/+10 (1d8+7)
Melee +1 Greatclub +13/+8 (1d10+13/19-20)
Melee w/belt +1 Greatclub +16/+11 (1d10+16/19-20)
Base Atk +7, Grp +12 (+14 w/belt)
Atk Options Sneak Attack +1d6, Improved Grab, Constrict 2d8+10
Combat Gear 3 Potions of Remove Disease, 3 Potions of Remove Blindness/Deafness, 3 Potions of Cure Serious Wounds, 3 Potions of Neutralize Poison, 3 Potions of Lesser Restoration, 1 Potion of Remove Paralysis
-----------------------------------------------
Abilities Str 21 (27 w/belt), Dex 12, Con 16, Int 8, Wis 13, Cha 10
SQ Trapfinding, DR 3/-, Mutations (Brute, Improved Brute)
Feats Endurance, Diehard, Improved Toughness, Power Attack, Improved Unarmed Strike (B), Superior Unarmed Strike (B)
Skills Climb +13 (+15 w/belt), Hide +9, Intimidate +12, Jump +8 (+10 w/belt),  Listen +9, Move Silently +9, Search +7, Spot +9, Survival +7
Possessions +1 Impact Collision Greatclub, +5 Studded Leather, Belt of Giant Strength +4, Bag of Holding I, Hat of Disguise, 3 Potions of Remove Disease, 3 Potions of Remove Blindness/Deafness, 3 Potions of Cure Serious Wounds, 3 Potions of neutralize Poison, 3 Potions of Lesser Restoration, 1 Potion of Remove paralysis, 20 GP


                      Trained Attack Organ
                      Diminutive Aberration
Hit Dice:             Same HD as "owner" (hp always equal to half the "owners", rounded down)
Initiative:           +7 or +6 if Tiny(or "owners" if it is higher)
Speed:                 20 ft. (4 squares)
Armor Class:          17 (+4 Size, +3 Dex), touch 17, flat-footed 14
Armor Class if Tiny:          17 (+2 Size, +3 Dex, +2 Natural), touch 15, flat-footed 14
Base Attack/Grapple:  Identical to "owners"
Attack:               See below
Full Attack:          See below
Space/Reach:          1 ft./0 ft.
Special Attacks:      See below
Special Qualities:    Blindsight 30', Regeneration 1 (vulnerable to fire), Immune to Acid, Shared Abilities, Dodge Bonus
Saves:                Saving Throws identical to "owners"
Abilities:            Str 2, Dex 16, Con 15, Int 5, Wis 12, Cha 2
Abilities if Tiny:            Str 4, Dex 15
Skills:               Hide  +19 (+14 if Tiny), Listen +4, Move Silently +7 (+6 if Tiny), Search +1, Spot +5 (or use "owners" bonus for these skills if it's higher)
Feats:                Alertness, Anklebiter, Danger Sense, Dodge, Improved Initiative, Mobility
Alignment:            Always Neutral
Level Adjustment:     ---

Feats and skills are based on the Lab Experiment being at least 16th level to get a Trained Attack Organ.

Special Attacks: Trained Attack Organs have a special attack based on which organ they are replacing:

Vorpal Spleen: The Spleen may cast Inflict Light Wounds at will as a Spell Like Ability.

Blaster Pancreas: The Pancreas may cast Lesser Orb of Acid at will as a Spell Like Ability.

Terror Liver: Livers may cast Grease at will as a Spell Like Ability.  They are Size Class Tiny.

Bellows Lungs: The Lungs may cast Gust of Wind 5 times per day as a Spell Like Ability. Lungs are Size Class Tiny.

Stone Gallbladder: The Gallbladder may cast Magic Stone at will as a Spell Like Ability.

Brain Spy: You can see and hear anything the Brain sees and hears as long as it is within 1 mile.  it has a +4 Racial Bonus on all Listen, Search, and Spot checks. You are always in telepathic contact with the Brain up to 5 miles.

Killer Stomach: The Stomach can cast Melf's Acid Arrow 5 times per day as a Spell Like Ability.  Stomachs are Size Class Tiny.

Attack Heart: The Heart can cast Delusions of Grandeur 5 tmes per day as a Spell Like Ability.

Caster Level in all cases is equal to your effective character level.

Shared Abilities (Ex): Any mutations the Lab Experiment "owner" has are also possessed by the Trained Attack Organ.

Dodge Bonus (Ex): The Trained Attack Organ gains a Dodge Bonus to AC equal to half it's Hit Dice.


EPIC LAB EXPERIMENT

Hit Die: d10
Skills Points at Each  Level : 4 + int
We Need To Toughen You Up The Epic Lab Experiments AC continues to increase with Epic Levels, but it's +1 per 2 levels now.
You’re STILL Hurt by Pitchforks? The Epic Lab Experiments DR continues to increase with Epic Levels, but it's +1 per 4 levels now.
Mutation At Level 22 the Lab Experiment may choose 1 Epic Mutation.  He does not gain further mutations past this level.
Bonus Feats: The Epic Lab Experiment gains a Bonus Feat every 4 levels higher than 20th


Epic Mutations

Epic Resistance (Prerequisite: Greater Resistance): The Resistance Bonus of the Saving Throw you chose for Greater Resistance increases to +8.

Epic Energy Resistance (Prerequisite: Greater Energy Resistance): You become immune to the Energy Type you chose with Greater Energy Resistance.

Epic SKillz (Prerequisite: Greater Skills): You may always Take 10 with the SKill you chose for Greater Skills.

Epic Regeneration (Prerequisite: Regeneration): You now have Regeneration 8.

Epic Aquatic (Prerequisite: Greater Aquatic): Your Swim Move increases and additional +10 ft., and your Blindsense range is now 60'.

Epic Burrower (Prerequisite: Greater Burrower): Your Burrow Move increases an additional +5 feet, and your Tremorsense range is now 150'.

Epic Wings (Prerequisite: Greater Wings): Fly speed increases an additional +10 feet, and Maneuverability becomes Perfect.

Epic Brute (Prerequisite: Greater Brute): You gain a Bonus to Grapple Checks equal to half your Lab Experiment level (including Epic Lab Experiment levels).

Epic Scariness (Prerequisite: Greater Scary): An opponent you are fighting in melee must make a Willpower Save (DC is 10 plus half hit dice plus Charisma Modifier) or be Frightened 2d6 rounds.  If he succeeds he is immune to your ability for 24 hours.

Epic Spleen (Prerequisite: Trained Attack Organ): Your Trained Attack Organ becomes an Epic Trained Attack Organ, and it may remain separate from your body as long as you wish.  You always know it's location as long as it's on the same Plane.

Epic Absorbancy (Prerequisite: Absorbant): You may now absorb a second Energy Type.

Epic Rechargability (Prerequisite: Rechargeable): You may now be resurrected by as little as 1 point of electricity damage per Hit Die you have, and do not lose any Constitution from it.

Epic Personal Issues (Prerequisite: Brain Transplant): Due to permanent hallucinations and mild scizophrenia you have a +4 Resistance Bonus against all Illusion or Enchantment spells.

Epic Trap (Prerequisite: Psychic Trap): Opponents attempting to target you with psionic powers must spend an extra 5 power points, and take a Full Round Action to make the power manifest. Any opponent touching you automatically loses their Psionic Focus and 1d4 power points if they have any.

Epic Stitches (Prerequisite: Stitchy):  You have Resistance 10 against negative energy effects.

Epic Bile (Prerequisite: I Think I'm Gonna Be Sick): Your Bile attack now does 1d6 Constitution damage if your opponent fails his Fortitude Save in addition to the Nausea. 

Epic Joy Buzzer (Prerequisite: Charged): If you successfully confirm a Critical hit with your Unarmed Strike you do an additional +3d4 energy damage of the type you chose.

Hammer Fists (Prerequisite: Smashin' Fists): Your Unarmed Strikes are considered Adamantine for purposes of overcoming Damage Reduction, and do an additional +1d6 damage.

Epic Taser (Prerequisite: Zap): You may now Manifest Energy Ray or Energy Bolt, and Manifester Level is equal to your Character Level.  You may still only Manifest one type of energy damage.

Epic Psychic Armor (Prerequisite: Psychic Armor): You gain a +4 Deflection Bonus to Armor Class.

Epic Googly Eyes (Prerequisite: Big Freaky Eyes): Gaze Attack, 60', Hold Monster, Willpower Save Negates.

Epic Anger Issues (Prerequisite: Anger Management Issues): Your Bonus for using your Anger Management Issues is now +4.



Epic Trained Attack Organ
                      Diminutive Aberration
Hit Dice:             Same HD as "owner" (hp always equal to half the "owners", rounded down)
Initiative:           +9 or +8 if Tiny(or "owners" if it is higher)
Speed:                 30 ft. (6 squares)
Armor Class:          19 (+4 Size, +5 Dex), touch 19, flat-footed 14
Armor Class if Tiny:          18 (+2 Size, +4 Dex, +2 Natural), touch 16, flat-footed 14
Base Attack/Grapple:  Identical to "owners"
Attack:               See below
Full Attack:          See below
Space/Reach:          1 ft./0 ft.
Special Attacks:      See below
Special Qualities:    Blindsight 50', Regeneration 3 (vulnerable to fire), Immune to Acid, Shared Abilities, Dodge Bonus
Saves:                Saving Throws identical to "owners"
Abilities:            Str 2, Dex 20, Con 18, Int 8, Wis 12, Cha 6
Abilities if Tiny:            Str 4, Dex 18
Skills:               Hide  +22 (+17 if Tiny), Listen +5, Move Silently +10 (+8 if Tiny), Search +5, Spot +5 (or use "owners" bonus for these skills if it's higher)
Feats:                Alertness, Anklebiter, Danger Sense, Dodge, Epic Reflexes, Improved Initiative, Mobility, Spring Attack
Alignment:            Always Neutral
Level Adjustment:     ---

Feats and skills are based on the Lab Experiment being at least 22nd level to get an Epic Trained Attack Organ.

Special Attacks: Trained Attack Organs have a special attack based on which organ they are replacing:

Vorpal Spleen: The Spleen may cast Inflict Serious Wounds at will as a Spell Like Ability.

Blaster Pancreas: The Pancreas may cast Acid Breath (See Spell Compendium) at will as a Spell Like Ability.

Terror Liver: Livers may cast Stinking Cloud at will as a Spell Like Ability.  They are Size Class Tiny.

Bellows Lungs: The Lungs may cast Capricious Zephyr (See Spell Compendium) at will as a Spell Like Ability. Lungs are Size Class Tiny.

Stone Gallbladder: The Gallbladder may cast Giant's Wrath (See Spell Compendium) at will as a Spell Like Ability.

Brain Spy: You can see and hear anything the Brain sees and hears as long as it is within 5 miles.  it has a +4 Racial Bonus on all Listen, Search, and Spot checks. You are always in telepathic contact with the Brain as long as it's on the same Plane.

Killer Stomach: The Stomach can cast Orb of Acid (See Spell Compendium) 5 times per day as a Spell Like Ability.  Stomachs are Size Class Tiny.

Attack Heart: The Heart can cast Bear's Endurance at will as a Spell Like Ability.

Caster Level in all cases is equal to your effective character level.

Shared Abilities (Ex): Any mutations the Lab Experiment "owner" has are also possessed by the Trained Attack Organ.

Dodge Bonus (Ex): The Trained Attack Organ gains a Dodge Bonus to AC equal to half it's Hit Dice.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Prak, the Mad on January 22, 2009, 09:20:05 PM
What, no ability named "Obey the fist!"?
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on January 23, 2009, 10:48:42 AM
What, no ability named "Obey the fist!"?

I ran out of levels  :embarrassed

EDIT: Actually while doing the Epic Levels your post gave me an idea...

I'll be editing it in.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Prak, the Mad on January 24, 2009, 02:05:57 AM
I love this class. Like most of your ideas it has a great flavour and carries that flavour through to the abilities. Now, there've been a couple misses, but really those are few and far between. Plus, this class is perfect for a campaign I've been running, and it's a goblin class, that's great, there aren't enough of those.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on January 24, 2009, 03:34:24 AM
I love this class. Like most of your ideas it has a great flavour and carries that flavour through to the abilities. Now, there've been a couple misses, but really those are few and far between. Plus, this class is perfect for a campaign I've been running, and it's a goblin class, that's great, there aren't enough of those.

Mind telling me what you thought the misses were?  There's several of these I think could be better, and I'd like to redo them if anyone is interested.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Chemus on January 24, 2009, 03:47:29 AM
I too love these PrC's bhu. They're just really fun! However, I only really chime in when I see something that I think needs fixing and I have a partial solution. Sorry.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on January 24, 2009, 01:14:06 PM
BUGBEAR ENFORCER

(http://Picture URL)
   
”I’m not cheap, I’m not stupid, and I’m not just a token thug.”

Bugbears are often used as cheap muscle.  When taught by practicioners of the Shadow Hand, however, they become something more than mere thugs.  The fact that they learn the empty hand style means they aren’t at a disadvantage in cities that rarely allow members of their race to carry weapons.

BECOMING A BUGBEAR ENFORCER  
You have been recruited by some sort of organization (usually a Thief or Assassin’s Guild, or a Mercenary company) and sent out to be trained as an Enforcer.

 ENTRY REQUIREMENTS
   Race:  Bugbear
   Class Abilities:  Sneak Attack +2d6
   Maneuvers:  Any 3 Shadow Hand Maneuvers
   Skills:  Hide 8 Ranks
   Feats:  Improved Unarmed Strike, Improved Grapple


Class Skills
 The Bugbear Enforcer’'s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local)(Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Open Lock (Dex), and Tumble (Dex).
Skills Points at Each  Level : 6 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +0     +2     +2    Choke
2. +2    +0     +3     +3    +1d6 Sneak Attack
3. +3    +1     +3     +3    Stealth (+2)
4. +4    +1     +4     +4    Improved Choke
5. +5    +1     +4     +4    +2d6 Sneak Attack
6. +6    +2     +5     +5    Stealth (+4)
7. +7    +2     +5     +5    Neck Snap
8. +8    +2     +6     +6    +3d6 Sneak Attack
9. +9    +3     +6     +6    Stealth (+6)
10.+10   +3     +7     +7    Silent Death

Weapon Proficiencies: Bugbear Enforcers gain no new weapon proficiencies.

Maneuvers: At each odd numbered level you gain a new Maneuver from the Shadow Hand discipline.  You must meet the Maneuver's prerequisite's to take it.  You add your full Bugbear Enforcer levels to your Initiator level to determine your total Initiator level and your highest level Maneuvers known.

At 3rd level, you gain an additional Maneuver readied per day.
 
Choke: When you successfully Grapple an opponent now, he cannot speak regardless of whether you have him Pinned or not.  You may deal lethal damage equal to your Unarmed Strike damage without taking any penalties to grapple checks.

Sneak Attack (Ex): This is identical to the Rogue ability listed on page 50 of the PHB, and stacks with Sneak Attack gained from other levels in other classes.

Stealth (Ex): At 3rd level you get a +2 Competence Bonus to Hide and Move Silently checks.  This increases to +4 at level 6, and +6 at level 9.

Improved Choke: If you can Pin an opponent successfully he begins to suffocate (see DMG page 304) with one difference.  The DC of the FOrt Save is equal to 10 plus the damage done on your successful grapple check, and he begins making Saves the first round you do damage with the grapple, and each round it is maintained.

Neck Snap: When you successfully grapple an opponent and do damage, you now add your Sneak Attack damage.

Silent Death (Ex): If you successfully Grapple an opponent who is flat-footed he must make a Fortitude Save (DC is 10 plus half hit dice plus Strength Modifier) or die.  If he succeeds in making the Saving Throw, he takes damage as normal.

PLAYING A BUGBEAR ENFORCER
 You are fairly reserved for a member of your species, always aware of the consequences of your actions and of those around you.  Never commit, never admit, and never talk more than you have to.  By not giving offense you don’t give others a reason to question you.
 Combat: You try not to show off your abilities.  You want them to be a surprise.  You prefer to attack from ambush with surprise (and several friends) on your side.  Between teamwork and getting the drop on your opponent you hope to make combat as quick as possible.
 Advancement: Most Enforcers concentrate on concealment of their activities and stealth over raw power.  There are ways of dealing with more physically intimidating opponents.  Many also try to find some way of dealing with magical opponents as well.
Resources: A Bugbear Enforcer can always ask his employers for equipment or help, or from friends he has made in the crime community (usually other Bugbear Enforcers).

BUGBEAR ENFORCERS IN THE WORLD
”You’ll see a Bugbear standing outside Old Dead Bob’s Tavern tonight.  He’s the one you’ll want to talk to.”
Bugbear Enforcers interact with the world in brief episodes of violence.  They are spat on by their own kind as being dumb and easy manipulated, and the other humanoids hate them as well.  That leaves them little in the way of friendship except each other.  Help one, and he’s a friend for life.  Cross one, and he’s an enemy for (what little is left of your) life.
 Daily Life: Bugbear Enforcers spend their days training for the next mission, executing a mission, or pretending to be honest citizens (or at least as close to honest as Bugbears get).
 Notables: Black Bear (NE Male Bugbear Rogue 3/Swordsage 3/Bugbear Enforcer 2) is the top killer for hire in his home town.  His name is whispered in the streets, and no one is really sure of his true appearance.  But he is known as being the person to contact if you need some problems solved.
 Organizations: Various organizations train Bugbear Enforcers as they are quite popular.  Being goblinoids they can’t really find honest employment in most humanoid cities, and will be willing to do criminal work because of it.  Once in, they rarely get out.

NPC Reaction
NPC’s are pretty much terrified of Bugbear Enforcers, the same way they would be of any hitman or brute for hire.

BUGBEAR ENFORCERS IN THE GAME
If you want Bugbears taken a little more seriously, making them hit men instead of  cheap muscle is the way to go.  As long as you make them competent hitmen.
 Adaptation: This class sort of implies that Bugbears can be more than token mooks.  That shouldn’t offend people, but I do realize that some will find the idea a little odd.
 Encounters: PC’s will usually encounter a Bugbear Enforcer once one has been assigned to “take care of them”. 

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: The PC’s have been hired to find who has murdered and partially eaten a local Noble’s daughter.  After many false leads, and all clues exhausted they are told to contact a mysterious Bugbear known only as “The Black Bear”.  He knows everything about the town, and if someone has murdered in his city, he’s sure to know who and why.  Of course there’s the problem of arranging the meeting without him getting suspicious they’re actually after him.”


Black Bear
NE Male Bugbear  Rogue 3/Swordsage 3/Bugbear Enforcer 2
Init +3 (Quick to Act), Senses: Listen +5, Spot +5, Dark Vision 60'
Languages Common, Goblin
------------------------------------------------
AC 23, touch 14, flat-footed 23 (+2 Dex, +2 Wis, +3 Natural, +6 Armor)
hp 43 hp (11 HD)
Fort +6, Ref +13, Will +9
Evasion
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Unarmed Strike +12/+7 (1d8+5)
Melee +1 Short Sword +13/+6 (1d6+6)
Base Atk +7, Grp +12
Atk Options +3d6 Sneak Attack, Discipline Focus (Weapon Focus: Shadow Hand), Choke, Improved Choke
Combat Gear
Maneuvers Known 1st: Charging Minotaur, Clinging Shadow Strike, Counter Charge, Mighty Throw, Shadow Blade Technique, Stone Bones, Sudden Leap
2nd: Cloak of Deception, Drain Vitality
Initiator Level: 5
Stances Known 1st: Child of Shadow, Island of Blades
-----------------------------------------------
Abilities Str 20, Dex 14, Con 16, Int 10, Wis 15, Cha 6
SQ Trapfinding, Trap Sense +1, Stealth
Feats Extra Readied Maneuver, Improved Unarmed Strike, Improved Grapple, Superior Unarmed Strike
Skills Balance +8, Concentration +9, Disable Device +6, Hide +15, Jump +11, Knowledge (Local) +6, Listen +5, Martial Lore +6, Move Silently +14, Open Lock +8, Sense Motive +8, Spot +5
Possessions Sword of Subtlety, +6 Bracers of Armor, Ring of Invisibility, Masterwork Thieve's Tools, Powder of the Black Veil, Necklace of Warning, Belt of One Mighty Blow, Bag of Holding Type I, 840 GP



EPIC BUGBEAR ENFORCER

Hit Die: d8
Skills Points at Each  Level : 6 + int
maneuvers The Epic Bugbear Enforcer's Initiator Level is equal to his Character Level, but he doesn't gain additional maneuvers/Stances past 20th level.
Stealth The Epic Bugbear Enforcer's Competence Bonus to Hide and Move Silently checks increases an additional +2 at level 23 and every 3 levels thereafter.
Sneak Attack The Epic Lab Experiment gains an additional die of Sneak Attack at level 21, and every 3 levels thereafter.
Bonus Feats: The Epic Bugbear Enforcer gains a Bonus Feat every 4 levels higher than 20th
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on January 26, 2009, 02:54:25 PM
DAI-BAKEMONO

(http://Picture URL)
   
”RAAAAARGH!!”

Occasionally a Shogun trains a Dekanter or Bakemono slave in the Sublime Way.   It is difficult given the limitations of the Bakemono, but when they have been trained in fighting unarmed they provide their master with endless amusement in the arena, and an excellent assassin.

BECOMING A DAI-BAKEMONO  
You were a toy of your master, and now have been trained to be a pawn.  Slavers fetch the most promising of your kind to be trained to fight in the arena.  And your masters promise you freedom if you do well.  Freedom and the chance to kill whoever they point out as a target.

 ENTRY REQUIREMENTS
   Race:  Bakemono or Dekanter
   BAB:  +6
   Maneuvers:  3 Stone Mountain and 3 Tiger Claw Maneuvers, 2 of which must be Bone Crusher and Flesh Ripper
   Feats:  Improved Unarmed Strike, Superior Unarmed Strike
   Skills:  Balance 4 Ranks, Jump 4 Ranks


Class Skills
 The Dai-Bakemono's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Martial Lore (Int), and Swim (Str).
Skills Points at Each  Level : 4+ int

Hit Dice: d12

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Tigers Bite +2
2. +2    +3     +0     +0    Dragonskin +2
3. +3    +3     +1     +1    Stone Power +2
4. +4    +4     +1     +1    Tigers Bite +4
5. +5    +4     +1     +1    Dragonskin +4
6. +6    +5     +2     +2    Stone Power +4
7. +7    +5     +2     +2    Tigers Bite +6
8. +8    +6     +2     +2    Dragonskin +6
9. +9    +6     +3     +3    Stone Power +6
10.+10   +7     +3     +3    Tiger Dragon

Weapon Proficiencies: Dai-Bakemono gain no new weapon or armor proficiencies.
 
Tigers Bite (Ex):  At 1st level you gain a +2 Bonus to damage when successfully using a Tiger Claw maneuver.  This increases to +4 at level 4, and +6 at level 7.

Dragonskin (Ex): At 2nd level your Natural Armor Class Bonus increases by +2.  This increases to +4 at level 5, and +6 at level 8.

Stone Power (Ex): At 3rd level the Save DC's of Stone Dragon Maneuvers you use increase by +2.  This increases to +4 at level 6, and +6 at level 9.

Tiger Dragon (x): At 10th level the Dai-Bakemono may choose 1 Stone Dragon or Tiger Claw Maneuver he knows of 5th level or lower at the beginning of each day.  For the next 24 hours that Maneuver is always considered Readied.

Maneuvers: At each odd numbered level, you gain a new Maneuver from either the Tiger Claw or Stone Dragon Discipline (you must meet a Maneuver's prerequisites to take it). You add your full Dai-Bakemono level to your Initiator Level to determine your total Initiator level and your highest level Maneuvers known.  At 3rd level you gain an additional maneuver readied per day.

PLAYING A DAI-BAKEMONO
Bakemono are just above being beasts, and Dekanter are considered little better despite obviously being more intelligent and capable.  Others will always think your little more than a sub intelligent brute.  Use that to manipulate them.  When someone thinks you’re a fool, he doesn’t bother to watch what he says and does in front of you.
 Combat: You definitely are a brute in combat.  You were built for it, and trained by the best (you had to be trained by the best, they’re the only ones with enough patience to put up with you).  Generally you close into melee and begin to rip and tear.  Few other options are open to you.
 Advancement: Advancement in any path other than being a pit fighter or killer is not open to you until you win freedom from your master.  After that it’s up to you.
Resources: Dai-Bakemono have little in the way of resources.  They are usually considered a pet monster or some Lord’s personal killer.  They’ll last as long as he does, and be killed or tossed aside when he dies.

DAI-BAKEMONO’S IN THE WORLD
”They’re little better than dogs.  Look at them laying there in the pits.  Bastards.”
You’re a caged slave.  A monster owned by someone to entertain him and his staff of ghoulish sycophants.  You fight in the pits or the arena to amuse them, and sniff out their enemies at night when ordered to hunt one down and kill him. 
 Daily Life: You are kept in a cell when you aren’t training or fighting.  Sometimes you will be let out to play by killing one of your masters rivals.  Maybe someone who takes pity on you will release you one day, but killing is all you know.  It’s your only skill, your only purpose.  Giving it up would be like asking someone to give up breathing.  In the end you’ll likely be put down one way or the other, you just hope you can take them with you.
 Notables: Mog (CE Male Bakemono Warblade 6/Dai-Bakemono 5) is the prized beast of Feng Cong, a local magistrate.  And he has gone missing, prompting a vast search for him.  He’s been busy…and somehow he's acquired some new toys...
 Organizations: Usually you are trained by the staff of some noble or wealthy elite, but there are training stables for gladiators and beasts (and you’re usually thought of as a beast). 

NPC Reaction
Most NPC’s will see you as little more than a rabid dog.  And you’ll have done little to prove them wrong.  But you also haven’t been given a choice either…

DAI-BAKEMONO’S IN THE GAME
The Dai-Bakemono assume your running a fairly brutal campaign world.  It's meant for a dark, gritty campaign, and may make some people uncomfortable.
 Adaptation: This is kind of a depressing class.  It’s assumed anyone taking it is a slave, and willing to murder to survive.  Because that’s what you’ll be doing.  Your master will expect results, or you’ll be put down.
 Encounters: PC’s may face a Dai-Bakemono if they are captured and put in the fights to see how long they last.  If they can gain the Bakemono’s respect (and survive the process) they may even gain a friend. Assuming he hasn’t torn them limb from limb, or been killed by his Lord for failing to kill them.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: The PC’s have been asked to help track down Mog.  He’s been eating villagers.  Upon cornering him they hear his story.  He is a monster, but he was forced to be one.  He’s been killing people because he needed food, and humans were what his master always fed him.  If they return him, his master will still be feeding him peasants.  Or they can find a way to cure him of his madness and reinstate him into society someway.


Mog
CE Male Bakemono Warblade 6/Dai-Bakemono 5
Init +5, Senses: Listen +1, Spot +1
Languages Common
------------------------------------------------
AC 28, touch 12, flat-footed 27 (+1 Size, +1 Dex, +10 Natural, +6 Armor)
hp 104 (11 HD)
Fort +12, Ref +6, Will +6 
Uncanny Dodge
-----------------------------------------------
Speed 30 ft. (6 squares)
Melee 1 Bite +20 (1d8+8) and 2 Claws +15 (1d6+5)
Melee Unarmed Strike +20/+15/+10 (1d8+8)
Base Atk +11, Grp +13
Atk Options Tigers Bite +4
Combat Gear
Maneuvers Known:1st: Charging Minotaur, Stone Bones
2nd: Mountain Hammer, Rabid Wolf Strike
3rd: Bonecrusher, Flesh Ripper, Soaring Raptor Strike
4th: Overwhelming Mountain Strike
5th: Pouncing Charge
6th: Irresistible Mountain Strike
Stances Known: 1st: Blood in the Water, Stonefoot Stance
Initiator level 11, Maneuvers Readied 5
-----------------------------------------------
Abilities Str 22, Dex 13, Con 16, Int 3, Wis 12, Cha 4
SQ Battle Clarity (+0), Weapon Aptitude, Battle Ardor (+0), Dragonskin (+4)
Feats Improved Unarmed Strike, Martial Study (Soaring Raptor Strike), Sudden Recovery, Superior Unarmed Strike, Improved Initiative (B)
Skills Balance +6, Intimidate +1, Jump +11
Possessions +2 Amulet of Mighty Fists, Ring of Invisibility, +6 Bracers of Armor, +2 Cloak of Resistance, Ioun Stone (clear spindle)



EPIC DAI-BAKEMONO

Hit Die: d8
Skills Points at Each  Level : 6 + int
Tiger's Bite The Epic Dai-Bakemono's Damage Bonus with Tiger Claw Maneuvers increases by +2 at level 21, and every 3 levels thereafter.
Dragonskin The Epic Dai-Bakemono's Natural AC Bonus increases by +2 at level 22, and every 3 levels thereafter.
Stone Power The Save DC's of the Epic Dai-Bakemono's Stone Dragon Maneuvers increases by +2 at level 23, and every 3 levels thereafter.
Bonus Feats: The Epic Dai-Bakemono gains a Bonus Feat every 5 levels higher than 20th
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Nanshork on January 26, 2009, 06:05:07 PM
Bugbear Enforcer is actually very nice, can make grappling much more viable. 
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Prak, the Mad on January 27, 2009, 06:01:36 AM
huh... maybe I'm thinking of the wrong thread... I coulda sworn I remembered some kind of amazon that was less than particularly flavourful. The Orc sergeant and pirate were, eh, but not too bad.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on January 27, 2009, 07:58:14 AM
There is a race of orc amazons in the critter thread.

I get that a lot about the sergeant and the pirate.  I really need to do something with those two
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on January 30, 2009, 12:23:03 PM

IRONHEART CRUSADER

(http://Picture URL)
   
”Didn’t see that strike coming did you?”

Hobgoblins claim to have created the Iron Heart style, and there is ample proof to back their claim.  Even those who become Crusaders, championing their people are loath to study he Sublime Way without including Iron heart.

BECOMING AN IRONHEART CRUSADER  
Ironheart Crusaders begin as Crusaders who spend extra time studying to gain use of the Iron Heart style as well.

 ENTRY REQUIREMENTS
   Race:  Hobgoblin
   Class Abilities:  Smite, Steely Resolve
   Feats:  Martial Study (must be used to gain Ironheart Maneuver), Martial Stance (must be used to gain Ironheart Stance), Ironheart Aura
   Skills:  Balance 4 Ranks, Intimidate 4 Ranks
   Maneuvers:  Must have at least 3 Devoted Spirit Maneuvers or Stances


Class Skills
 The Ironheart Crusader's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Religion)(Int), and Martial Lore (Int).
Skills Points at Each  Level : 4 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Iron Strength (+4)
2. +2    +3     +0     +0    Iron Technique (1/day)
3. +3    +3     +1     +1    Iron Will (+2)
4. +4    +4     +1     +1    Iron Strength (+6)
5. +5    +4     +1     +1    Iron Technique (2/day)
6. +6    +5     +2     +2    Iron Will (+4)
7. +7    +5     +2     +2    Iron Strength (+8)
8. +8    +6     +2     +2    Iron Technique (3/day)
9. +9    +6     +3     +3    Iron Will (+6)
10.+10   +7     +3     +3    Iron Soul

Weapon Proficiencies: Ironheart Crusaders gain no new weapon or armor proficiencies.
 
Maneuvers: At each odd numbered level you gain a new Maneuver from the Devoted Spirit, Iron Heart, Stone Dragon, or White Raven discipline.  You must meet the Maneuver's Prerequisite to learn it.  You add your full Ironheart Crusader Levels to your Initiator Level to determine your total Initiator Level, and your highest level Maneuvers Known.  At 3rd, 6th, and 9th levels you gain an additional Maneuver readied per day.  When taking additional Crusader Levels you may now also choose Iron Heart Maneuvers and Stances.

Stances Known: At 5th level you learn a new Stance from the Devoted Spirit, Iron Heart, Stone Dragon, or White Raven disciplines if you meet it's Prerequisites.

Iron Strength (Su):  At 1st level you gain a +4 attack bonus when using Iron Heart Surge instead of the normal +2.  This increases to +6 at level 4, and +8 at Level 7.

Iron Technique (Ex): Once per day you may swap a readied Maneuver you haven't expended for an Iron Heart Maneuver you haven't expended (or optionally when you get a withheld Maneuver at he end of your Turn in combat you may choose for it to be an unexpended Iron Heart Maneuver).
You may do this twice per day at 5th level, and 3 times per day at eighth level.

Iron Will (Su): At 3rd level you gain a +2 Bonus to the rerolled Saving Throw you get using Iron Heart Focus.  This increases to +4 at level 6, and +6 at level 9.

Iron Soul (Su): 3 times per day you may add your Ironheart Crusader level to any one Saving Throw as a Morale Bonus.

PLAYING AN IRONHEART CRUSADER
 Ironheart Crusaders are living symbols of Hobgoblin nationalism and racial superiority.  They are the defenders of the tribe who put personal politics aside for the racial good.  A bit of an oddity for an evil race, but remember they are also Lawful.  And many of them also get more than a few personal rewards and fame for what they do, so perhaps it's merely an unusual route to power.
 Combat:Most of your PrC bonuses come from the Iron Heart style Maneuvers, so make sure to learn as many as you can.
 Advancement: Most Ironheart Crusaders devote their lives to perfecting and teaching the Iron Heart style.  Beyond that their development proceeds in whatever direction their Gods choose to prod them.
Resources: Ironheart Crusaders can always count on each other for help, and most Hobgoblins will do what they can to help them (especially the peasants).  They're the closest thing most Hobgoblins will meet to an acceptable Paladin in their societies view.

IRONHEART CRUSADERS IN THE WORLD
"How does he do that?"
 You are almost always on a mission, either for the gods, the government, or just to protect your people from the other, lesser, humanoids.  Everything you do, in every way, is to benefit yourself or your people, and you take very few chances since so many are depending on you.
 Daily Life: The daily life of an Ironheart Crusader will vary greatly depending on their current mission.  It will usually involve combat in some manner, since the Hobgoblins seem obsessed with it, and Ironheart Crusaders in particular delight in showing off their martial prowess.
 Notables: Zeveg the Dead (LN Male Hobgoblin Crusader 6/Ironheart Crusader 5) is a champion of the Hobgoblin people.  A great warrior, a diplomat, and a hero.  He is also a nigh well emotionless burnout, scarred so badly after years of non stop warfare that it could be said he had lost his humanity of he were human.  Zeveg is a shadow of his former glory, staring always ahead with dead, soulless eyes.  Crossing him is generally considered unwise.
 Organizations: The Brothers of the Iron Sword are an organization devoted to training and supporting Ironheart Crusaders.  They also provide standard military training, and they run many of the better military schools in Hobgoblin society.

NPC Reaction
 NPC's reserve the same amount of respect and adoration for Ironheart Crusaders that they normally reserve for Blackguards, and Liches.  Which is to say, they usually crap themselves and run in fear.  Except for Hobgoblins who tend to treat them like rock stars.

IRONHEART CRUSADERS IN THE GAME
 Ironheart Crusader allows a Crusader access to Stances and Maneuvers they normally wouldn't be able to get.  For that reason alone it might be something you want to watch closely.
 Adaptation: This is an interesting idea for a Paladin-like NPC Hobgoblin to oppose your PC's.  Or if you allow Evil campaigns, it makes for a nice defender of your tribal people.
 Encounters: PC's will usually encounter an Ironheart Crusader when he has been sent on a mission by one of the Goblin Gods, or if they attack a Hobgoblin settlement.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: A lone hobgoblin has been raiding caravans and coaches as a highwayman.  The PC's have been hired to stop him, and after some time they will notice a pattern.  All of the targets have the same home town in common (or some connection to it), and aren't necessarily wealthy.  Richer targets are being passed up for these people.  The truth is that the town is waging a campaign of extinction against a small Hobgoblin tribe.  Zeveg has come to put an end to it by simply slaughtering anyone trying to leave the help, or bringing aid to it.  The caravans he's hit have been carrying supplies or weapons.  He appears to be alone but he has aid from the shadows as he only wishes his face to be seen, that way anyone targeting the raiders will only know his face.


Zeveg the Dead
LN Male Hobgoblin (Crusader 6/Ironheart Crusader 5)
Init +0, Senses: Listen +1, Spot +1, Dark Vision 60'
Languages Common, Giant, Goblin
------------------------------------------------
AC 23, touch 10, flat-footed 23 (+9 Armor, +4 Shield)
hp 104 (11 HD)
Fort +13, Ref +3, Will +5
Indomitable Soul, Zealous Surge
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Longsword +14/+9/+4 (1d8+4/19-20)
Base Atk +11, Grp +14
Atk Options Furious Counterstrike, Smite 1/day (+1 Hit/+6 damage)
Combat Gear2 Potions of Heroism, 2 Potions of Haste, 2 Potions of Cure Serious Wounds
Stances Known 1st: Iron Guard's Glare, Martial Spirit, Punishing Stance
3rd: Absolute Steel Stance
Maneuvers Known  1st: Crusaders Strike, Douse the Flames, Steel Wind, Stone Bones, Vanguard's Strike
2nd: Foehammer, Wall of Blades
3rd: Bonecrusher, Ironheart Surge, Revitalizing Strike
5th: Iron Heart Focus
-----------------------------------------------
Abilities Str 16, Dex 10, Con 18, Int 10, Wis 12, Cha 13
SQ Steely Resolve 10, Iron Strength +6, Iron Will +4, Iron Technique 2/day
Feats Ironheart Aura, Martial Study (Steel Wind), Martial Stance (Punishing Stance), Vital Recovery
Skills Balance +11, Concentration +11, Diplomacy +12, Intimidate +12, Knowledge (Religion) +4, Martial Lore +6, Ride +6
Possessions+1 Devoted Spirit Iron Heart Mighty Smiting Longsword, Earthplate Armor, +2 Styptic Heavy Steel Shield, 2 Potions of Heroism, 2 Potions of Haste, 2 Potions of Cure Serious Wounds, 385 GP

EPIC IRONHEART CRUSADER

Hit Die: d10
Skills Points at Each  Level : 4 + int
Iron Strength The Epic Ironheart Crusader's Attack Bonus gained by this ability increases by +2 at level 21, and evert 3 levels thereafter.
Iron Technique The Epic Ironheart Crusader gains 1 additional daily use of this ability at level 22 and every 3 levels thereafter.
Iron Will The Bonus to your Saving Throw gained when using this ability increases by +2 at level 23 and every 3 levels thereafter.
Bonus Feats: The Epic Ironheart Crusader gains a Bonus Feat every 5 levels higher than 20th
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on January 31, 2009, 01:02:32 PM
IRONHEART BERSERKER

(http://Picture URL)
   
”I have killed more men before reaching adulthood than you have your entire life human.”

The Iron Heart Berserkers have dedicated themselves to perfecting the Iron Heart style, and their own skills in battle.  Theirs is a life of bloodshed and glory.  Mostly bloodshed.  Many devote themselves so totally to war the concept of peace frightens them…

BECOMING AN IRONHEART BERSERKER  
Ironheart Berserkers begin as Warblades, and end up devoting themselves to the Iron Heart style almost exclusively.

 ENTRY REQUIREMENTS
   Race:  Hobgoblin
   Class Abilities:  Battle Ardor
   Maneuvers: Any 3 Iron Heart Maneuvers and Iron Heart Surge
   BAB:  +6
   Skills:  Balance 8 Ranks
   Feats:  Weapon Focus (Bastard Sword), Exotic Weapon Proficiency (Bastard Sword), Power Attack
   Special: Must have had a masterwork bastard Sword made of Cold Iron


Class Skills
 The Ironheart Berserker's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), and Martial Lore (Int).
Skills Points at Each  Level : 4+ int

Hit Dice: d12

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Sword of Iron +2
2. +2    +3     +0     +0    Iron Fury +1
3. +3    +3     +1     +1    Iron Smite 1/encounter
4. +4    +4     +1     +1    Sword of Iron +4
5. +5    +4     +1     +1    Iron Fury +2
6. +6    +5     +2     +2    Iron Smite 2/encounter
7. +7    +5     +2     +2    Sword of Iron +6
8. +8    +6     +2     +2    Iron Fury+3
9. +9    +6     +3     +3    Iron Smite 3/encounter
10.+10   +7     +3     +3    Iron Berserk

Weapon Proficiencies: Ironheart Berserkers gain no new weapon or armor proficiencies.

Maneuvers: At each odd numbered level you gain a new Maneuver from the Diamond Mind, or Iron Heart disciplines. You must meet the Maneuver's Prerequisite to learn it. You add your full Ironheart Berserker Levels to your Initiator Level to determine your total Initiator Level, and your highest level Maneuvers Known. At 3rd, 6th, and 9th levels you gain an additional Maneuver readied per day.

Stances Known: At 5th level you learn a new Stance from the Diamond Mind, or Iron Heart disciplines if you meet it's Prerequisites.

Sword of Iron (Ex): At 1st level the Ironheart Berserker gains a +2 Bonus to damage and Critical Confirmation rolls when using a weapon associated with the Iron heart Style to perform an Iron Heart Maneuver.  This increases to +4 at level 4, and +6 at level 7.  The weapon must be made of Cold Iron to receive this benefit.

Iron Fury (Ex): Beginning at 2nd level, when the Ironheart Berserker is in an Iron Heart Stance, he gains 1 extra Attack of Opportunity per round (this stacks with Feats like Combat Reflexes that give you extra Attacks of Opportunity per round). This increases to 2 extra attacks at level 5, and 3 extra attacks at level 8.  The Ironheart Berserker takes a penalty to his AC the next round if he uses this ability (penalty is equal to the number of extra Attacks of Opportunity granted by this ability that he actually used).

Iron Smite (Su): Beginning at 3rd level, once per encounter the Ironheart Berserker can declare he is using an Iron Smite before making his attack roll. If the attack successfully hits, it is considered untyped damage and ignores Damage Reduction.

This can be used twice at 6th level, and 3 times per encounter when at 9th level.
To use it the Ironheart Berserker must be wielding a sword made of Cold Iron.

Iron Berserk (Ex): At 10th level whenever the Berserker is in an Ironheart Stance he does +3d6 damage whenever he successfully strikes an opponent, but loses his Dexterity Bonus to Armor Class.

PLAYING AN IRONHEART BERSERKER
 Money means nothing to you.  Knowledge means nothing to you, unless it is knowledge you deliberately seek (or that will keep you alive).  Aside from your brother Berserkers, the world could hang itself and die for all you care.  And you're willing to help it into oblivion, one person at a time if necessary.
 Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
 Advancement: Ironheart Berserkes almost always follow the same path in slightly different ways: refining their skill at the Iron Heart style.  Depending on which Feats they take, their direction may each go in slightly different ways, but each has the same goal.
Resources: Ironheart Berserkers have the school that trained them as Warblades, and their fellow Berserkers to call on as well.  They are a tight knit group, and would betray their own clan before each other.

IRONHEART BERSERKERS IN THE WORLD
"See that sword he's carrying boy?  It means he's one of the Berserkers.  Leave him well enough alone..."
 Ironheart Berserkers are thought of by outsiders as little more than thug mercenaries.   Few realize that many are fairly well educated, and not just a brute with little skill other than a strong arm.  The Berserkers play up their ferocity over their intelligence, knowing it may give them an advantage if their opponents underestimate them. 
 Daily Life: Your daily life consists of obsessive training, or research into your chosen discipline.  Unless there's a mission, or you have personal business (i.e. someone hasn't paid you, or has broken a deal). 
 Notables: Nanzad (LE male Hobgoblin Warblade 6/Ironheart Berserker 5) is a mercenary for hire, though he prefers assignments that will let him broaden his knowledge over ones with high pay (which probably entail problems he won't be told about until it's too late).
 Organizations: The Brothers of the Iron Sword train many Ironheart Berserkers, and are a growing force in Hobgoblin society.  Fairly free of the religious politics that blight other military organizations among their people, they exist only to refine the Iron Heart style, and research it's lost secrets.  many hire out as mercenaries if they believe they may find lost knowledge of the Iron Heart style, or merely to support the Brothers.

NPC Reaction
 NPC's generally crap themselves, the way they would once they saw any inhuman mercenary (especially a Hobgoblin one).

IRONHEART BERSERKERS IN THE GAME
 If you want to play a Hobgoblin fighter that isn't primarily religious, or devoted to the racial cause, this is one way to go.
 Adaptation: Ironheart Berserkers are a tough breed to play.  They tend to foment war, which will make them frowned upon.  They also tend to disassociate themselves from the church so they have the freedom to pursue their own interests, which causes some problems with their own people as well.
 Encounters: PC's will find Ironheart Berserkers in mercenary bands as usual, but it will become quickly obvious there's something different about them.  They're looking for more than money, and aren't the usual impulsive, illiterate criminals they are stereotyped as.

Sample Encounter
EL 12: The PC's have been hired to guard a caravan escorting a powerful magical weapon to it's destination.  Among their number is a suspicious Hobgoblin who is more than he appears to be.  The weapon is Kamate, the legendary Iron Heart sword.  Once the PC's know this, they will obviously suspect Nanzad if they have the Martial Lore skill. 


Nanzad
LE Male Hobgoblin Warblade 6/Ironheart Berserker 5
Init +1, Senses: Listen +, Spot +, Dark Vision 60'
Languages Common, Giant, Goblin, Orc
------------------------------------------------
AC 23, touch 11, flat-footed 22 (+1 Dex, +9 Armor, +3 Natural)
hp 104 (12 HD)
Fort +12, Ref +4, Will +3 
Battle Clarity +2
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +2 Bastard Sword +16/+11/+6 (1d10+5/17-20)
Base Atk +11, Grp +14
Atk Options Battle Ardor +2, Weapon Aptitude, Sword of Iron +4, Iron Fury +2, Iron Smite 2/day
Combat Gear 4 Potions of Cure Serious Wounds
Maneuvers Known 1st: Moment of Perfect Mind, Sapphire Nightmare Blade, Steel Wind
2nd: Wall of Blades, Emerald Razor
3rd: Iron Heart Surge
4th: Mithral Tornado
5th: Iron Heart Focus
6th: Iron Heart Endurance
Stances Known 1st: Blood in the Water, Punishing Stance
5th: Dancing Blade Form
-----------------------------------------------
Abilities Str 16, Dex 13, Con 16, Int 14, Wis 10, Cha 12
SQ Improved Uncanny Dodge, Uncanny Dodge
Feats Exotic Weapon Proficiency (Bastard Sword),Combat Reflexes, Power Attack, Weapon Focus (Bastard Sword), Blade Meditation (B)
Skills Balance +15 (+26 in armor), Concentration +17, Intimidate +15, Knowledge (History, Local) +16, Move Silently +5, Martial Lore +16
Possessions +4 Greater Balance Breastplate, +2 Keen Cold Iron Bastard Sword, +3 Amulet of Natural Armor, Deathstrike Bracers, 4 Potions of Cure Serious Wounds, 200 GP



EPIC IRONHEART BERSERKER

Hit Die: d12
Skills Points at Each  Level : 4 + int
Sword of Iron The Epic Ironhear Berserkers Bonus with it's Sword of Iron ability increases by +2 at level 21, and every 3 levels thereafter.
Iron Fury At level 22 and every 3 levels thereafter the Ironheart Berserker gains an additional Attack of Opportunity while in Ironheart Stance.
Iron Smite At level 23 the Ironheart Berserker gains 1 additional use of it's Iron Smite ability per encounter, and an additional use every 3 levels thereafter.
Bonus Feats: The Epic Ironheart Berserker gains a Bonus Feat every 5 levels higher than 20th.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on February 02, 2009, 12:54:40 PM
GRAY SUNS

(http://Picture URL)
   
”Appearance is an illusion.  You see what I want you to see. Nothing more.”

The Nomadic Gray Orcs rarely encounter a student of the Sublime Way.  But the Setting Sun style left an impression on some of them, and now there is a monastery out in the desolate lands where young Grays learn the art.

BECOMING A GRAY SUN  
The Gray Suns adopt the most promising practitioners of the Setting Sun style to join them.

 ENTRY REQUIREMENTS
   Race:  Gray Orc
   Maneuvers:  Must have at least 3 Setting Sun Maneuvers or Stances
   Feats:  Improved Unarmed Strike, Stunning Fist, Falling Sun Attack
   Skills:  Bluff 4 Ranks, Hide 4 Ranks, Sense Motive 4 Ranks
   Special:  Cannot have any Maneuvers or Stances from a style other than Setting Sun or Shadow Hand.


Class Skills
 The Gray Sun's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Sense Motive (Wis), and Tumble (Dex).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +2    Improved Trip
2. +1    +0     +3     +3    Takedown Mastery
3. +2    +1     +3     +3    Improved Feint
4. +3    +1     +4     +4    Improved Grapple
5. +3    +1     +4     +4    Grappling Mastery
6. +4    +2     +5     +5    Feint Mastery
7. +5    +2     +5     +5    Improved Disarm
8. +6    +2     +6     +6    Disarming Mastery
9. +6    +3     +6     +6    Deadly Feint
10.+7    +3     +7     +7    Self Defense Master

Weapon Proficiencies: Gray Suns gain no new weapon or armor proficiencies.
 
Maneuvers: At each odd numbered level you gain a new Maneuver from the Setting Sun, or Shadow Hand discipline. You must meet the Maneuver's Prerequisite to learn it. You add your full Gray Sun Levels to your Initiator Level to determine your total Initiator Level, and your highest level Maneuvers Known. At 3rd, 6th, and 9th levels you gain an additional Maneuver readied per day.

Stances Known: At 5th level you learn a new Stance from the Setting Sun, or Shadow Hand disciplines if you meet it's Prerequisites.

Improved Trip: The Gray Sun gains the Improved Trip Feat as a Bonus feat at 1st level.

Takedown Mastery (Ex): At 2nd level the Gray Sun gains a Competence Bonus to all Trip attempts (including ones made as part of a Maneuver) equal to half your Gray Sun level.

Improved Feint: The Gray Sun gains the Improved Feint Feat as a Bonus feat at 3rd level.

Improved Grapple: The Gray Sun gains the Improved Grapple Feat as a Bonus feat at 4th level.

Grappling Mastery (Ex): At 5th level the Gray Sun gains a Competence Bonus to all Grapple attempts (including ones made as part of a Maneuver) equal to half your Gray Sun level.


Feint Mastery (Ex): At 5th level the Gray Sun gains a Competence Bonus to all Feint attempts (including ones made as part of a Maneuver) equal to half your Gray Sun level.

Improved Disarm: The Gray Sun gains the Improved Disarm Feat as a Bonus feat at 7th level.

Disarm Mastery (Ex): At 8th level the Gray Sun gains a Competence Bonus to all Disarm attempts (including ones made as part of a Maneuver) equal to half your Gray Sun level, and you may attempt to Disarm an armed opponent even if you are not armed yourself as you attack the limb wielding the weapon.

Deadly Feint (Ex): If you successfully Feint, and then successfully hit with your followup attack, you may add the result of your Bluff Check to the damage when performing a Setting Sun or Shadow Strike Maneuver. Successfully using Deadly Feint uses up a Readied Maneuver.

Self Defense Mastery (Ex): A number of times per day equal to your Wisdom modifier (minimum 1) you may automatically Take 10 on a Trip check made after an opponent fails to Trip you, or Grapple checks  made to escape/resist Grapples initiated by an opponent, or attack rolls made while fighting Defensively.

PLAYING A GRAY SUN
You do your best to appear as a normal Orcish nomad/gypsy.  You don't want outsiders to believe you are as much of a threat as you truly are, to the point of eschewing most obvious weapons.  You want to appear to be a non combatant.
 Combat: The Gray Sun's prefer to fight unarmed because it's easier to maintain the appearance of not being a danger.  Similarly most magic items they use are non descript. This doesn't mean they are any less lethal, just that they want to be quite and not so obvious.
 Advancement: Since the Gray Suns want to appear to be noncombatants, you would be well advised to concentrate on unarmed combat and Bluff.  You'll be using both a lot.
Resources: A Gray Sun may always count on his brothers for food or lodging.  Other help will depend on the situation at the time.  But he must always repay the favor he is shown whenever it is requested.

GRAY SUNS IN THE WORLD
”That Orc just…just slapped Eli and knocked him plum out.  Damnedest thing I ever saw…”
You are considered an oddity, even among the other Gray Orcs.  Willing to go where they will not, willing to do what they will not.  The other humanoids find you equally as puzzling since you don’t fit their definition of a stereotypical Orc.  Most simply avoid you, while others are drawn to your exotic nature.
 Daily Life: The Gray Suns life is a monastic one until he has learned the basics of his art.  He is then told to go into the world, and make his mark upon it, and return when he has succeeded.  Exactly what qualifies as success depends on the individual monastery.  The Gray Suns are usually at a loss as to what to do without their usual daily routine, and most get into never ending trouble.
 Notables: Brother Merth (CN Male Gray Orc Swordsage 6/Gray Sun 5) has left the monastery to make his way in the world.  While many others have long ago gone back, he still does not truly consider himself a success.
 Organizations: The Gray Suns themselves are an organization.  They have no real goals beyond the advancement of their craft, and the betterment of life for their members.  And occasionally the defense of their allies or people as well..

NPC Reaction
 NPC's tend to think of you as gypsy scum beneath their notice.  If you're perceived as a threat it's only because of your race.

GRAY SUNS IN THE GAME
 A sect of secretive Gray Orc enforcers should make most people nervous.  And while the Gray Suns aren't enforcers/assassins as such they do believe in protecting their people posthumously (i.e. revenge). 
 Adaptation: This PrC assumes that Gray Orcs are more similar to gypsy nomads than say desert nomads, but that shouldn't be much of a problem to tweak.
 Encounters: If the PC's have recently assaulted a gray Orc caravan, odds are they'll be receiving a visit from the Gray Suns. 

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: The PC's have been asked to raid a local monastery and steal a scroll by the authorities.  The deal smells bad.  Why are the authorities asking the PC's to raid a temple in their own city?  Why have they been told to beware of an Orc, whom the local populace speaks positively of.


Name
CN Male gray Orc Swordsage 6/Gray Sun 5
Init +3, Senses: Listen +4, Spot +4
Languages Orc, Common
Quick to Act +2
------------------------------------------------
AC 21, touch 15, flat-footed 20 (+1 Dex, +4 Wis, +6 Armor)
AC w/Periapt 24, touch 18, flat-footed 23
 (+1 Dex, +7 Wis, +6 Armor)
hp 60 (11 HD)
Fort +4, Ref +11, Will +13 
------------------------------------------------
Speed 40 ft. (8 squares)
Melee Unarmed Strike +9/+4 (1d8+6/1d8+9 with Periapt)
Melee +1/+1 Quarterstaff +10/+5 (1d6+3)
Ranged +1 Sling +10 (1d4+1)
Base Atk +7, Grp +9
Atk Options Discipline Focus (Shadow Sun, Weapon Focus, Insightful Strike +4/+7 w/Periapt), Feint Mastery (+2), Grappling Mastery (+2), Takedown Mastery (+2)
Combat Gear 3 Cure Serious Wounds Potions
Stances Known 1st: Child of Shadow, Step of the Wind
3rd: Assassin's Stance
6th: Shifting Defense
Maneuvers Known 1st: Clinging Shadow Strike, Counter Charge, Mighty Throw, Sudden Leap, Wind Stride
2nd: Baffling Defense, Clever Positioning, Cloak of Deception
3rd: Devastating Throw, Feigned Opening, Strength Draining Strike
4th: Obscuring Shadow Veil
5th: Soaring Throw
6th: Ballista Throw
-----------------------------------------------
Abilities Str 14, Dex 14, Con 13, Int 10, Wis 18 (24 w/Periapt), Cha 6
SQ Light Sensitivity, Orc Blood, Scent, Racial Weapon Proficiencies, AC Bonus
Feats Falling Sun Strike, Improved Unarmed Strike, Stunning Fist, Superior Unarmed Strike, Improved Feint (B), Improved Grapple (B), Improved Trip (B)
Skills Balance +8, Bluff +6, Climb +6, Concentration +5, Hide +11, Knowledge (Local) +6, Martial Lore +6, Move Silently +11, Sense Motive +13, Tumble +11
Possessions Periapt of Wisdom +6, +6 Bracers of Armor, +1 Quarterstaff, +1 Sling, 3 Cure Serious Wounds Potions, 600 GP


EPIC GRAY SUN

Hit Die: d8
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Gray Sun gains a Bonus Feat every 2 levels higher than 20th.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Nanshork on February 02, 2009, 04:51:11 PM
You've got the Gray Sun learning a stance from the Setting Sun AND Shadow Hand disciplines, is that on purpose?
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on February 03, 2009, 11:06:23 AM
It might have been at the time why?
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: veekie on February 03, 2009, 06:07:50 PM
Most classes only learn one stance at a time is probably why. Is it an intentional break with convention or misphrased?
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Nanshork on February 03, 2009, 07:58:34 PM
Most classes only learn one stance at a time is probably why. Is it an intentional break with convention or misphrased?

That's why I asked.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on February 04, 2009, 01:45:03 PM
Ah I see what you mean now.  Was a typo.  it's fixed.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on February 04, 2009, 01:53:03 PM
OROG KNIGHT

(http://Picture URL)
   
”I wouldn’t do that if I were you.”

It is rare that an Orog finds a teacher of the Sublime Way.  The few that have start their own orders of Crusaders in the depths of the Underdark.

BECOMING AN OROG KNIGHT  
Orog Knights begin as Crusaders who have devoted themselves to defending their people.

 ENTRY REQUIREMENTS
   Race:  Orog
   BAB:  +6
   Maneuvers:  Must know at least 4 Devoted Spirit maneuvers, one of which must be Defensive Rebuke
   Feats:  Devoted Bulwark, Combat Reflexes (yes I know most Orog wont be able to make use of it)
   Skills:  Intimidate 8 Ranks


Class Skills
 The Orog Knight's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Armorsmithing, Weaponsmithing), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Local, History, Religion)(Int), and Martial Lore (Int).
Skills Points at Each  Level : 4+ int

Hit Dice: d10

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +0    Patient Strike
2. +2    +3     +0     +0    Improved Defensive Rebuke
3. +3    +3     +1     +1    Furious Defense
4. +4    +4     +1     +1    Patient Strike
5. +5    +4     +1     +1    Improved Defensive Rebuke
6. +6    +5     +2     +2    Protect the Fallen
7. +7    +5     +2     +2    Patient Strike
8. +8    +6     +2     +2    Improved Defensive Rebuke
9. +9    +6     +3     +3    Improved Zealous Surge
10.+10   +7     +3     +3    Rally The Troops


Weapon Proficiencies: Orog Knight’s gain no new weapon or armor proficiencies.
 
Maneuvers: At each odd numbered level you gain a new Maneuver from the Devoted Spirit or Stone Dragon disciplines. You must meet the Maneuver's Prerequisite to learn it. You add your full Tanarukk Firesword Levels to your Initiator Level to determine your total Initiator Level, and your highest level Maneuvers Known. At 3rd, 6th, and 9th levels you gain an additional Maneuver readied per day.

Stances Known: At 5th level you learn a new Stance from the Devoted Spirit or Stone Dragon disciplines if you meet it's Prerequisites.

Patient Strike (Ex): At 1st level whenever the Orog Knight attacks with a Readied Attack it gains a Circumstance Bonus equal to it's Charisma Bonus.

At 4th level the Orog Knight may do double damage with a Readied Attack three times per day.

At 7th level the Orog Knight automatically threatens a critical when it Readies against a Charge attack.

Improved Defensive Rebuke (Ex): At 2nd level whenever you use the Defensive Rebuke Maneuver you gain your Furious Counterstrike bonus on all Attacks of Opportunity you make that round.

At 5th level you gain your Furious Counterstrike bonus on all critical confirmation rolls for Attacks of Opportunity that round as well.

At 8th level if you Ready Defensive Rebuke against a Charging opponent, and hit successfully with it, he must make a Fortitude Save (DC is 10 plus half your hit dice plus Strength Bonus) or be Stunned that round.

Furious Defense (Ex): At the beginning of your turn as a free action you may announce you are foregoing the use of your Furious Counterstrike ability until next round as a Free Action and use this ability instead.  For that round you may make a number of Attacks of Opportunity equal to your Furious Counterstrike Bonus.

Protect the Fallen (Ex): If an attack from an opponent brings an Ally of yours to 0 hit points or less, you immediately get to make up to a 5 foot step and can make an attack of opportunity against that foe if he is within reach.

Improved Zealous Surge (Ex): You may now use the Crusader's Zealous Surge 3 times per day if you have it.

Rally The Troops (Su): Whenever you successfully perform a Devoted Spirit Maneuver all Allies within 60' heal hit points equal to double your Orog Knight level.

PLAYING AN OROG KNIGHT
 Orog Knights are the Paladins of their society.  Whereas many Orog warriors concentrate on being effective killers of other races, the Knights prefer to concentrate on defending their people and their homelands. 
 Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
 Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: The Orog Knights have their own Orders resources to draw upon, and when it's for the defense of the realm they can call upon a great deal of wealth from their people's leaders.

OROG KNIGHTS IN THE WORLD
"Watch out for the heavily armored ones."
"They ALL have heavy armor Jim.  They're Orogs.  It's what they do."
 The Orog Knights generally only interact with the surface world in brief violent moments, or as occasional diplomats.  For that matter they only tend to interact with underdark races that aren't Orogs in brief, violent moments as well.  Being the primary defenders of their people means outsiders usually only get to see the business end of their weapons (they aren't called upon as diplomats very often you see).
 Daily Life: The Knights train nonstop.  It's their life.  It's all they know.  If they aren't training they're on assignment from their superiors.  Many are also proficient smiths.
 Notables: Merrik (CE Male Orog Crusader 6/Orog Knight 3) is a fairly recent addition to the Order, but has recently proved valuable in dealing with the surface world.
 Organizations: The Orog Knights are an organization unto themselves.  They have several different chapters, but all of them report to a head organization which is fairly high up in both the Orog government and religion.

NPC Reaction
 NPC's react to the Knight's the same way they react to any other Orc warriors.  Which can generally be described as "oh crap".

OROG KNIGHTS IN THE GAME
 It's rare to meet a diplomatic Orc, so members of this PrC will be considered exotic at best.  The reputation of the Orc race will make your secondary purpose as a diplomat troublesome at best. 
 Adaptation: This shouldn't be too hard to adapt.  It's basically a holy warrior type class, and the Orogs have those already.
 Encounters: PC's will generally encounter an Orog Knight when assaulting an Orog village or stronghold, or when the Orog's wish to talk and send one as a diplomat.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: A strange race of Orc like creatures have been swarming up from tunnels in the mountains and conducting raids on the local villages.  They have offered parley, and the local nobility has hired the PC's to guard the kingdom's top diplomat, and the Orc representative at the talks.  Who will have guards of his own of course.


Merrik
CE Male Orog Crusader 6/Orog Knight 4
Init -2, Senses: Listen +0, Spot +0, Dark Vision 120'
Languages Orc, Undercommon
------------------------------------------------
AC 25, touch 10, flat-footed 25 (-2 Dex, +2 Natural, +2 Deflection, +13 Armor)
hp 75 (10 HD)
Fort +11, Ref +2, Will +8
Indomitable Soul, Zealous Surge
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +4 Greatsword +18/+13 (2d6+11/19-20)
Ranged +2 Throwing Axe +9 (1d6+7)
Base Atk +9, Grp +14
Atk Options Furious Counterstrike, Smite 1/day (+4)
Combat Gear 3 Potions of Cure Serious Wounds
Stances Known 1st: Iron Guard's Glare, Martial Spirit
Maneuvers Known 1st: Bolstering Voice, Crusaders Strike, Leading the Attack, Stone Bones, Vanguard Strike
2nd: Foehammer
3rd: Defensive Rebuke
4th: Divine Surge
5th: Doom Charge
-----------------------------------------------
Abilities Str 20, Dex 7, Con 14, Int 10, Wis 10, Cha 18
SQ Light Blindness, Fire Resistance 5, Cold Resistance 5, Orc Blood, Steely Resolve 10
Feats Adaptive Style, Combat Reflexes, Devoted Bulwark, Extra Granted Maneuver
Skills Balance +8, Concentration +6, Craft (Armorsmithing, Weaponsmithing) +6, Diplomacy +12, Intimidate +14, Knowledge (Religion) +6, Martial Lore +6
Possessions +5 Full Plate, +4 Greatsword, +2 Returning Throwing Axe, +2 Ring of Protection, 3 Potions of Cure Serious Wounds, 442 GP


EPIC OROG KNIGHT

Hit Die: d10
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Orog Knight gains a Bonus Feat every 2 levels higher than 20th
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on February 05, 2009, 11:55:20 AM
TANARUKK FIRESWORD

(http://Picture URL)
   
”Fire is the answer to all of life’s problems.”!

Given their bizarre and unholy parentage it’s odd to think of the Tanarukk taking up the art of the Swordsage, but their affinity for fire seems to make them naturals at the Desert Wind style.

BECOMING A TANARUKK FIRESWORD  
Tanarukk Fireswords begin as Swordsages, if they can find a teacher.

 ENTRY REQUIREMENTS
   Race:  Tanarukk
   Maneuvers:  Any 3 Desert Wind maneuvers, one of which must do Fire Damage.
   Feats:  Desert Wind Dodge, Scorching Sirocco
   Skills:  Tumble 6 Ranks
   Class Abilities:  Discipline Focus (Desert Wind)


Class Skills
 The Tanarukk Firesword's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Knowledge (Religion)(Int), Listen (Wis), Martial Lore (Int), and Tumble (Dex).
Skills Points at Each  Level : 4+ int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +2    Holocaust Sword (Flaming)
2. +1    +0     +3     +3    Fiendish Heritage
3. +2    +1     +3     +3    Control Flame (Delayed Blast Fireball)
4. +3    +1     +4     +4    Holocaust Sword (Flaming Burst)
5. +3    +1     +4     +4    Fiendish Heritage
6. +4    +2     +5     +5    Control Flame (Fire Storm)
7. +5    +2     +5     +5    Holocaust Sword (Flaming Blast)
8. +6    +2     +6     +6    Fiendish Heritage
9. +6    +3     +6     +6    Control Flame (Blackfire)
10.+7    +3     +7     +7    Demonic Transformation


Weapon Proficiencies: Tanarukk Fireswords gain no new weapon or armor proficiencies.
 
Maneuvers: At each odd numbered level you gain a new Maneuver from the Desert Wind or Stone Dragon disciplines. You must meet the Maneuver's Prerequisite to learn it. You add your full Tanarukk Firesword Levels to your Initiator Level to determine your total Initiator Level, and your highest level Maneuvers Known. At 3rd, 6th, and 9th levels you gain an additional Maneuver readied per day.

Stances Known: At 5th level you learn a new Stance from the Desert Wind or Stone Dragon disciplines if you meet it's Prerequisites.

Holocaust Sword (Su): At 1st level whenever you wield a Desert Wind weapon it is considered to be a Flaming weapon (see DMG page 224).

At 4th level it becomes a Flaming Burst weapon (see DMG page 224).

At 7th level whenever you successfully critical everyone within 15' takes the excess fire damage (except of course yourself).

Fiendish Heritage (Su): Beginning at second level the Tanarukk begins to develop the powers of it's Fiendish legacy.  At 2nd level it gains Energy Resistance 10 to both Cold and Electricity.

At 5th level it becomes Immune to Fire and Poison.

At 7th level it gains both the Chaotic and Evil Subtypes, and the Save DC of all Desert Wind Maneuvers it uses are increased +2.

Control Flame (Sp): Over time the Tanarukk's control over flame increases rapidly.  At 3rd level the Firesword may cast Delayed Blast Fireball once per day as a Spell-Like Ability.

At 6th level he may cast Firestorm once per day as a Spell-Like Ability.

At 9th level he may cast Blackfire once per day (see Spell Compendium) as a Spell-Like Ability.

Demonic Transformation (Su):  At 10th level the Firesword begins to fully manifest his demonic ancestry.  He becomes an Outsider with the Native Subtype, and gains DR 10/Cold Iron. 

PLAYING A TANARUKK FIRESWORD
 Fire is the answer to all of your problems.  Even against opponents immune to flame you might be able to do sufficient nearby structural damage to give yourself an advantage.  If that fails you can always rely on your fellow mercenaries (i.e. cannon fodder) to get between you and the good guys by fleeing.  Better to live to carry on your fight another day than die now. How will you live to see the world burn if you get killed fighting inconsequential would be heroes?
 Combat: Tanarukk Fireswords tend to rely on fire.  Against opponents immune to fire they are at something of a loss, and simply flail away with their Falchions or make their escape as best they can.
 Advancement: Tanarukk Fireswords are obsessed with gaining more power over fire, using it to cause holocausts, burning cities and fields.  Most are avid pyromaniacs and will do anything to get better at manipulating flame.  Some are addicted to setting fires, which is one reason many never live to see hte 10th level of this PrC.
Resources: Tanarukk Fireswords can count on each other in times of trouble, and often can gain temporary help from either the Orc tribes, other demonic cultists, or even other Fiends.

TANARUKK FIRESWORDS IN THE WORLD
"Them damn monsters are back again.  Burned down Brother Amos' barn yestiday.  They'll pay someday.  Oh how they'll pay!"
 Tanaruk Fireswords are little better than rabid dogs, eager to do the bidding of their masters.  Hungry for blood and destruction they need little excuse or provocation to begin burning whatever is within reach. 
 Daily Life: The daily life of a Firesword consists of practice, setting numerous fires, and wanton slaughter.  Sometimes it's an assignment, sometimes its out of boredom, sometimes it's because they aren't bored but feel the need to live up to their rep.
 Notables: Selkirk (CE Male Tanarukk Swordsage 3/Tanarukk Firesword 3) is an infamous mercenary for hire, specializing in arson.
 Organizations: The Tanarukk Fireswords are an organization of sorts, dedicated to spreading worship of their Demonic parents among the other Orc races.  This causes them some problems as the Priesthood of Gruumsh doesn't take to it so kindly.   

NPC Reaction
 Since the Fireswords are militant arsonists who get their jollies by setting things on fire, most NPC's don't like them.  Running in terror screaming is a common reaction. 

TANARUKK FIRESWORDS IN THE GAME
 This classes entire attack is based on fire, meaning putting them against a lot of opponents immune to fire is kinda cheap, and mean to your PC.  Plus fire is kewl.
 Adaptation: Every campaign has a demon cult of some kind (well almost every).  If you like the traditional fiery critters, this is perfect for you.
 Encounters: PC's will probably encounter Tanarukk Fireswords as they go on burning rampages to show appreciation to their Fiendish lords, or on assignment from one Demon or another.

Sample Encounter
EL 12: The PC's have been hired to find out who has been burning down small villages by a local Countess.  Eventually they track down a cult of demon worshippers that are obsessed with fire led by a strange Orc like creature.  But in the days to come they will see this same creature chatting with the Countess.  If they know each other why did she hire the PC's to track down the source of the fires if she already knows it?  Especially if that source leads back to her?


Selkirk
CE Tanarukk Swordsage 3/Tanarukk Firesword 3
Init +3, Senses: Listen +10, Spot +10, Dark Vision 60'
Languages Orc, Abyssal, Undercommon, Common
Quick to Act +1
------------------------------------------------
AC 30, touch 21, flat-footed 28 (+2 Dex, +4 natural, +2 Wis, +9 Armor, +3 Deflection)
hp 60 (11 HD)
Fort +7, Ref +12, Will +12 
------------------------------------------------
Speed 20 ft. (4 squares)
Melee +3 Falchion +16/+11 (2d4+9+1d6 Fire/15-20)
Base Atk +9, Grp +13
Atk Options Discipline Focus: Desert Wind (Weapon Focus), Holocaust Sword (Flaming Burst), Control Flame (Delayed Blast Fireball and Firestorm 1/day)
Combat Gear 4 Potions of Cure Serious Wounds, 4 Potions of Haste
Stances Known 1st: Blood in the Water, Step of the Wind
Maneuvers Known 1st: Blistering Flourish, Burning Blade, Charging Minotaur, Counter Charge, Distracting Ember, Stone Bones, Wind Stride
2nd: Burning Brand. Flashing Sun
3rd: Death Mark
Initiator Level: 6, Maneuvers Readied: 4
Supernatural Abilities Control Flame
-----------------------------------------------
Abilities Str 18, Dex 14, Con 13, Int 10, Wis 15, Cha 4
SQ Cold/Electricity Resistance 10, Spell Resistance 20, Orc Blood,  AC Bonus, Immune to Fire and Poison
Feats Adaptive Style, Blade Meditation (Desert Wind), Desert Wind Dodge, Scorching Sirocco,
Skills Concentration +7, Hide +10, Intimidate +5, Knowledge (Religion) +4, Listen +10, Martial Lore +6, Move Silently +8, Search +8, Spot+10, Tumble +10
Possessions +3 Keen Falchion, +5 Chain Shirt, Cloak of the Salamander, +3 Ring of Protection, 4 Potions of Cure Serious Wounds, 4 Potions of Haste, 375 GP


EPIC TANARUKK FIRESWORD

Hit Die: d8
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Tanarukk FIresword gains a Bonus Feat every 2 levels higher than 20th
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on February 06, 2009, 12:22:17 PM
TIGERSKIN BERSERKER

(http://Picture URL)
   
"Do not underestimate me based on appearance."

It's a rare Orc warrior who gets initiated into the Sublime Way, and most who do seem drawn to the Tiger Claw style.  It meshes well with their Rage.

BECOMING A TIGERSKIN BERSERKER  
Most Tigerskin Berserkers begin as simple orc warriors before being adopted by a teacher of the Sublime Way.

 ENTRY REQUIREMENTS
   Race:  Any Orcish
   Class Abilities:  Rage, and at least Tiger Claw Stance and 3 Tiger Claw Maneuvers
   BAB:  +6
   Feats:  Rapid Assault, Tiger Blooded
   Skills:  Jump 8 Ranks
   Special: May only have Tiger Claw Maneuvers and Stances.

Class Skills
 The Tigerskin Berserker's class skills (and the key ability for each skill) are Climb (Str), Intimidate (Cha), Jump (Str), Knowledge (Local), Listen (Wis), Martial Lore (Int), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each  Level : 4 + int

Hit Dice: d12

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +0    Raging Tiger
2. +2    +3     +0     +0    Pouncing Tiger
3. +3    +3     +1     +1    Tigers Wisdom
4. +4    +4     +1     +1    Raging Tiger
5. +5    +4     +1     +1    Pouncing Tiger
6. +6    +5     +2     +2    Tigers Wisdom
7. +7    +5     +2     +2    Pouncing Tiger
8. +8    +6     +2     +2    Raging Tiger
9. +9    +6     +3     +3    Tigers Wisdom
10.+10   +7     +3     +3    Tiger's Rage


Weapon Proficiencies: A Tigerskin Berserker gains no new weapon or Armor Proficiencies.

Maneuvers: At each odd numbered level you gain a new Maneuver from the Tiger Claw discipline if you meet the prerequisites for it.  You add your Tigerskin Berserker levels to your initiator level to determine your total initiator level and your highest level maneuvers known.  At 3rd level you gain an additional maneuver readied per day.

Raging Tiger (Ex): At 1st level a Tigerskin Berserkers Class levels stack for determining how many times per day he can Rage.  For example a Barbarian 1/Warblade 5/Tigerskin Berserker 5 is considered to be a 11th level Barbarian and can Rage 3 times per day.

At 4th level while Raging and using any Tiger Claw stance you do not take the -2 Armor Class penalty normally gained while Raging.

At 8th level while Raging you may perform any Tiger Claw maneuver that has a penalty to AC without receiving that penalty.  For example, if you performed Rabid Wolf Strike while Raging you would not receive the -4 AC penalty. 
 
Pouncing Tiger (Ex):  At 2nd level you may expend 1 daily use of Rage to add half your Tigerskin Berserker level to the Bonus you get from your Battle Ardor ability as a Swift Action.  This lasts the same number of rounds as your Rage does.

At 5th level you may expend 1 daily use of your Rage to do double your normal weapon damage with a successful charge attack (i.e. you decide to expend the Rage after the to hit roll is made).

At 7th level you may expend 1 daily use of Rage to add damage equal to your character level on a successful hit with a Tiger Claw maneuver.  Your opponent must also make a Fortitude Save (DC is 10 plus half hit dice plus Strength Modifier) or be Stunned 1d3 rounds.


Tigers Wisdom (Ex): At 3rd level the Battle Axe and Orc Double Axe are considered associated weapons for your Tiger Claw maneuvers. You get a +2 Competence Bonus to Damage with weapons associated with the Tiger Claw style.

At 6th level you gain a +4 Competence Bonus when making an opposing roll against an opponents Disarm or Sunder attempts.

At 9th level you may always Take 10 on a Jump check.

Tigers Rage (Ex):  When Raging, all of your maneuvers known are considered readied.  When you drop out of Rage, none of them are.

PLAYING A TIGERSKIN BERSERKER
Tigerskin Berserkers specialize in the Tiger Claw style.  Most are obsessed with perfecting it, and proving that Orcs can be something other than dull witted barbarians who run screaming into combat.
 Combat: Ideally you'll go into Rage as quickly as possible to take advantage of your class abilities.
 Advancement: Most Orcs wield the Greataxe since it's the Tiger CLaw weapon they're most familiar with.  Some do go the route of trying to be more exotic, but they are truly exemplary warriors.
Resources: Tigerskin Berserkers can usually call upon their teacher or fellow students unless they were cast out for a constant loss of temper.

TIGERSKIN BERSERKERS IN THE WORLD
"Hey Bob.  You mind helping me pull this Kukri out of my left buttock.  The Orc down the road is feeling merciful today."
"What makes you  say that Joe?"
"Because he didn't put one in the other cheek too."
Tigerskin Berserkers tend to be respected mercenaries in the world outside their tribe, but their taste of a different life and different philosophy alienates many of them from their fellows. They want something better than to just be a simple raider.  Which means becoming a warchief and leading he tribe down a different path, or leaving for better places.
 Daily Life: Tigerskin Berserkers are always training, always looking for that edge, that way to prove to the world that their people can be better than just a brute with an axe. 
 Notables: Baggi (CN Orc Female Barbarian 1/Warblade 5/Tigerskin Berserker 6) has violated one of the prime tenets of Orc society by becoming a warrior.  Cast out from her tribe she now wanders as a mercenary pondering what to do with her life.
 Organizations: Tigerskin Berserkers usually help one another, but they really have no formal organizations.

NPC Reaction
Tigerskin Berserkers fare about as well among NPC's as the average Orc Barbarian.  Which is to say there's the usual screaming and pointing of fingers...

TIGERSKIN BERSERKERS IN THE GAME
Tigerskin Berserkers might gain Orcs slightly more respect.  People may begin to think of them as competent warriors as opposed to screaming savages.  Which unfortunately might mean they get attacked more once they get taken seriously.
 Adaptation: Tigerskin Berserkers will always be odd men out.  Too civilized for other Orcs, not civilized enough for other races.
 Encounters: Being as they tend to be mercs or killers for hire, PC's will often encounter a Tigerskin Berserker as an opponent hired by some organization.

Sample Encounter
EL 12: The local Thieve's Guild is being murdered one by one.  They've hired mercs to bolster their manpower, and Braggi is one.  Told to be on the lookout for suspicious people, what could be more suspicious than 4 heavily armed drifters walking into town with loads of money.


Baggi
CN Orc Female Barbarian 1/Warblade 5/Tigerskin Berserker 6
Init +2, Senses: Listen +6, Spot +0, Dark Vision 60'
Languages Orc, Common
------------------------------------------------
AC 21, touch 12, flat-footed 19 (+2 Dex, +5 Armor, +4 Natural Armor)
AC Raging 19, touch 10, flat-footed 17 (-2 Rage, +2 Dex, +5 Armor, +4 Natural Armor)
hp 90 (12 HD), 114 hp Raging
Fort +12, Ref +7, Will +3 
Battle Clarity +2, Uncanny Dodge
------------------------------------------------
Speed 40 ft. (8 squares), 30 ft. in Armor
Melee +2 Greataxe +17/+12/+7 (1d12+6)
Melee Raging +2 Greataxe +19/+14/+9 (1d12+9+1d8)
Base Atk +12, Grp +15 (+17 in Rage)
Atk Options Battle Ardor +2 (+4 w/Pouncing Tiger), Rage 4/day, Raging Tiger, Pouncing Tiger, Tiger's Wisdom
Combat Gear 3 Potions of Cure Serious Wounds
Maneuvers and Stances Known: 1st: Blood in the Water, Gnawing Hyena, hunter's Sense, Hyena's Bite, Hyena Strike, Sudden Leap
2nd: Claw at the Moon
3rd: Flesh Ripper, Soaring Raptor Strike
4th: Death from Above
5th: Pouncing Charge
-----------------------------------------------
Abilities Str 16 (20 Raging), Dex 14, Con 13 (15 Raging), Int 14, Wis 10, Cha 6
SQ Illiteracy, Fast Movement
Feats Tiger Blooded (B), Rapid Assault,
Skills Climb +9 (+11 Raging), Concentration +7 (+9 Raging), Craft (Weaponsmithing) +8, Intimidate +6, Jump +11 (+13 Raging), Listen +6, Martial Lore +8, Survival +6
Possessions Tigerskin Armor, +2 Brash Berserker Greataxe, Cloak of Predatory Vigor, +4 Amulet of Natural Armor, Boots of Jumping, 3 Potions of Cure Serious Wounds, 430 GP





Hyena Strike
 Tiger Claw (Strike)
 Level: Swordsage 1, Warblade 1
 Initiation Action: 1 Standard Action
 Range: Melee Attack
 Target: 1 Creature

You must fight with a two handed weapon to use this maneuver.  You add double your Strength Modifier to the damage of this Strike.


Gnawing Hyena
 Tiger Claw (Strike)
 Level: Swordsage 1, Warblade 1
 Initiation Action: 1 Standard Action
 Range: Melee Attack
 Target: 1 Creature

You must fight with a two handed weapon to use this maneuver. You make a Sunder attempt against your opponents weapon without provoking an attack of opportunity.  If it successful and the weapon is damaged instead of broken, it takes  -2 penalty on to hit rolls until it is repaired.


Hyena's Bite
 Tiger Claw (Strike)
 Level: Swordsage 1, Warblade 1
 Initiation Action: 1 Standard Action
 Range: Melee Attack
 Target: 1 Creature

You must fight with a two handed weapon to use this maneuver.  If you hit successfully and your opponent is flat-footed or denied his Dexterity Bonus to AC he is Dazed for 1 round.

EPIC TIGERSKIN BERSERKER

Hit Die: d12
Skills Points at Each  Level : 4 + int
Maneuvers: Your Initiator Level is equal to your Character Level, but you gain no new Maneuvers after the 20th level.
Bonus Feats: The Epic Tigerskin Berserker gains a Bonus Feat every 2 levels higher than 20th
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on February 08, 2009, 12:16:02 PM
Okay I edited in the 3 maneuvers.  I haven't made any before, so I'd like some feedback if possible.  I just need 3 1st level Tiger Claw maneuvers because of the PrC's prereqs.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on February 10, 2009, 12:37:42 PM
and now for something different:




CRYPTID

(http://Picture URL)
   
"Yorp?"

Cryptids are animals or hominids that may or may not exist but have been seen by many people.

BECOMING A CRYPTID  
You don't really become a cryptid you're pretty much born one. 

 ENTRY REQUIREMENTS
   Type:  Any Animal or Vermin, Any Magical Beast with an Intelligence of 2 or less, Any Giant, Humanoid, or Monstrous Humanoid with a Racial Intelligence Penalty.
   Special:  Must have ranks in Hide or Move Silently OR a Feat giving bonuses with one of those 2 skills OR a Racial Bonus to one of those skills.
   

Class Skills
 The Cryptid's class skills (and the key ability for each skill) are Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Wis), Spot (Wis), Survival (Wis), and Swim (Str).  They also have any skills listed in their monster entry not included here as a class skill.
Skills Points at Each  Level : 2 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +2     +0    Size is No Problem
2. +1    +3     +3     +0    Camouflage
3. +2    +3     +3     +1    Only A Legend
4. +3    +4     +4     +1    Speed is No Problem
5. +3    +4     +4     +1    Hide In Plain Sight
6. +4    +5     +5     +2    Bigfoot Is a Commie
7. +5    +5     +5     +2    Ambush
8. +6    +6     +6     +2    I Am As One With the Bushes
9. +6    +6     +6     +3    OMG Bigfoot Is An Alien
10.+7    +7     +7     +3    Obfuscation


Weapon Proficiencies: Cryptids gain no new weapon or armor proficiencies

Size Is No Problem (Ex): Cryptids take no Size Class Penalty to Hide Checks.

Camouflage (Ex): Identical to the ability listed on page 51 of the PHB.

Only A Legend (Ex): Myths and rumors about you have become so obfuscated in the retelling, that all Knowledge skill checks made to gain information about you (i.e. Knowledge:Nature if you're an animal) take a -4 Penalty.

Speed Is No Problem (Ex): Cryptids take no penalties to Hide or Move Silently checks regardless of how fast they move.

Hide In Plain Sight (Ex): Identical to the ability listed on page 51 of the PHB.

Bigfoot Is A Commie (Ex): The penalties to Knowledge skill checks from Only A Legend raise to -8.  Opponents with Bardic Knowledge or similar type abilities have a -4 on those rolls now too.

Ambush (Ex):  If you are successfully hidden or concealed and your opponents cannot see you, you can spring from hiding and let out a huge roar while you charge as a Standard Action.  Any opponent capable of perceiving you must make a Willpower Save (DC is 10 plus half your Hit Dice plus Charisma Modifier, +4 for every Size Class bigger you are than your opponent) or be Panicked for 2d6 rounds.  If they succeed they are Shaken for the rest of the encounter (mostly from the embarrassment of having their bowels release).

I Am As One With The Bushes (Ex): You can always Take 10 on Hide and Move Silently checks, regardless of the circumstances you find yourself in.

OMG Bigfoot Is An Alien (Ex): Knowledge checks made against you (unless it happens to be Knowledge: Your specific Cryptid) automatically fail to provide any useful information.  Bardic Knowledge type checks are now at -8.  People just seem to invent total gibberish about you.

Obfuscation (Su): People you encounter now cannot remember things correctly.  Any being encountering you must make a Willpower Save (DC is 10 plus half hit dice plus Charisma modifier plus 4 for every Size Class bigger you are than them).  If they succeed, they cannot remember details exactly.  For example if you are a bigfoot they will disagree on color, or size, or minor details.  Some might even believe you are a wolfman or bear man, or an animal.  But they will have the gist of the encounter right.

If they don't succeed things get fun.  They disagree wildly on what they saw/experienced.  For 1d6 days after the event whenever it is mentioned or someone inquires about it they will become hysterical, either brutally rationalizing anything and everything they saw ("swamp gas.  Hadda be."), or spew the most delirious, psychedelic nonsense they can muster.  Either way they won't come across as a believable witness.  Even after the 1d6 days are up they still won't agree on what they saw, but it'll be less nutzoid. This is a Mind-affecting effect.

Paladin: "Okay, so let's run through this again.  You were 'adventuring' outside our city, when an unknown thing attacked you.  What did it look like again?"

The Dwarf: "It was a bear.  Just a bear.  Musta been hopped up on potions or somethin'..."

The Halfling: "IT CAME FROM THE SKY!!!! IT CAAAMME FROOM THE SKYYYYYYYYYYYYY!!!!!"

The Human: "It had 14 mouths and 16 buttocks, and a tongue in it's eyeballs!"

The Elf: "It was a multiheaded, lightning spewing, anthropomorphic Buttwhale with flaming testicles of DOOM!!"

Paladin: "You uh...you wouldn't be out here in the woods sampling the local mushrooms would you?  They're bad stuff."

Dwarf: "No sir, we aren't drug users."

Paladin: "Cause I can't help but notice all the mushrooms over in your camping site..."

Halfling: "The Squirrel left those after he ate Bob's brain."

Paladin: "The...squirrel...."

Human: "Yeah a squirrel ambushed us with some mindblasts after that thing attacked.  He dropped the shrooms after fleeing with Bob's head."

Paladin: "Just for my own personal edification...what does a squirrel look like?"

Dwarf: "They're kinda tall purple people with tentacles on their face, and ..."

Paladin: "THATS A MINDFLAYER YOU IDIOT!!"

Elf: "No, Mindflayers are littly fuzzy forest critters with foofy tails that store nuts for the winter."

Paladin: "You people are nuts.  Unless I get some straight answers and you tell me where this thing went someone is getting this +2 Holy Flaming Bastard Sword right up their.."

Elf: "THAT WAY!! It went that way!"

2 minutes later

Dwarf: "You know darn well it didn't go that way."

Elf: "I hadda get rid of the Paladin so we could flee.  They're one step removed from being serial killers you know."



PLAYING A CRYPTID
You are a legendary being that may or may not be real.  So don't show up very often, hide as much as possible.  Show yourself only to drunks, or people who are alone, or who would be stigmatized by their society.  If you get spotted by someone believable lay low for a while.
 Combat: You really only enter into combat when you're one on one with someone you can take (it furthers your legend when the body is found), or you have no choice.
 Advancement: Most cryptids advance as creatures of their type after they have maxed out the levels of this PrC.
Resources: Cryptids only available resource will be members of their own species.  And maybe a few friendly cryptozoologists.  Others will want to kill them for a variety of reasons.

CRYPTIDS IN THE WORLD
"Ah knows there's a critter or sumpin' up on Black Rock!  Knows it ah tell ye!'
Cryptids are rarely seen by civilized people, usually by accident.  And for good reason.  Civilized people are nuts.  They poop everywhere, throw trash around, and keep trying to put an arrow in you because "thet thar pelt'd look good by the fahr".
 Daily Life: Your daily life isn't any different than any animals or primitive hominids really.  Other than the occasional hunter determined to prove your existence.
 Notables: Bob (N Male Sasquatch/Cryptid 9) is a noted prankster among his people.
 Organizations: Most organizations will be determined to find and expose Cryptids as real.  Whether or not they want to help you or sell Nessie burgers is a different story...

NPC Reaction
General reactions can be described as "HOLY SHIT IT'S A SKUNK APE!!!!!!!!!!!!!!!!!!MAH!!MAH!!!GIT MAH APE KILLIN' BOW!!!!"

CRYPTIDS IN THE GAME
Monsters with the Cryptid template will be a good deal more sneaky and crafty than they would usually.  This template also assumes that whatever critter you apply it to is a possibly legendary not well known beast in your campaign world.
 Adaptation: As can be expected this is a not entirely serious PrC.  So it would do best in goofy campaigns.
 Encounters: PC's will usually encounter a Cryptid at random somewhere on the outskirts of civilization.

Sample Encounter
EL 12:

DM: "Okay as you come to the clearing you notice a large hairy hominid.  He appears to be wearing a shirt saying "I am NOT the transvestite father of Elvis' mutant space child."

Player 1: "How does he look?"

DM:  "He's smiling.  You notice he's carrying a rock..."

Players 2-4: "Awwwwwww shit..."


Bob
N Male Sasquatch/Cryptid 9
Init +0, Senses: Listen +5, Spot +5, Dark Vision 60', Scent
Languages Sasquatch
------------------------------------------------
AC 11, touch 9, flat-footed 11 (-1 Size, +2 Natural)
hp 93 (12 HD)
Fort +10, Ref +9, Will +7 
------------------------------------------------
Speed 40 ft. (8 squares)
Melee Unarmed Strike +12/+7 (1d4+4) or Spear +12/+7 (1d8+4)
Base Atk +9, Grp +17
Atk Options  Ambush (DC 14 plus possible size modifiers)
-----------------------------------------------
Abilities Str 18, Dex 10, Con 16, Int 6, Wis 12, Cha 7
SQ Size Is No Problem, Camouflage, Only A Legend, Speed Is No Problem, Hide In Plain Sight, Bigfoot Is A Commie, Ambush, I Am As One With The Bushes, OMG Bigfoot Is An Alien
Feats Alertness, Improved Unarmed Strike, Simple Weapon Proficiency (Spear), Stealthy, Toughness
Skills Climb +5, Hide +6, Intimidate +1, Listen +5, Move Silently +4, Spot +5, Survival +2
Possessions Spear, or maybe a rock...

Note: I used Raptorial's version of Sasquatch from the Wizards boards.

EPIC CRYPTID

Hit Die: d8
Skills Points at Each  Level : 2 + int
Bonus Feats: The Epic Cryptid gains a Bonus Feat every 2 levels higher than 20th
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on February 11, 2009, 12:01:11 PM
KOBOLD MAMA

(http://Picture URL)
   
”YIPYAP!! NO SLOUCHING!!STOP TEASING YOUR SISTER NOBBY!!WHO LEFT THIS ON THE FLOOR!?!?!”

Kobolds are a diligent and hardworking race, and while the menfolk are out trapping and mining and such the women are left to defend the eggs and children.  Woe be unto he who faces down a pack of irate Kobold mothers…

BECOMING A KOBOLD MAMA  
Becoming a Kobold Mother is pretty easy.  Simply be a female Kobold, and have children.  Well, and gain a little experience.  Adrenaline fueled rage will provide the rest.

 ENTRY REQUIREMENTS
   Race:  Kobold
   Gender:  Female
   Skills:  Intimidate 8 Ranks
   Feats:  Skill Focus (Intimidate)
   Base Save:  Must have 1 Base Saving Throw at +5
   Special:  Must have given birth and be in the process of raising your children.


Class Skills
 The Kobold Mama’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Local) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), and Spot (Wis).
Skills Points at Each  Level : 6 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +0     +2    Using The Mom Voice
2. +1    +3     +0     +3    Dont Push Your Luck
3. +2    +3     +1     +3    I Must Protect The Children
4. +3    +4     +1     +4    Apparently You Cant Hear Me...
5. +3    +4     +1     +4    You Have Officially Unleashed The Fury
6. +4    +5     +2     +5    I Must Protect The Children
7. +5    +5     +2     +5    Say Hello To My Relatives In Hell
8. +6    +6     +2     +6    Don't Make Me Say It Again
9. +6    +6     +3     +6    I Must Protect The Children
10.+7    +7     +3     +7   Beware The Power Of A Mother Scorned


Weapon Proficiencies: Kobold Mama’s gain no new weapon or armor proficiencies.
 
Using The Mom Voice (Ex): You gain a +4 Circumstance bonus on Intimidate checks, and once per day you may reroll any roll of "1" when making an Intimidate check.

Dont Push Your Luck (Ex): You have become amazingly proficient with hitting people with whatever is at hand.  You take no penalty when using improvised weapons and may actually take Feats such as Weapon Focus (Improvised Weapon).

I Must Protect The Children: At 3rd level you may are considered to be flanking an opponent so long as there is a child or Kobold in any square adjacent to him.

At 6th level you gain a Circumstance Bonus to all rolls when defending children.  The bonus is equal to the number of children you are defending (maximum possible bonus equal to half your Kobold Mama level).

At 9th level you may Smite Adventurer 1/day.  You must declare this attack before rolling the dice, and if the attack misses it is still used.  The attack adds your Kobold Mama level to the damage done.  You may smite anyone attacking a child, or anyone you choose while defending a child.

Apparently You Cant Hear Me...(Ex): As a move action you may speak so loudly you are capable of being heard up to 1 mile away.  Good for getting people's attention, or shouting warnings.

You Have Officially Unleashed The Fury (Ex): At 5th level when in defense of a child you may go into a Fury.  This lasts 3 rounds plus 1 round per point of Constitution modifier.  You may enter a Fury 1/day at 5th level, and 2/day at 7th level.  The effects are identical to the spell "Tenser's Transformation".

Say Hello To My Relatives In Hell(Ex): When fighting to defend children the critical threat range of any attack the Kobold Mama makes increases by 1 (i.e. if it normally criticals on a 20, it now criticals on a 19-20, etc), and she gets a +2 Circumstance modifier to damage rolls.

Don't Make Me Say It Again:  You may always reroll any result of "1" on Intimidate checks.  If you successfully use Intimidate in a Duel of Wills or to Demoralize an opponent, his penalties last the rest of the encounter instead of 1 round.

Beware The Power Of A Mother Scorned: When you enter your Fury you now are considered to have Powerful Build, and may wield unconscious/helpless/dead foes as an improvised weapon.  Bodies are considered to be 2 handed weapons unless they are 2 Size Classes smaller than the Mama.  They do Bludgeoning damage for an improvised weapon of their size.  If still living they take 1d6 damage plus the Kobold Mamas Str Bonus every time they are successfully used to hit something. While in your Fury you gain DR x/-.  x=the number of children within 60' you are defending (max DR 10/-).

PLAYING A KOBOLD MAMA
You take no sass, and you expect others to do as they’re told.  You know best after all.  Best for the kids, best for yourself, and best for that stupid Paladin.  He needs to find a nice reptilian woman to wake him up to the realities of life.  You’ll have to tell that dragoness down the road about him.
 Combat: You aren’t the most powerful of combatants.  Unless the kids are threatened.  Then people need to run.
 Advancement: Mama’s tend to advance down the road they always have, unless forced into a different life because she and her children are the only members of the tribe not wiped out.
Resources: Kobold Mama’s have their husbands, and their friends (possibly other Mama’s) to rely on.  Well sometimes.  Every so often one of them just pisses you off.

KOBOLD MAMAS IN THE WORLD
"Aw man!! Aw man that's Yipyap's Mom!! Run before she sees us!"
A Kobold Mama only wants what’s best for her children.  Then herself, then her husband.  She’s willing to make a deal as long as you back off from hurting the kids, but otherwise it’s gonna be a long day for you.
 Daily Life: Cooking, cleaning, disciplining children, disciplining errant husbands, checking the pit traps for victims...  A woman’s work is never done.
 Notables: Yipyap’s Mom (LE Female Kobold Rogue 6/Kobold Mama 6).  The  Kobold known as Yipyap's Mom is an enigma.  She showed up at the gates of Greyhawk one year demanding entry, and began looking for a job to support her infant. It was difficult to find a job given the prejudice against her species but after a short period of poisoning, blackmail, and murder she found a job as a bar server.  She eventually became the bouncer after proving remarkably capable of making the occasional example of someone who picked on her son.  Very few people have died by being impaled on a brick, but somehow she pulled it off and made it happen.  To this day no one knows her name, but everyone knows who you're talking about when you say Yipyap's Mom.
 Organizations: Kobold mama’s tend to stick together against outsiders, but are remarkably divisive otherwise.  If they have an outside foe to confront, they’re a solid unit.  If not, they bicker and squabble.

NPC Reaction
Most NPC’s will either be accepting or hateful depending on how they view your race.  Some will still have pity cause your just a mom struggling to raise a family.  An evil family, but a family nonetheless…

KOBOLD MAMAS IN THE GAME
PC’s will definitely learn to leave the Kobold “non-combatants” alone if you introduce this PrC. 
 Adaptation: Not an entirely serious PrC, but it has some fun potential.  Imagine that Paladin being spanked by a Kobold hausfrau.  Enjoyable isn’t it?
 Encounters: PC’s will generally encounter Kobold Mamas when raiding a Kobold village or stronghold.  Assuming of course that they’re attacking even the eggs and children to exterminate the Kobold’s once and for all.  And iff they are, they have to get by the Mama’s…

Sample Encounter
EL 12: Your husband is late coming home.  Again.  He’ll probably blame the local humans.  Again.  But you know better.  Oh yes.  Wait!  There’s a human now!  And he’s cornered little Yipyap!!!  The time has come to unleash the fury…


Yipyap’s Mom
LE Female Kobold Rogue 6/Kobold Mama 6
Init +5 (+7 during Fury), Senses: Listen +4, Spot +5, Dark Vision 60'
Languages Common, Draconic
------------------------------------------------
AC 27, touch 20, flat-footed 22 (+1 Size, +5 Dex, +1 Natural Armor, +4 Deflection, +6 Armor)
AC during Fury 31, touch 20, flat-footed 26 (+1 Size, +5 Dex, +5 Natural Armor, +4 Deflection, +6 Armor)
hp 60 (12 HD), 84 during Fury
Fort +8 (+14 during Fury), Ref +12 (+14 during Fury), Will +7 
Evasion, Uncanny Dodge
------------------------------------------------
Speed 30 ft. ( squares)
Melee +1 Impact collision Club +11/+6 melee (1d4+6/19-20)
Melee during Fury +1 Impact collision Club +15/+10 melee (1d4+8/19-20)
Base Atk +8 (+12 during Fury), Grp +4 (+10 during Fury)
Atk Options I Must Protect The Children, You Have Officially Unleashed the Fury 1/day, Dont Push Your Luck, Sneak Attack +3d6
Combat Gear
-----------------------------------------------
Abilities Str 10 (14 during Fury), Dex 20 (24 during Fury), Con 12 (16 during Fury), Int 8, Wis 10, Cha 13
SQ Using the Mom Voice, Apparently You Can't Hear Me, Trap Sense +2, Trapfinding
Feats Brutal Strike, Daylight Adaptation, Intimidating Strike, Skill Focus (Intimidate), Power Attack
Skills Climb +4 (+6 during Fury), Craft (Trapmaking) +5, Disable Device +3, Hide +17 (+19 during Fury), Intimidate +13, Knowledge (Local) +3, Listen +4, Move Silently +9 (+11 during Fury), Open Lock +9 (+11 during Fury), Search +5, Sense Motive +4, Spot +5, Tumble +9 (+11 during Fury)
Possessions +4 Ring of Protection, +6 Bracers of Armor, +1 Collision Impact Club, Belt of One Mighty Blow, 200 GP


EPIC KOBOLD MAMA

Hit Die: d8
Skills Points at Each  Level : 6 + int
You Have Officially Unleashed the Fury: You may enter Fury an additional time per day at level 21, and every 3 levels thereafter.
Bonus Feats: The Epic Kobold Mama gains a Bonus Feat every 3 levels higher than 20th
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on February 12, 2009, 12:33:22 PM
KOBOLD RUNT

(http://Picture URL)
   
"Sure I get picked on by my own people cause I'm small. Sure the adventures kick me around like a hockey puck.  Sure I get beaten daily cause I can't fight back."




"But I've been drinking milk..."

There are runts in every culture.  The little guys who get picked on and pushed around.  Even among Kobolds.  And at some point those runts always lose it and seek revenge if they haven't been killed...

BECOMING A KOBOLD RUNT  
Just about any class can become a Kobold Runt (some just get kicked around longer than others).

 ENTRY REQUIREMENTS
   Race:  Kobold
   Feats:  Dodge, Improved Unarmed Strike, Superior Unarmed Strike
   Flaws:  Must have one of the following Flaws: Feeble, Frail, Meager Fortitude, Noncombatant, Pathetic, or Vulnerable.
   Class Features:  Must have one of the following: Evasion, Uncanny Dodge, a Base Reflex Save of +5
   Special:  Must have spent your formative years getting the unholy living crap beat out of you daily by your peers.  And been approached by a mysterious relative who offers you a potion that will help cure your problem.


Class Skills
 The Kobold Runts class skills (and the key ability for each skill) are Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Spot (Wis), and Swim (Str).
Skills Points at Each  Level : 2 + int

Hit Dice: d10

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +2     +0    +2 Str, Wiry
2. +1    +3     +3     +0    +2 Str, Super Punch
3. +1    +3     +3     +1    +2 Str, Hard Punch
4. +2    +4     +4     +1    +2 Str, Cured
5. +2    +4     +4     +1    +2 Str, Super Punch
6. +3    +5     +5     +2    +2 Str, Death Punch
7. +3    +5     +5     +2    +2 Str, Super Punch
8. +4    +6     +6     +2    +2 Str, Milk! It Does A Body Good!
9. +4    +6     +6     +3    +2 Str, Awesome Punch
10.+5    +7     +7     +3   +2 Str, Haymaker


Weapon Proficiencies: Kobold Runts gain no new weapon or armor proficiencies.
 
Wiry (Ex): At 1st level the Kobold Runt gains both Slight Build and Powerful Build if he does not already have them. Your Unarmed Strike damage is the same as a creature 1 Size Class larger than yourself.

Super Punch (Ex): Your melee attacks do massive damage.  At 2nd level your melee attacks Critical on a roll of 18-20.  This does not stack with other effects that increase critical threat range.

At 5th level they do x3 damage with a successful Critical.

At 7th level your melee attacks are so powerful your opponent must make a Fortitude Save (DC is 10 plus 1/2 your Hit Dice plus your Strength Modifier) or be Stunned for 1 round.

Hard Punch (Ex): At 3rd level you automatically threaten a critical if you roll a 20 on the to hit roll with a melee attack.  You don't need to roll to confirm.

Cured (Ex): At 4th level the Kobold Runt loses his Flaw (he retains the Bonus Feat gained by taking it at 1st level).

Death Punch (Ex): Your melee damage becomes untyped, effectively bypassing Damage Reduction.

Milk! It Does A Body Good! (Ex):  At 8th level the Kobold Runt gains a Bonus to all Bull Rush, Grapple, Overrun, Sunder, Trip, or Strength checks (including Strength based skill checks) equal to half his Kobold Runt level.

Awesome Punch (Ex): At 9th level you are considered to have the Awesome Blow Feat whether you meet the prerequisites or not.

Haymaker (Ex): At 10th level you can make 1 melee attack as a Standard Action, and it is considered a Touch Attack.

PLAYING A KOBOLD RUNT
The world is now your chew toy.  All your life they made you miserable and now the _____________ must PAY!!!!  And you aren't gonna kill em either.  Oh no.  They didn't kill you. But now you get to dish out the pain!  You get to hand people their own _____!  You get to beat Rangers to death with their own animal companions!! Did you say that last part out loud? Oopsie...
 Combat: You learned the hard way that getting respect means being able to beat people up.  With your bare hands.  Weapons are for sissies, and you ain't no sissy anymore.  If they're at range...well shoot you'll just throw rocks or something till they get the idea.
 Advancement: Kobold Runts generally specialize in trying to get physically stronger, and better at whoopin' opponents using their new muscles.  They might be more powerful, but now they tend to be a bit more narrow in thinking.
Resources: Kobold Runts have themselves, and perhaps a few acquaintances who can sympathize with them.  Maybe their family too.  After being picked on for so long most have few social skills, and they're not any better now.

KOBOLD RUNTS IN THE WORLD
"Son that isn't milk I've been feeding you."
"What!?! But...but what the hell have I been drinking?"
"Steroids."
"Seriously??"
"Moose Steroids."
"Screw it.  As long as I can kick that Dwarf Barbarian's ___ for killing papa last week I'm good."

Despite your newfound strength respect is still hard to come by.  And your rabidly attacking anyone who insults you isn't helping.  That and the little things.  Like giggling while you talk in your sleep about how much fun it is to beat Dwarves to death with your bare hands.  While laying next to the party Dwarf.  Who is on guard duty.  Or maybe because you now open doors with a well placed kick. 
 Daily Life: You spend your days plotting and attempting many schemes of revenge, big and small, against nearly everyone you have ever known.  After years of pain you've gone a liiiiittle bit crazy now that you have the means of fighting back.
 Notables: Beezer (N Male Kobold, Rogue 6/Kobold Runt 6) was always small even for a Kobold.  Even his own family beat the crap out of him till his kindly old grandma gave him her 'special soup' to eat.  Now he beats the crap out of everyone else.  Except grandma.  She's been eating the soup for 60 years now, and has a head start on him.
 Organizations: There are rarely any organizations devoted to helping Kobold Runts.  There are people who know how to get you your powers, and apparently they do so freely.  Perhaps they were once picked on themselves.  But after that you're on your own.

NPC Reaction
NPC's generally spit on you and kick you out of the way, or treat you like some sort of pet.  Unless they've seen what you did to the last guy who did that.  Then they maintain a distance.

KOBOLD RUNTS IN THE GAME
Players definitely won't look at Kobolds the same.  Especially after having ther ankles broken.  Or taken that uppercut to the groin from out of nowhere.
 Adaptation: It's kind of a silly class, but it could be used in serious campaigns as some sort of alchemically enhanced super killer or something.
 Encounters: PC's will generally find Kobold runts anywhere Kobolds are minorities in society, or when raiding a lair.  Since runts are always wanting to prove how tough they are it wont be hard to find them, they'll find you...

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: It's a decent saturday night at the Farting Otyugh, when this scrawny little Kobold walks in.  He looks around, and gets tripped over by a northern barbarian.  While everyone is laughing he nad punches said Barbarian, throws him across the room, and lets out a shriek that sounds vaguely like a mongoose that's stoned on mushrooms being touched in an inappropriate manner by a Druid.  And then he looks at you.

For some reason you think you aren't going to get to drink the rest of your ale.


Beezer
N Male Kobold Rogue 6/Kobold Runt 6
Init +0, Senses: Listen +7, Spot +7, Dark Vision 60'
Languages Draconic, Common
------------------------------------------------
AC 26, touch 15, flat-footed 22 (+1 Size, +4 Dex, +7 Armor, +1 Natural. +3 Deflection)
hp 66 (12 HD)
Fort +8, Ref +14, Will +5 
Evasion, Uncanny Dodge
------------------------------------------------
Speed 20 ft. ( squares)
Melee Unarmed Strike +12/+7 (1d10+4/18-20,x3)
Melee +1 Morningstar +13/+8 (1d10+9/18-20,x3)
Base Atk +7, Grp +11
Atk Options Hard Punch, Death Punch, Sneak Attack +3d6
Combat Gear 4 Potions of Bulls Strength, 4 Potions of Cure Serious Wounds, 4 Potions of Heroism, 2 Potions of Haste
-----------------------------------------------
Abilities Str 19, Dex 18, Con 12, Int 10, Wis 12, Cha 14
SQ Wiry, Trap Sense +2
Feats Dodge, Improved Unarmed Strike, Superior Unarmed Strike,
Skills Bluff +11, Climb +10, Craft (Trapmaking) +6, Disable Device +4, Escape Artist +8, Hide +18, Intimidate +8, Listen +7, Move Silently +14, Open Lock +8, Profession (Miner) +2, Search +6, Sense Motive +5, Spot +7, Tumble +8, Use Magic Device +11
Possessions +1 Collision Maiming Morningstar, +5 Leather Armor, +3 Ring of Protection, Belt of One Mighty Blow, Bracers of Great Collision, 4 Potions of Bulls Strength, 4 Potions of Cure Serious Wounds, 4 Potions of Heroism, 2 Potions of Haste, 832 GP


EPIC KOBOLD RUNT

Hit Die: d10
Skills Points at Each  Level : 2 + int
Strength: The Kobold Runt's Strength increases by an additional +2 at each level.
Milk! It Does A Body Good!: The Bonus continues to increase by +1 every 2 levels.
Bonus Feats: The Epic Kobold Runt gains a Bonus Feat every 5 levels higher than 20th
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Radmelon on February 13, 2009, 05:59:01 AM
These are reposted right? why? although they are funny...  :lmao
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on February 13, 2009, 11:24:23 AM
These are reposted right? why? although they are funny...  :lmao

All the PrC's I'm posting here have been posted somewhere else yes.  But I wanted more feedback on them, and I'm pretty sure some people here haven't seen them.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on February 13, 2009, 11:45:33 AM
MOTHERS AGAINST DUNGEON DELVERS

(http://Picture URL)
   
"Our attorneys would like to have a few words with you."

Ever wonder what happens to the widows and orphans left behind when PC's go on a killing spree/"quest".  Well wonder no further.  They've organized, hired a few Fiendish attorneys, and they intend to sue you well into the afterlife. 

You can start running now...

BECOMING A M.A.D.D.  
Usually your loved ones get offed by adventurers and you study the Dark Arts hoping to boil them in their own Spleen juices someday.  If you look promising M.A.D.D. will eventually come calling. Many also start as Rogues to get the skill points for the prerequisites.

 ENTRY REQUIREMENTS
   Gender:  Female
   Race:  Must be of a race not traditionally used for PC's in your campaign, but which is commonly used for enemies/token mooks.
   Special:  Must have had your husband/children/loved ones killed by PC's at some point in the past and be hellbent on revenge.  Must have been accepted by a current M.A.D.D. member, and be willing to sign a contract with Devils for their use as Attorneys.
   Spells:  Must be able to cast 3rd level Conjuration (Summoning) spells, one of which must be something that allows you to summon a LE Fiendish Animal or a Devil.
   Skills: Diplomacy 6 Ranks, Knowledge (Local) 6 Ranks

Class Skills
 The M.A.D.D.'s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (Int), Listen (Wis), Profession (Agitator, Attorney)(Wis), and Sense Motive (Wis).
Skills Points at Each  Level : 4 + int

Hit Dice: d4

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Paralegal, +1 Arcane Caster Level
2. +1    +0     +0     +3    Legal Feat, +1 Arcane Caster Level
3. +1    +1     +1     +3    Summon Legal Aid
4. +2    +1     +1     +4    Junior Partner, +1 Arcane Caster Level
5. +2    +1     +1     +4    Legal Feat, +1 Arcane Caster Level
6. +3    +2     +2     +5    Summon Attorney
7. +3    +2     +2     +5    Legal Feat, +1 Arcane Caster Level
8. +4    +2     +2     +6    Senior Partner, +1 Arcane Caster Level
9. +4    +3     +3     +6    Summon Legal Team
10.+5    +3     +3     +7   Executive, +1 Arcane Caster Level


Weapon Proficiencies: M.A.D.D.'s gain no new weapon or armor proficiencies.
 
Paralegal: Once per week you may call in a favor from someone you have done legal work for in the past.  At 1st level this is mostly an information gathering ability that gives you a +8 Bonus on any 1 Knowledge or Gather Information check.  Optionally you may ask for any service up to 5 GP (food, lodging, borrowing a few cheap items).

Legal Feat: At 2nd, 5th, and 7th levels the M.A.D.D. member gets a free Bonus Feat, whether she meets the prerequisites or not.  She may choose Feats from the following list: Augment Casting, Battlecaster Defense, Charming, Brew Potion, Combat Casting, Combat Charm, Eschew Materials, Extend Spell, Greater Spell Focus, Mobile Spellcasting, Practiced Spellcaster, Spell Focus, Sudden Extend,

Summon Legal Aid (Su): Once per day you can summon 1d4+1 Paralegal Imps.  This works like Summon Monster V, but the duration is 1 court case (the Imps will not participate in combat for you, but will defend themselves, or sting people to lower their Wisdom), you may not use this ability again until the duration from your prior use has expired.

Junior Partner: You may now ask for any service or item of up to 50 GP in value.

Summon Attorney (Su): Once per day you can summon 1 Devilish Attorney.  This works like Summon Monster VI, but duration is 1 court case (the Devilish Attorney will only participate in combat to defend itself or frame it's clients opponents).  You may not use this ability again until the duration from your prior use has expired.

Senior Partner: You may now ask for any service of up to 500 GP in value.

Summon Legal Team (Su): Once per day you can summon 1d4+1 Devilish Attorneys.  This works like Summon Monster VIII, but duration is 1 court case (The Devilish Attorneys will only participate in combat to defend themselves or frame their clients opponents).  You may not use this ability again until the duration from your prior use has expired.

Executive: You may now ask for any service of up to 5000 GP in value.

PLAYING A M.A.D.D.
You are damn sick and tired of never being able to go out looking for mushrooms or checking the pit traps without worrying that marauding bands of heavily armed drifters will be murdering your family.  Again.  It's time you took a stand.  It's time you showed them you aren't gonna take it anymore.  It's time they met your lawyer that nice Mr. Asmodeus.
 Combat: M.A.D.D. members themselves rarely participate in combat.  it makes them look violent which hurts their court case.  They have minions for that.  Summoned minions with pointy brow horns.
 Advancement: M.A.D.D. generally specialize in helping others believe it or not.  They like spells that buff or protect their minions or comrades, summoning for extra help, and utility spells  that allow them to get jobs done quicker and more efficiently.  Enchantment spells that help them with their court cases are good too.
Resources: M.A.D.D. always have their fellow members to draw on for support and help (and possibly a few Devils too depending on their level).

M.A.D.D. IN THE WORLD
"I'm being sued for helping the local village with it's Kobold problem???"
"No you're being sued for wiping out my family.  Or you can just come quietly.  Our lawyers will find you wherever you go."
You are, to put it nicely, the champion of the oppressed mooks of the world.  Most races viewed as cannon fodder look up to you and would gladly die defending you.  And since most of them are Evil they don't have a problem with you hiring Devils to represent you in court.  And it's always nice to see the looks on the Paladins face when he realizes he's being sued...
 Daily Life: You spend much time organizing things, or participating in court.  As a radical social activist there's always some kind of work that needs doing.
 Notables: Mother Hin (LE Female Kobold Rogue 3/Wizard 5/M.A.D.D. 4) is the local lawyer for the M.A.D.D. organization.  She specializes in preventing raids by adventurers by legal means, and getting restraining orders put against them.
 Organizations: M.A.D.D. is an organization unto itself.  You raise money by helping train warriors to be less token thug and more seasoned butt whooper.  And there are the trap sales, and bake sales.  And you raise lots of money with the poisoning classes.  There's always somebody wanting to poison someone.  You also provide homes for orphaned monsters and people and raise them to join the coming army which you will send against the elves and humans and dwarves of the world.  Who put them in charge anyway??

NPC Reaction
NPC reactions generally depend on what their race is, and if they're on the receiving end of a M.A.D.D. lawsuit.

M.A.D.D. IN THE GAME
Lawsuits will tend to make for sessions of little to no combat, but some possibly fun court scenes.  Depending on your group this can be good or bad...
 Adaptation: This is very obviously a goofy PC.  It's possible to adapt it to a serious campaign, but it'll take a little work.
 Encounters: PC's will generally encounter M.A.D.D. by being sued by them after wiping out an "infestation" of evil humanoids.  Or possibly even during.

Sample Encounter
EL 12:
Baalzebul: "As you can see your honor, the Paladin known as Solomon only holds legal powers to make arrests or take life if he remains in good stead as a Paladin.  We aim to prove that he has not, thusly meaning he willfully murdered the relatives of my clients."
Solomon: "What are you babbling about? I'm still a Paladin of St. Cuthbert!"
Baalzebul: "Bestiality is against the law.  You were caught 'frolicking' with a goat on the night of the 24th, a night before the murders."
Solomon: "Prove it."
Baalzebul: "Your honor I'd like to call the goat Hezekiah to testify."
Minutes later:
Baalzebul: "Are you or are you not the companion of the Paladin known as Solomon?"
Hezekiah: "Yup."
Baalzebul: "You see your honor he admits it!"
Hezekiah: "Nope. No such thing.  I'm an Awakened Goat, so I'm now a Magical Beast.  The Bestiality laws specify Animals."
Baalzebul: "What?"
Hezekiah: "Yup he's hasn't committed Bestiality by law."
Baalzebul: "Hmmm...."
Hezekiah: "And the pound of mushrooms we had that your about to mention are legal here too."
Baalzebul: "Man, Lawful Good has changed since the old days..."
Judge Bean: "Anything to add counsel? If not we'll have to let Solomon go."
Baalzebul: "YES!  Ahem...yes your honor.  I believe in the legal code, scroll 24, paragraph 30 it mentions that Furries are ineligible to be Paladins of St. Cuthbert.  I believe we can prove Solomon is a Furry."
Solomon: "Oh come on!!"

Mother Hin
LE Female Kobold Rogue 3/Wizard 5/M.A.D.D. 4
Init +2, Senses: Listen +4, Spot +2, Dark Vision 60'
Languages Draconic, Common, Undercommon
------------------------------------------------
AC 24, touch 17, flat-footed 22 (+1 Size, +2 Dex, +1 Natural, +6 Armor, +4 Deflection)
hp 33 (12 HD)
Fort +2, Ref +7, Will +9 
Evasion
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +2 Heavy Mace +8/+3 (1d6-1)
Base Atk +6, Grp -1
Atk Options +2d6 Sneak Attack
Combat Gear 3 Potions of Cure Serious Wounds
Spells Known 0 (DC 13, 4/day): All
1st (DC 13, 5/day): Alarm, Erase, Expeditious Retreat, Hold Portal, Mage Armor, Protection from Good, Shield, Summon Monster I
2nd (DC 13, 4/day): Arcane Lock, Blindness/Deafness, Detect Thoughts, Invisibility, Misdirection, Obscure Object, See Invisibility, Summon Monster II, Web, Whispering Wind
3rd (DC 13, 4/day): Arcane Sight, Clairaudience/Clairvoyance, Dispel Magic, Haste, Heroism, Hold Person, Illusory Script, Magic Circle Against Good, Nondetection, Secret Page, Shrink Item, Slow, Suggestion, Summon Monster III
4th (DC 13, 4/day): Crushing Despair, Detect Scrying, Dimension Door, Fear, Greater Invisibility, Lesser Globe of Invulnerability, Scrying, Solid Fog, Stoneskin
Caster Level 8.
Supernatural Abilities Summon Legal Aid
-----------------------------------------------
Abilities Str 4, Dex 14, Con 10, Int 16, Wis 13, Cha 14
SQ Trapfinding, Evasion, Snake Familiar (+3 Bluff), Paralegal,Junior Partner, Trap Sense +1
Feats Scribe Scroll (B)
Skills Appraise +6, Bluff +10, Concentration +6, Diplomacy +10, Forgery +8, Gather Information +10, Hide +11, Knowledge (Arcane) +8, Knowledge (Local) +11, Knowledge (Nobility) +7, Listen +4, Move Silently +7, Open Lock +4, Perform (Oratory) +7, Profession (Attorney) +9, Sense Motive +6, Spellcraft +4
Possessions +6 Bracers of Armor, +4 Ring of Protection, Rod of the Viper, 3 Potions of Cure Serious Wounds, 750 GP



EPIC M.A.D.D.

Hit Die: d4
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic M.A.D.D. gains a Bonus Feat every 2 levels higher than 20th
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: wezylithyx on February 13, 2009, 11:51:45 AM
Infinite props, bhu. I love this thread, as well as all your other similar threads I've seen.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on February 13, 2009, 01:01:36 PM
Thanks  :D

Lemme know if you have any requests
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on February 16, 2009, 11:59:03 AM
STYGIAN BLADE

(http://Picture URL)
   
"Nothing feels better than watching your opponents soul shrivel into dust in your hands."

 Goblinoids tend to have a certain finesse with Stygian powers.  Maybe it's because they allow them to kill things easier, or perhaps many Goblinoid psychics are due to the result of experimentation on their species which has left them, shall we say, bereft of that which many other races call sanity.

BECOMING A STYGIAN BLADE  
Members of most psionic classes can become a Stygian Blade as long as they can gain access to the appropriate negative energy powers.

 ENTRY REQUIREMENTS
   Race:  Any Goblinoid
   Psionics:  Manifester Level 5th, must be able to Manifest at least 1 Stygian Power
   Feats:  Stygian Archon
   Skills:  Autohypnosis 4 ranks, Concentration 4 ranks, Knowledge (Psionics) 4 ranks


Class Skills
 The Stygian Blade's class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Hide (Dex), Intimidate (Cha), Knowledge (Psionics)(Int), Listen (Wis), Move Silently (Dex), Psicraft (Int), and Spot (Wis)
Skills Points at Each  Level : 4 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Stygian Power (+1)
2. +1    +0     +0     +3    Stygian Combat Style, +1 Level of existing Manifesting Class
3. +2    +1     +1     +3    Stygian Blade
4. +3    +1     +1     +4    Stygian Power (+2), +1 Level of existing Manifesting Class
5. +3    +1     +1     +4    Stygian Combat Style, +1 Level of existing Manifesting Class
6. +4    +2     +2     +5    Stygian Blade, +1 Level of existing Manifesting Class
7. +5    +2     +2     +5    Stygian Power (+4), +1 Level of existing Manifesting Class
8. +6    +2     +2     +6    Stygian Combat Style
9. +6    +3     +3     +6    Stygian Blade, +1 Level of existing Manifesting Class
10.+7    +3     +3     +7    Stygian Apotheosis, +1 Level of existing Manifesting Class


Weapon Proficiencies: Stygian Blades gain no new weapon or armor proficiencies.
 
Stygian Power (Ex): At first level the Save DC for all powers you Manifest that use negative energy increase by +1.  This stacks with Feats such as Psionic Endowment.  The Bonus increases to +2 at level 4, and +4 at level 7.

Stygian Combat Style: Beginning at level 2 you begin to choose a Combat Style involving your negative energy powers.  You get to choose one from the following list, and that power may not be changed once it is chosen. 

Stygian Touch (Prerequisite: Any power using negative energy with a Range of Touch): At second level your touch attack powers do +1d6 negative energy damage.  At 5th level this increases to +2d6.  At 8th level this increases to +3d6.

Stygian Attack (Prerequisite: Any power using negative energy that modifies a weapon, such as Stygian weapon): At 2nd level the Save DC of the attack increases by +1.  At 5th level it increases to +2.  At 8th level it increases to +4.  This stacks with the Stygian Power Class Feature.

Stygian Blast (Prerequisite: Any power using negative energy as a ranged attack): A 2nd level your ranged negative energy powers costs 1 point less to manifest.  At 5th level hey cost 2 points less.  At 8th level they cost 3 points less.

Stygian Power (Prerequisite: Any power using negative energy): At second level the duration of powers you Manifest using negative energy gain use of the Extend Power Feat without it expending your Psionic Focus.  At 5th level powers you Manifest using negative energy gain use of the Enlarge Power Feat without expending your Psionic Focus.  At 8th level powers you manifest using negative energy gain the benefit of the Knockdown Power Feat without expending your Psionic Focus.  This ability still requires the extra power points the Feat would use up.

Stygian Augment (Prerequisite: Lurk Augments): At second level you may convert your Sneak Attack damage to negative energy damage when attacking with your Lurk Augments.  You gain +1d6 at level 5, and +2d6 at level 8.

Stygian Rage (Prerequisite: Surging Euphoria): When using your Wild Surge ability for a power using negative energy, your Surging Euphoria Bonus increases by +1 at level 2, +2 at level 5, and +3 at level 8.

Stygian Blade (Su): At third level the Stygian Blade can manifest the class ability that gives the PrC it's name.  As a Move-equivalent Action the Stygian Blade can Manifest a long "blade" of negative energy.  This is a light melee weapon doing 1d6+(Manifesting stat modifier) negative energy damage (Criticals on a 19-20, x2 damage).  The Stygian Blade may take Weapon Feats for it's Stygian Blade as though it were a weapon, including Psionic Feats like Psionic Weapon. 

At 6th level the Blade does 1d8 damage, and criticals on an 18-20.  It may now be modified by Psionic Powers as though it was a weapon, and excess damage from Psionic Feats and Powers also becomes negative energy damage.

At 9th level the Blade does 2d6 damage, and gains the Profane and Profane Burst abilities (see Magic Item Compendium). 

Stygian Apotheosis: At 10th level you aren't quite goblin anymore.  You become immune to negative energy damage, death effects, energy drain, level drain, and ability drain/damage. 

PLAYING A STYGIAN BLADE
 You have learned to somehow manipulate negative energy without suffering any ill effects.  At least you see it that way.  Others can tell that there are subtle and increasing changes in your personality.  Changes they probably won't like.   
 Combat: Combat varies for Stygian Blades.  Psions/Wilders tend to concentrate on ranged attacks.  Psychic Warriors tend to concentrate on infusing their weapon attacks with negative energy as do Lurks.  Ardents and Divine Minds tend to use their negative energy powers to manipulate undead.
 Advancement: A lot of how a Stygian Blade advances depends on what class it originally was, as many of the Psionic classes have differing negative energy powers.  This means that many Stygian Blades are unalike, making them not as predictable as other organizations.
Resources: The Stygian Blades have their organization to draw on, and when serving the Goblin nobility may also likely call upon their money as well.

STYGIAN BLADES IN THE WORLD
"Don't trust that one Gorv.  He's a little too close to the grave for comfort."
 Stygian Blades interact with each other, and perhaps the dead, not so much the world.  Their close ties to the Negative Energy Plane causes them great mental stress, and many mental abnormalities, making daily interaction with others increasingly difficult.
 Daily Life: A great many Stygian Blades spend their days in their own heads.  Most have severe psychological problems that interfere with their daily existence.  For some this is because their connection to negative energy came from experimentation on them by some madman.  For others, they were born connected to the Negative Plane.  Talk about your warped childhoods...
 Notables: Svetozar (NE Male Goblin Ardent 5/Stygian Blade 7) is the local equivalent of a necromancer for his tribe. 
 Organizations: Stygian Blades sometimes form small organizations to achieve mutual goals, but there aren't enough of them to form large scale problems. 

NPC Reaction
 NPC's react to Stygian Blades in much the same way they would a Necromancer, or any other caster using negative energy: mind bending fear.

STYGIAN BLADES IN THE GAME
 This PrC  gives the Goblins some unexpected Necromantic backup.  The negative energy artillery it provides evens the odds a little when the PC's come arriving.
 Adaptation: Horror campaigns work best for this class, but traditional fantasy campaigns work too.
 Encounters: Stygian Blades may be sent to assassinate PC's, or someone they have been asked to protect.  Or perhaps they've been sent to soften up or sabotage communities before a raid.  Or they rob graves for cannon fodder.

Sample Encounter
EL 12: The local Orc tribe has become increasingly agitative lately.  They're attacking the towns with increasing frequency, and it seems as if they are almost driven.  A captured Orc warrior tells tales of horrifying dead things, and a shaman gone mad.  He claims the raids aren't made by choice.  The Shaman needs bodies for a plan...


Svetozar
NE Male Goblin Ardent 5/Stygian Blade 7
Init +2, Senses: Listen +10, Spot +10, Dark Vision 60'
Languages Goblin, Common, Giant, Orc
------------------------------------------------
AC 27, touch 17, flat-footed 25 (+1 Size, +2 Dex, +10 Armor, +4 Deflection)
hp 54 (12 HD)
Fort +4, Ref +5, Will +13 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Stygian Blade +1d8+4 (18-20)
Base Atk +8, Grp +2
Atk Options Stygian Blade +10 melee (1d8+4/18-20)
Combat Gear 4 Cure Serious Wounds Potions
Mantles Known Consumption, Death (Primary), Destruction (Primary), Evil, Pain and Suffering
Powers Known 1st: Dissipating Touch, Hungry Touch, Stygian Discernment
2nd: Death Knell (Psionic), Dissolving Touch, Dissolving Weapon, Stygian Ray
3rd: Speak with Dead Psionic,
4th: Power Leech
5th: Psychotic Break, Stygian Dominion
Manifester Level 10, Power Points 108
Stygian Power +2
-----------------------------------------------
Abilities Str 6, Dex 14, Con 13, Int 14, Wis 18, Cha 8
SQ Assume Psionic Mantle, Stygian Power (Enlarge Power, Knockdown Power)
Feats Combat Manifestation, Narrow Mind, Speed of Thought, Stygian Archon, Weapon Finesse
Skills Autohypnosis +12, Concentration +9, Diplomacy +5, Hide +8, Intimidate +5, Knowledge (Psionics, Religion) +10, Listen +10, Move Silently +12, Psicraft +8, Ride +6, Spot +10
Possessions +5 Breastplate, +4 Ring of Protection, Torc of Power Preservation, Third Eye Concentrate, Ring of Chameleon Power, 4 Cure Serious Wounds Potions, 950 GP


EPIC STYGIAN BLADE

Hit Die: d6
Skills Points at Each  Level : 4 + int
Manifester Level Manifester Level is equal t Character Level -3.  You gan no additional power points or powers after 20th level.
Stygian Combat Style Stygian Touch: At Level 21 and every 3 levels thereafter your touch attack powers do an additional +1d6 negative energy.
Stygian Attack: Save DC increases by +2 at Level 21 and ever 3 levels thereafter.
Stygian Blast: Ranged attack powers cost and additional 1 power point less to Manifest at Level 21 and every 3 levels thereafter.
Stygian Power: At level 21 and every 3 levels thereafter choose an additional Metapsionic Feat.  You may Manifest negative energy powers using that Feat without expending your Psionic Focus.
Stygian Augment: Gain an additional Sneak Attack die at level 21 and every 3 levels thereafter.
Stygian Rage: Your Surging Euphoria Bonus increases +1 at level 21 and every 3 levels thereafter.
Bonus Feats: The Epic Stygian Blade gains a Bonus Feat every 3 levels higher than 20th
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on February 19, 2009, 01:23:02 PM
FERAL PSYCHIC

(http://Picture URL)
   
"Don't make me angry..."

 Some Orc and Goblinoids can use their psychic powers to become juggernauts in physical combat.  Many are raised in the most primitive societies of their peoples.

BECOMING A FERAL PSYCHIC  
Most Feral Psychics are Psychic Warriors, with sometimes a level in Barbarian, Ranger, or Scout.

 ENTRY REQUIREMENTS
   Race:  Any Orc or Goblinoid
    Manifester Level:  5th
    Feats:  Improved Unarmed Strike, Psionic Body, and either Psionic Fist or Psionic Weapon
   SKills:  Concentration 4 ranks, Survival 4 ranks


Class Skills
 The Feral Psychic's class skills (and the key ability for each skill) are Autohypnosis (Wis), Climb (Str), Concentration (Con), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Psionics), Listen (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +0     +0    Psychic Combat
2. +1    +3     +0     +0    Psychic Body
3. +2    +3     +1     +1    Empowered Psionic Feat
4. +3    +4     +1     +1    Psychic Combat
5. +3    +4     +1     +1    Psychic Body
6. +4    +5     +2     +2    Empowered Psionic Feat
7. +5    +5     +2     +2    Psychic Combat
8. +6    +6     +2     +2    Psychic Body
9. +6    +6     +3     +3    Empowered Psionic Feat
10.+7    +7     +3     +3    Psychic Brute


Weapon Proficiencies: A Feral Psychic gains no new weapon or armor proficiencies.
 
Manifester Levels: The Feral Psychics Manifester Class levels and Prestige Class levels stack for determining how many power points they get and their Manifester Level.  For powers known though they are considered to be 5 levels lower (i.e. assuming they are Psychic Warrior 5/other class ?, the first 5 levels of that class do not gain them new powers known.

Psychic Combat (Su): Feral Psychics can use their psionic powers to enhance the fighting abilities they already possess.  Psychic Combats actual effect varies depending on what fighting abilities you already have.  You may only spend power points on your Psychic Combat Style equal to your Manifester level just as if it were a power.

Psychic Rage (Prerequisite: Rage): At 1st level you can increase the duration of your Rage by spending Power Points as a Free Action.  It increases another 2 rounds per power point spent. 

At 4th level you may spend 5 Power Points to Rage an additional time per day after you have run out of daily uses of Rage.

At 7th level you may spend 5 power points as a Free Action when you Rage, and for the duration of your Rage you may not be Dazed or Stunned, and are immune to Morale Penalties.


Psychic Skirmisher (Prerequisite: Skirmish): At first level you can spend 2 power points as a Free Action to increase your Skirmish damage by +1d6, or 2 power points to increase your Skirmish AC Bonus by +1.  Every 2 additional power points increases it another +1d6 or +1 AC.  This effect lasts 1 round.

At 4th level spending another 2 power points makes the additional skirmish bonuses last 2 more rounds, and each additional 2 power points increases duration another 2 rounds.

At 7th level you can expend your Psionic Focus to automatically confirm a critical hit if you were using your Skirmish ability.


Psychic Slayer (Prerequisite: Favored Enemy): At 1st level, anytime you succeed in hitting a favored enemy with an attack you can spend power points to up the damage as a Free Action after the hit, doing +2 damage per power point. 

At 4th level you can expend your Psionic Focus to automatically confirm a critical hit against a Favored enemy.

At 7th level you can expend your Psionic Focus and spend 5 power points as a Free Action to automatically avoid a threatened critical by a Favored Enemy.


Psychic Ambusher (Prerequisite: Not having Favored Enemy, Rage, or Skirmish as Class Abilities): At 1st level you become able to Manifest Evade Attack.

At 4th Level you become able to Manifest Escape Detection.

At 7th level you become able to Manifest Detect Remote Viewing, and Remote Viewing.


Psychic Body (Su): Feral Psychics may also use their Psionic powers to enhance their physical form. Much like their Psionic powers you may only spend power points equal to your Manifester level. At levels 2, 5, and 8 you may choose one ability from the following:

Enhance Body: This ability may be taken multiple times.  Each time it is taken you may choose one of your physical ability scores (Str, Dex, or Con).  It costs 2 power points to Manifest as a Swift Action.  The chosen ability score gains a +4 Enhancement Bonus for 1 round.  The duration can be extended by 2 rounds per 1 power point.  The Enhancement Bonus can be increased by +1 per 1 power point.

Enhance Damage: You may spend Power Points to increase your weapon, natural weapon, or unarmed strike damage for the duration of the encounter as a Swift Action. You may increase your base unarmed strike (or weapon) damage (+1d4=1 power point, +1d6=3 points, +1d8=5 points, +2d6=7 points), can increase your Critical Threat Range by one (+5 points), and increase your Critical Multiplier by 1 (+5 points).  Your unarmed strikes or weapon attacks enhanced by this ability are considered magic for purposes of overcoming DR.

Enhance Defense: You may spend power points as a Swift Action to gain one of various bonuses to your Armor Class.  You may choose Armor, Deflection, Dodge, Insight, or Natural Armor.  Armor and Natural Armor are +1 per power point.  Dodge and Insight are +2 per 3 power points.  Deflection is +1 per 2 power points.  This lasts for the duration of the encounter.

Enhance Movement: As a Swift Action you may enhance or gain new forms of movement for 10 rounds.  You may increase any form of movement you already possess naturally by 10 feet per power point.  To gain a 30' Swim move costs 2 points.  To gain a 30' Climb move costs 2 points.  To gain a 30' Burrow move costs 3 points.  To gain a 30' (Poor) Fly Move costs 5 points.  Once the points are spent to gain a movement form, it may be increased for the same power point cost as forms of movement you already had.  To increase the maneuverability of Flight speed costs +3 points per increase (i.e. from Poor to Average, from Average to Good, etc.).

Enhance Skills: As a Swift Action you may spend power points to enhance any skill on the following list: Balance, Climb, Hide, Jump, Listen, Move Silently, Search, Spot, Survival, Swim, and Tumble.  The bonus lasts for 10 minutes, and it costs 1 power point to enhance one skill by +4.  Each additional +2 costs another power point as does each skill enhanced past the first.

Enhance Toughness: As a Swift Action you may enhance your Saving Throws, add temporary hit points as a damage buffer, or possibly even add Damage Reduction.  Duration is for the rest of the encounter.  Every 2 power points grants a +1 Resistance Bonus to one Saving Throw.  You may create a pool of temporary hit points by spending 1 power point per 5 hit points.  Damage is removed from this pool before it is removed from your own hit points, and if the pool is depleted this power ends.  Until then extra power points may be spent as a Swift Action to reinforce it.  Damage done to the pool is NOT subtracted from your own hit points once the spell ends.  Also you may gain Damage Reduction by spending 3 power points for every +2 DR/-.

Empowered Psionic Feat (Su): Feral Psychics are able to take more advantage than usual from some Psionic Feats.  Much like their Psionic powers you may only spend power points equal to your Manifester level on your enhanced Feats.  At levels 3, 6, and 9 they may choose 1 Feat to enhance from the following list if  they have it:

Aligned Attack: When using this Feat you may expend additional power points to increase the damage done.  1 power point increases the damage done by +1d6 for this round

Deep Vision: You no longer need to be Psionically Focused to gain the benefits of this Feat.

Focused Perception: Your Blindsight now lasts for an extra 3 rounds if you spend 1 power point.

Focused Sunder: When using this Feat you may expend 5 power points to ignore the weapons Hardness this round.

Ghost Attack: You may automatically hit Incorporeal creatures, you don't need to roll twice any longer.

Instinctive Consummator: By spending 5 power points you may increase your weapons critical multiplier by 1 (i.e. if it normally does x2 damage it now does x3).

Mental Juggernaut: You may use this Feat against any effect that would stun you, not merely magic/psionic ones, and may spend 1 power point to avoid expending your Psionic Focus.


Mental Leap: When using this Feat you may expend additional power points to increase the Jump Bonus (an additional +2 per power point spent) this round.

Psionic Dodge: When using this Feat you may expend additional power points to increase the Dodge Bonus to AC (+1 per 2 power points spent, lasts for the encounter).

Psionic/Greater Psionic Fist: By expending 2 power points whenever you make an applicable attack your unarmed strikes/natural weapons do +3d6 (+6d6 w/Greater Feat).

Unavoidable Strike: If you decide to use this Feat you may spend 5 power points instead of losing your Psionic Focus.

Psionic/Greater Psionic Shot: By expending 2 power points whenever you make an applicable attack your ranged weapons do +3d6 (+6d6 w/Greater Feat).

Fell Shot: If you decide to use this Feat you may spend 5 power points instead of losing your Psionic Focus.

Psionic/Greater Psionic Weapon: By expending 2 power points whenever you make an applicable attack your melee weapons do +3d6 (+6d6 w/Greater Feat).

Deep Impact: If you decide to use this Feat you may spend 5 power points instead of losing your Psionic Focus.

Speed of Thought: When using this Feat you may increase your landspeed by an additional +30 feet by expending 5 power points.  This lasts for the rest of the encounter.

Up the Walls: You no longer need to end your movement on a horizontal surface while using this Feat.

Wounding Attack: When using this Feat if you expend 5 power points you may do 1d4 Constitution damage instead of 1 point.


Psychic Brute (Su): At 10th level you gain the supreme ability available to the Psychic Brute:  Once per round as a Swift Action you may spend power points to ignore any damage taken in 1 round, or ignore a spell or effect that specifically targets you.  Each 3 power points spent delays the time before you suffer the effects by 1 round.

PLAYING A FERAL PSYCHIC
 You are insular, nervous, and always on edge.  You tend to react more from instinct or reflex than conscious thought, and sometimes people end up dead when they make sudden moves near you.  In other words sudden moves or loud noises near you are bad ideas.
 Combat: Feral Psychics tend to prefer ambushes to straightforward combat, as usually there won't be anyone to heal them up if they get really hurt.  This doesn't mean they won't stand toe to toe with someone, but being loners they prefer to have as much of an edge as they can.
 Advancement: The options of a Feral Psychic are pretty limited unless they can find a teacher.  Most simply try to excel at combat, and survival skills.
Resources: Feral Psychics generally have whatever resources they can provide themselves.  Misunderstood by their own people they try to be as self-reliant as possible. 

FERAL PSYCHICS IN THE WORLD
"The freaky one with the shark's eyes makes me nervous."
 You are primarily a hunter and fighter for the tribe.  You don't interact much with them or anyone else as you don't really understand civilization.  You'd honestly prefer living out in the wild on your own.
 Daily Life: You spend most of your time hunting for food or hunting your enemies.  Sometimes you do odd jobs for the tribe involving your woodland skills, such as gathering good firewood or finding medicinal herbs. 
 Notables: Burka (CN Male Orc Ranger 1/Psychic Warrior 5/Feral Psychic 6) is his tribes war chief.  Normally he wouldn't be allowed in such a position, but the former chiefs have all died in battle, and no one else was capable of taking their place.  Plus the tribe has prospered under his rule.
 Organizations: Feral Psychics don't really have any organizations bigger than an older Psychic teaching the younger ones.

NPC Reaction
 NPC's are as scared of you as any other Orc/Goblinoid.  Maybe a little moreso.  After all you look...different some how. 

FERAL PSYCHICS IN THE GAME
 Feral Psychics make a nice surprise for PC's who assume that all Goblins are token mooks and all Orcs are just thugs.  Perfect to spring on unsuspecting parties.
 Adaptation: Not sure this one would fit in most campaigns that don't have psionics as a common casting type.  Otherwise they make make a nice change of pace from the usual.
 Encounters: PC's will generally encounter Feral Psychics far from civilization, and they will usually only encounter one raiding their camp in the middle of the night for food.  Some have gone crazy from isolation though and murder anything that enters their territory.

Sample Encounter
EL 12: Burka has decided to restore the tribes shattered defenses, and has been raiding.  He's had bad luck though, and has accidentally slain the daughter of a priest of St. Cuthbert who is howling for revenge.  The PC's are asked to accompany said priest, but along the way they find him more disquieting than the Orcs as he wantonly slaughters anything that angers him.  Is it possible they can convince Burka to accept a more peaceful solution and simultaneously prevent the priest from killing anything in his path to get to the Orcs?


Burka
CN Male Orc Ranger 1/Psychic Warrior 5/Feral Psychic 6
Init +0, Senses: Listen +3, Spot +3, Dark Vision 60'
Languages Orc, Common
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AC 20, touch 10, flat-footed 20 (+10 Armor)
hp 78 (12 HD)
Fort +12, Ref +5, Will +5 
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Speed 30 ft. (6 squares)
Melee Unarmed Strike +12/+7 (1d10+4)
Base Atk +8, Grp +12
Atk Options Favored Enemy (Human), Psychic Combat (Psychic Slayer), Psychic Body (Enhance Defense, Enhance Skills), Empowered Psionic Feats (Greater Psionic Fist, Wounding Attack)
Combat Gear 2 Potions of Cure Serious Wounds
Powers Known 1st: Biofeedback, Bite of the Wolf, Grip of Iron
2nd: Body Adjustment, Body Purification
Caster Level 11 Power Points 47
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Abilities Str 18, Dex 10, Con 13, Int 8, Wis 14, Cha 10
SQ Light Sensitivity, Wild Empathy
Feats Greater Psionic Fist, Improved Unarmed Strike, Superior Unarmed Strike, Psionic Fist, Unavoidable Strike, Psionic Body (B), Speed of Thought (B), Track (B), Wounding Attack (B)
Skills Autohypnosis +6, Climb +6, Concentration +5, Heal +3, Hide +2, Jump +6, Knowledge (Geography, Nature) +0, Listen +3, Move Silently +1, Search +0, Spot +3, Survival +6, Swim +5
Possessions Skin of the Chameleon, +5 Shadow Silent Moves Breastplate, Bag of Boulders, Survival Pouch, Boots of Tracklessness, Cat's Eye Brooch, Devastation Gauntlets, Goggles of Day, Phoenix Helm, 2 Potions of Cure Serious Wounds, 450 GP



EPIC FERAL PSYCHIC

Hit Die: d8
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Feral Psychic gains a Bonus Feat every 2 levels higher than 20th
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on February 20, 2009, 01:37:17 PM
COMBAT NUN

(http://i212.photobucket.com/albums/cc70/bhutastan/PRCS/898374112a7fb0324ba74c4f42a2d741837.jpg)

”Now that I’ve promptly kneed your scrotum well into your chest cavity perhaps you’ll think twice about grappling a poor helpless nun.”

In the peaceful hills of De Da Pigu valley there is a temple for the training of female monks (nuns).  Unfortunately for them many of the surrounding city-states are at war with one another, and many soldiers stop by to get healed.  Or to get drunk and have their way with the women.  For the Pigu nuns are famous for both their rice wine (it’s how they support the temple’s costs), and their natural beauty.  And their being nuns make most believe that somehow they all have vows of chastity which isn’t the truth, but which makes them attractive to marauding bands of villains looking for a few innocents to plunder.  Naturally the nuns have become pretty proficient at kicking behind because of this. 

BECOMING A COMBAT NUN
Pretty much any woman spending time at the Pigu temple will become a member of this class, whether they want to or not.

ENTRY REQUIREMENTS
Gender: Female
Class Abilities: Unarmed Strike, Ki Strike
BAB: +4
Feats: Combat Expertise, Power Attack, Stunning Fist, Superior Unarmed Strike *
[BSKills:[/B] Jump 6 ranks, Sense Motive 6 ranks, Tumble 6 ranks

* Superior Unarmed Strike is in Tome of Battle

Class Skills
The Combat Nun's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Winemaking)(Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Religion)(Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), and Tumble (Dex).
Skills Points at Each Level: 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +2     +0    Monk Abilities, Combat Training
2. +2    +3     +3     +0    Iron Fist+1d6
3. +3    +3     +3     +1    Specialty Training
4. +4    +4     +4     +1    Combat Training
5. +5    +4     +4     +1    Iron Fist+2d6
6. +6    +5     +5     +2    Specialty Training
7. +7    +5     +5     +2    Combat Training
8. +8    +6     +6     +2    Iron Fist+3d6
9. +9    +6     +6     +3    Specialty Training
10.+10   +7     +7     +3   Butt Kickin’ Machine


Weapon Proficiencies: Combat Nuns become proficient in all Simple and Martial Bludgeoning Weapons.
 
Monk Abilities: Your Monk and Combat Nun levels stack for purposes of determining your Unarmed Damage and AC Bonus (and the number of times per day you may use Stunning Fist), and you may multiclass freely between this Prestige Class and Monk.

Combat Training (Ex): At levels 1, 4, and 7 you may choose a maneuver from the following list to learn and use in combat:

Spinal Tap:  If your opponent is unsuspecting (i.e. you are behind him, he’s distracted, etc) you like to brutally fisticate his spinal column in a manner intended to cause him massive personal injury.  Whenever your opponent is unaware of your presence, is flat-footed, or has lost his Dexterity Bonus to AC  you may attack with an Unarmed Strike as a Full Round Action.  If you are successful you do maximum damage with the strike and your opponent must make a Fortitude Save (DC is 10 plus half hit dice plus Strength Modifier) or die instantly.  This attack doesn’t work on creatures immune to Critical hits or without discernable anatomy, and is not available until Level 7.

Kneecapin’:  You stomp on your opponents knee, crushing the kneecap and bending his leg in a direction in a way it wasn’t meant to go.  As a Full Round Action you may make an Unarmed Strike.  If it hits successfully the opponent is Knocked Prone and his Movement rate is halved until he either is subject to a Cure Wounds spell or he gets medical attention (a weeks stay in a hospital).  They must also make a Fortitude Save (DC is 10 plus half hit dice plus Strength Modifier) or permanently lose the use of that leg (a Heal or Regeneration spell will fix this).  This attack doesn’t work on creatures immune to Critical hits or without discernable anatomy.

Chin Smash: You grab your opponents head and knee his lower jaw into his brain cavity.  As a Full Round Action you may make an Unarmed Strike.  If you hit successfully your opponent is Knocked Prone and Stunned 1 round.  They must also make a Fortitude Save (DC is 10 plus half Hit Dice plus Strength Modifier) or be knocked Unconscious 1 round, and be Confused (as per the spell) for the rest of the encounter.  This attack doesn’t work on creatures immune to Critical hits or without discernable anatomy.

De-groininator: You can knee your opponents groin so hard their pelvic bone shatters and flies into their heart killing them.  Well not yet, but you hope one day it’ll be that horrifying.  As a Full Round Action you may make an Unarmed Strike.  If you hit successfully your opponent is Knocked Prone, and Dazed 1 Round.  They must also make a Fortitude Save (DC is 10 plus half hit dice plus Strength Modifier) or instead they are Stunned 1 round, and Staggered for the rest of the encounter regardless of how many hit points they have.  This attack doesn’t work on creatures immune to Critical hits or without discernable anatomy.

Drop the Big Elbow:  If the Nun succeeds with a Trip Attack, she may immediately hit her opponent with an Unarmed Strike using her highest Attack Bonus as they lay prone as an Immediate Action (effectively dropping an elbow on their face as a nice follow-up to the trip).

Bad Chiropracty:  You know how to manipulate your opponent’s spine and joints in bad ways.  If you have your opponent successfully Pinned in a Grapple he must make a Fortitude Save each round the Pin is maintained (DC is 10 plus half hit dice plus Wisdom modifier) or be Paralyzed for 1d6 rounds.  This attack doesn’t work on creatures immune to Critical hits or without discernable anatomy.


Iron Fist (Ex): At second level whenever you confirm a critical hit against an opponent with an unarmed strike you add +1d6 damage.  This increases to +2d6 damage at level 5, and +3d6 damage at level 8.

Specialty Training (Ex): To keep the Temple’s nuns from being predictable the Head Nun decreed that they would all work on a special substyle of their own devising.  That way foes wouldn’t know what to expect.  At level 3 you get a Feat that simulates your particular substyle.  Depending on which Feat you choose, you also get another Feat at levels 6 and 9 as followup training:

Internal Hemmorhaging Kung Fu: Fists of Iron (3rd), Brutal Strike (6th), Improved Critical (Unarmed Strike)(9th).  (These Feats are in the Complete Warrior and PHB II)

Horny Moose Kung Fu: Reckless Charge (3rd), Powerful Charge (6th), and Greater Powerful Charge (9th).  (These Feats are in the Miniatures Handbook)

Lying Weasel Kung Fu: Combat Reflexes (3rd), Vexing Flanker (6th), Adaptable Flanker (9th). (These Feats are in the PHB II).

Psycho Squirrel Kung Fu: Flying Kick (3rd), Combat Acrobat (6th), and Acrobatic Strike (9th).  (These Feats are in Complete Warrior and PHB II).

Bad Touch Kung Fu: Pain Touch (3rd), Weakening Touch (6th), Freezing the Lifeblood (9th).  (These Feats are in the Complete Warrior).

Farting Yak Kung Fu: Fiery Fist (3rd), Fiery Ki Defense (6th), Ki Blast (9th).  (These Feats are in PHB II).

Rape Prevention Kung Fu: Dodge (3rd), Melee Evasion (6th), Defensive Strike (9th).  (These Feats are in Complete Warrior and PHB II). 

Huggy Bear Kung Fu: Improved Grapple (3rd), Earth’s Embrace (6th), Choke Hold (9th).  (These Feats are in Complete Warrior and Oriental Adventures).

Howler Monkey Kung Fu: Kiai Shout (3rd), Greater Kiai Shout (6th), Intimidating Strike (9th) (Feats are in Complete Warrior and PHB II).

Pointy Toe Kung Fu: Extra Stunning (3rd), Roundabout Kick (6th), Snap Kick (9th) (These Feats are in Tome of Battle and Complete Warrior).

Sissy Dragon Kung Fu: Unbalancing Strike (3rd), Falling Star Strike (6th), Pharaoh’s Fist (9th).  (These Feats are in Oriental Adventures and Sandstorm).

Butt Kickin’ Machine: Having long ago given up on transcendence or enlightenment, the Nuns have focused on whoopin’ butt instead.  At 10th level their Unarmed Strikes do +4d6 damage on a confirmed critical.  If they roll a natural ‘1’ on an attack roll with an Unarmed Strike they may spend a daily use of their Stunning Fist to reroll the attack as a Free Action (but they must accept the results of the second roll).  Nuns also gain a Competence Bonus on all opposed combat checks (Bull Rush, Disarm, Grapple, Trip, etc.) equal to their Wisdom Bonus.

PLAYING A COMBAT NUN
You joined the nunnery to learn a trade, get the local men to stop pestering you for marriage, and live peacefully.  It’s hard, but it’s a fulfilling life.  And one day when you spot a man with potential you’ll leave the Temple and settle down.  But till then you have to put up with bands of marauding brigands and soldiers.  Well actually you always had to do that, now you can just fight back is all.  You’d think the men would notice you for your wonderful devotion to the temple, your superb craftsmanship that enables you to produce the region’s best rice wine, etc.  But no.  All they notice is your magnificent ghetto bootay.  Friggin’ drunks.
Combat: Generally you specialize in putting the hurt on people as quickly and efficiently as possible.  The goal being not to kill them so much as make them wish you had.   That way they get the idea that picking on women is bad in general, and that some are capable of doing hideous damage by way of retribution.  Also it’s kinda hard to tell the butt kickin’ women from regular ones, so it’s best to give them all a pass…
Advancement: Most Combat Nuns tend to advance down pretty similar lines (mostly because they don’t often get much other choice).  Every time they try to branch out and do something different the Ogre’s show up in town demanding wine and women, and it’s right back to kicking butt.  Course if you ever have grandkids you’ll have some awesome stories to tell them about how you shoved your pinky finger through an Oni’s spine that one time…
Resources: A Combat Nun always has her fellow sisters to draw upon for aid, as well as many a thankful townsperson whom they have rescued from the usual drifting vagabonds who wonder into town robbing and killing as they go.  It’s like your life is a spaghetti western or something…

CLASS NAME IN THE WORLD
I like…Kung Fu…Nuns and I cannot Lie! You otha brothas can deny!”

You get along pretty well with the locals.  Outsiders not so much.  Outsiders think just cause you’re a Nun you can’t hold your own.  Well you’ll show em’.  A good swift blow to the spine changes most of their attitudes right quick.  Darn monsters wandering out of the mountains and grabbing you by the backside in the fields, who the hell do they think they are?  And who is this Asmodeus they keep talking about like it’s supposed to impress you?  The human brigands are just as bad.  At this rate you’ll need to stop bathing just to ensure you get some peace and quiet…
Daily Life: You spend much time teaching the local children, performing upkeep on the temple, tending the fields, and sundry other chores.  Your daily assignments vary.  But the one constant is Kung Fu training.  You need to be able to defend yourself and the local innocents.  Plus being able to beat up Trolls and call them sissies is awesome.
Notables: Pusheng Toy (LG Female Human Monk 6/Combat Nun 6) is a local Nun of promising caliber.  She has done well at her training and may even be ready for advancement to Headmistress status at the temple.  As long as she can do something about that pesky Death Slaad who keeps trying to get her to marry him.  Some alien demon frogs just don’t listen to the word “no”.
Organizations: The Combat Nuns pretty much are an organization.  They don’t have much in the way of political power, but the people love them more than the aristocracy so it’s wise for the nobility to listen to them if they don’t want the peasants ticked.  They also don’t have a lot of money, but since they are well respected they can sometimes manage to get what they need from admirers.

NPC Reaction
Presuming the NPC isn’t drunk, evil, or a monster they pretty much adore you.  You’re the holy lady who protects them after all.  If they are drunk and/or evil the reaction is pretty much “Hey baby” or something even less imaginative. 

COMBAT NUNS IN THE GAME
This class will definitely make the bad guys suspect women a bit more.  Or at least lead them to think that they aren’t as helpless as they may seem regardless of the situation.  But then there aren’t a lot of smart bad guys out there or there wouldn’t be a need for this class.
Adaptation: This is meant for not entirely serious campaigns, or more specifically ones with a bit of edgy humor.  Not that it can’t be easily enough adapted, but it’s generally not meant to be serious cause then the premise would be a little disturbing if it were realistic.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
EL 12: The PC’s are walking into a lovely local little village when they are greeted by the sight of a robed woman violently kneeing a soldier in the spine repeatedly before kicking him in the face and breaking his jaw.  The villagers appear to be cheering her on.  Might be wise not to pull any on games while you’re here…


Pusheng Toy
LG Female Human Monk 6/Combat Nun 6
Init +2, Senses: Listen +6, Spot +6
Languages Common
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AC 27, touch 19, flat-footed 25 (+2 Dex, +5 Wis, +6 Armor, +2 Natural, +2 Deflection)
hp 54 (12 HD)
Fort +12, Ref +14, Will +11
Evasion, Still Mind
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Speed 50 ft. (10 squares)
Melee Unarmed Strike +10/+5 (2d8+2) With Belt: +13/+8 (2d8+5)
Base Atk +8, Grp +10 (+13 w/Belt)
Atk Options Flurry +8/+8/+3 (2d8+2) (+11/+11/+6 2d8+5 w/Belt), Stunning Fist 12/day, Drop the Big Elbow, Kneecappin’, Iron Fist +2d6
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Abilities Str 14 (20 w/Belt), Dex 14, Con 10, Int 8, Wis 17, Cha 12
SQ Unarmed Strike, AC Bonus, Unarmed Speed Bonus, Ki Strike, Slow Fall 30’, Bad Touch Kung Fu
Feats Combat Expertise, Great Fortitude, Improved Disarm, Lightning Reflexes, Power Attack, Superior Unarmed Strike, Combat Reflexes (B), Improved Trip (B), Pain Touch (B), Stunning Fist (B), Weakening Touch (B)
Skills Hide +8, Jump +8, Listen +6, Move Silently +5, Sense Motive +9, Spot +6, Tumble +11
Possessions Belt of Giant Strength +6, Bracers of Armor +6, +2 Ring of Protection, +2 Amulet of Natural Armor


EPIC COMBAT NUN

Hit Die: d8
Skills Points at Each  Level : 4 + int
AC Bonus The Nun's AC Bonus when unarmored increases by +1 for every 5 levels over 20th.
[BStunning Attack[/B] Use the Nun's Class Level to determine the Save DC for this attack as normal.
Combat Training At level 21 and every 3 levels thereafter the Combat Nun gains a new combat maneuver.
Iron Fist The Nun's Iron Fist increases by +1d6 at level 22 and every 3 levels thereafter.
Bonus Feats: The Epic Combat Nun gains a Bonus Feat every 5 levels higher than 20th
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on February 21, 2009, 09:54:18 AM
AZURE MASTER

(http://Picture URL)
   
"Size matters not."

 Azure Masters are a select handful of Blue Goblin Psions who have mastered the art of Telepathy.  They direct their fellow Goblins in various battles to increase what they claim will be the ascension of the Goblin race, but what is actually their own attempt to rise to power.

BECOMING AN AZURE MASTER  
With their need for Telepathic abilities the Azure Masters are usually Psions or Erudites, or a similar Psionic Class with the Expanded Knowledge Feat.

 ENTRY REQUIREMENTS
   Race:  Blue
   Psionics:  Manifester Level 6th, and must be able to Manifest Escape Detection, and False Sensory Input
   Skills:  Autohypnosis 4 ranks, Concentration 8 ranks
   Feats:  Combat Manifestation, Narrow Mind, Psionic Meditation


Class Skills
 The Azure Master's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Gather Information (Cha), Intimidate (Cha), Knowledge (Local, Psionics)(Int), Psicraft (Int), and Sense Motive (Wis).
Skills Points at Each  Level : 2 + int

Hit Dice: d4

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Mark, Telepathy, +1 Level of Existing manifesting Class
2. +1    +0     +0     +3    Scrying, +1 Level of Existing manifesting Class
3. +1    +1     +1     +3    +1 Level of Existing manifesting Class
4. +2    +1     +1     +4    Telepathy, +1 Level of Existing manifesting Class
5. +2    +1     +1     +4    Scrying, +1 Level of Existing manifesting Class
6. +3    +2     +2     +5    +1 Level of Existing manifesting Class
7. +3    +2     +2     +5    Telepathy, +1 Level of Existing manifesting Class
8. +4    +2     +2     +6    Scrying, +1 Level of Existing manifesting Class
9. +4    +3     +3     +6    +1 Level of Existing manifesting Class
10.+5    +3     +3     +7    Unseen Master, +1 Level of Existing manifesting Class


Weapon Proficiencies: An Azure Master gains no new weapon or armor proficiencies.
 
Mark (Su): You may "mark" an individual within range of your telepathy as a Standard Action by expending your Psionic Focus.  The maximum number of individuals you have Marked at any one time is equal to your Intelligence modifier.  You may use your powers on a Marked individual even if he is not within range (but as long as he is on the same Plane) by spending an extra 5 power points.  You may also use him to see through by casting any scrying type powers (such as Remote Viewing) through them for an extra 5 power points.

Telepathy (Ps): At 1st level you gain Telepathy (see MM page 316) with a range of 100', and you can use Forced Sense Link, and Read Thoughts 3 times per day as a Psilike Ability (Manifester Level is equal to your normal Manifester Level).

At 4th level your Telepathy increases to a range of 1000', and you can use Mind Probe and Shatter Mind Blank 3 times per day as a Psilike Ability.

At 7th level your Telepathy increases to a range of 1 mile, and you can Manifest Co-opt Concentration once per day as a Psilike ability.

Scrying (Ps): You begin to gain new powers due to study at second level.  At second level you gain the ability to Manifest Remote Viewing.

At 5th level you gain the ability to Manifest Greater Precognition.

At 8th level you gain the ability to Manifest Hypercognition.

Unseen Master (Su):  You are now permanently invisible (as per the spell).  If you attack someone or use a power upon them you become visible to them, and cannot shield yourself from their view again until you spend a Standard action doing so.  If you become visible to 3 or more individuals this ability shuts off for the rest of the encounter or until you take a Full Round Action to restore it.

PLAYING AN AZURE MASTER
 Subtlety is the key.  Your powers let you communicate mentally with others without even having to ever see them.  You can run an entire business/tribe with no one knowing who you are.  Which is good.  With all the acts of evil you've ordered, it's probably best no one ever finds you.
 Combat: You don't fight.  Period.  Fighting means exposing yourself to the world, and they will know who you are.  Minions can take care of your fighting for you.
 Advancement: The goal of the Masters is power.  They will do whatever is necessary to accumulate wealth and more people under their domain.  While this generally means more powerful psionic abilities, some of them do go in more political directions.
Resources: If they're a tribal leader the Azure Master has his tribe's resources at his disposal.  If he's the leader of a criminal organization he has them.  Few Masters don't have something at their call.

AZURE MASTERS IN THE WORLD
"Leave those men alone son.  It's not worth your life to cross them or their boss."
 You interact through the world with telepathic messages, and bullying minions you hire to do your work for you.  If you're lucky no one will ever see your face or learn your identity.
 Daily Life: You have an organization to run, and powers to research.  There is no time for adventuring, you usually hire people to do that for you (i.e. this tends to be an NPC class).
 Notables: Cerul (NE Male Blue Psion 6/Azure Master 6) is the head of a Thieve's Guild.  Ruling his city with an iron fist, almost everyone knows his name, but nobody has ever seen him.  Rumor has it his orders just appear in people's minds.
 Organizations: Most Azure Masters are the head of their own organization.  Most of the time this will be a goblinoid tribe raiding civilized people's, or a criminal organization ruling a city from behind the scenes.

NPC Reaction
 NPC's are usually terrified of the Azure master's organization, they usually haven't ever seen him, nor do they know who he is.

AZURE MASTERS IN THE GAME
 If your players aren't any more intuitive than "I kick down the door and whack what's behind it", your campaign doesn't need this class.  They'll never figure out who the Azure Master is, let alone confront him.
 Adaptation: Azure Masters will usually be the secret heads of criminal organizations, or tribal leaders who are powers behind the thrones.
 Encounters: PC's will usually not encounter an Azure Master, they will encounter their minions.  It will take a great deal of work to find out who is behind the various thugs that seem to always know where they are...

Sample Encounter
EL 12: The PC's have just come into town, and immediately realize somethings wrong.  Very wrong.  People seem frightened of strangers.  And the man they're supposed to deliver a package too is apparently feared by everyone.  Whenever they ask for Cerul, people lose it and run away.  Except for the local thugs who get pushy and ask what the hell they think they're doing.  Leaving town suddenly seems like a good idea.


Cerul
NE Male Blue Psion 6/Azure Master 6
Init +1, Senses: Listen +2, Spot +2, Dark Vision 60'
Languages Common, Goblin, Draconic, Elven, Giant, Gnoll, Orc
------------------------------------------------
AC 20, touch 14, flat-footed 19 (+1 Size, +1 Dex, +2 Deflection, +6 Armor)
hp 42 (12 HD)
Fort +5, Ref +5, Will +12 (+16 w/Mask)
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Weapon +7/+2
Base Atk +6, Grp +1
Combat Gear 2 Potions of Cure Serious Wounds
Powers Known 1st: Detect Psionics, Empathy, Mindlink, Missive, Psionic Charm
2nd: Cloud Mind, Mass Missive, Psionic Suggestion, Read Thoughts
3rd: Cerebral Phantasm, Dispel Psionics, Escape Detection, False Sensory Input, Mind Trap
4th: Implanted Suggestion, Mindwipe, Psionic Dominate, Psionic Modify Memory, Remote Viewing
5th: Ethereal Agent, Mind Probe, Psionic True Seeing, Psychic Crush
6th: Greater Precognition, Mass Cloud Mind, Mind Switch, Psychometry

Manifester Level 12, Power Points 156

Psilike Abilities Forced Sense Link, Mind Probe, Read Thoughts, Shatter Mind Blank 3/day
-----------------------------------------------
Abilities Str 8, Dex 13, Con 12, Int 20, Wis 14, Cha 6
SQ Discipline (Telepath), Telepathy 1000'
Feats Combat Manifestation, Greater Power Penetration, Narrow Mind, Power Penetration, Psionic Meditation, Burrowing Power (B), Expanded Knowledge (Escape Detection) (B)
Skills Autohypnosis +16, Concentration +15, Diplomacy +8, Gather Information +8, Intimidate +8, Knowledge (Local, Psionics) +17, Move Silently +5, Psicraft +15, Ride +5, Sense Motive +12
Possessions Crystal Mask of Mindarmor, Ring of Invisibility, +6 Bracers of Armor, +2 Ring of Deflection, Scry Shroud, 2 Potions of Cure Serious Wounds, 500 GP



EPIC AZURE MASTER

Hit Die: d4
Skills Points at Each  Level : 2 + int
Powers The Azure Master gains no more power points after 20th level.  It gains a new power every 2 levels of any level it can Manifest.  Manifester level is equal to character level.
Bonus Feats: The Epic Azure Master gains a Bonus Feat every 3 levels higher than 20th
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on February 24, 2009, 12:26:54 PM
TANARRUK FIREBREATHER

(http://Picture URL)
   
"It's always so much fun to see things turn to ash.  I could spend all my life this way."

 The few Tanarruk that become Psions generally concentrate on fire based powers.  Or become obsessed with them more likely.  Their fiendish heritage makes them a little bit unstable.

BECOMING A TANARRUK FIREBREATHER  
Unless you take the Expanded Knowledge Feat, you'll need to be a Kineticist Psion.

 ENTRY REQUIREMENTS
   Race:  Tanarruk
   Psionics:  Manifester Level 5th, must be able to Manifest Energy Cone
   Feats:  Maximize Power, Quicken Power
   Skills:  Concentration 6 ranks, Intimidate 10 ranks


Class Skills
 The Tanarruk Firebreather's class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Intimidate (Cha), Knowledge (Local, Psionics)(Int), Psicraft (Int), Search (Int), Spot (Wis), and Survival (Wis).
Skills Points at Each  Level : 4 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Fire Breath
2. +1    +0     +0     +3    Improved Flame Control, +1 Level of existing Manifester Class
3. +1    +1     +1     +3    Fireskin, +1 Level of existing Manifester Class
4. +2    +1     +1     +4    Fire Breath
5. +2    +1     +1     +4    Improved Flame Control, +1 Level of existing Manifester Class
6. +3    +2     +2     +5    Fireskin, +1 Level of existing Manifester Class
7. +3    +2     +2     +5    Fire Breath
8. +4    +2     +2     +6    Improved Flame Control, +1 Level of existing Manifester Class
9. +4    +3     +3     +6    Fireskin, +1 Level of existing Manifester Class
10.+5    +3     +3     +7    Flames of Hell, +1 Level of existing Manifester Class


Weapon Proficiencies: A Tanarruk Firebreather gains no new weapon or armor proficiencies.
 
Fire Breath (Su): At 1st level the Firebreather may spit a 30' Cone of Fire as a Standard Action.  Damage is 2d6, the opponent gets a Reflex Save for half damage (Save DC is 10 plus half Hit Dice plus Constitution Modifier).

At 4th level the damage increases to 4d6.

At 7th level the damage increases to 6d6.

Improved Flame Control (Su): At second level the Caster Level for the Tanarukk's Control Flame ability is equal to their Hit Dice.

At 5th level whenever the Firebreather Manifests a power doing Fire damage, his Manifester Level is equal to his Hit Dice.

At 8th level whenever the Firebreather Manifests a power doing Fire damage, the power Manifests as if he had spent 5 more power points than he has.

Fireskin (Su): At 3rd level your Fire Resistance increases to 20.

At 6th level you become immune to fire damage.

At 9th level you are so hot that anything hitting you with an unarmed strike or natural weapon takes 1d6 points of fire damage (their weapon takes it if they use a manufactured weapon), and your successful Grapple checks/Bites/Unarmed Strikes also do 1d6 points of fire damage. You may mentally initiate or suspend this power as a Swift Action (that way you don't set fire to everything around you 24 hours a day).

Flames of Hell (Su): At 10th level your Fire Breath and all powers you Manifest that do Fire Damage do an additional +3d6 Profane damage.

PLAYING A TANARUKK FIREBREATHER
 You're all about intimidation.   It keeps people away, and lets you go about your business of burning everything you come into contact with.  And it helps in fights too.  Keeps them hesitating just long enough for you to make things problematic for them.
 Combat: Since your resistant (and eventually immune to) fire, spreading it around as much as possible is the goal.  Opponents will hesitate o charge into open flames to get to you and that gives you time to make it just that much worse.
 Advancement: Most Tannaruk Firebreathers just continue to enhance their fire powers to their limit.  It's what they live for.
Resources: Firebreathers have whatever resources they can scrape up for themselves.  Their race isn't particularly well liked, and their tendency to start fires at every opportunity doesn't exactly make the allies come running.

TANARUKK FIREBREATHERS IN THE WORLD
"Them Devil Orcs burned my family alive.  Time they got what they had comin'."
 Firebreathers tend to spend much of their time setting fires, scouting places to set bigger and better fires, or doing odd arson jobs for money.  They rarely interact with others unless they've hired to do a job, or they can find a group of friends that don't mind their eccentricities.
 Daily Life: Firebreathers spend a lot of time hiding from the law, and practicing their abilities. 
 Notables: Surtur (LE Male Psion 5/Tanarruk Firebreather 2) is infamous locally.  Well sort of.  He's infamous for setting fires, but no one knows who he is.  The Law would kill to find him.
 Organizations: Firebreathers may belong to an organization of some kind, but there are none dedicated to them.

NPC Reaction
 NPC's would love to hang you by the neck if they could find you.  Your powers scare them, but the lives ruined by you makes them hate you enough to take the risk.

TANARUKK FIREBREATHERS IN THE GAME
 Since Firebreathers are uncontrolled lunatics hellbent on burning the world, this might be best as an NPC, or used in an all evil campaign.
 Adaptation: This is best used for darker campaigns.
 Encounters: PC's will likely encounter Firebreathers once they have been hired to capture one and bring him in, or stumble across him doing a job.

Sample Encounter
EL 12: The PC's are running from the City Guard, and they hide in an abandoned building.  Unfortunately a ticked off orc like creature is in the building with them, and he appears to be upset that they interrupted him doing...something.


Surtur
LE Male Psion 5/Tanarruk Firebreather 2
Init +2, Senses: Listen +10, Spot +10, Dark Vision 60'
Languages Abyssal, Orc, Common, Undercommon, Goblin
------------------------------------------------
AC 21, touch 12, flat-footed 19 (+2 Dex, +4 Natural, +5 Armor)
hp 66 (12 HD)
Fort +7, Ref +7, Will +10 
------------------------------------------------
Speed 20 ft. (4 squares)
Melee +2 Club +12/+7 (1d6+4 plus 1d6 electricity)
Base Atk +6, Grp +10
Combat Gear 3 Potions of Cure Serious Wounds
Powers Known 1st: Deflection Field, Energy Arc, Energy Ray, Inertial Armor, Matter Agitation
2nd: Energy Emanation, Energy Missile, Energy Push, Energy Stun
3rd: Energy Bolt, Energy Burst, Energy Cone, Energy Wall
Manifester Level 6, Power Points 44
Supernatural Abilities Fire Breath: 2d6 (DC 18), Improved Flame Control
-----------------------------------------------
Abilities Str 18, Dex 14, Con 14, Int 17, Wis 8, Cha 4
SQ Fire Resistance 10, SR 21, Control Flame, Orc Blood
Feats Combat Manifestation, Delay Power, Maximize Power, Quicken Power, Widen Power, Dazzling Energy (Fire)(B), Privileged Energy (Fire)(B)
Skills Autohypnosis +10, Concentration +13, Disable Device +6, Hide +13, Intimidate +11, Knowledge (Local, Psionics) +6, Listen +10, Psicraft +7, Search +14, Spot +10, Survival +3
Possessions +2 Shocking Burst Club, +5 Bracers of Armor, Ring of Invisibility, Ring of Mind Shielding, 3 Potions of Cure Serious Wounds, 450 GP


EPIC TANARRUK FIREBREATHER

Hit Die: d6
Skills Points at Each  Level : 4 + int
Powers The Tanarruk Firebreather gains no more power points after 20th level. 
Fire Breath: The Firebreathers fiery breath increases by +1d6 damage at Level 21, and every 3 levels thereafter. 
Bonus Feats: The Epic Tanarruk Firebreather gains a Bonus Feat every 3 levels higher than 20th
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on February 25, 2009, 12:18:19 PM
OROG BRUTE

(http://Picture URL)
   
"Being called a brute is a reflection of my physical, not mental, prowess."

 Orog Psionics tend to use their powers to enhance their physical abilities to better combat their people's enemies.

BECOMING A OROG BRUTE  
Orog Brute's tend to begin as Psychic Warriors or Wilders, though some are Psions.

 ENTRY REQUIREMENTS
   Race:  Orog
   Psionics:  Manifester Level 5th, and must be able to Manifest Hustle
   Skills:  Autohypnosis 4 ranks, Concentration 4 ranks, Intimidate 4 ranks, Knowledge (Psionics) 4 ranks
   Feats:  Improved Sunder, Power Attack, Psionic Weapon


Class Skills
 The Orog Brute's class skills (and the key ability for each skill) are Autohypnosis (Wis), Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Knowledge (Psionics)(Int), Ride (Dex), and Use Psionic Device (Cha)
Skills Points at Each  Level : 2 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +0     +0    Psychic Smite 1/day
2. +1    +3     +0     +0    Psychic Riposte, +1 level of original Manifesting class
3. +2    +3     +1     +1    Psychic Endurance
4. +3    +4     +1     +1    Psychic Smite 2/day, +1 level of original Manifesting class
5. +3    +4     +1     +1    Psychic Riposte
6. +4    +5     +2     +2    Psychic Endurance, +1 level of original Manifesting class
7. +5    +5     +2     +2    Psychic Smite 3/day
8. +6    +6     +2     +2    Psychic Riposte, +1 level of original Manifesting class
9. +6    +6     +3     +3    Psychic Endurance
10.+7    +7     +3     +3    Unstoppable, +1 level of original Manifesting class


Weapon Proficiencies: Orog Brutes gain no new weapon or armor proficiencies.
 
Psychic Smite (Su) At first level you can declare any successful critical hit to be a Psychic Smite once per day.  You may declare after the critical confirmation roll, but before rolling for damage.  At 4th  level you may do this twice per day, at 7th level you may do this 3 times per day.  You may spend 8 power points to do maximum damage with your hit as a Free Action.  This only applies to your weapon damage, not magical enhancements like Flaming Burst, or Bonus Dice like Sneak Attack or Skirmish.

Psychic Riposte (Su) At second level if your opponent fails his attack roll in melee combat, you may make an attack of opportunity if you have one to knock him off balance.  You make an opposed level check against your opponent, and if you win he is -2 on all rolls the next round.

At 5th level if your opponent fails his attack roll in melee combat, you may make an attack of opportunity if you have one to make a Sunder attempt against his weapon.

At 8th level if your opponent fails his attack roll in melee combat, you may make an attack of opportunity to attack him.

All of these abilities require you to have at least 1 Power Point in reserve, and you must expend your Psionic Focus.

Psychic Endurance (Su): At 3rd level you may spend 5 power points to delay taking damage from any 1 hit for 2 rounds.

At 6th level you may instead delay any effect that requires a Saving throw for 2 rounds.

At 9th level if you are brought to -10 hit points you may delay your death one round per point of Constitution modifier by spending 5 power points.

Unstoppable (Su): You may now fight and act normally when at - to -9 hp.  If you are brought to -10 hp or less, or fail a Save or Die effect you may spend all your remaining power points and expend your psionic focus to become Unstoppable.  While Unstoppable you are immune to any effect allowing a Saving Throw, and can fight normally regardless of how much damage you take.  You may fight for 1 round per point of Intelligence modifier, and then die.  You automatically confirm all criticals while Unstoppable.  A minimum or 5 power points is required to use this ability.

PLAYING AN OROG BRUTE
 You are not a simple warrior.  And anyone who makes that mistake will pay for it.  Your fellow Orogs look up to you to back them up in a fight, and you don't disappoint.  In fact they usually end up being your backup.  Too bad your people's enemies can't see past their own stereotypes of race, or they'd find you less effective.
 Combat: Brute's soak damage while trying to get that critical that will allow them to put their opponent away.  They're almost classic tanks.
 Advancement: Brutes tend to focus on the ability to delay or shrug off hits and effects in order to keep getting in hits.  Eventually they can whittle the opponent to nothing.
Resources: Orog Brutes are usually members of the military, and can usually draw upon the resources of said military in times of trouble.

OROG BRUTES IN THE WORLD
"He touched me and my arm went numb!"
 Orog Knight's tend to view the world in terms of 'Orcs' and 'everything else'.  They tend to be raised by the military and their views tend to be warped by that childhood.  Many are far more xenophobic than even the average Orog.
 Daily Life: You train obsessively, awaiting the great war with the other humanoids which you hope will come within your lifetime.  When not training you are usually on assignment.
 Notables: Khe (CE Male Psychic Warrior 5/Orog Brute 5) has been leading caravan raids on the surface in preparation for a minor war.
 Organizations: The Brutes themselves have their own section within the military.  They train with each other almost exclusively.  Officially they don't really have a name other than what company they belong to.

NPC Reaction
 NPC's tend to think of you as another Orc, and generally Orc means bad.  When you bust out the psychic powers, it goes downhill swiftly from there.

OROG BRUTES IN THE GAME
 As with my other Orog classes this tends to present them as a more organized militaristic society than other Orcs.  Sort of implying they're major campaign bad guys.
 Adaptation: This assumes that Orogs are in your campaign and a major enough threat to have a standing developed military force as opposed to a horde of barbarians. 
 Encounters: PC's will encounter Orog Brutes during any Orog raid or military action.  They will also encounter them when raiding Orog cities.

Sample Encounter
EL 12: Raids are being conducted by Orogs swarming up from the Underdark at night, and a few of them seem to have supernatural abilities that put the local merchants caravans at a disadvantage.  The PC's have been hired to take these new Orogs out.


Khe
CE Male Orog Psychic Warrior 5/Orog Brute 5
Init +0, Senses: Listen +0, Spot +0, Dark Vision 120'
Languages Orc, Undercommon, Common, Dwarven, Gnome
------------------------------------------------
AC 28, touch 13, flat-footed 28 (+2 Natural, +13 Armor, +3 Deflection)
hp 55 (10 HD)
Fort +9, Ref +2, Will +2 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +4 Falchion +15/+10 (2d4+11/18-20)
Base Atk +6, Grp +11
Atk Options  Psychic Smite 2/day, Psychic Riposte
Combat Gear 1 Potion of Cure Serious Wounds
Powers Known 1st: Adrenaline Boost, Offensive Precognition, Offensive Prescience
2nd: Body Adjustment, Incite Bravery

Manifester Level: 7, Power Points: 22
-----------------------------------------------
Abilities Str 20, Dex 11, Con 12, Int 16, Wis 10, Cha 10
SQ Orc Blood, Light Blindness, Fire Resistance 5, Cold Resistance 5, Racial weapon proficiencies, Psychic Endurance
Feats Greater Psionic Weapon, Improved Sunder, Power Attack, Psionic Weapon
Skills Autohypnosis +10, Climb +11, Concentration +11, Intimidate +6, Jump +11, Knowledge (Psionics) +9, Ride +6, Search +9, Use Psionic Device +5
Possessions +5 Full Plate, +4 Falchion, Fiendhelm, +3 Ring of Protection, 1 Potion of Cure Serious Wounds, 125 GP




EPIC OROG BRUTE

Hit Die: d8
Skills Points at Each  Level : 2 + int
Psychic Smite: You gain an additional daily use of Psychic Smite at Level 21 and every 3 levels thereafter.
Bonus Feats: The Epic Orog Brute gains a Bonus Feat every 3 levels higher than 20th
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on February 26, 2009, 01:18:11 PM
KOBOLD MAINTENANCE MAN

(http://Picture URL)
   
"Awright...who left this fetid pile of ___ in the hall for me to clean up?"

You are a maintenance man, janitor, trapsmith, craftsman, and smuggler all rolled into one.

BECOMING A KOBOLD MAINTENANCE MAN
Most Kobold Maintenance Men start out in a class that has lots of skills (i.e. Rogue, but could be another class)

 ENTRY REQUIREMENTS
   Race:  Kobold
   Skills:  Craft (any 3) 4 Ranks, Disable Device 4 Ranks, Knowledge (Architecture and Engineering) 4 Ranks, Open Lock 4 Ranks, Profession (any) 4 Ranks, Use Magic Device 4 Ranks
   Feats: Jack of All Trades, Low Key ( http://mearls.com/cthulhu/coc_feats.html (http://mearls.com/cthulhu/coc_feats.html)
)


Class Skills
 The Kobold Maintenance Man's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Knowledge (Architecture and Engineering, Local, Things Man Was Not Meant To Know)(Int), Listen (Wis), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Use Magic Device (Cha), and Use Rope (Dex).
Skills Points at Each  Level : 8 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +2    Alien Diplomacy
2. +1    +0     +3     +3    Wrench Warfare
3. +2    +1     +3     +3    "Clean That ____ Up"
4. +3    +1     +4     +4    A True Professional
5. +3    +1     +4     +4    Desperate Times
6. +4    +2     +5     +5    "We're Inhaling What?"
7. +5    +2     +5     +5    Duct Tape
8. +6    +2     +6     +6    Friends In Unusual Places
9. +6    +3     +6     +6    Hazmat Crew
10.+7    +3     +7     +7   Occupational Specialty


Weapon Proficiencies: Kobold Maintenance Men gain proficiency with one Exotic Weapon.
 
Alien Diplomacy (Ex): You are often exposed to odd cultures and individuals.  Some of them are...a little high strung.  Some think of you as food traditionally.  Some usually have no method of truly communicating with you under normal circumstances.  And some are homicidal psychopaths.  By making a DC 20 Diplomacy check against any being with an Intelligence higher than 3, you may stop it from immediately attacking (assuming none of your party members are racial enemies or completely stupid, or have attacked it already).  This doesn't mean it's an enemy.  It just means it realizes you are a bootlicking peon, and possibly of no real significant threat value, but might have some useful knowledge, or be persuadable to abandon your current master for it.  The Diplomacy check buys you one minute of peaceful negotiations, unless someone on your side attacks or is insulting (they should let you do the talking).

Wrench Warfare (Ex): You may wield Improvised Weapons without any penalty, and may take weapons Feats like Improved Critical for Improvised weaponry. 

"Clean That ____ Up"(Ex): You are used to being exposed to really nasty spills of god knows what.  You are now immune to Contact Poisons, and have Acid Resistance 3.

A True Professional (Ex): You are so used to giant monsters escaping and wreaking havoc, things blowing up, etc that you are now immune to Fear and Morale penalties.

Desperate Times (Ex): The boss has told you the new trap needs done tonight, or you and everyone you know is dead.  The time you require for Craft checks is halved.

"We're Inhaling What?"(Ex): You've graduated from cleaning up monster poo, corpses, and slime to chemical spills and gasses.  You are immune to Inhaled Poisons and any similar effect such as Ghast Stench and Troglodyte Stench.  Acid Resistance increases to 5.

Duct Tape (Ex): Out of desperation you can substitute whatever you have on hand, no matter how unlikely, to solve a problem temporarily.  Perhaps you need to plug a leak to prevent the boat from sinking.  Maybe you need to get a trap working in a hurry.  You can make a DC 20 Craft check to repair ANYTHING for 1d6 hours after which it will break down again.

Friends In Unusual Places (Ex):  Whenever you are captured by a bad guy, get into trouble with the law (or a noble), or basically have a run-in with anyone famous, there is a chance you have worked for them before, and done well (DC 20 Charisma check).  If the check is successful they remember you fondly and are inclined to let you go (You are +4 on all Diplomacy checks regarding them).  At 10th level this also applies to minions, token mooks, guards, etc as you have gottent heir bacon out of the fire with the boss a couple times. 

Hazmat Crew (Ex): You've cleaned up things that would make jesus puke.  You are now immune to disease (magical or otherwise), all poisons, and may make a Fortitude Save (DC is 10 plus damage dealt) to ignore Acid damage.

Occupational Specialty: You have practiced a specific specialty, and are now a leading member of your field.  You may request double the normal payment fro work you are asked to do.  Specialties include:

Plumber (Ex): You have long constructed water based traps, plumbing, aqueducts, and other such things.  You no longer take armor check or weight penalties to Swim checks, and may always Take 10 on a Swim check.  You may use the Run action while swimming in a straight line.  You may also speak Aquan, and hold your breath twice as long as normal before you risk drowning.   Prerequisites: Knowledge (Architecture and Engineering) 10 ranks.

Electrician (Su): You specialize in traps and equipment involving electricity. As a result of being blasted many times over the years you gain Energy Resistance 15 (Electricity), and a +4 Bonus on Saving throws vs all spells or effects involving electricity. Prerequisites: Use Magical Device 10 ranks

Carpenter (Ex): You are well known for creating stuff.  Despite the name you might be a Stonemason, a Carpenter, a Goldsmith, etc.  You are simply well known in your field (probably even famous).  You may make a DC 20 Craft check to repair broken or malfunctioning magic items if you have the appropriate craft skill (woodworking for most staves/wands, weaponsmith for weapons, etc.).  Prerequisites: Craft (Any) 6 ranks, Use Magic Device 6 ranks

Freak Wrangler (Ex): Your responsible for maintenance, care, feeding, etc of the various guard beasties.  You may use the Handle Animal skill on Abberations, Magical Beasts, Oozes, Plants, Undead, and Vermin that have an Int score of 3 or less.  If they are smarter then they're initial attitude towards you is no worse than Indifferent.  Prerequisites: Diplomacy 6 ranks, Handle Animal 6 ranks.

Exterminator (Ex): You keep the secret base of operations vermin free, and put down any escaped experiments as well.  You never need to worry about accidentally exposing yourself to poison as you are proficient with it's use.  Poisons you make have their Save DC's increased by +5.
Prerequisites: Craft (Poisons) 10 ranks.

Trapsmith (Ex): You are an expert trapmaker. When creating a trap you may add +5 to two of the following: the Search DC, the Disable DC, or the Saving Throw DC.  Prerequisites: Craft (Trapmaking) 10 ranks.

Alien Wrangler (Ex): Any time the bosses need something from the Far Realms or some obscure part of the universe cleaned, repaired, looked after, etc., you get the job.  When using your Use Magic Device skill you do not trigger  mishap if you fail by 10 or more, and do not trigger magic items or artifacts by being in close proximity or touching them.  You may handle Cursed items freely wit ha DC 25 Use Magic Device check to avoid being cursed by them.  Prerequisites: Knowledge (Things Man Was Not Meant To Know) 6 ranks, Use Magic Device 6 ranks.

PLAYING A KOBOLD MAINTENANCE MAN
You are the overworked, the underpaid, and the often overlooked.  You do a variety of thankless tasks no one else will touch, and never even get any thanks.   You get swindled by your bosses, railroaded by the unions, attacked by adventurers, and eaten by the experiments gone wrong of sadistic madmen.  And despite it all you still do your job.  Why?  Because you know all teh secrets of the BBEG's lair.  Because you built them.  And since he's a complete retard who got by on charisma instead of wisdom, he hasn't realized you're selling him out to the pair of adventurers who are the highest bidders.  And then backstabbing them by giving them the wrong information to keep the money.
 Combat: Your a tinker, not a fighter.  Other people do that.  Fighting isn't in the Union Contract.  If they want your help fighting they need to cough up some more money
 Advancement: Kobold Maintenance Men make excellent trapfinders and skill monkeys.  They can also be capable face men as many will need to know local laws to do their job, and usually try to network extensively.
Resources: There's always an organization supporting you.  They hire you out for maintenance, to make traps, to clean up messes they don't want to deal with, i.e. the lowly peon crap.  Meanwhile they never seem to notice what you're up to...

KOBOLD MAINTENANCE MEN IN THE WORLD
"Where's the runt?  I gotta fetid pile of ____ I need cleaned up by the Manshark tank."
You tend to be ignored and spat upon by your bosses till stuff goes wrong and only you can fix it.  Then, oh how you are showered with praise.  Use these moments to get the little things.  Like new tools, or better equipment.  Or just stick the uppity snobs for some money.  And if they refuse, screw 'em.  See how they like having to do the daily cleanup after the mansharks eat 4 kids with mayo in the public square.
 Daily Life: Most of your days will be busy work.  Cleaning, maintenance, fixing problems, putting up with crap form people who think they know better than you.  But every so often you get to build a new place, or do something fun like fix an adventurer problem because the Orc mercenaries have told the boss to shove it.
 Notables: Gordon Freewyrm (LN Male Kobold Rogue 6/Kobold Maintenance Man 6) is the local trapmaker of choice for most evil madmen (and a few non-evil madmen as well, but Gordon tries to not admit to that).
 Organizations: There are various Unions and Guilds devoted to your cause.  After all everyone needs fortress/secret hideout/laboratory design and maintenance help.  And that's where you come in.  The keep with beartraps dropping from the ceiling?  That was you.  The castle with the zombie catapults?  That was you.  The underwater castle defended by impertinent sexually deviant mansharks?  Well that wasn't you.  Not that your admitting anyway...

NPC Reaction
NPC's generally tend to love or hate you based on the amount of money they have to spend on your service (or are required to spend getting past them).

KOBOLD MAINTENANCE MEN IN THE GAME
This gives Kobolds a more prominent role than simple cannon fodder at the lowest end of the pecking order.  Which is where they should be.
 Adaptation: Despite being a comic PrC this one could be readily converted to a more serious campaign of sorts.  Every mad scientist needs an Igor.  Every megalomaniac needs a number 2.
 Encounters: Kobold Maintenance Men can often be found supervising or working on the construction or repair of the lairs of mad scientists, evil wizards, and BBEG's of all stripes.

Sample Encounter
EL 12: "So let me get this straight.  You 4 dust and blood covered drifters of ill repute, who may or may not have murdered the town mayor, who may or may not have been a Rakshasa, want me to build you a base of operations."

"Pilgrims...it's gonna cost ya..."


Gordon Freewyrm
LN Male Kobold Rogue 6/Kobold Maintenance Man 6
Init +3, Senses: Listen +8, Spot +8, Dark Vision 60'
Languages Draconic, Common, Undercommon
------------------------------------------------
AC 18, touch 14, flat-footed 15 (+1 Size, +3 Dex, +1 Natural, +3 Armor)
hp 42 (12 HD)
Fort +4, Ref +13, Will +7
Evasion, Uncanny Dodge
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Crowbar +8/+3 (1d4)
Melee +1 Wrench +8/+3 (1d6/19-20, x3)
Melee +1 Hammer +8/+3 (1d6, x3)
Base Atk +8, Grp +3
Atk Options Sneak Attack +3d6
Combat Gear 1 Potion of Cure Light Wounds
-----------------------------------------------
Abilities Str 8, Dex 16, Con 11, Int 15, Wis 10, Cha 8
SQ Trapfinding, Trap Sense +2, Light Sensitivity, Alien Diplomacy, Wrench Warfare, A True Professional, Desperate Times, Clean That ____ Up, We're Inhaling What?
Feats Jack of All Trades, Low Key, Exotic Weapon Proficiency (Repeating Heavy Crossbow, B)
Skills Appraise +6, Bluff +3, Craft (Alchemy, Blacksmithing, Carpentry, Stonemasonry) +10, Craft (Trapmaking) +12, Diplomacy +3, Disable Device +10, Forgery +6, Gather Information +3, Knowledge (Architecture and Engineering, Local) +10, Listen +8, Open Lock +7, Profession (Miner) +2, Profession (Trapsmith) +8, Search +12, Sense Motive +4, Sleight of Hand +7, Spot +8, Survival +4, Use Magic Device +7
Possessions Maintenance Toolbox (isn't fully loaded yet), Wrench of Nipple Twisting, Hammer of Bashing Things Till They Work, Crowbar of Bashing Things Till They Stop Working, Mop of Cleaning, Skeleton Key, Magic Multi-Tool, Daern's Instant Measuring Tool, Anti-Goober Sign, Arcane Thieve's Tools, 2 rolls of Duct Tape of Repair, +1 Fire Resistance Leather Armor, 1 Potion of Cure Light Wounds, 654 GP


EPIC KOBOLD MAINTENANCE MAN

Hit Die: d6
Skills Points at Each  Level : 8 + int
Bonus Feats: The Epic Kobold Maintenance Man gains a Bonus Feat every 2 levels higher than 20th




Maintenance Toolbox
 Price (Item Level): 10,000 GP
 Price with all items: 177,816 GP
 Body Slot: - (carried)
 Caster Level: 9th
 Aura: Moderate; (DC:19) Conjuration
 Activation: Swift (command)
 Weight: 25 lbs

This metal toolbox effectively functions the same as a Bag of Holding IV, but it is slightly different.  The toolbox comes pre-equipped with several items listed below, and living creatures may not be placed in it.  Al objects are shrunken into strange widgets, obly identifiable to the boxes owner (i.e. once they're in the box, you'll have to ask him or pull them all out at random to find them.  Only the most favored or well rewarded members of he Maintenance Department get one of these toolboxes.
Prerequisites: Craft Wondrous Item, Leomund's Secret Chest
Cost to Create: 5000 GP, 5 days, 200 XP


The box contains:

1 set of Arcane Thieves Tools (MIC page 150)
2 Blast Disks (MIC page 152)
5 Blessed Bandages (MIC page 152)
1 Daern's Instant Tent (MIC page 155)
1 Daern's Instant Coffee Pot
1 Daern's Instant Vending Machine
1 Superior Rope of Climbing (MIC page 176)
1 Wrench of Nipple Twisting
1 Hammer of Bashing Things Until They Work
1 Crowbar of Bashing Things Until They Stop Working
2 Rolls of Duct Tape of Repair
1 Mop of Cleaning
1 Skeleton Key
1 Magic Multi-Tool
1 Chainsaw of Fun
1 Daern's Instant Facemask
1 Daern's Mystic Measuring Tool
1 Daern's General Purpose Personal Defense Boomstick
1 Daern's Instant Shack
1 Jar of Dust of Dryness
1 pair of Goggles of Minute Seeing
1 Animated Shovel
1 Jar of Salve of Slipperiness
1 Jar of Sovereign Glue
1 Jar of Univesal Solvent
1 Anti-Goober Sign





Daern's Instant Coffee Pot
 Price (Item Level): 200 GP (2nd)
 Body Slot: - (carried)
 Caster Level: 1st
 Aura: Faint; (DC:15) Conjuration
 Activation: Standard (Command)
 Weight: 2 lbs.

3 times per day when you utter the correct command word, this pot (it looks like a thermos actually) fills with fresh coffee (black or with cream/sugar).

Prerequisites: Craft Wondrous Item, Create Water
Cost to Create: 100 GP, 1 day, 8 XP




Daern's Vending Machine
 Price (Item Level): 3600 GP (8th)
 Body Slot: - (carried theoretically)
 Caster Level: 5th
 Aura: Faint; (DC:17) Conjuration
 Activation: Standard (Manipulation)
 Weight: 400 lbs.

This 6' tall by 3' wide by 3' thick metal box has a display on front with pictures of foodstuffs and drinks (with prices listed next to them) that change on a random basis (sometimes by the hour, sometimes by the month).  By inserting up to 1 Silver in coins, you get enough food for one meal.  The machine does not provide change since the original creator was apparently an utter bastard.  Rumor has it the creators have made some machines that teleport the coins to their location as a means of earning a steady income.  The cost of making one of these machines tends to make this unlikely.

Prerequisites: Craft Wondrous Item, Coins to Food
Cost to Create: 1800 GP, 2 days, 72 XP



Coins to Food
Transmutation
Level: Sorcerer/Wizard 1
Components: V, S. M
Casting Time: 1 Minute
Range: Close (25 ft. plus 5 ft./2 levels)
Target: You
Duration: 24 hours

Material component is any coin of legal monetary value.  Even though it says 1 Silver piece to feed you for a day you may use any combination of coins that amount to 1 SP, or even more expensive coins like gold (you do not get change back).  You may sacrifice 4 copper pieces to get fed one meal.  Or 1 silver piece to eat for a day. The coins convert to food and drink of whatever sort you wish, but it is only good for 24 hours (except for water, it doesn't spoil).





Wrench of Nipple Twisting
 Price (Item Level): 18,312 GP
 Body Slot: - (carried)
 Caster Level: 7th
 Aura: Moderate; (DC:19) Transmutation
 Activation: - (Use-activated)
 Weight: 3 lbs.

This appears to be a normal +1 Wrench.  When striking a humanoid opponent that has nipples or some other soft body part the wielder gets to make an immediate Grapple Check as a Free Action without provoking an attack of opportunity.  If he succeeds with the Grapple Check, the Wrench latches on, animates, and violently twists the soft part of the body it has latched on to causing incredible pain.  This effect is identical to the Tweak Nipple spell.  Duration lasts until the victim makes a DC 20 Str check to pull the wrench free (Incidentally doing 1d6 damage in the process). 

Prerequisites: Craft Magic Arms and Armor, Tweak Nipple
Cost to Create: 9156 GP, 9 days, 366 XP



Tweak Nipple
Transmutation
Level: Sorcerer/Wizard 4
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. plus 5 ft./2 levels)
Target: One Creature
Duration: Concentration (up to 1 round/level)
Saving Throw: Will Negates
Spell Resistance: No

An invisible telekinetic force grabs hold of one of your opponents nipples, twists hard, and pulls.  Until it lets go he has a -4 penalty to all rolls.  This does not work on any creature with no discernable anatomy or that is immune to criticals.  Creatures who have no nipples but still don't qualify under the aforementioned conditions have some other part of their body harmed instead.




Wrench
One Handed Exotic Weapon
Cost: 12 GP
Dmg (S): 1d6
Dmg (M): 1d8
Critical: 19-20, x3
Weight: 3 lbs.
Type: Bludgeoning

Wrenches add a +2 Bonus to Str checks for loosening up bolts and such.






Hammer of Bashing Things Till They Work
 Price (Item Level): 8,312 GP
 Body Slot: - (carried)
 Caster Level: 5th
 Aura: Faint; (DC:17) Transmutation
 Activation: -
 Weight: 5 lbs.

This is to all intents and purposes a +1 Claw Hammer, though it is used more as a tool than a weapon.  It's true purpose is a result of the "if it doesn't work, just give it a whack" theory of mechanics.   By striking any mechanical device that has more than 2 moving parts (note mechanical does not imply metal, it can be made of wood or other substances except flesh) you get a Repair check.  You are attempting to beat a DC of 20, and your check is 10 plus the damage rolled on your striking the object with the hammer. If you successfully make the DC, the object begins functioning normally again for 2d6 hours (i.e. enough time to usually do a proper repair, or make it last a bit longer to get something specific done). If you don't make the DC, the object isn't damaged any further by the hammer as the dents from the strike magically heal instantly. 

Prerequisites: Craft Magic Arms and Armor, Craft Wondrous Item, Repair Serious Damage
Cost to Create: 4,156 GP, 5 days, 166 XP



Claw Hammer
One Handed Exotic Weapon
Cost: 12 GP
Dmg (S): 1d6
Dmg (M): 1d8
Critical: x3
Weight: 5 lbs.
Type: Bludgeoning OR piercing

Even though it has been sharpened to use as a weapon on its prying end, this can still function as a claw hammer.  It still gives a +2 to Strength checks for prying open doors/chests, shattering chains, etc.




Crowbar of Bashing Things Till They Stop Working
 Price (Item Level): 18,312 GP
 Body Slot: - (carried)
 Caster Level: 3rd
 Aura: Faint; (DC:16) Evocation
 Activation: - (and Free, Command)
 Weight: 5 lbs.

This is a +1 Breaking Crowbar.

Prerequisites: Craft Magic Arms and Armor, Shatter
Cost to Create: 9156 GP, 9 days, 366 XP



Breaking
 Price: +2 bonus
 Property: Bludgeoning melee weapon
 Caster Level: 3rd
 Aura: Faint; (DC:16) Evocation
 Activation Free (Command)

3 times per day as a Free Action a Breaking weapon may be used to immediately cast Shatter as a Free Action on any object it has just struck successfully.

Prerequisites: Craft Magic Arms and Armor, Shatter
Cost to Create: varies



Crowbar
One Handed Exotic Weapon
Cost: 12 GP
Dmg (S): 1d4
Dmg (M): 1d6
Critical: x2
Weight: 7 lbs.
Type: Bludgeoning OR piercing

Even though it has been sharpened to use as a weapon on its prying ends, and is heavier, this can still function as a regular crowbar.  It still gives a +2 to Strength checks for prying open doors/chests, shattering chains, etc.  Because of it's shape it also grants a +2 on opposed rolls to trip or disarm an opponent.





Duct Tape of Repair
 Price (Item Level): 450 GP (3rd)
 Body Slot: - (carried)
 Caster Level: 1st
 Aura: Faint; (DC:15) Transmutation
 Activation: Standard (Manipulation)
 Weight: less than a pound

This magic brand of duct tape can repair damaged objects and vehicles. When a 5-foot strip of the duct tape is applied to the damaged area, the duct tape disappears and the object regains 1d8+1 hit points instantly.

Duct tape of repair comes in a standard-size roll and can be used 14 times before the roll is exhausted.
Prerequisites: Craft Wondrous Item, Repair Light Damage
Cost to Create: 225 GP, 1 day, 18 XP
Original Concept by DebiHuman




Mop of Cleaning
 Price (Item Level): 500 GP (3rd)
 Body Slot: - (carried)
 Caster Level: 3rd
 Aura: Faint; (DC:17) Transmutation
 Activation: - (Use-Activated)
 Weight: 4 lbs.

This mop can clean virtually any substance up at the rate of one 5' square per round. It is unknown where the cleaned up fluids and other noxious substances go...
The mop can even clean up acid or toxic substances without problem, and can remove a Grease spell.

Prerequisites: Craft Wondrous Item, Neutralize Poison, Prestidigitation
Cost to Create: 250 GP, 1 day, 10 XP

Clean Water
Transmutation
Components: V, S, M
Level: Sor/Wiz 2
Casting Time: 1 minute
Range: Close (25 feet plus 5 ft./2 levels)
Target: 10-foot area/level
Duration: Instantaneous
Saving Throw:  None
Spell Resistance: No

This transmutation cleanses any flat surface area that has been corrupted by acid, poison, or other noxious substance by turning it into an equal amount of water. It cannot clean the air, and the liquid cannot be deeper than one foot. 

Material Component:
A few flakes of soap 
Spell by DebiHuman




Skeleton Key
 Price (Item Level): 5000 GP (9th)
 Body Slot: - (carried)
 Caster Level: 3rd
 Aura: Faint; (DC:16) Transmutation
 Activation: Swift (Manipulation)
 Weight: -

This key can be used to open any lock as a Swift Action, even if it is locked by the spell Arcane Lock.

Prerequisites: Craft Wondrous Item, Instant Locksmith, Knock
Cost to Create: 2,500 GP, 3 days, 100 XP




Magic Multi-Tool
 Price (Item Level): 1000 GP (4th)
 Body Slot: - (carried)
 Caster Level: 9th
 Aura: Moderate; (DC:19) Transmutation
 Activation: Swift (Command)
 Weight: 1 lb.

This 3' metal rod can become any masterwork tool as a Swift Action by uttering the command word.

Prerequisites: Craft Wondrous Item, Fabricate
Cost to Create: 500 GP, 1 day, 20 XP



SUMMON TOOL
Conjuration
Level: Sor/Wiz 1
Components: V, S, F
Casting Time: 1 Standard Action
Range: 0 ft.
Effect: Unattended, non magical object of non living matter
Duration: 1 hour per level
Saving Throw: None
Spell Resistance: No


You temporarily create one Masterwork tool of any kind, that can be held in the casters hands (i.e. no bigger than a sledgehammer or saw).  If you attempt to use this tool as a spell component or break it, the spell ends.  Focus is a 1' steel rod.



Chainsaw of Fun
 Price (Item Level): 25868 GP (16th)
 Body Slot: - (carried)
 Caster Level: 3rd
 Aura: Faint; (DC:17) Conjuration
 Activation: Standard (Manipulation)
 Weight: 5 lbs.

3 times per day this saw can become a Mordenkainen's Force Saw.

Prerequisites: Create Magic Arms and Armor, Craft Wondrous Item,
Cost to Create: 12934 GP, 13 days, 517 XP




Mordenkainen's Force Saw
Conjuration
Level: Sorcerer/Wizard 2
Components: V, S. F
Casting Time: 1 Standard Action
Range: Personal
Effect: 1 Chainsaw
Duration: 1 round per level
Saving Throw: No
Spell Resistance: No


When cast this summons a mystical chainsaw. It can cut through just about anything eventually. It cuts through 2 inches of any material of Hardness 5 or less in 1 round. It will cut through 1 inch of anything Hardness 6-8 in 2 rounds. It will cut through 1 inch of anything Hardness 9-15 in 3 rounds. It cannot cut through Hardness 16 or higher. If used as a weapon it is a Two handed +1 weapon that does 1d8 damage (plus Strength modifier) as a melee touch attack. Focus is a miniature pewter chainsaw.




Daern's Instant Face Mask
 Price (Item Level): 4,500 GP (9th)
 Body Slot: Face
 Caster Level: 5th
 Aura: Faint; (DC:17) Transmutation
 Activation: - (Use-Activated)
 Weight: -

While wearing this face mask the owner is immune to inhaled poisons, and can breathe whether or not there is oxygen available. The wearers eyes are also shaded from bright light, and he has a +4 circumstance bonus to Saves against being blinded by light.

Prerequisites: Craft Wondrous Item, Delay Poison, Eye Shades, Water Breathing
Cost to Create: 2,250 GP, 3 days, 90 XP





Eye Shades
Abjuration
Level: Sorcerer/Wizard 1
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 Minute/Level

For the Duration of the spell you have a +4 Bonus on all Saving Throws against spells or effects based on flashes of light that would temporarily Daze or Blind you.





Daern's Mystic Measuring Tool
 Price (Item Level): 100 GP (1st)
 Body Slot: - (carried)
 Caster Level: 1st
 Aura: Faint; (DC:15) Divination
 Activation: Standard (Command)
 Weight: 1 lb.

As a Standard Action you can automatically learn:

The distance between any 2 points within line of sight.
Measure any object (volume, weight, length, etc).
Mark a line between 2 points.
Effectively it's a measuring tape, level, ruler/marker, all in one.  If the wielder wishes it will generate a line of any color between 2 points permanently.

Prerequisites: Craft Wondrous Item, Arcane Mark, Daern's Instant Measurement
Cost to Create: 50 GP, 1 day, 2 XP



Daern's Instant Measurement
Divination
Level: Sorcerer/Wizard 1
Components: V, S, Focus
Casting Time: 1 Standard Action
Range: Close (25 ft. plus 5 ft. per level), but see below
Target: You
Duration: 1 Round/Level

For the duration of the spell you can measure any 1 object of any size within range.  You can learn height, length, weight, volume, etc.  Whatever measurement you require this spell will perform.  Optionally you may learn the exact distance between any two points you can actually see. Focus is a measuring device of any sort.



Daern's General Purpose Personal Defense Boomstick
 Price (Item Level): 30,000 GP (21st)
 Body Slot: - (carried)
 Caster Level: 7th
 Aura: Moderate; (DC:18) Conjuration
 Activation: Standard (Manipulation)
 Weight: 8 lbs.

This appears to be a long metal tube with a trigger at one end.  By pulling the trigger anyone holding the Boomstick can fire a blast that's equivalent to an Orb of Sound cast by a 7th level caster.  The Boomstick can be used 5 times per day.

Prerequisites: Craft Magic Arms and Armor, Create Wondrous Item, Orb of Sound, Use Magic Device 4 ranks
Cost to Create: 15,000 GP, 15 days, 600 XP




Daern's Instant Shack
 Price (Item Level): 15,000 GP (21st)
 Body Slot: - (carried)
 Caster Level: 7th
 Aura: Moderate; (DC:18) Conjuration
 Activation: Standard (Command)
 Weight: 1 lb.

Throwing this wooden cube to the ground and speaking the command word creates a small wooden shack with a sign on front that says "Maintenance: Knock before entering".  The shack is otherwise Identical to the dwelling created by the Leomund's Secure Shelter spell.  A different command word returns it to cube form, assuming there are no living beings inside.  It will remain in shack form till empty of life.  The cube takes 1 round to change forms. 

Prerequisites: Craft Wondrous Item, Leomund's Secure Shelter
Cost to Create:  7,500 GP, 8 days, 300 XP



Animated Shovel
 Price (Item Level): 9,312 GP
 Body Slot: - (carried)
 Caster Level: 11th
 Aura: Moderate; (DC:20) Transmutation
 Activation: Standard (Command)
 Weight: 8 lbs.

This appears to be an ordinary +1 Shovel.  When speaking the command word the shovel will animate by itself, and begin digging according to instructions (the effect is identical to the Move Earth spell). It will stop when the command word is repeated, or when the limits of the spell are reached.  It may be used in this manner 3 times per day.
 
Prerequisites: Create Magic Arms and Armor, Craft Wondrous Item, Animate Object, Move Earth
Cost to Create: 4656 GP, 5 days, 186 XP



Shovel
Two Handed Exotic Weapon
Cost: 12 GP
Dmg (S): 1d8
Dmg (M): 1d10
Critical: 19-20
Weight: 8 lbs.
Type: Bludgeoning OR Slashing



Anti-Goober Sign
 Price (Item Level): 3600 GP
 Body Slot: - (carried)
 Caster Level: 11th
 Aura: Moderate; (DC:21) Enchantment
 Activation: - (Use-activated)
 Weight: 1 lb.

Once per day as a Swift action the owner can command this sign to present any message of up to 25 words for 24 hours.  Any living creature viewing it will be compelled to obey the message of the sign (basically identical to the Suggestion spell) unless they succeed on one of 3 Will Saves.  All 3 are made upon reading the sign.  The owner is immune to the effects of the sign, as well as anyone he specifically designates to be immune from it (who must be present when he sets the signs message).

Prerequisites: Craft Wondrous Item, Illusory Script, Mass Suggestion
Cost to Create: 1800 GP, 2 days, 72 XP


Big Ole' Whackin' Wrench
Two Handed Exotic Weapon
Cost: 48 GP
Dmg (S): 1d8
Dmg (M): 1d10
Critical: x3
Weight: 12 lbs.
Type: Bludgeoning
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Chemus on February 26, 2009, 09:15:43 PM
The name of your kobold example now must be Gordon Freewyrm. Must.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on February 27, 2009, 10:29:01 AM
Gordon Freewyrm??
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Chemus on February 27, 2009, 10:39:53 AM
A spoof of Dr. Gordon Freeman, a la the "Half-life" series of PC games. Dr. Freeman is a scientist at a secret underground facility and is one of the few survivors of the alien invasion there ensuing from their research. He must use tools and weapons that he finds in order to save the world. His trademark tool/weapon is a crowbar.

He is who I saw when I saw this class. Dr Gordon Freewyrm ('wyrm' being a singular dragon name like 'man', AFAIK)
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on February 27, 2009, 01:18:25 PM
aaaah gotcha  :D
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on February 27, 2009, 02:40:45 PM
LIL STABBITY KOBOLD

(http://Picture URL)
   
"I'm down here _______."

Being that they're quite short, many Kobolds tend to be stepped on accidentally, overlooked, pushed around, etc.  Some use this to their advantage.  Especially the spiteful, mean ones who like pointy things.

BECOMING A LIL STABBITY KOBOLD  
Most Lil Stabbity Kobolds begin their careers as Scouts or Rogues for several levels before taking on the path to stabbitiness.

 ENTRY REQUIREMENTS
   Race:  Kobold
   Skills:  Hide 8 Ranks, Move Silently 8 Ranks
   Feats:  Achilles Fallen Arches ( http://www.giantitp.com/forums/showpost.php?p=4881120&postcount=184 (http://www.giantitp.com/forums/showpost.php?p=4881120&postcount=184) )
   Class Abilities:  Sneak Attack, Sudden Strike, or Skirmish +3d6
   Special:  Must be sponsored and trained by another Lil Stabbity Kobold


Class Skills
 The Lil Stabbity Kobold's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Local, Nobility)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Tumble (Dex), and Use Rope (Dex).
Skills Points at Each  Level : 6 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +1    +0     +2     +0    Aim Low
2. +2    +0     +3     +0    Pre-emptive Revenge
3. +3    +1     +3     +1    Kneecapper
4. +4    +1     +4     +1    Aim for the Soft Bits
5. +5    +1     +4     +1    I'm Down Here
6. +6    +2     +5     +2    Veteran Kneecapper
7. +7    +2     +5     +2    Aim for the Knees
8. +8    +2     +6     +2    Or Maybe I'm Behind You
9. +9    +3     +6     +3    Don't Feel So Tall Now DO You?
10.+10   +3     +7     +3    Stickin' It To The Man


Weapon Proficiencies: Lil Stabbity Kobolds become proficient with all Simple and Martial weapons.  They gain no new armor proficiencies.

Aim Low (Ex): Choose 1 weapon to train with that you have proficiency in.  This must be a Light Melee weapon or the Club. That weapons critical threat range increases by (Lil Stabbity Kobold Levels divided by 3).  For example a Dagger held by a Rogue 6/Lil Stabbity Kobold 9 threatens a critical hit on a 16-20.  This bonus only applies to opponents of a larger Size Class than yourself and does not stack with other effects that increase critical threat range.

Pre-emptive Revenge (Ex): Lil Stabbity Kobolds gain an Insight Bonus to Initiative rolls against any creature of a Larger Size Class equal to their Lil Stabbity Kobold level divided by 3.  This stacks with effects such as the Improved Initiative Feat.

Kneecapper (Ex): As a Standard Action you may make a single melee attack against an opponent.  If it successfully does damage, you may automatically make a Trip Attack as a Free Action without provoking an Attack of Opportunity (and you take no Size Penalties to the Opposed check).

Aim for the Soft Bits (Ex): Choose 1 weapon to train with that you have proficiency in.  This must be a Light Melee weapon or the Club. That weapons critical multiplier increases by (Lil Stabbity Kobold Levles divided by 5).  For example a Dagger held by a Rogue 6/Lil Stabbity Kobold 5 does x3 damage on a successful critical hit.  This must be the same weapon you chose for Aim Low. This bonus only applies to opponents of a larger Size Class than yourself and does not stack with other effects that increase critical multiplier.

I'm Down Here (Ex): You are considered to be Flanking any opponent whose Size Class is larger than yours for the first round of combat if you have no allies, or for the entire combat as long as an ally is in melee with him regardless of your actual position (you must still be within melee range).

Veteran Kneecapper (Ex): When using your Kneecapper ability successfully, your opponent must now also make a Fortitude Save (DC is 10 plus half hit dice plus Dex modifier) or his movement is halved for 1 minute, and standing up from a Prone position during that time is now a Standard Action.

Aim for the Knees (Ex): When rolling to confirm a Critical hit with the weapon you chose for Aim Low, you take no penalties of any kind to the roll. This bonus only applies to opponents of a larger Size Class than yourself.

Or Maybe I'm Behind You (Ex): This works like the Hide in Plain Sight ability on page 48 of the PHB with 2 exceptions: It may only be used on opponents whose Size Class is larger than yours, and it may be used anywhere as opposed to just natural terrain.

Don't Feel So Tall Now DO You? (Ex): You gain a Competence Bonus on to hit and damage rolls against Prone opponents equal to half your Lil Stabbity Kobold Levels.

Stickin' It To The Man (Ex): When attacking a Prone opponent you add your Sneak attack damage whether you would normally qualify for using it or not.

PLAYING A LIL STABBITY KOBOLD
 Kobolds are generally born with a chip on their shoulder.  Unlike Gnomes and halflings they have a problem with the other races giving them crap about being short, and they lack the sense of humor the pinkies have.  So instead of dishing it back out verbally, they tend to hire themselves out as knee-capping assassins.  Some of them work cheap if the target is tall enough or doesn't like short folk.
 Combat: You tend to be better against foes who are a larger Size Class than yourself.  You're also pretty good at flanking or sneak attacks since being short many of the dumber big folk forget you're there in the heat of the combat.  Which really ticks you off, but thankfully you have a lot of knives on you.
 Advancement: Lil Stabbity Kobolds tend to stick with what they do best: whacking things taller than they are.
Resources: Most Lil Stabbity Kobolds belong to Assassin's Guilds of other short folk and midgets who want to prove to the world that big deaths can come in small packages.

LIL STABBITY KOBOLDS IN THE WORLD
"You got some healing potions Myrna? I don't know what it was but something put 7 knives in Mr. Winky."
Generally the world is oblivious to you, and considers you to be beneath notice due to your lack of height.  Usually after you've broken somebody's knees though he becomes all attentive like.  People forget afterwards, but that just means you have more of them to kneecap...
 Daily Life: If you aren't researching or stalking a target you're probably challenging tall people to fights in bars.  Partly to test yourself, but mostly because beating up drunk guys is fun.
 Notables: Stabbin' Bob (NE Male Kobold Rogue 6/Lil Stabbity Kobold 6) is a regular local celebrity.  He spends much time in bars for adventurers insulting people passing through town before humiliating them in a knife fight.
 Organizations: Many Lil Stabbity Kobolds are trained by the Screaming Midget Bastards Association, who find kindred souls in the small reptiles.  They get more recruits in the fight against the evil big folk, and the Kobolds get to say "Well...yeah I did stab him 45 times, but it's my job.   I don't come to your workplace and tell you how to do your job do I?  Is this because I'm short? Y'know people like you really ____ me off!"

NPC Reaction
 NPC's reactions depend a great deal on their height (Short people consider them heroes), and whether or not they have ever insulted a Lil Stabbity Kobold in the past...

LIL STABBITY KOBOLDS IN THE GAME
 This class might actually make Small melee types inspire nervousness more often.  Not that that's a bad thing.
 Adaptation: This fits humorous campaigns better obviously.  I mean lets face it, psycho-midgets training Kobold assassins certainly doesn't sound very serious....
 Encounters: PC's will generally encounter Lil Stabbity Kobolds the same way the rest of the world does: a sudden painful sensation in the knee or groin, followed by them hitting the ground.

Sample Encounter
EL 12: "HEY!! Hey you the fat human Barbarian! Do your people believe in bathing?  Is it against your weird pinky religion to not offend the rest of us with your horrifying miasma of body odor and general scabbiness?  How long has it been since you've seen your feat anyway?"


Stabbin' Bob
NE Male Kobold Rogue 6/Lil Stabbity Kobold 6
Init +5 (+7 if Medium against Medium or Bigger), Senses: Listen +8, Spot +9, Dark Vision 60', Light Sensitivity
Languages Draconic, Common
Pre-Emptive Revenge (+2)
------------------------------------------------
AC 21, touch 16, flat-footed 16 (+1 Size, +5 Dex, +1 Natural, +4 Armor)
hp 48 (12 HD)
Fort +4, Ref +15, Will +4 
Evasion, Uncanny Dodge
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Rapier +17/+12 (1d4/16-20, x3)
Base Atk +10, Grp +6
Atk Options Sneak Attack +3d6, Aim Low (Rapier), Kneecapper, Aim For the Soft Bits (Rapier), I'm Down Here, Veteran Kneecapper (DC 21)
Combat Gear 2 Potions of Cure Serious Wounds
-----------------------------------------------
Abilities Str 10, Dex 20, Con 10, Int 13, Wis 10, Cha 8
SQ Trapfinding, Trap Sense +2
Feats Achilles Fallen Arches, Flick of the Wrist, Giantbane, Quick Draw,
Weapon Finesse
Skills Balance +9, Bluff +4, Climb +4, Disable Device +6, Escape Artist +9, Gather Information +4, Hide +20, Intimidate +3, Knowledge (Local, Nobility) +5, Listen +8, Move Silently +20, Open Lock +10, Search +6, Sense Motive +5, Sleight of Hand +13, Spot +9, Tumble +10, and Use Magic Device +4
Possessions Robe of Blending, +1 Deadly Precision Maiming Rapier, Greater Boots of the Mountain King, +4 Bracers of Armor, 2 Potions of Cure Serious Wounds, 680 GP

EPIC LIL' STABBITY KOBOLD

Hit Die: d8
Skills Points at Each  Level : 6 + int
Bonus Feats: The Epic Lil' Stabbity Kobold gains a Bonus Feat every 2 levels higher than 20th
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on February 28, 2009, 10:18:44 AM
KOBOLD SWARMFIGHTER

(http://Picture URL)
   
"Leave now, or you're goin' down Pinkie."

"Yeah?  Whose gonna make me leave?"

Enter: 40 Kobolds

"We are."

 Kobolds often train in small packs to take advantage of their superior numbers vs their larger opponents. 

BECOMING A KOBOLD SWARMFIGHTER  
Usually Kobold Swarmfighters are multiclassed Fighter/Rogue's. 

 ENTRY REQUIREMENTS
   Race:  Kobold
   Feats:  Combat Reflexes, Pack Tactics, Swarmfighting *
   Skills:  Hide 6 ranks, Intimidate 6 ranks, Move Silently 6 ranks
   Base Attack Bonus:  +5

* Pack Tactics is from the Dragon Magazine Compendium, Swarmfighting is from Complete Warrior.

Class Skills
 The Kobold Swarmfighter's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Dungeoneering, Local)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Tumble (Dex).
Skills Points at Each  Level : 6 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +2     +0    Team Feat
2. +1    +3     +3     +0    +1d6 Sneak Attack
3. +2    +3     +3     +1    Group Tactics
4. +3    +4     +4     +1    Team Feat
5. +3    +4     +4     +1    +2d6 Sneak Attack
6. +4    +5     +5     +2    Group Tactics
7. +5    +5     +5     +2    Team Feat
8. +6    +6     +6     +2    +3d6 Sneak Attack
9. +6    +6     +6     +3    Group Tactics
10.+7    +7     +7     +3    Superior Group Tactics


Weapon Proficiencies: Kobold Swarmfighters gain no new weapon or armor proficiencies.
 
Team Feat: At 1st, 4th, and 7th levels the Kobold Swarmfighter gains a Feat from the following list if he meets the Prerequisites: Close-Quarters Fighting, Formation Expert, Giantbane, Hamstring, Hold the Line (From Complete Warrior), Deft Opportunist, Expert Tactician (Complete Adventurer), Adaptable Flanker, Vexing Flanker (from PHB II).

Sneak Attack (Ex): At 2nd, 5th, and 8th levels the Kobold Swarmfighters Sneak Attack dice increase by 1 (this stacks with Sneak Attack dice gained from other levels).

Group Tactics (Ex): Due to intense study, the Kobold Swarmfighter gains one special attack from the following list at levels 3, 6, and 9:

Group Defense: You gain a Competence Bonus to Armor Class equal to the number of Allies within 60' who also have the Group Defense ability (or +1 if none of your Allies have this ability).

Group Mind: As long as there are Allies within 60' who have the Group Mind ability, none of you are considered Flanked unless all of you are.

Group Smiting: If one of you get an Attack of Opportunity against an opponent, all Allies within Reach who have this ability can make one as well.

Group Aid: 3 times per day when performing a skill check you may gain a Competence Bonus to the check equal to the number of Allies within 60' who also have this ability (or +1 if none of your Allies have  this ability).

Group Offense: When making opposed checks in combat (such as a Disarm, Trip, etc) or rolling to confirm a critical you gain a Competence Bonus equal to the number of Allies within 60' who also have this ability (or +1 if  none of your Allies have this ability).

Group Ambush: When successfully making a Sneak Attack, you may increase your Sneak Attack by +1d6 for each ally within melee striking range of the opponent who also have this ability (or +1d6 if none of your allies have this ability).

Group Spearwall: If you Ready an attack action against a charging opponent, you gain +1d6 damage on a successful hit for every Ally who also has this ability in adjacent squares.

Group Benefits: When using Teamwork benefits (See PHB II), the Task Leader requires 2 ranks less in each skill listed as a prerequisite, and a BAB of 1 less if it is listed as a prerequisite.

Superior Group Tactics (Ex): If you or an Ally with this ability successfully strike an opponent each successful hit after the first gains a cumulative +1d6 and his critical threat range increases by 1.  For example say 4 of you are surrounding one man and armed with spears (criticals on a 20).  You hit and do normal damage.  If Kobold number 2 hits, he does +1d6 and threatens a critical on a 19-20..  If Kobold number 3 hits he does +2d6 and threatens a critical on an 18-20. If Kobold number 4 hits he does +3d6 and threatens a critical on a 17-20.

PLAYING A KOBOLD SWARMFIGHTER
 Your battle brothers are closer than your own family.  You do everything together.  Everything.  Sometimes you can even complete each others sentences.   It makes dates pretty unnerving for your girlfriends though...
 Combat: Swarmfighters fight as a team and will take Feats meant to enhance that approach.  If one of them has a Feat, they all probably have it.
 Advancement: Due to this classes insistence on conformity, advancement tends to be cramped depending on what the majority of the group wants.
Resources: Kobold Swarmfighters are either mercenaries or employed by the military of their people.  They usually have some chain of command to draw on, and how stingy it will be will vary with the circumstances.

KOBOLD SWARMFIGHTERS IN THE WORLD
"Barkeep 6 Kobolds just bit my left buttcheek in unison.  Give me a whiskey.  A really, really big whiskey."
 Swarmfighters tend to interact with the world in stereo.  They eat together, crap together, go shopping together, etc.  Besides being a great fighting team, they are pretty damned annoying.
 Daily Life: Training, training, training.  A Swarmfighters life consists of nothing but training interspersed with brief fights with the evil Pinky humans.
 Notables: Yapyap's (LE Male Kobold Rogue 4/Fighter 2/Kobold Swarmfighter 6) band has recently achieved some small fame by taking out a local Paladin of St. Cuthbert.  They hope to take out a few more as well.
 Organizations: There are organizations (usually the Kobold military) devoted to training Swarmfighting, but not really much of any kind of support.  Once the group is trained they are their own small organization.

NPC Reaction
 NPC's look at Kobold Swarmfighters the way they would look at a swarm of rabid, undead mice.   Some disgust, and perhaps a small amount of fear.  A very small amount.  Until a bunch of spears start poking them. 

KOBOLD SWARMFIGHTERS IN THE GAME
 The Swarmfighter is kind of sort of intended to be played in a group of similar individuals.  In other words a party of all Kobold Swarmfighters.  If the party wants to do that it's all good, but if they don't you may wish to pick another PrC.  Optionally you can get Leadership and make all your followers take this PrC.
 Adaptation: Equally adaptable to serious or silly campaigns, the Swarmfighter definitely makes the Kobolds more of a military threat due to their intense teamwork and tactics.  Larger targets are in a world of trouble when they have to fight all the Kobolds at once...
 Encounters: PC's will encounter Swarmfighters when they intrude on Kobold territory and need to be warned off, during war, during the occasional raid, and sometimes just because the boys are out to prove themselves...

Sample Encounter
EL 12: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Yapyap
LE Male Kobold Rogue 4/Fighter 2/Kobold Swarmfighter 6
Init +5, Senses: Listen +12, Spot +12, Dark Vision 60'
Languages Draconic, Common
------------------------------------------------
AC , touch , flat-footed   (+1 Size, +5 Dex, +1 Natural, +8 Armor)
hp 46 (12 HD)
Fort +9, Ref +14, Will +5 
Evasion, Uncanny Dodge
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Spear +7 (1d6-2/x3)
Ranged +1 Sling +14 (1d3)
Base Atk +9, Grp +3
Atk Options +4d6 Sneak Attack, Group Tactics (Group Offense, Group Smiting)
Combat Gear 4 Cure Serious Wounds Potions, 4 Haste Potions, 4 Heroism Potions, 1 Remove Paralysis Potion
-----------------------------------------------
Abilities Str 6, Dex 20, Con 10, Int 13, Wis 14, Cha 8
SQ Trapfinding, Trap Sense +1
Feats Combat Expertise, Combat Reflexes, Improved Trip, Pack Tactics, Swarmfighting, Adaptable Flanker (B), Vexing Flanker (B)
Skills Balance +11, Bluff +5, Climb +8, Hide +15, Intimidate +8, Jump +6, Knowledge (Dungeoneering, Local) +7, Listen +12, Move Silently +15, Search +9, Sense Motive +8, Spot +12, Survival +10, Swim +6, and Tumble +13
Possessions +2 Deadly Precision Impaling Spear, +5 Studded Leather Armor, +1 Distance Precise Sling, Bag of Holding I, 4 Cure Serious Wounds Potions, 4 Haste Potions, 4 Heroism Potions, 1 Remove Paralysis Potion, 423 GP


EPIC KOBOLD SWARMFIGHTER

Hit Die: d6
Skills Points at Each  Level : 6 + int
Sneak Attack: At level 22 and every 3 levels thereafter you gain an additional Sneak Attack die.
Group Tactics: At level 23 and every 3 levels thereafter you gain an additional special attack from the Group Tactics list.
Bonus Feats: The Epic Kobold Swarmfighter gains a Bonus Feat every 2 levels higher than 20th
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on March 01, 2009, 12:15:35 PM
IRON KOBOLD

(http://Picture URL)
   
"You hit like a Pixie!"

Iron Kobolds have gone through painful and expensive magical augmentation to make their skin as hard as possible. They inject minute amounts of magically liquefied metals into their scales one at a time. This  painful process tends to produce erratic but powerful results. At least that's the current rumor. Former rumors include blood injections from an "adamantine dragon," skin transfusions from fiends, etc. They get worse every year.

BECOMING AN IRON KOBOLD
Most fighting type classes will allow you to become an Iron Kobold.

 ENTRY REQUIREMENTS
   Race:  Kobold
   Feats:  Diehard, Endurance, Great Fortitude
   BAB:  +6
   Base Fortitude Save:  +5
   Skills:  Concentration 4 ranks
   Special:  Must undergo a painful magical procedure each new level costing 1000 GP and lasting 24 hours.

Class Skills
 The Iron Kobold's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), and Survival (Wis).
Skills Points at Each  Level : 2 + int

Hit Dice: d12

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +0    Iron Skin +3
2. +2    +3     +0     +0    DR 1/-
3. +3    +3     +1     +1    Exceptional Toughness
4. +4    +4     +1     +1    Iron Skin +6
5. +5    +4     +1     +1    DR 3/-
6. +6    +5     +2     +2    Exceptional Toughness
7. +7    +5     +2     +2    Iron Skin +9
8. +8    +6     +2     +2    DR 5/-
9. +9    +6     +3     +3    Exceptional Toughness
10.+10   +7     +3     +3    Teensy Juggernaut


Weapon Proficiencies: Iron Kobold’s gain no new weapon or armor proficiencies.
 
Iron Skin (Ex): At first level the Iron Kobold's Natural Armor Bonus increases by 3.  This increases by another 3 at levels 4 and 7.

Damage Reduction (Ex): At second level the Iron Kobold gains DR 1/-.  This increases to DR 3/- at 5th level, and DR 5/- at 8th level.  This stacks with DR gained from Feats or other Classes.

Exceptional Toughness (Ex): At 3rd level the Iron Kobold has a 50% chance of ignoring a successful critical hit.  At 6th level the chance rises to 75%.  At 9th level the Iron Kobold is immune to Critical hits.

Teensy Juggernaut: At 10th level the Iron Kobolds transformation is final.  His DR increases to 8/-, and his Natural Armor Bonus increases another +1.  For this and every level after (even from other classes) the Iron Kobold gains maximum hit points per die, he doesn't need to roll.

PLAYING AN IRON KOBOLD
 You are bad.  The baddest of the bad.  There is no one you can't whoop.  Cept maybe dragons and some deities.  But that day is a' comin'.  Unlike many Kobolds you might not be of Lawful alignment.  It's all the stuff they juice you up with.
 Combat: Iron Kobolds tend to win fights through attrition.  In other words they try to outlast you through sheer number of hit points and toughness.  They aren't great tacticians, but they do have chutzpah.
 Advancement: Iron Kobolds usually just keep trying to get tougher.  It doesn't normally occur to them to branch out and diversify.
Resources: Iron Kobold's usually have the backing of their tribes military, so they have them to draw on, especially in times of trouble.

IRON KOBOLDS IN THE WORLD
"I can't believe I broke my sword on that things hide."
 The Iron Kobolds only see their trainers, backers, and  the mages who experiment on them.  On a lucky day they get to go out and fight the enemies of the tribe and vent their frustration.
 Daily Life: The daily life of an Iron Kobold is constant pain and training.  They are to be the elite of their tribe, an invincible super warrior.  They don't always end up that way, but they are experimental.
 Notables: Frak (LE Male Kobold Fighter 6/Iron Kobold 6) is an experimental super warrior for his tribe.  If he does well, the tribe will produce more Iron Kobolds. 
 Organizations: The Iron Kobolds themselves don't have organizations as such, but they are usually elite military units for their people.  So they do usually have backing of some sort.

NPC Reaction
 NPC's tend to look at Iron Kobold's the same as any other Kobold: a nuisance.  That is until they actually fight one...

IRON KOBOLDS IN THE GAME
 This class will tend to make PC's a little more paranoid about Kobolds (assuming their proficiency with traps hasn't done that already).
 Adaptation: This one could go in either serious or silly campaigns.  Silly probably works better though.
 Encounters: PC's will usually encounter Iron Kobolds when invading a Kobold nest, or when the experimental warrior is sent out to test his abilities by harassing the local pinkies.
Sample Encounter
EL 12: Frak is looking to make a name for himself and pondering on how to do that when he spots 4 humanoids trying to sneak through the Hall of Traps.  Eeeeexceellent...


Frak
LE Male Kobold Fighter 6/Iron Kobold 6
Init +1, Senses: Listen +1, Spot +1, Dark Vision 60'
Languages Draconic
------------------------------------------------
AC 35, touch 15, flat-footed 34 (+1 Size, +1 Dex, +7 Natural, +3 Deflection, +13 Armor)
hp 96 (12 HD)
Fort +13, Ref +5, Will +5 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Spear +12/+7/+2 (+13/+8/+3 w/Gauntlets) (1d6+6)(1d6+7 w/Gauntlets)
Base Atk +12, Grp +8 (+9 w/Gauntlets)
Combat Gear 1 Potion of Cure Serious Wounds
-----------------------------------------------
Abilities Str 10 (12 w/Gauntlets), Dex 12, Con 13, Int 10, Wis 13, Cha 12
SQ Light Sensitivity, DR 3/-, Exceptional Toughness 75%
Feats Diehard, Endurance, Enduring Life, Great Fortitude, Steadfast Determination, Improved Toughness (B), Intimidating Strike (B), Weapon Focus (Spear, B), Weapon Specialization (Spear, B)
Skills Climb +3, Concentration +11, Intimidate +7, Jump +3, Survival +5
Possessions +5 Full Plate, +1 Collision Returning Spear, +3 Ring of Protection, Dragonfang Gauntlets, Belt of One Mighty Blow, 1 Potion of Cure Serious Wounds, 185 GP




EPIC IRON KOBOLD

Hit Die: d12
Skills Points at Each  Level : 2 + int
Iron Skin At level 21 and every 3 levels thereafter the Iron Kobold's Natural Armor Bonus increases by another +3.
Damage Reduction At level 22 and every 3 levels thereafter the Iron Kobold's Damage Reduction increases by 1.
Teensy Juggernaut The Iron Kobold continues to receive maximum hit points per die.
Bonus Feats: The Epic Iron Kobold gains a Bonus Feat every 4 levels higher than 20th
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Radmelon on March 02, 2009, 01:10:33 AM
Do you like crap these out by the truckload or what? where do you get the ideas?  :D
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on March 02, 2009, 04:07:08 AM
Do you like crap these out by the truckload or what? where do you get the ideas?  :D

In the case of the Goblinoid/Orc PrC's there was a project on the Wizards board to do a Races of the Horde style book that I sort of inherited from the original poster.  Ive always wanted more feedback on them so I started posting them here.  I also got requests for Kobold stuff, so I'm adding them too.

It'll slow down a lil eventually.  I made a list of about 100 ideas for orc/goblin PrC's.  I'm making them all eventually.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: veekie on March 02, 2009, 06:21:33 AM
Man this is gonna end up as big as your guide to the interwebz.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on March 02, 2009, 08:36:53 AM
Man this is gonna end up as big as your guide to the interwebz.

Speaking of which I just put up the miniatures and wargaming links in that thread.



THE KOBOLD SEDUCTRESS

(http://Picture URL)
   
"So is that a club in your pocket or are you happy to see me?  Cause if it's a club I gotta say you're missin' out bub."

 Eventually the Kobolds figured it was easier to trap the pinkies with kind words than it was with pits.  So they had several of their better female sorcerers undergo massive magical augmentation (i.e. plastic surgery) so as to appeal more to the humanoids.  Most reptilians and Dragons and such like em too.  Then after diplomatic training they become the official Kobold Ambassador (i.e. saboteur) to the humanoid races.  As opposed to the old version of diplomats who made the sky rain dead things till they got what they wanted or got killed.

BECOMING A KOBOLD SEDUCTRESS
Most Kobold Seductresses are some sort of spellcaster that specializes in Enchantment that are willing to agree to being altered.

 ENTRY REQUIREMENTS
   Race:  Kobold
   Gender:  Female
   Spells: Must be able to cast 3rd level spells, and know one Enchantment and Illusion spell of each level.
   Skills:  Bluff 8 Ranks, Diplomacy 8 Ranks, Sense Motive 8 Ranks
   Feats:  Spell Focus (Enchantment, Illusion)
   Special:  Must have gone through massive magical surgeries lasting 24 hours and costing 4000 GP


Class Skills
 The Kobold Seductresses class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Knowledge (Arcana, Local, Nobility)(Int), Listen (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skills Points at Each  Level : 4 + int

Hit Dice: d4

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Plastic Surgery (Biggie Size)
2. +1    +0     +0     +3    Political Training, +1 Level of Arcane Casting Class
3. +1    +1     +1     +3    Stealth Caster, +1 Level of Arcane Casting Class
4. +2    +1     +1     +4    Plastic Surgery (Musky)
5. +2    +1     +1     +4    Political Training, +1 Level of Arcane Casting Class
6. +3    +2     +2     +5    Stealth Caster, +1 Level of Arcane Casting Class
7. +3    +2     +2     +5    Plastic Surgery (Final Transformation)
8. +4    +2     +2     +6    Political Training, +1 Level of Arcane Casting Class
9. +4    +3     +3     +6    Stealth Caster, +1 Level of Arcane Casting Class
10.+5    +3     +3     +7    Local Celebrity, +1 Level of Arcane Casting Class


Weapon Proficiencies: A Kobold Seductress gains no new weapon or armor proficiencies.
 
Plastic Surgery (Ex): The initial magical surgery undergone by the Kobold slowly changes her over time.  At 1st level she loses her Racial Ability Adjustments (all stats are +0), her Light Sensitivity, and her Size Class becomes Medium.  Her tail shrinks somewhat, and her features soften, looking less "dragony", and more humanoid.

At 4th level the Seductress becomes a little more humanoid.  Her tail disappears entirely, her legs lose the extra joint, and her snout is all but gone.  She also begins to emit a mixture of pheromones that screw with the minds of those around her.  As long as there are no heavy winds, any creature spending 1 minute in her presence risks being poisoned.  Inhaled, Fortitude (DC is 10 plus half Hit Dice plus Constitution modifier), Initial and Secondary damage 1d3 Wisdom.  This musk is odorless.

At 7th level the Seductresses transformation is complete, and she appears to be a scaled human with beautifully patterned scales, and a mane of some fibrous material resembling hair.  Her poison now has a +2 Racial Bonus to it's Save DC, and does 1d6 Wisdom damage. She may now turn her musk off if she wishes.

Political Training (Ex): At 2nd, 5th, and 8th level the Kobold Seductress can choose any skill from the following list provided she has at least 8 ranks in that skill.  She may always Take 10 on that skill: Bluff, Diplomacy, Disguise, Forgery, Gather Information, Intimidate, Knowledge (Local, Nobility), Listen, or Sense Motive.

Stealth Caster (Ex): At 3rd level the Seductress can ignore the Verbal and Somatic components of Divination spells they cast a number of times per day equal to their Charisma Modifier.

At 6th level the Seductress can ignore the Verbal and Somatic components of Enchantment spells they cast a number of times per day equal to their Charisma Modifier.

At 9th level the Seductress can ignore the Verbal and Somatic components of Illusion spells they cast a number of times per day equal to their Charisma Modifier.

Local Celebrity (Ex): Turns out your "Final Transformation" wasn't so final.  Your scales could now rightly be called beautiful.  Their color and pattern is breathtaking, and they are so small it's hard to make out individual ones at any distance.  You are now pretty humanoid but for sharp teeth and nails, and exotic enough that people of all races seem to be curious about you.  Of course it might be your enhanced musk.  The Poison now does 2d6 Wisdom damage, and the Racial Bonus to it's Save DC increases to +4.  If an opponents Wisdom drops to 0, he becomes permanently Charmed (as per the Charm Monster spell) by the Seductress.  He will then recover his Wisdom with a full nights sleep, and is immune to the Seductresses Musk until the Charm is broken by a Remove Curse spell or something similar.

PLAYING A KOBOLD SEDUCTRESS
 You were the nerdy girl in your clutch.  Called ugly.  Looked down on because you were different.  Well look at you now! You are the perfect living example of scaly hawtness.  Lizardfolk are willing to kill for a hug from you.  Dragons send you flowers.  The occasional human turns furry (or is it scaly?) for you (mom was right, they are perverts!).  You get to go find old school chums, point at them, and laugh at them for not having the fame and power you do.  Oh and you get to do sabotage work for the community, blah, blah, blah...Screw that you're getting drunk and partying.
 Combat: You aren't meant for combat.  You're supposed to be charming people into doing your work indirectly.  If you're in a fight things have gone wrong.
 Advancement: Seductresses vary somewhat depending on their self control.  Many go wild once they're set free and indulge themselves, while others are devoted zealots determined to advance the cause of their people.  Some try to increase their magical abilities, while other concentrate on politicking.
Resources: Kobold Seductresses usually have a web of contacts among various groups and strata of society.  Theoretically you're an official Kobold Ambassador, and have some resources available from your government, and maybe even some from whatever government hosts you.  Plus whatever you're able to blackmail from people.  The blackmail resources are always the best ones.

KOBOLD SEDUCTRESSES IN THE WORLD
"That Napnap is such a nice lady.  She showed me how to poison my unfaithful husband.  He's been cheatin' on me for decades y'know."
 Kobold Seductresses are more liked than most other Kobolds.  They should be they were magically engineered to be well liked.   Plus they see nothing wrong in being nice since it just seems to get them more stuff, or more power.  It's also possible that the magic surgery whacked their brains out of place a little, so maybe they've turned softy on their peoples.  Nah prolly not.  The Pinkies are prolly just as dumb as the leaders claim they are.  On the other hand the Kobold Leaders never let you have Dwarven Vodka...
 Daily Life: Daily life revolves around diplomatic work theoretically.  It also revolves around ludicrous amounts of hedonism if your superiors aren't about.  In the old days you never got to drink wine, and sample ethnic cuisines, and dance, and party your behind off.  It's good to be the diplomat.
 Notables: Napnap (NE Female Kobold Beguiler 6/Kobold Seductress 6) is the newest Kobold diplomat to the city.  Formerly her family ruled her life with an Iron Fist, but they're far away now.  Excellent.  No more forced magical surgeries, no lessons to endure.  Some boring time spent doing official work and sabotage, but after that she gets to go to the local Dwarf bars and try that new Fire Ale they keep talking about.  Hopefully this time she doesn't end up naked, hanging from a tree, singing about Bahamut having a nice butt.  Took a loooooot of favors to make that go away last time...
 Organizations: Since your a diplomat you officially have some sort of a staff, but usually that's about the closest to an organization you get.

NPC Reaction
 Reactions kinda depend on the NPC.  Scaly reptilian ones would probably volunteer to wrestle a lava flow to suck your toes.  Other humanoids generally find you strange and exotic enough to pay attention to you.  Especially since your such a nice, kind lizardy person.  With bosoms.  Lets not forget the power of bosoms y'all...

KOBOLD SEDUCTRESSES IN THE GAME
 This assumes that there are large civilized city-states near the Kobold territories, and that the Kobolds are enough of a power that the humanoid races would rather ply them with diplomacy than all out war.  So obviously the Kobolds aren't assumed to be token mooks.
 Adaptation: Probably better for sillier campaigns, particularly ones heavy on intrigue and political machination.  Plus some fans of Kobolds in your group may be giving you the evil eye for this one...
 Encounters: PC's will usually be hired to protect or assassinate the Kobold Seductress, or possibly even her opponent.  Or if she's drunk enough she may make a pass at one.  18 glasses of Cognac in a short period of time makes one hallucinatory.  Depending on her memories of the event the PC may be a gentleman for not taking advantage of the situation, or an evil bastard who needs to be publicly crucified.  I guess we're saying avoid the diplomatic corps parties.

Sample Encounter
EL 12: The PC's are at a party in the new Diplomatic Headmaster's honor, when some drunk, scaly lady vomits on one of them.  When he pushes her away she freaks out and calls the guard to arrest him for putting his hands on her.  Turns out she's the head Kobold diplomat.  Better hide kid, or start polishing up on your own Diplomacy skills...


Napnap
NE Female Kobold Beguiler 6/Kobold Seductress 6
Init +1, Senses: Listen +13, Spot +7, Dark Vision 60'
Languages Draconic, Common, Dwarven, Gnome, Elven
------------------------------------------------
AC 22, touch 15, flat-footed 21 (+1 Dex, +1 Natural, +6 Armor, +4 Deflection)
hp 36 (12 HD)
Fort +4, Ref +5, Will +12 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Rapier +7/+2 (1d6/18-20)
Base Atk +6, Grp +5
Combat Gear 2 Potions of Cure Serious Wounds
Spells Per Day 0: 6 (DC 14)
1: 7 (DC 15)
2: 7 (DC 16)
3: 7 (DC 17)
4: 6 (DC 18)
5: 3 (DC 19)
Caster Level 10th
-----------------------------------------------
Abilities Str 8, Dex 12, Con 10, Int 18, Wis 13, Cha 14
SQ Armored Mage, Trapfinding, Cloaked Casting (+1 DC), Surprise Casting (Move Action), Advanced Learning (Serene Visage), Musk (DC 16), Political Training (Bluff, Diplomacy), Stealth Casting (Divination, Enchantment, 2/day)
Feats Greater Spell Focus (Enchantment, Illusion), Spell Focus (Enchantment, Illusion), Weapon Finesse, Silent Spell (B)
Skills Bluff +14, Concentration +8, Craft (Trapmaking) +2, Diplomacy +14, Gather Information +14, Hide +9, Knowledge (Arcana, Local, Nobility) +12, Listen +13, Move Silently +7, Profession (Miner) +3, Search +12, Sense Motive +13, Sleight of Hand +7, Spellcraft +10, Spot +7, Use Magic Device +10
Possessions +6 Bracers of Armor, +4 Ring of Protection, +4 Cloak of Charisma, +1 Rapier, 2 Potions of Cure Serious Wounds, 180 GP



EPIC KOBOLD SEDUCTRESS

Hit Die: d4
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Kobold Seductress gains a Bonus Feat every 2 levels higher than 20th
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on March 04, 2009, 10:25:40 AM
KOBOLD NIBBLER

(http://Picture URL)
   
"RRAAAAAWWRR!" *munch*

 Kobold Nibblers are tribal warriors who have been magically altered by an insane mage.  Eventually he was slain, and the tribe rescued their now half crazy brethren who were never quite the same.  And unfortunately their children inherited their condition.  Thankfully they love fighting so anytime there's a war or a raid they're first in line.  Keeps their numbers low. 

BECOMING A KOBOLD NIBBLER  
Most Kobolds who take this are Barbarians all the way.  Some multiclass, but not very many (and if they do it's usually Ranger or Rogue).

 ENTRY REQUIREMENTS
   Race: Kobold
   Class Abilities: Rage
   BAB: +6
   Skills: Hide 4 ranks, Intimidate 4 ranks, Jump 4 ranks, Move Silently 4 ranks, Survival 4 ranks, Swim 4 ranks
   Feats:  Instantaneous Rage, Stealthy


Class Skills
 The Kobold Nibbler's class skills (and the key ability for each skill) are Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Nature)(Int), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each  Level : 4 + int

Hit Dice: d12

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +0    Enhanced Bite, Twitchy
2. +2    +3     +0     +0    Latch On
3. +3    +3     +1     +1    Sneak Attack+1d6
4. +4    +4     +1     +1    Enhanced Bite
5. +5    +4     +1     +1    Latch On
6. +6    +5     +2     +2    Sneak Attack+2d6
7. +7    +5     +2     +2    Enhanced Bite
8. +8    +6     +2     +2    Latch On
9. +9    +6     +3     +3    Sneak Attack+3d6
10.+10   +7     +3     +3    Baby Crocodile


Weapon Proficiencies: Kobold Nibblers become proficient with the Natural Weapons they gain.
 
Enhanced Bite (Ex): At 1st level the Kobold Nibbler's mutations begin to finally kick in.  Their musculature alters, making them more powerful, especially their neck and chest.  It makes their bite quite powerful, doing 1d6 plus double Strength Modifier, and their natural Armor Bonus increases to +2.  The Bite is their Primary attack, but the Kobold can wield weapons as secondary attacks if they use it (or they may opt to just make iterative attacks with their weapons).

At 4th level their bite does 2d4+double Strength Modifier, and Natural Armor Bonus increases to +4.

At 7th level their bite does 2d6+double Strength Modifier, and Natural Armor Bonus increases to +6.

Twitchy (Ex): Your Barbarian and Kobold Nibbler levels stack for purposes of determining how many times per day you can Rage.

Latch On (Ex): At 2nd level whenever the Kobold Nibbler is successful with a Bite Attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  It also no longer takes a Size Penalty to Grapple Checks.  This is equivalent to having Improved Grab for any Feat that requires it as a prerequisite,  but unlike Improved Grab may be used on any being up to 1 Size Class larger.

At 5th level your Strength is +6 while Raging, and you gain a +2 Racial Bonus to Grapple checks.

At 8th level your Strength is +8 while Raging, and you gain a +4 Racial Bonus to Grapple checks.

Sneak Attack (Ex): At 3rd level the Kobold Nibbler gains +1d6 Sneak Attack (this stacks with dice of Sneak Attack gained from other classes).  See PHB page 50 for ability description.

At 6th level this increases to +2d6, and at 9th level it increases to +3d6.

Baby Crocodile (Ex): You may now add your Sneak Attack damage to successful Grapple Checks as you thrash about, ripping and tearing your opponent.

PLAYING A KOBOLD NIBBLER
 You have a pretty darn big chip on your soldier.  The other Kobolds never let you forget they had to rescue you, and use your condition as an excuse to deny you opportunities.  But you're stronger than they are.  You'll show 'em one day.  And then they'll see who the real tough Kobold is...
 Combat: Nibblers prefer to hide, and ambush, just like other Kobolds are stereotyped as doing.  They wait until a victim comes into range, and explode from hiding simultaneously going into Rage.  Most of the pinkies don't see it coming...
 Advancement: Socially Nibblers are considered second class citizens, and are pretty limited in what they can do.  They're advancement in most Kobold cities will be limited to a combat brute.
Resources: Nibblers can draw upon the friendship of other like them, and a few regular Kobold sympathizers, but that's about it.

KOBOLD NIBBLERS IN THE WORLD
"See this here hunk 'o my thigh thats missin'?  Yup. Kobold did thet."
 The other humanoids despise you for being a Kobold, and your own kind despise you for being different (i.e. not Lawful).  Your enhanced temper doesn't help much, and if it weren't for them needing you to fight for the tribe you'd have been imprisoned or exiled.
 Daily Life: You're always hunting for food for the tribe in peace time, or fighting in war time.  You don't really get much other opportunity.
 Notables: Warup (NE Male Kobold Barbarian 6, Kobold Nibbler 6) is darn sick and tired of being a nobody, when he knows he's stronger than the other Kobolds. So he and his buddies have been raiding without permission to find a way to prove themselves (or at least get enough power to stage a coup).
 Organizations: There really aren't any organizations devoted to Nibblers, although some do form informal gangs.

NPC Reaction
 NPC's tend to be a bit more leery of you than the average Kobold.  After all you're bigger, and you look possibly crazy. 

KOBOLD NIBBLERS IN THE GAME
 This at least gives you an option to play a Kobold different than the sneaky trapmaker.
 Adaptation: This class does kind of bring up social issues like prejudice in the Kobold society.  That might make people uncomfortable.
 Encounters: PC's will tend to encounter Nibblers in combat situations, or may find a few off hunting for food.

Sample Encounter
EL 12: The PC's are quietly fishing by a forest river when all of a sudden Kobolds explode from the bushes and begin biting them furiously before running away.  Yeah it's gonna be one of those days...


Warup
NE Male Kobold Barbarian 6, Kobold Nibbler 6
Init +2, Senses: Listen +5, Spot +5, Dark Vision 60'
Languages Draconic
------------------------------------------------
AC 28, touch 14, flat-footed 26 (+1 Size, +2 Dex, +4 Natural, +10 Armor)
AC Raging 26, touch 12, flat-footed 24 (-2 Rage, +1 Size, +2 Dex, +4 Natural, +10 Armor)
hp 90 (12 HD), 114 Raging
Fort +11 (+13 Raging), Ref +6, Will +5 (+7 Raging) 
uncanny Dodge, Improved Uncanny Dodge
------------------------------------------------
Speed 40 ft. (8 squares)
Melee Bite +12 (2d6)
Melee Raging Bite +15 (2d6+6)
Melee +1 Spear +13/+8/+3 (1d6+1)
Melee Raging +1 Spear +16/+11/+6 (1d6+7)
Ranged +1 Spear +15 (1d6+1)
Base Atk +12, Grp +12 (+17 Raging)
Atk Options +2d6 Sneak Attack, Rage 4/day, Enhanced Bite, Latch On, Twitchy
Combat Gear 2 Cure Serious Wounds Potions, 1 Heroism Potion
-----------------------------------------------
Abilities Str 11 (17 Raging), Dex 15, Con 12 (16 Raging), Int 10, Wis 12, Cha 8
SQ Light Sensitivity, Fast Movement, Illiteracy, Trap Sense +2
Feats Extend Rage, Improved Natural Attack, Instantaneous Rage, Mad Foam Rager, Stealthy
Skills Climb +8 (+11 Raging), Craft (Trapmaking) +2, Hide +10, Intimidate +3, Jump +8 (+11 Raging), Listen +5, Move Silently +10, Profession (Miner) +3, Search +2, Spot +5, Survival +5, Swim +4 (+7 Raging)
Possessions +5 Silent Moves Shadow Breastplate, +1 Seeking Returning Axiomatic Spear, Ring of Invisibility, 2 Cure Serious Wounds Potions, 1 Heroism Potion, 595 GP



EPIC KOBOLD NIBBLER

Hit Die: d12
Skills Points at Each  Level : 4 + int
Rage The Kobold Nibbler gains an additional use of Rage at level 24 and every 4 levels thereafter.
Sneak Attack At level 23 and every 3 levels thereafter the Kolbold Nibbler's Sneak Attack increases by +1d6.
Enhanced Bite At Level 20 and every 3 levels thereafter the Epic Kobold Nibbler's Bite increases by another +1d6.
Bonus Feats: The Epic Kobold Nibbler gains a Bonus Feat every 4 levels higher than 20th
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on March 05, 2009, 01:19:12 PM
GOBLIN SMUGGLER

(http://Picture URL)
   
"You want it WHERE?? In 2 days?? Yeah I can do that if you got enough money..."

 Some Goblin Psions specialize in Teleportation to enhance their criminal activities.  A Goblin Smuggler uses his powers for monetary gain.  He's not interested in taking over the world (or maybe not even saving it).  he just wants some bling.

BECOMING A GOBLIN SMUGGLER  
Most Goblin Smugglers begin as Psions or Ardents.  There are some who use the expanded Knowledge Feat to qualify from other classes but they are rare.

 ENTRY REQUIREMENTS
   Race:  Any Goblinoid
   Psionics:  Manifester Level 7th, and must be able to Manifest Fly, Psionic
   Skills:  Concentration 6 ranks, Knowledge (Local, Geography, Psionics) 6 ranks
   Feats:  Speed of Thought, Up the Walls


Class Skills
 The Goblin Smuggler's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Knowledge (Geography, Local, Psionics)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), and Survival (Wis)
Skills Points at Each  Level : 6 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +2    Aport, +1 level of Manifesting Class
2. +1    +0     +3     +3    Teleport, +1 level of Manifesting Class
3. +1    +1     +3     +3    +1 level of Manifesting Class
4. +2    +1     +4     +4    Aport, +1 level of Manifesting Class
5. +2    +1     +4     +4    Teleport, +1 level of Manifesting Class
6. +3    +2     +5     +5    +1 level of Manifesting Class
7. +3    +2     +5     +5    Aport, +1 level of Manifesting Class
8. +4    +2     +6     +6    Teleport, +1 level of Manifesting Class
9. +4    +3     +6     +6    +1 level of Manifesting Class
10.+5    +3     +7     +7    Worldwalker


Weapon Proficiencies: A Goblin Smuggler gains no new weapon or armor proficiencies.
 
Aport (Su): At 1st level as a Standard action you can spend 3 power points to teleport any 1 unattended object that you can see within 60' that is no heavier than 5 pounds to your hand.  Or you can teleport any object no heavier than 5 pounds that you are holding to any location you can see within 60'.

At 4th level you can Aport up to 10 pound objects, and the range is increased to 120'.

At 7th level you can Aport any object up to your Light Load (or 15 pounds if your Light Load is less than that), and the range is increased up to 240'.

Teleport (Su): At second level when you use Psionic Teleport or similar powers you can increase the amount of equipment you carry with you by expending 1 power point per extra 100 pounds.

At 5th level you spend 2 power points less when Manifesting any power on the Nomad Discipline list.

At 8th level when you use Psionic Teleport or similar powers you can increase the amount of equipment you carry with you by expending 1 power point per extra 250 pounds.

Worldwalker (Su):  At 10th level you now spend 4 power points less when Manifesting any power on the Nomad Discipline list (minimum of 1 power point must be spent to still Manifest powers).  You have become extremely efficient in using your abilities to move about do to constant use.

PLAYING A GOBLIN SMUGGLER
 Only stupid people fight for money and glory.  if you have money you get glory by default.  And there are plenty of ways to make money besides fighting.  People will always need someone to move things around or make things disappear.  That's where you come in.
 Combat: Combat isn't your job.  Getting something from point A to point B, and keeping it safe in between is.  You have cohorts r friends for the fighting.  You have other skills they rely on.
 Advancement: Advancement varies for Goblin Smugglers depending on their personal goals, but they prefer to enhance their powers solely to make their illicit criminal activities easier.
Resources: Goblin Smugglers have friends in odd places.  Cross them, and you cross their customers too.  Most also belong to a Thieves Guild of some kind.  Mostly for protection.

GOBLIN SMUGGLERS IN THE WORLD
"Who is that Goblin?  I seem to see him everywhere I look these days?"
 Smugglers pretty much only interact with city officials, merchants, and criminals.  Which are all pretty much the same thing.  To them the world is and endless succession of officials they have to bribe, merchants willing to pay them, and contacts to help pull off jobs.  Normal people are like aliens to them.
 Daily Life: The daily life of a Smuggler involves constant busy work.  Scouting out the city he'll be working in (or the one he'll be taking goods too) and learning what he can about it will take up a good bit of his time initially.  Actually moving the goods without being caught comes next.  Smugglers are always busy doing something.
 Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
 Organizations: Most Smugglers will belong to an organization of some kind unless they're really small time.  It takes resources to smuggle cargo, especially if you're a member of a despised race.  Eventually the Smugglers powers will let him pursue more solo activities, but initially he'll be stuck with needing help.

NPC Reaction
 NPC's rarely notice Goblin Smugglers, and just assume they're thieves if they do.   Racial prejudice pretty much convinces everyone the Goblin Smuggler is up to no good, his powers just let him get away with it.

GOBLIN SMUGGLERS IN THE GAME
 Goblins in the sort of setting this PrC best works in are like immigrants everyone hates and fears, and they'll be pushed to do the most menial jobs for the smallest wages.  It virtually ensures they have to become criminals.
 Adaptation: This PrC kind of assumes Goblins are accepted in major human cities (albeit accepted as second class citizens).  Without thta this is kind of difficult to work unless they can disguise themselves.
 Encounters: PC's will usually encounter Goblin Smugglers raiding a caravan, trying to take it over from within, or be hired to figure out how they are getting goods into and out of a city.

Sample Encounter
EL 12: A goblin contacts the PC's.  he claims to be a smuggler whose powers give him a bit of an edge.  he also claims he's peeked in his latest cargo from a prominent city noble, and found something that disturbs him.  He wants the PC's to see it.  One wonders what could disturb a hardened Goblin thief?


Name
NE Male Goblin Psion 7/Goblin Smuggler 5
Init +3, Senses: Listen +5, Spot +5, Darkvision 60'
Languages Goblin, Gnoll, Orc
------------------------------------------------
AC 20, touch 14, flat-footed 16 (+1 Size, +3 Dex, +6 Armor)
hp 49 (12 HD)
Fort +4, Ref +9, Will +10 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Shcoking Club +4 (1d6 plus 1d6 electricity)
Base Atk +5, Grp +0
Powers Known 1: Conceal Thoughts, Deceleration, Detect Teleportation, Distract, Know Direction and Location
2: Cloud Mind, Concealing Amorpha, Earth Walk, Psychoportive Shelter
3: Danger Sense, Dimension Twister, Telekinetic Force, Touchsight
4: Psionic Dimension Door, Psionic Freedom of Movement, Psionic Fly, Trace Teleport
5: Baleful Teleport, Ethereal Agent, Psionic Teleport, Teleport Trigger
6: Inconstant Location, Psionic Overland Flight, Retrieve
Manifester Level 12, Power Points 138
-----------------------------------------------
Abilities Str 8, Dex 16, Con 12, Int 15, Wis 13, Cha 6
SQ Nomad Discipline, Aport, Teleport
Feats Dodge, Mobility, Sidestep Charge, Speed of Thought, Up the Walls, Extend Power (B), Quicken Power (B)
Skills Autohypnosis +5, Bluff +5, Concentration +7, Disable Device +6, Forgery +6, Hide +10, Knowledge (Local, Geography, Psionics) +8, Listen +5, Move Silently +10, Open Lock +7, Ride +10, Search +6, Sense Motive +5, Spot +5, Survival +5
Possessions Bag of Holding Type IV, Ring of Invisibility, Bracers of Armor +6, +1 Shocking Burst Club, Survival Pouch, 400 GP


EPIC GOBLIN SMUGGLER

Hit Die: d6
Skills Points at Each  Level : 6 + int
Bonus Feats: The Epic Goblin Smuggler gains a Bonus Feat every 2 levels higher than 20th
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Radmelon on March 06, 2009, 03:05:09 AM
I've said it before, and I'll say it again: Damn you make these fast!  :D
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on March 06, 2009, 02:34:31 PM
A question:

Dragonwrought Feat vs Dragontouched Feat.  If you're a Dragonwrought Kobold you lose the Dragonblood subtype.  If you take the Dragontouched Feat you gain the Dragonblood subtype.  A Kobold Dragonfire Adept gains both at 1st level.  So does he have the Dragonblood subtype or not?
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: veekie on March 06, 2009, 04:35:47 PM
IIRC, Dragon type supercedes Dragonblood subtype, so...
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Nanshork on March 06, 2009, 04:42:24 PM
All dragons qualify for anything requiring the dragontouched feat.

Edit: Also for anything requiring the dragonblood subtype.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on March 07, 2009, 02:20:33 PM
eeeexcellent...  :smirk
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Radmelon on March 08, 2009, 01:56:22 AM
As an addition to what Nsnshork said, the dragonblood subtype pretty much means that it is a dragon, even if it's technecly not... just like how a 1/2 orc counts as an orc.  :thumb
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Bozwevial on March 08, 2009, 02:07:35 AM
Might want to reword the Goblin Smuggler's Aport ability to take into account attended/unattended items.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on March 08, 2009, 11:17:52 AM
fixed Aport (thanks!)

BLUE MOON

(http://Picture URL)
   
"Do you know what I am?"

 Some Blue Goblins are born with a strange birthmark: a light bluish crescent moon shape over their right eye.  These Blues are odd from the moment of birth, darker of temperament than their fellows.  Many of them display odd powers, many of them decidedly non-psionic in nature.

BECOMING A BLUE MOON  
Most Blues begin as some sort of Psionic Class (usually Charisma Based), and then multiclass into Hexblades for a few levels.

 ENTRY REQUIREMENTS
   Race:  Blue
   Class Abilities:  Hexblade’s Curse, Mettle, Wild Surge
   Skills:  Concentration 6 ranks, Knowledge (Arcane, Psionics) 6 ranks, Intimidate 6 ranks
   Feats:  Leadership, Power Penetration
   Special:  Must be accepted by another Blue Moon who agrees to train you.


Class Skills
 The Blue Moon’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Knowledge (Arcana, Local, Psionics)(Int), Listen (Wis), Psicraft (Int), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis).
Skills Points at Each  Level : 4 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Enhance Curse, +1 Level of Manifesting Class
2. +1    +0     +0     +3    Terror, +1 Level of Manifesting Class
3. +2    +1     +1     +3    +1 Level of Manifesting Class
4. +3    +1     +1     +4    Enhance Curse, +1 Level of Manifesting Class
5. +3    +1     +1     +4    Terror, +1 Level of Manifesting Class
6. +4    +2     +2     +5    +1 Level of Manifesting Class
7. +5    +2     +2     +5    Enhance Curse, +1 Level of Manifesting Class
8. +6    +2     +2     +6    Terror, +1 Level of Manifesting Class
9. +6    +3     +3     +6    +1 Level of Manifesting Class
10.+7    +3     +3     +7    Master of the Evil Eye


Weapon Proficiencies:A Blue Moon gains no new weapon or armor proficiencies.
 
Enhance Curse (Su): At first level you can psionically enhance the power of your Hexblade's Curse.  For every power point you spend the Save DC of your Curse is increased by +2.  If you have run out of daily uses of your Hexblade's curse you can still produce the effect by spending 3 power points.

At 4th level you can also increase the severity of the penalty your opponent suffers if he fails his Saving Throw.  For every 2 power points you spend you can increase the Curse's penalty by an additional -1 (i.e. instead of -2 on rolls they are -3 if you spend 2 pp).  The Maximum power points you can spend to increase the penalty is equal to your Blue Moon level.

At 7th level you can increase the duration or range of your curse.  Every power point spent increases the range by 5'.  By spending 2 power points the duration of the curse is up to 1 day.  By spending 5 power points the curse is permanent until removed by Remove Curse, Miracle, wish or a similar ability. 

Terror (Su): At second level the Blue Moon can Manifest a fear inducing gaze attack.  By spending 7 power points, he gets a Gaze Attack, 30', Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) negates, Fear (as per the spell).  The Blue Moons Gaze lasts for 1 round per Manifester level.

At 5th level the Fear effect lasts 1d4 rounds after the Gaze Attack ends.

At 8th level if the opponent fails his Willpower Save by rolling a "1", the Blue Moon can spend 6 power points as a Swift Action and the opponent dies instead as his heart gives way (creatures immune to fear or mind affecting effects are immune to this ability).

Master of the Evil Eye (Su): You no longer need to spend power points to Manifest your Terror ability, you permanently have a Fear Gaze Attack.  You may still spend 6 power points to kill your opponent if he rolls a 1.

PLAYING A BLUE MOON
 You are, of necessity, a criminal.   There are things you need to know, and need to have done, and they are too important to be done publicly, or for you to be squeamish about how they are accomplished.  You may employ criminals, and they may do criminal things, but the ends will justify the means.  You hope...
 Combat: Blue Moons are primarily debuffers and crowd control.  They either curse opponents or chase them away, and have their hired thugs fight them in their weakened state. 
 Advancement: Blue Moons generally tend to just accrue social  influence and power while researching their past.  They are obsessed wit htheir common abilities, and to what purpose they were given them.
Resources: You have the other Blues who trained you to draw upon, if what you are doing coincides with their interests.

BLUE MOONS IN THE WORLD
"Don't look at him! He's one of them! Don't even talk about them..."
 Blue Moons keep people from poking about in their business by intimidation.  Most of them employ a large amount of thugs they use as murderers to keep people quiet, and spies to keep tabs on the local area.  They rely on fear of them to keep people from talking as well.  Until they can find out what the purpose pf their birthmarks is, they try to gain and consolidate power, always sure they will need it for some unspecified future event.
 Daily Life: Whilst you inform your followers about the days events and what is expected of them, you eat breakfast and then go out to take care of business.  If anything that might be of use to the organization is discovered you pursue it ruthlessly.
 Notables: Bolgia (NE Male Blue Wilder 3/Hexblade 3/Blue Moon 6) is a local criminal lord.
 Organizations: The Blue Moons are an organization devoted to finding out the cause behind their mutual birth defect/powers.  And of course gaining power and wealth. 

NPC Reaction
 NPC's are terrified of the Blue Moons, whom they regard as being in league with Devils, or masters of the Evil Eye.  They aren't far off really considering the Blue Moons powers to curse others.

BLUE MOONS IN THE GAME
 This PrC assumes that the taker will be busy part time with running his own minor criminal endeavors, which means either the campaign revolves around that, or he gets distracted by it.  It might be better off as a NPC class.
 Adaptation: This is a good one for mystery or horror campaigns.  Trying to figure out whats going on can be a long term goal for the PC, and make for a neat espionage based setting.
 Encounters: PC's will generally encounter Blue Moons if they break up a criminal gang sponsored by them (they're usually the boss), if they come across information the Blues regard as important, or if they get in the way of some sort of scheme they are enacting.

Sample Encounter
EL 12: The PC's are in town to purchase a rare book at auction for a patron of theirs.  He's expecting trouble.  The book is stolen by goblins from the auction house, which means the PC's now have to find out where they've taken it.  But there are a lot of goblins in the cities slums...


Bolgia
NE Male Blue Wilder 3/Hexblade 3/Blue Moon 6
Init +5, Senses: Listen +8, Spot +8, Dark Vision 60'
Languages Common, Goblin, Draconic, Giant
------------------------------------------------
AC 18, touch 18, flat-footed 17 (+1 Size, +1 Dex, +3 Deflection, +3 Armor)
Elude Touch
hp 44 (11 HD)
Fort +3, Ref +4, Will +12 
Arcane Resistance, Mettle
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Sickle +9/+4 (1d4-1)
Base Atk +8, Grp +2
Atk Options Hexblade's Curse 1/day
Combat Gear 2 Potions of Cure Serious Wounds
Powers Known 1st: Energy Ray, Inertial Armor
2nd: Detect Hostile Intent
3rd: Dispel Psionics
4th: Correspond
Manifester Level 9, Power Points 85
-----------------------------------------------
Abilities Str 6, Dex 12, Con 10, Int 15, Wis 14, Cha 16
SQ Wild Surge +2, Psychic Enervation,
Feats Improved Initiative, Leadership, Power Penetration, Weapon Finesse
Skills Autohypnosis +8, Bluff +9, Concentration +10, Knowledge (Arcane, Local, Psionics) +10, Intimidate +11, Listen +8, Psicraft +8, Sense Motive +8, Spellcraft +8, Spot +8
Possessions Bracers of Armor +6, +1 Cursespewing Sickle, +3 Ring of Protection, 2 Potions of Cure Serious Wounds, 192 GP



EPIC BLUE MOON

Hit Die: d6
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Blue Moon gains a Bonus Feat every2 levels higher than 20th
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Prak, the Mad on March 09, 2009, 04:11:18 AM
THE KOBOLD SEDUCTRESS

...ok I want play this... though I might modify it to a non-gender restricted class...
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on March 09, 2009, 11:49:19 AM
KOBOLD MINER

(http://Picture URL)
   
"Pinky, I swear by my heathen God if you don't back off I'm gonna bury this Pick in your..."

 Kobold Miners are working class men turned siege engineers.  Their job is to dig underneath walls and cause them to collapse, or tunnel beneath defenses in times of war.  They also put their skills to mischievous use when not in wartime...

BECOMING A KOBOLD MINER  
Generally any class with lots of skill ranks will be able to meet this classes skill requirements.

 ENTRY REQUIREMENTS
   Race:  Kobold
   Skills:  Craft (Alchemy) 6 ranks, Knowledge (Architecture and Engineering, Dungeoneering) 6 ranks, Profession (Miner) 6 ranks
   Feats:  Kobold Foe Strike (see Races of Dragon), Kobold Tunneler (new feat)


Class Skills
 The Kobold Miner's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Architecture and Engineering, Dungeoneering)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skills Points at Each  Level : 6 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +0     +0    Expert Tunneler +2, Poison Use
2. +1    +3     +0     +0    Tunnel Fighter
3. +2    +3     +1     +1    Pick Swingin' Fool
4. +3    +4     +1     +1    Expert Tunneler +4, Stonecunning
5. +3    +4     +1     +1    Tunnel Fighter
6. +4    +5     +2     +2    Pick Swingin' Fool
7. +5    +5     +2     +2    Expert Tunneler +6, Demolitionist
8. +6    +6     +2     +2    Tunnel Fighter
9. +6    +6     +3     +3    Pick Swingin' Fool
10.+7    +7     +3     +3    Suhprise! Suhprise!


Weapon Proficiencies: Kobold Miners gain proficiencies with all Picks and Hammers, and the Shovel (see the Kobold Maintenance Man).
 
Expert Tunneler (Ex): At 1st level the Kobold Miner gets a +2 Bonus on Profession (Miner) checks, and on Fortitude Saves made to avoid Fatigue/Exhaustion.  This Bonus increases to +4 at level 4, and +6 at level 7.  Whenever circumstances would cause the Kobold Miner to become Fatigued he can make a Fortitude Saving throw (DC 20) to avoid becoming Fatigued.  If circumstances would make him exhausted he can make a DC 20 Fortitude Save to become Fatigued instead.  You also know the Taps Language, a secret language known to the Miners made by tapping their tools on the mine walls.

Poison Use (Ex): Kobold Miners often use poison weapons against opponents, and never risk accidentally exposing themselves.

Tunnel Fighter (Ex): You do your best fighting in cramped tunnels.  At 2nd level you gain the Tunnel Runner Feat (See Underdark page 27) whether you meet the prerequisites or not.

At 5th level you gain the Tunnel Fighter Feat (See Underdark page 27) whether you meet the prerequisites or not.

At 8th level when you are in a Crawl Navigable space (See Underdark page 111) you no longer take the attack penalty for light or one handed piercing weapons, and do not lose your Dexterity Bonus to AC.

Stonecunning (Ex): Identical to the ability listed on page 14 of the PHB.

Pick Swingin' Fool (Ex): Due to your hours of digging swinging away with a pick or shovel, you've gotten pretty quick at using one.  At level 3 you gain an additional attack per round when making a Full Attack at your highest Base Attack Bonus with a pick or shovel, but all your attacks take a -2 penalty.

At 6th level you gain another attack per round at your highest Base Attack Bonus.

At 9th level you no longer take a -2 penalty to all your attacks when using this ability.

Demolitionist (Ex): The Kobold Miner can now make acid or explosives with Craft (Alchemy) despite not being a spellcaster.

Suhprise! Suhprise! (Su):  At 10th level Constructs and objects are vulnerable to critical hits if the Kobold Miner is using a Pick as a weapon, and the critical threat range of all picks is increased by 1 when he wields one (i.e. if it normally criticals on a 20, it now criticals on a 19-20).  This does not stack with other effects that increase critical threat range.  Attacks made by the Kobold Miner are now considered Adamantine for purposes of overcoming Damage Reduction.

PLAYING A KOBOLD MINER
 Your goal is to make assaults on the humanoid races safer for your people by undermining their defenses.  The boys in the infantry rely on you, since you do a dangerous occupation few are willing to enter into.  Tunnels frequently collapse killing Miners if they aren't careful.
 Combat: Kobold Miners generally concentrate on siege combat as opposed to personal combat, but there are melees in tunnel fights.  To offset their lack of brute force the Kobolds have developed many weapons to be used in the tunnels such as poison gasses which they blow towards the enemy with bellows.
 Advancement: Kobold Miners go down the path their employer wishes them to if they are employed by a formal military.  They have a little more leeway working for mercs or organized crime, but not much.
Resources: Since you will likely be employed by a mercenary company, Thieve's Guild, or Kobold Army, they will try to ensure you have whatever resources are necessary to pull of your job.  You're still expected to do that job one way or the other.

KOBOLD MINER IN THE WORLD
"Martha!! Call the exterminator! We got Kobold's in the root cellar!"
 A brief description of how your class is persevered in the world and how he interacts with the world.
 Daily Life: Much of your daily life is spent tinkering with inventions trying to figure out how to make ever deadlier weapons of war, or new ways to destroy fortifications.  Which means even when you aren't fighting your job is risky ("Hey Yak push this button, I wanna see what happens!").
 Notables: Blackie (LE Male Kobold Ranger 6/Kobold Miner 6) has made a bit of a name for himself by participating in a few wars.  And spending a lot of time covered in volcanic ash the native soil is composed of...
 Organizations: The military is generally the only organization teaching the skills your class needs.  Beyond them and the occasional organized criminal enterprise wanting to use you to tunnel into vaults, there aren't really any organizations devoted to you.

NPC Reaction
 NPC's tend to find you incredibly useful, and maybe even heroic (the ones on your side), or they think your vermin who should be killed (they're on the other side).

KOBOLD MINER IN THE GAME
 Miners tend to make standard military fortifications less useful, but Mages do too.  So they won't be an earth shattering addition to your campaign.
 Adaptation: This is primarily a military class, and will be played in a military or mercenary campaign.  Or if the Kobold is a criminal, he'll be playing a tunneler trying to get to treasure vaults.  If your campaign isn't based on these themes, he'll be a bit left out.
 Encounters: PC's will usually encounter Miners in wars, or be hired to stop their thefts.

Sample Encounter
EL 12: The PC's are sitting calmly in their favorite bar, when an explosion opens a hole in the floor.  A few ash covered Kobolds pop out, swear in their language, and dive back in.

The bartender is unhappy.

He's offering a reward for anyone bringing him the heads of the Kobolds.


Blackie
LE Male Kobold Ranger 6/Kobold Miner 6
Init +1, Senses: Listen +9, Spot +9, Dark Vision 60'
Languages Draconic, Undercommon, Taps
------------------------------------------------
AC 22, touch 12, flat-footed 21 (+1 Size, +1 Dex, +1 Natural, +9 natural)
hp 90 (12 HD)
Fort +13, Ref +5, Will +5 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Light Pick +10/+5 (1d3+6)
Melee +1 Light Pick +8/+8/+8/+3 (1d3+6)
Base Atk +10, Grp +6
Atk Options Pick Swingin' Fool, Poison Use, Tunnel Fighter
Spells Per Day 1st: 2 (DC 12)
-----------------------------------------------
Abilities Str 10, Dex 12, Con 16, Int 12, Wis 13, Cha 8
SQ Light Sensitivity, Favored Enemy (Human +4, Gnome +2), Expert Tunneler +4, Stonecunning, Wild Empathy, Animal Companion (Medium Viper)
Feats Diehard, Improved Critical (Light Pick), Improved Favored Enemy (see Complete Warrior), Kobold Foe Strike, Kobold Tunneler, Kobold Endurance (B), Improved Two Weapon Fighting (B), Track (B), Two Weapon Fighting (B)
Skills Balance +7, Climb +6, Craft (Alchemy) +9, Disable Device +9, Hide +13, Knowledge (Architecture and Engineering, Dungeoneering) +9, Listen +9, Move Silently +9, Profession (Miner) +9, Search +9, Spot +9, Tumble +6, Use Magic Device +7
Possessions 2 +1 Collision Light Picks, +5 Chain Shirt, Blindhelm, 4 Exploding Spikes, Spool of Endless Rope, 1 Sleeping Spike, 242 GP



EPIC KOBOLD MINER

Hit Die: d6
Skills Points at Each  Level : 6 + int
Expert Tunneler At level 21 and every 3 levels thereafter this Bonus increases by another +2.
Bonus Feats: The Epic Kobold Miner gains a Bonus Feat every 3 levels higher than 20th


EPIC KOBOLD MINER

Hit Die: d8
Skills Points at Each  Level : 6 + int
Expert Tunneler: The Bonus increases by an additional +2 at level 21, and every 3 levels thereafter.
Bonus Feats: The Epic Kobold Miner gains a Bonus Feat every 3 levels higher than 20th


Kobold Tunneler
You thrive fighting in small narrow spaces.
 Prerequisites: Kobold, Profession (Miner) 6 ranks
 Benefits: When fighting in a narrow or low space (see Underdark page 111) you gain a +2 Bonus on attack rolls.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on March 11, 2009, 12:25:56 PM
FOREST VIPER

(http://Picture URL)
   
"You don't wanna go in there.  Bad things live in that forest."

"But don't you live in the forest too?"

"Look this conversation isn't about me..."

 Forest Vipers are the Kobold servants of Green Dragons.  Many also happen to be related to them (okay all of them really).  They usually try to convince people trespassing in their area to leave by smoothtalking them or intimidation.  If that doesn't work, there's always poison.

BECOMING A FOREST VIPER  
Forest Vipers generally begin as Dragonfire Adepts, usually the children of Green Dragons.

 ENTRY REQUIREMENTS
   Race:  Kobold
   Feats:  Dragon Wrought, Draconic Senses
   Skills:  Bluff 4 ranks, Climb 4 ranks, Diplomacy 4 ranks, Intimidate 4 ranks, Sense Motive 4 ranks
   Class Abilities:  Breath Weapon, Breath Effects (Sickening Breath, Acid Breath)
   Alignment: Must be Evil

Class Skills
 The Forest Viper's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Nature)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Magic Device (Cha).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +2    Fangs
2. +1    +0     +3     +3    Poison Breath
3. +2    +1     +3     +3    Viper Form
4. +3    +1     +4     +4    Fangs
5. +3    +1     +4     +4    Poison Breath
6. +4    +2     +5     +5    Viper Form
7. +5    +2     +5     +5    Fangs
8. +6    +2     +6     +6    Poison Breath
9. +6    +3     +6     +6    Viper Form
10.+7    +3     +7     +7   Wyrmform


Weapon Proficiencies: Forest Vipers gain no new weapon or armor proficiencies.
 
Fangs (Ex): You now have a Primary Bite Attack doing 1d3 plus Strength Bonus plus a weak poison (Injury, Save DC is Constitution Based, Initial and Secondary damage is 1d2 Dex).

At 4th level your Bite attack does 1d4 damage, and the Initial and Secondary damage of your venom is 1d4 Dex.

At 7th level your venom now Does Con damage instead of Dex.

Poison Breath (Ex): When using your Breath Weapon you may breathe out a 15' Cone of poisonous mist instead.  At second level this poison is weak (Inhaled, Save DC is Constitution Based, Initial and Secondary damage is 1d2 Str).

At 4th level the Initial and Secondary damage of your venom is 1d4 Str.

At 7th level your venom now Does Con damage instead of Str.

Viper Form (Su): At 3rd level you may assume the form of a small serpent at will.  In small Viper Form you gain the following: +4 Dex, Natural Armor Bonus to AC increases +1, climb and swim speed equal to your base land speed, Scent, and a +8 Circumstance Bonus on Climb and Swim checks.  You may use your Strength or Dexterity modifier for Climb checks whichever is better.  Assuming Viper Form is a Standard Action, and lasts for 3 rounds plus 1 round per point of Charisma modifier.  Once you leave Viper Form, you cannot assume it again for 1 hour.  All non magical items (and magical items you cant wield or don't have an appropriate body slot for) merge with your body and cease functioning.  You retain your Poison Bite and Poison Breath abilities in Viper Form.

At 6th level you become a Medium Viper, gaining the following in addition to what you gain in small Viper Form: +2 Str, and a +4 Circumstance Bonus to Hide, Listen, and Spot checks.

At 9th level you become a Large Viper, gaining the following in addition to what you gain in Medium Viper Form: +4 Str, +2 Dex, and Natural Armor Bonus to AC increases another +2, and your Bite is 1d6 damage.

Wyrmform (Su): At 10th level you can become a Forest Landwyrm (see Draconomicon) instead of a Viper.  You gain the following in Wyrmform: Base Land Speed 60'. Burrow Speed 10', Bite damage increases to 2d6, you gain 2 secondary claw attacks doing 1d8 damage, Size class becomes large, Natural Armor Bonus to AC increases to +9, you gain Frightful Presence (80', affect creatures with less Hit Dice than yourself, Willpower Save negates, Save DC is Charisma Based, opponents who fail are Shaken 5d6 rounds, if they succeed they are immune to your Frightful Presence for 24 hours), Strength becomes 23, and you gain a +4 Circumstance Bonus to Hide checks in Forest Environments (+8 if you remain immobile).  You are Exhausted once you leave Wyrmform, and may not assume Wyrmform again until you are no longer Exhausted.  You retain your Poison Bite and Poison Breath abilities in Wyrmform.

PLAYING A FOREST VIPER
 Forest Vipers defend their father quite fiercely.  Perversely as long as your goals are  beneficial to his they can also be quite loyal to you.  Otherwise they'll be biting the crap out of you.  And then burying your poison bloated butt in the forest.
 Combat: Forest Vipers tend to talk first before attacking.  They try to convince people to leave before making an actual assault.  If talk proves ineffectual, they open up with breath weapons before closing in to poison their opponents.
 Advancement: Forest Vipers advancement is decided upon by their master.  They have little to no say in how they will progress in their career unless their master dies.
Resources: Forest Vipers have their clan to ask for help, especially if it's in the interests of their master.  Sometimes they might even be able to ask the Dragon himself for help.

FOREST VIPER IN THE WORLD
"There's something odd about the Kobolds in the forest.  We avoid them."
 Your world revolves around your parent and family.  Despite being evil, you are perversely loyal to one another, a concept that baffles most outsiders.  They're used to evil opponents backstabbing one another, and diehard loyalty isn't something most do-gooders encounter so often.
 Daily Life: 5 PM: Wake up.  Eat and go out for morning guard duty hidden in the trees.  Poop on travelers while cooing like a Dire Pigeon just for giggles.
10 PM: Kill intruders.
10:30 PM: Bury intruders.  Man the humans are some fat beer swilling monkeys.
12 PM: Scare the local villagers by staring at them till they wake up and then delivering warnings to avoid the mysterious monsters in the forest.
1 AM: Attempt to steal the cows on the way back home.
1:15 AM: Realize how heavy cows actually are and say screw it.
2 AM: Apologize to dad for not bringing home beef takeout. 
5 AM: Leave work.  Get mind bendingly drunk on fungus beer.
9 AM: Seepy times.
 Notables: The Big Green Yap (LE Male Dragon Dragonfire Adept 6/Forest Viper 6) is his fathers head enforcer.
 Organizations: Forest Vipers are small (sometimes not so small) groups of personal spies, assassins, and enforcers for Green Dragons.  Since they tend to be related to their master, killing them is  sometimes a bad idea...

NPC Reaction
 NPC's are surprisingy nervous around you.  You seem awfully confident and sure of yourself for a Kobold.  They aren't used to that.

FOREST VIPER IN THE GAME
 This is a good NPC class, unless the campaign is based around serving an evil Dragon.
 Adaptation: This is more for serious campaigns based on dragon or monster hunting.
 Encounters: PC's will usually encounter Forest Vipers when they enter the forests that are their home.  Sometimes their Dragon master will send them on errands outside the forest, but not often.  They're his personal servants.

Sample Encounter

EL 12: The PC's are searching a local forest in search of monsters rumored to live there when they notice Kobolds in the trees watching them.  One scuttles down and introduces himself as their leader, and politely tells the PC's that where they are going is a dangerous, forbidden place and if they know what they're doing they'll leave now.


Name
LE Male Dragon Dragonfire Adept 6/Forest Viper 6
Init +3 (+5 Viper Form), Senses: Listen +3 (+7 V), Spot +0 (+4 V), Dark Vision
Languages Draconic
------------------------------------------------
AC 26, touch 18, flat-footed 23 (+1 Size, +3 Dex, +2 Natural, +6 Armor, +4 Deflection)
AC Small Viper 19, touch 16, flat-footed 14 (+1 Size, +5 Dex, +3 Natural)
AC Medium Viper 18, touch 15, flat-footed 1 (+5 Dex, +3 Natural)
hp 66 (12 HD)
Fort +8, Ref +10 (+12 Viper), Will +10 
------------------------------------------------
Speed 30 ft. (6 squares)
Speed Viper Form 30 ft. (6 squares), Climb 30 ft., Swim 30 ft.
Melee Fangs +11 (1d4-1 plus poison)
Melee Medium Viper Fangs +11 (1d4 plus poison)
Base Atk +7, Grp +2 (+7 Medium Viper)
Atk Options Breath Weapon 3d6, Breath Effects (Sickening Breath, Acid Breath), Poison (DC 17), Poison Breath (DC 17)
Combat Gear
Incantations Known Least: Beguiling Influnce, See the Unseen
Lesser: Walk Unseen
-----------------------------------------------
Abilities Str 8, Dex 16, Con 12, Int 9, Wis 10, Cha 16
Abilities Small Viper Str 8, Dex 20
Abilities Medium Viper Str 10, Dex 20
SQ Light Sensitivity, Scales, DR 2/Magic, Dragonkin, Viper Form
Feats Draconic Senses, Dragonwrought, Weapon Finesse, Dragontouched (B)
Skills Bluff +7, Climb +7 (+20 Viper), Concentration +3, Diplomacy +7, Hide +7, Intimidate +7, Knowledge (Nature) +3, Listen +4 (+8 Viper), Move Silently +7, Search +3, Sense Motive +4, Spot +0 (+4 Viper), Swim -1 (+7 Small Viper, +8 Medium), and Use Magic Device +6
Possessions +6 Bracers of Armor, +4 Ring of Protection, 4 Green Dragon Draught's, Dragonscale Cloak, 1000 GP



EPIC FOREST VIPER

Hit Die: d8
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Forest Viper gains a Bonus Feat every 2 levels higher than 20th
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on March 14, 2009, 12:37:30 PM
OK, FOrest Viper is all but done.  Any thoughts before I move to teh next one?
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on March 15, 2009, 12:46:45 PM
guess not...

AZURE THINKER

(http://Picture URL)
   
"Are you under the impression that my height being less than yours makes me any less dangerous than you?"

 There are Blues who get by in the world as something other than Psions.  The Azure Thinkers are a society of self-styled warrior-philosophers.  They believe more in the power of the mind than the sword arm though.

BECOMING AN AZURE THINKER  
Azure Thinkers begin as Ardents since they need Mantles as a prerequisite (and since few are really dogmatically religious).

 ENTRY REQUIREMENTS
   Race:  Blue
   Mantles:  Communication, Deception, Freedom, Mental Power
   Skills:  Autohypnosis 4 ranks, Concentration 4 ranks, Knowledge (Psionics, 1 other) 4 ranks, Psicraft 4 ranks
   Feats:  Mantle Focus (Deception), Mantle Focus (Mental Power)


Class Skills
 The Azure Thinker's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Knowledge (Any)(Int), Profession (Wis), Psicraft (Int), and Sense Motive (Wis).
Skills Points at Each  Level : 4 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Telepathic Leadership, +1 level of Manifesting Class
2. +1    +0     +0     +3    Metapsionic Feat, +1 level of Manifesting Class
3. +2    +1     +1     +3    Empower Ally, +1 level of Manifesting Class
4. +3    +1     +1     +4    Telepathic Leadership, +1 level of Manifesting Class
5. +3    +1     +1     +4    Metapsionic Feat, +1 level of Manifesting Class
6. +4    +2     +2     +5    Empower Ally, +1 level of Manifesting Class
7. +5    +2     +2     +5    Telepathic Leadership, +1 level of Manifesting Class
8. +6    +2     +2     +6    Metapsionic Feat, +1 level of Manifesting Class
9. +6    +3     +3     +6    Empower Ally, +1 level of Manifesting Class
10.+7    +3     +3     +7    Scholar, +1 level of Manifesting Class


Weapon Proficiencies: Azure Thinkers gain no new weapon or armor proficiencies.
 
Telepathic Leadership (Su): At 1st level the Thinker can communicate telepathically with 1 Ally within 30' per point of Wisdom modifier.  This range increases to 60' at level 4, and 90' at level 7.

Metapsionic Feat: At levels 2, 5, and 8 the Thinker gains a Bonus Metapsionic Feat it meets the prerequisites for.

Empower Ally: The Thinker can protect any allies he is in telepathic contact with using his Telepathic leadership ability.  At 3rd level any allies he is in contact with cannot be flanked unless all of them are.

At 6th level if the Thinker or his allies he is in telepathic contact with are required to make a Willpower Save, they may use the Willpower Save of the individual with the highest Bonus. 

At 9th level the Thinker and his allies gain a Bonus to Willpower Saves equal to the Thinkers Wisdom Modifier.

Scholar: Choose 1 Mantle you have access to.  You learn all powers from that Mantle that you do not currently know that you are of high enough level to Manifest, and you spend 1 less power point to Manifest powers from this Mantle (you still have a minimum power point of 1 to Manifest powers).

PLAYING AN AZURE THINKER
 Your people have had it rough for too long.  It's time you drug yourselves out of savagery and took your place on the world stage, and got the other races to recognize you.
 Combat: Azure Thinkers prefer parlay over fighting, but they are prepared to fight if it is necessary. They tend to lead fights as opposed to participating in them.
 Advancement: Azure Thinkers become various things.  Some become philosophers and teachers of the Ardent way of psionics.  Some become politicians or diplomats in pursuit of the betterment of their people.  And some become warriors out of necessity.
Resources: Azure Thinkers can draw on their fellows for help, and probably the help of any Goblins nearby as well.

AZURE THINKERS IN THE WORLD
"I like the blue one.  He actually understands me.  He's a little touchy though."
 Azure Thinkers consider themselves ambassadors of their race and try to behave as well as they can.  They're also pretty good at manipulating others to do what they want or see things their way, and are often leaders or diplomats for the Goblin civilization.
 Daily Life: The average day of an Azure Thinker is spent in study or making plans, or carrying out said plans.  They are always busy and on the move, never seeming to rest.
 Notables: Mishig (NE Male Blue Ardent 5/Azure Thinker 6) would have liked to be a leader and have achieved fame for his wisdom.  But he wasn't charismatic enough to be a leader, and the deaths of his tribesmen have made him bitter.
 Organizations: The Azure Thinkers are a society of philosophers and would be leaders.  They want the Goblin race to assume more prominence in the world, and are actually capable of foreseeing ways to do it without resorting to eternal warfare with the other races. 

NPC Reaction
 NPC's are divided about the Thinkers.  On the one hand they lead Goblins in military conquests, on the other they're perhaps the only truly civilized and well educated members of their species.

AZURE THINKERS IN THE GAME
 Azure Thinkers will make  for more interesting Goblin encounters as they will be able to come up with schemes that will throw the PC's off.
 Adaptation: The Azure Thinkers are intended for a serious campaign in which Goblins are more than just mooks to be beaten on.  It assumes they have the ability to be dangerous.
 Encounters: PC's will encounter Azure Thinkers leading Goblin raids, or military forays.  Sometimes they may encounter them pursuing research in more peaceful settings like the libraries of major cities.

Sample Encounter
EL 12: The PC's are hired to find a tome supposedly kept in a locked vault.  While attempting to steal it they encounter a group of Goblins doing the same.  The owner of the aforementioned tome becomes aware of them in the ensuing fight, and all hell breaks loose.  After they escape (or as they set in jail if they don't) a goblin gives them a well-written note explaining why their employer is more than he seems, and why the book is best left alone.  Of course the Goblin claims they'll be locking it away from prying hands...


Name
NE Male Blue Ardent 5/Azure Thinker 6
Init +2, Senses: Listen +3, Spot +3, Dark Vision 60'
Languages Common, Goblin, Giant, Gnoll
------------------------------------------------
AC 33, touch 13, flat-footed 31 (+1 Size, +2 Dex, +13 Armor, +7 Shield)
hp 60 (11 HD)
Fort +4, Ref +5, Will +13 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +4 Morningstar +10/+5 (1d8+3)
Base Atk +7, Grp +2
Combat Gear 1 Potion of Cure Serious Wounds
Powers Known 1st: Mind Thrust, Missive, Psionic Charm
2nd: Cloud Mind, Psionic Tongues
3rd: Escape Detection, False Sensory Input
4th: Correspond, Intellect Fortress, Psionic Fly
5th: Psychic Crush, Psionic Teleport
Manifester Level 11th, Power Points 110
-----------------------------------------------
Abilities Str 8, Dex 14, Con 13, Int 14, Wis 17, Cha 6
SQ Primary Mantles (Deception, Mental Power), Secondary Mantles (Communication, Freedom)
Feats Combat Manifestation, Mantle Focus (Deception), Mantle Focus (Mental Power), Psionic Mastery
Skills Autohypnosis +7, Bluff +4, Concentration +5, Diplomacy +4, Gather Information +4, Knowledge (Geography, History, Local, Nature, Psionics) +6, Move Silently +6, Psicraft +6, Ride +6, Sense Motive +9
Possessions +5 Full Plate, +5 Heavy Steel Shield, +4 Morningstar, 1 Potion of Cure Serious Wounds, 122 GP



EPIC AZURE THINKER

Hit Die: d6
Skills Points at Each  Level : 4 + int
Powers: The Thinkers Manifester Level is equal to it's class level.  At every even numbered level after 20th it gains 1 new power of any level it can cast.
Bonus Feats: The Epic Azure Thinker gains a Bonus Feat every 3 levels higher than 20th
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Nanshork on March 15, 2009, 04:35:36 PM
I like it.  :D
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on March 19, 2009, 01:45:06 PM
FOREST HAUNT

(http://Picture URL)
   
"RAAAAAAAAAAHHHHHHH!!!!!!"

 Occasionally the more unusual goblinoids not normally known for their mental prowess manifests psychic abilities.  With no one to teach them they usually tend to develop them in ways that help them in their day to day activities of hunting and fighting. 

BECOMING A FOREST HAUNT  
Due to the Mantle requirements, almost all Forest Haunts begin as Ardents.

 ENTRY REQUIREMENTS
   Race:  Bakemono, Forestkith, or Varag
   Mantles:  Conflict, Guardian, Natural World, Physical Power
   BAB:  +4
   Skills:  Autohypnosis 4 ranks, Concentration 4 ranks
   Feats:  Combat Manifestation, Narrow Mind


Class Skills
 The Class Name's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Nature, Psionics)(Int), Listen (Wis), Move Silently (Dex), Psicraft (Int), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each  Level : 2 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Stealth of the Hunter
2. +1    +0     +0     +3    Killer's Strength, +1 level of Manifester Class
3. +2    +1     +1     +3    Warrior's Endurance
4. +3    +1     +1     +4    Stealth of the Hunter, +1 level of Manifester Class
5. +3    +1     +1     +4    Killer's Strength
6. +4    +2     +2     +5    Warrior's Endurance, +1 level of Manifester Class
7. +5    +2     +2     +5    Stealth of the Hunter
8. +6    +2     +2     +6    Killer's Strength, +1 level of Manifester Class
9. +6    +3     +3     +6    Warrior's Endurance
10.+7    +3     +3     +7    Ghost, +1 level of Manifester Class


Weapon Proficiencies: A Forest Haunt gains no new weapon or armor proficiencies.
 
Stealth of the Hunter (Su): At 1st level you are Invisible as per the spell so long as you are Psionically Focused.  If your Focus is lost you become Invisible again when you regain your focus.

At 4th level you you are Invisible as per the spell Greater Invisibility so long as you are Psionically Focused.  If your Focus is lost you become Invisible again when you regain your focus.

At 7th level you no longer need your Psionic Focus, you are permanently invisible.

Killer's Strength (Su): At second level you may expend 2 power points as a Free Action whenever you successfully hit to Stun your opponent for 1 round.

At 5th level you may expend 2 power points when you roll to confirm a critical to automatically confirm.

At 8th level you may expend 3 power points when you successfully make a critical hit to do maximum damage without having to roll.

Warrior's Endurance (Su): At 3rd level whenever you take damage you may spend power points as an immediate action to reduce it.  For every power point spent the damage is reduced by two points.

At 6th level whenever you take ability drain/damage you may spend power points as an immediate action to reduce it.  For every 2 power points spent the damage is reduced by one.

At 9th level whenever you are required to make a Saving Throw or Die, you may spend 3 power points as an immediate action to automatically succeed on the roll.  You may also expend 3 power points to act normally from -1 to -9 hp.

Ghost (Su): You are now permanently invisible as per the Superior Invisibility spell. 

PLAYING A FOREST HAUNT
 Forest Haunts are usually barely civilized.  Many have devolved into anthropophagia, and will eat unwelcome visitors to their territory.  it's best to leave them alone unless you really need them.
 Combat: Forest Haunts universally prefer ambushes and traps.  They can fight you after you're weakened.
 Advancement: Forest Haunts prefer to increase their abilities to fight, hunt, and remain unseen.  They consider little else to be of any value.
Resources: Forest Haunts are on their own.  if they've taken the leadership Feat, or they're a tribal chief they get first of the spoils, but it's still pretty much small change compared ot adventuring successfully.

FOREST HAUNTS IN THE WORLD
"No one goes past those skull markers.  they're a warning to keep out."
 Forest Haunts who are hermits are isolated from the world, and thy like it that way.  Occasionally something so offends them they'll go adventuring, but unless they're a gang leader of some sort they usually stay put.
 Daily Life: Forest Haunts tend to concentrate on things like survival, and keeping a rein on their followers by promising them blood.  So much time is spent hunting (for food or otherwise).
 Notables: Mau (CE Forestkith Goblin Ardent 6/Forest Haunt 6) is the leader of a band of marauding killers. 
 Organizations: Forest Haunts have no real organizations.  Some are tribal leaders of some sort, and so have underlings, but most are outcasts surviving due to their psychic abilities.

NPC Reaction
 NPC's react to you the way they would any cannibalistic savage who suddenly drops out of the trees and brains their guide with a bone machete.  Lots of screaming and urination.

FOREST HAUNTS IN THE GAME
 Forest Haunts can be twitchy critters, as many of them are serial killers.  This can make them troublesome for GM's dependng on individual players..
 Adaptation: This is a PrC for savage tribesmen.  More feral than intelligent they may not get along well with others.
 Encounters: PC's usually encounter Forest Haunts far from civilization.  They tend to either be crazed hermits who lurk in lonely places and murder travelers, or the leaders of small but violent tribes.

Sample Encounter
EL 12: The PC's have been charged with protecting a caravan through its forest route.  Sure enough not long after entering the forest monkeys start flinging stuff at them.  No, wait...those are Goblins.  Even better...


Mau
CE Forestkith Goblin Ardent 6/Forest Haunt 5
Init +2, Senses: Listen +3, Spot +3, Dark Vision 60'
Languages Goblin
------------------------------------------------
AC 22, touch 18, flat-footed 20 (+1 Size, +2 Dex, +1 Natural, +4 Deflection, +4 Armor)
hp 49 (12 HD)
Fort +4 (+6 w/Vest), Ref +6 (+8 w/Vest), Will +12 (+14 w/Vest)
------------------------------------------------
Speed 30 ft. (6 squares), Climb 20 ft.
Melee Bite (1d4)
Melee +1 Longspear +7/+2 (1d6+1 plus 1d4 Sonic/x3)
Base Atk +7, Grp +3
Combat Gear
Powers Known 1st: Adrenaline Boost, Chameleon, Metaphysical Claw, Metaphysical Weapon, Vigor
2nd: Animal Affinity, Thicken Skin
3rd: Dispel Psionics
4th: Immovability
Manifester Level 8, Power Points 70
-----------------------------------------------
Abilities Str 10, Dex 15, Con 12, Int 8, Wis 16, Cha 14
SQ Racial Weapons, Light Sensitivity, Discordant Frenzy (DC 17), Tree Shape, Primary Mantles (Conflict, Physical Power), Secondary Mantles (Guardian, Natural World), Stealth of the Hunter, Killers Strength, Warriors Endurance
Feats Combat Manifestation, Leadership, Narrow Mind, Spectral Skirmisher
Skills Autohypnosis +7, Climb +8, Concentration +5, Craft (Weaving) +3, Hide +10, Jump +2, Knowledge (Nature) +0, Move Silently +6 (+11 w/Boots), Survival +8
Possessions +4 Ring of Deflection, +4 Bracers of Armor, +1 Keen Screaming Burst Longspear, Boots of Elvenkind, +2 Vest of Resistance, Third Eye Improvisation, 195 GP



EPIC FOREST HAUNT

Hit Die: d6
Skills Points at Each  Level : 2 + int
Psionics Your Manifester Level continues to advance with Epic Levels but you gain no more power points or powers.
Bonus Feats: The Epic Forest Haunt gains a Bonus Feat every 3 levels higher than 20th
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Radmelon on March 19, 2009, 11:32:09 PM
Sweet - the forestkith goblins don't get nearly enough credit!  :) ... did they pay you? :devil
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on March 21, 2009, 01:37:31 PM
No but there is a certain Forestkith Alpha PrC I'll have to do eventually to show you  :smirk
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on March 26, 2009, 01:03:54 PM
orry about the wait.  I should be back full time soon.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on March 29, 2009, 11:51:11 AM
Think the capstone is okay? It's so much easier to negate at higher levels.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Bozwevial on March 30, 2009, 04:15:44 AM
If you're really concerned, maybe Superior Invisibility would be better?
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on April 02, 2009, 12:27:11 PM
Okay I tweaked it a bit
 
Think it should get any Manifester levels?
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Bozwevial on April 02, 2009, 09:39:38 PM
Yeah, probably. My gut instinct is to say 5/10, but that is a bit of a sacrifice for a few (Su) abilities. Still, they're ardent levels...
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on April 05, 2009, 12:11:52 PM
They're freaking out a tad on GitP because it has Psi abilities to qualify for, but then SLA's as class abilities.  I'd like to make it more Psionic flavored but they don't have a big power list like mages do, and I've never made psionic powers so I have no experience balancing them.  Any thoughts?
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Bozwevial on April 05, 2009, 07:10:18 PM
After a quick glance through the XPH, Cloud Mind (and Mass Cloud Mind), True Metabolism, Strength of My Enemy, and the natural weapon psychic warrior powers (Claws of the Beast, Claws of the Vampire, Truevenom, etc) might work as a starting point. It's somewhat less than the SLAs the class previously got, though, so I'd definitely give manifester levels in that case.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on April 07, 2009, 12:29:57 PM
I'm experimenting with some stuff.  Peek at Warrior's Endurance now.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Bozwevial on April 07, 2009, 09:54:57 PM
The 3rd level Warrior's Endurance is strictly inferior to the Elan's Resilience. Why not just make it a 1pp/2hp ratio like the elan gets? You don't have to worry about overlap because elans can't enter the class.

Also, the 9th level version seems a bit weak to me, but I can see how a less limited version could be abused. If you decide to make it better, change the number of power points required or expand the categories of saving throws that are permissible.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on April 08, 2009, 12:11:45 PM
Revised that and made the rest of the changes except possible Manifester Levels.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on April 09, 2009, 12:55:31 PM

KOBOLD BOMBER

(http://Picture URL)
   
"So he says to me, 'You gotta do something smart, baby. Something BIG! He says, 'You wanna be a super villain, right?' And I go yeah, baby, YEAH! YEAH! WHAT DO I GOTTA DO? He says, 'You got bombs, blow up the comet club, it's packed with super heroes, you'll go down in SUPER VILLAIN HISTORY!' And I go yeah, baby, 'cause I'm the Evil Midnight Bomber What Bombs at Midnight! Aaaaaa-hahahahaha!"

 What with their tendencies to be miners and or trapmakers Kobolds have a certain...proficiency with making things that go boom.  Little buggers.  Never can turn your back on them.

BECOMING A KOBOLD BOMBER  
A Kobold pretty much just needs to meet the skill requirements and find someone crazy who makes explosives that's willing to teach him.

 ENTRY REQUIREMENTS
   Race:  Kobold
   Skills:  Craft (Alchemy) 8 ranks, Disable Device 8 ranks
   Feats:  Brew Potions, Create Wondrous Item
   Class Abilities:  Must be able to create 3rd level Infusions
   Special: Must have been accepted by a veteran Kobold Bomber as an apprentice.


Class Skills
 The Kobold Bomber's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Disable Device (Int), Knowledge (Arcana, Architecture and Engineering)(Int), Profession (Wis), Search (Int), Spellcraft (Int), Use Magic Device (Cha).
Skills Points at Each  Level : 4 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Craft Explosives, Poison Use, Crafting
2. +1    +0     +0     +3    Demolitions Expert
3. +1    +1     +1     +3    The Most Bang For Your Buck
4. +2    +1     +1     +4    Craft Explosives
5. +2    +1     +1     +4    Demolitions Expert
6. +3    +2     +2     +5    The Most Bang For Your Buck
7. +3    +2     +2     +5    Craft Explosives
8. +4    +2     +2     +6    Demolitions Expert
9. +4    +3     +3     +6    The Most Bang For Your Buck
10.+5    +3     +3     +7   I'm the Evil Midnight Bomber What Bombs at Midnight!


Weapon Proficiencies: A Kobold Bomber gains no new weapon or armor proficiencies.

Craft Explosives (Ex): A Kobold Bomber can make Grenades at 1st level.  These are 1 use Wondrous Items.  He can choose from the following list of spells to use (all spells may be found in the PHB or Spell Compendium):
1st: Ice Dagger, Lesser Orb of Acid/Cold/Electricity/Fire/Sound, Sonic Blast
2nd: Blast of Force, Cloud of Bewilderment, Combust, Firebust, Ice Knife, Malevolent Miasma, Melf's Acid Arrow, Pyrotechnics, Shatter
3rd: Contagious Fog, Fireball, Flashburst, Scintillating Sphere, Shatterfloor, Stinking Cloud
4th: Blistering Radius, Defenestrating Sphere, Forcewave, Orb of Acid/Cold/Electricity/Fire/Force/Sound
The costs to make are as follows:
1st: 50 GP, 1 day, 2 XP
2nd: 300 GP, 1 day, 6 XP
3rd: 900 GP, 1 day, 36 XP
4th: 1400 GP, 2 days, 56 XP
A grenade weighs 1 lb., and can be used by anyone.  Pulling the pin and throwing it is a standard action, it activates when it hits something or 1 round later, whichever comes first.  They affect a 5' area unless the spells Area of Effect is already greater.  If the spell is normally a ranged touch attack it is now treated as a grenade like weapon, and a Reflex Save is allowed for half damage if you are within the Area of Effect.  These spells are also added to the Artificers Infusions list, and he can make temporary grenades with them (usually destroying whatever item he infuses with the spell once it detonates.  Mines and Bombs may also be made as Infusions.

At 4th level the Bomber can make Mines. A mine weighs 5 lbs, and can be set as a pressure trap or proximity trap.  If set as a pressure trap it is hidden in the floor/ground, and anything stepping on it that outweighs the mine causes it to go off.  If set as a proximity trap, anything other than the creator and up to 1 ally per point of Intelligence Modifier (who must be designated during creation) approaching within 5' of the mine causes it to go off.  Mines affect a 10' area unless the spells Area of Effect is already greater.  The spell used can be any spell used for grenades, and any of the following:

5th: Ball Lightning, Cacophonic Burst, Cloudkill, Greater Fireburst, Hold Monster, Mind Fog, Shard Storm, Vitriolic Sphere.
The costs to make are as follows:
5th: 2250 GP, 2 days, 90 XP

At 7th level the Bomber can make actual bombs.  Larger explosive devices that can hit big areas.  Bombs weigh 25 lbs., and when activated the creator decides how long it will be before the bomb goes off (from 1 round to 1 day).  Bombs affect a 30' area unless the spells Area of Efect is already greater.  The spell used can be any of the spells used fro grenades or mines as well as the following:

6th: Acid Fog, Acid Storm, Circle of Death, Otiluke's Freezing Sphere
The costs to make are as follows:
6th: 3300 GP, 3 days, 132 XP

Poison Use (Ex): You may handle and use poisons with no chance of accidentally exposing yourself.  

Crafting (Su): Your Kobold Bomber and Artificer levels stack for purposes of determining his Craft Reserve, and for purposes of determining how many Infusions per day you get.

Demolitions Expert (Ex): At 2nd level you can negate area of effect spells, spell-like abilities, or supernatural abilities (even if it's an item) as a Free Action if you can succeed in a level check.  In the case of a power it's d20 plus your Effective Character Level versus the opponent spellcaster (or versus the Caster Level to make the item if it's an item, or Hit Dice is it's a SLA used by something that has it as a racial ability). The power/spell to be negated must be an Area of Effect that is a Radius or explosion of some sort, not a Line/Cone.

At 5th level you do not set off magical traps that activate due to your proximity (such as Mines).

At 8th level you gain a +4 Racial Bonus on all Saves against normal or magical explosions or area of effect attacks.

The Most Bang For Your Buck (Ex): Beginning at 3rd level, you begin to learn to make the most of the materials at hand when making explosives.  At 3rd level you lower the GP and XP cost by 5%.  This increases to 10% at level 6, and 15% at level 9.  This stacks with the Artisan Feats from the Eberron Handbook (so at level 9 you could have a 40% reduction).  You only get these bonuses for your Craft Explosives class ability.

I'm the Evil Midnight Bomber What Bombs at Midnight! (Su): The Save DC of all Explosives you create using your Class Ability are increased +4.  They also gain a Bonus to damage rolls equal to your Intelligence Modifier.  You gain Resistance 10 against all damaging spells, spell-like abilities, and supernatural abilities with an Area of Effect.

PLAYING A KOBOLD BOMBER
 Inhaling fumes from the many poisonous ingredients you make your bombs from maaaaay have made you a lil bit crazy.  Just maybe.   I mean everyone else says you're crazy after blowing up the local orphanage, so who are you to disagree?
 Combat: You aren't much for brawling.  If someone cheeses you off, you can always just blow up his house later.  It'll be fun for the whole neighborhood.  "Weenies, bring us weenies!".  You can hear them singing now...
 Advancement: Kobold Bombers consider being able to make bigger and better things what goes boom to be rue advancement.  Everything else is pointless.
Resources: Kobold Bombers almost always have someone in need of their resources.  Governments, terrorists, anarchists, ghosts wanting a non-subtle physical means of retribution, you name it.  As quick as you can scrape out the bombs, the quicker you rakes in the cash.

KOBOLD BOMBERS IN THE WORLD
"That boys wound just a little too tight for me."
 Kobold Bombers interact with the world by watching it go up in flames, usually because of something they did.  They kinda have some teensy anger management issues.  Leaving them alone or just nodding and agreeing with them is generally for the best.
 Daily Life: You spend your days getting ingredients to make bombs, making bombs, researching how to make bigger bombs, and actually using them if you're lucky and haven't blown yourself to hell while working on them.
 Notables: Percy (CN Male Kobold Artificer 6/Kobold Bomber 6) is rightly regarded by his people as a complete lunatic.  But he has his wartime uses...
 Organizations: Due to their unstable nature the Bombers have only the loosest of associations with each other.  Get too many unstable personalities in one room and bad things happen.

NPC Reaction
 This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

KOBOLD BOMBERS IN THE GAME
 This PrC will tend to draw forth your players more rotten tendencies.  Be prepared for them to blow up whatever clues you put out.
 Adaptation: This could work in any style of campaign, although being as it's for Kobolds silly ones probably work best.
 Encounters: PC's will encounter the handiwork of bombers more than they do the architects of it.  The city should have a few scars on it before they find their elusive little anarchist.

Sample Encounter
EL 12: It's a lovely Sunday.  You and the gang are having a nice brunch on the patio.  A giggling Kobold runs past.  There's an explosion down the rode.  Dead fish rain from the sky.  Apparently the little monkey bastard blew up the Fish Market this time.


Percy
CN Male Kobold Artificer 6/Kobold Bomber 6
Init +2, Senses: Listen +0, Spot +0, Dark Vision
Languages Draconic, Common, Undercommon
------------------------------------------------
AC 25, touch 13, flat-footed 23 (+1 Size, +2 Dex, +2 Natural, +10 Armor)
hp 42 (12 HD)
Fort +4, Ref +6, Will +10  
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Morningstar +3/-2 melee (1d6-2 plus 1d6 fire)
Ranged +1 Sling +8 (1d3 plus 2d6 fire)
Base Atk +7, Grp +0
Infusions 1st: 4
2nd: 4
3rd: 4
4th: 2
5th: 2
-----------------------------------------------
Abilities Str 4, Dex 15, Con 10, Int 16, Wis 10, Cha 16
SQ Light Sensitivity, Craft Reserve 700, Artificer Knowledge (+9), Artisan Bonus, Disable Trap, Metamagic Spell Trigger, Item Creation, Retain Essence
Feats Exceptional Artisan, Extraordinary Artisan, Legendary Artisan, Lucky Fingers, Survivor's Luck, Brew Potions (B), Craft Homunculus (B), Craft Magic Arms and Armor (B), Create Wondrous Item (B), Empower Spell (B)
Skills Appraise +9, Concentration +15, Craft (Alchemy) +18, Craft (Trapmaking) +5, Disable Device +18, Knowledge (Architecture and Engineering) +7, Open Lock +17, Profession (Miner) +2, Search +10, Use Magic Device +18
Possessions Explosive Sling, +5 Breastplate, +1 Flaming Burst Morningstar
Type III Bag of Holding, 542 GP


EPIC KOBOLD BOMBER

Hit Die: d6
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Kobold Bomber gains a Bonus Feat every 2 levels higher than 20th
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: veekie on April 09, 2009, 02:08:51 PM
I wonder if Craft Explosives wouldn't work better in a form similar to infusions or spells, just make them free to craft, and put a 1 day expiry date on them. If they want the longer lasting sort, theres Craft Wonderous Item anyway.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on April 11, 2009, 01:12:05 PM
WHilst I work on this, the Complete Psionic was never errata'd was it?

I'm looking at the Lurk Augment list, and the Reach Augment is on it, but never described.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on April 13, 2009, 08:36:08 AM
HIGHWAYMAN

(http://Picture URL)
   
"Your money and your life."

"Isn't that supposed to be your money or your life?"

WHACK!

"Anyone else got questions?"

 When one is blessed with psychic powers one can use them for many things.  You could heal the sick, or help defend communities.  You could scry for dangers, and try to avert disasters.  Or you could rob rich people blind out on the rural roads.

BECOMING A HIGHWAYMAN  
Most Highwaymen begin as Lurks, perhaps with a level or two of Rogue to diversify their skills.

 ENTRY REQUIREMENTS
   Race:  Any Goblinoid
   Class Abilities:  Lurk Augments, Initiative Boost, must be able to Manifest Cloud Mind
   Skills:  Hide 4 ranks, Listen  4 ranks, Move Silently 4 ranks, Ride 4 ranks
   Feats:  Lurk Master, Ranged Lurk Augment


Class Skills
 The Highwayman's class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Bluff (Cha), Climb (Str), Concentration (Con), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Local, Psionics, Nobility)(Int), Move Silently (Dex), Ride (Dex), Search (Int), Spot (Wis), and Tumble (Dex).
Skills Points at Each  Level : 4 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +2    Mah Trusty Steed, Augments
2. +1    +0     +3     +3    Aura of Intimidation
3. +2    +1     +3     +3    +1d6 Sneak Attack
4. +3    +1     +4     +4    Mah Trusty Steed
5. +3    +1     +4     +4    Aura of Intimidation
6. +4    +2     +5     +5    +1d6 Sneak Attack
7. +5    +2     +5     +5    Mah Trusty Steed
8. +6    +2     +6     +6    Aura of Intimidation
9. +6    +3     +6     +6    +1d6 Sneak Attack
10.+7    +3     +7     +7    Fell Blow


Weapon Proficiencies: A Highwayman gains no new weapon or armor proficiencies.
 
Mah Trusty Steed (Ex): At 1st level the Highwayman learns to link himself psionically to his steed.  So long as the Highwayman is psionically focused he and his steed are in constant mental contact.  You take no penalty for riding bareback or with an unusual mount, and the DC of all your Ride checks are -5. 

At 4th level your ability to bond improves, and you no longer have to be focused to get the benefits.  Your Ride Check DC's are now -10.

At 7th level you may Manifest any power with a range of Personal on your steed as well as yourself for +1 power point.

Augments: The Players Highwayman and Lurk levels stack for purposes of determining what Lurk Augments are available to him.

Aura of Intimidation (Su): At 2nd level you gain the ability to psionically generate an Aura of Fear as a Swift Action.  The Aura can only be manifested if you have at least 1 power point in reserve (but costs none to Manifest), and lasts for 3 rounds plus 1 round per point of Intelligence Modifier.  The duration can be improved by spending power points (+3 rounds per power point spent).  Any living creature that can see you within 60' must make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be Shaken for the rest of the encounter.

At 5th level you can spend 2 power points, and if the opponent fails the Save they are Cowering for 1d6 rounds, and then Shaken for the rest of the encounter.  These power points are in addition to any spent to increase the auras duration.

At 8th level you can spend 2 power points and if the opponent fails the Save he is Frightened for 1d6 rounds, and then Shaken for the rest of the encounter.  These power points are in addition to any spent to increase the auras duration.

Sneak Attack (Ex): Identical to the Rogue ability on page 50 of the PHB, and stacks with Sneak Attack Dice gained from other classes. At 3rd level you may use your Sneak Attack on Ranged Attacks up to 60'.

At 6th level you may use your Lurk Augments at range up to 60'.

At 9th level the range of your Sneak Attacks and Lurk Augments increases to 90'

Fell Blow (Su): At 10th level the Highwayman may instantly kill opponents under circumstances.  Should he successfully confirm a critical when his opponent is Denied his Dexterity Bonus to AC, his opponent must make a Willpower Save (10 plus half Hit Dice plus Intelligence Modifier) or die instantly.  If the Save is successful, he gains 2 additional dice of Sneak Attack damage instead.

PLAYING A HIGHWAYMAN
 You want money.  Fat, rich people who don't deserve it have money.  Therefore you must liberate the poor money from them.  It's only natural.  Plus putting the occasional crossbow bolt in their buttocks just makes your day.
 Combat: You prefer combat at a distance, but if they want it to be up close and bloody you can oblige.  They'll be sorry by the time it's over.  A quick belly stab works as well as an ambush in the dark.
 Advancement: Highwaymen concentrate on powers that let them perform their job, i.e. rob people and run like hell afterwards.  If it doesn't help them do that, they usually aren't interested.
Resources: Highwaymen are usually loners, but some do it to help support their tribe, and if so they'll have their assistance.  Some end up stealing from truly vicious despots (whether by accident or design) and end up folk heroes because of it.

HIGHWAYMEN IN THE WORLD
"One day.  One day we will catch the Masked Wolf Bandit.  And then he will know pain!"
 You generally interact with people by taking their stuff forcibly.  It'd be nice if they just handed it over for a change, but no one ever does.  Poor bastards.  You'd kill a lot less of them if that were the case.
 Daily Life: You're usually out listening for rumors about who's traveling where, or doing what.  Anything that can be a chance to steal something.
 Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
 Organizations: Highwaymen are too individualistic to be organized, and often consider one another rivals. 

NPC Reaction
 If they have money, NPC's usually have a pretty poor disposition towards you.  If not, they probably think it's awesome how you stole Lord Bile's money and left him naked in the woods.  It may even get you a couple of free beers!

HIGHWAYMEN IN THE GAME
 Much like the fictional characters this class is inspired by, Highwaymen tend to hog the limelight.  Try to make sure the campaign occasionally focuses on giving the other players a chance.
 Adaptation: This could go in a silly or serious campaign.  Maybe even in a horror one if you wanted.
 Encounters: If the PC's are loaded down with phat loot or guarding nobility, they'll probably encounter Highwaymen out on the roads.  If not, they'll probably be sharing a cell with him if the local nobility takes a disliking to them.

Sample Encounter
EL 12: The PC's have been asked to guard a local nobleman's coach as he travels through a nearby forest on the way to a neighboring Duke's manse.  Apparently the noble is afraid of a lone goblin.  A lone goblin! Whatever happened to the good ole days when nobles had a little fire in them?


The Masked Wolf
NE Male Goblin Lurk 3/Rogue 3/Highwayman 6
Init +3, Senses: Listen +7, Spot +7, Dark Vision 60'
Languages Common, Goblin, Orc, Gnoll
------------------------------------------------
AC 18, touch 18, flat-footed 15 (+1 Size, +3 Dex, +4 Deflection)
hp 42 (12 HD)
Fort +4, Ref +14, Will +10 
Evasion
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Rapier +11/+6 (1d4-1/15-20)
Ranged +1 Light Crossbow +11/+6 (1d6/17-20)
Base Atk +8, Grp +2
Atk Options Psionic Sneak Attack +1d6, Sneak Attack +4d6
Combat Gear
Augments Known Additional Sneak Attack, Deceptive Strike, Ignore Concealment, Mental Assault, Reach Attack, Sneak Attack Undead, Solid Strike, Stunning Attack, Unfocusing Strike
Powers Known 1st: Extend Range, Mighty Spring, Defensive Precognition
-----------------------------------------------
Abilities Str 6, Dex 16, Con 10, Int 16, Wis 13, Cha 12
SQ Trapfinding, Trap Sense +1, Mah Trusty Steed, Aura of Intimidation (DC 19)
Feats Lurk Master, Ranged Lurk Augment, Weapon Finesse
Skills Appraise +11, Autohypnosis +9, Bluff +7, Concentration +8, Diplomacy +5, Disguise +5, Gather Information +5, Hide +13, Jump +6, Knowledge (Local, Nobility, Psionics) +7, Listen +7, Move Silently +9, Ride +11, Search +12, Sense Motive +6, Spot +7, Tumble +8
Possessions Hat of Anonymity, +4 Ring of Protection, +3 Cloak of Resistance, +1 Quick Loading Keen Light Crossbow, +1 Keen Rapier, Gauntlets of Giant Felling, Belt of Hidden Pouches, 845 GP



EPIC HIGHWAYMAN

Hit Die: d6
Skills Points at Each  Level : 4 + int
Lurk Augments The Highwayman continues to gain an additional daily use of his Lurk Augments with each Epic Level.
Sneak Attack The Highwayman gains +1d6 Sneak Attack at Level 22 and every 3 levels thereafter.
Bonus Feats: The Epic Highwayman gains a Bonus Feat every 3 levels higher than 20th
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on April 13, 2009, 09:42:21 AM
Kobold BOmber is revised.  Any thoughts?
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: veekie on April 13, 2009, 03:46:07 PM
Mmm, me like, Infused Defenestrating Sphere grenade.
You might need a line about saves, if the grenade misses. Some of those spells are normally touch range.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Bozwevial on April 13, 2009, 05:07:06 PM
Question: Does the Highwayman's Aura of Intimidation actually require him to spend power points at all? The text is a little unclear on that point. Also, if I spend power points to improve the effect, is the duration increased as well?
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on April 14, 2009, 12:02:11 PM
Question: Does the Highwayman's Aura of Intimidation actually require him to spend power points at all? The text is a little unclear on that point. Also, if I spend power points to improve the effect, is the duration increased as well?

I've tweaked it and finished up the class.  Lemme know if it's still unclear or needs rewording.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Bozwevial on April 14, 2009, 03:53:01 PM
Question: Does the Highwayman's Aura of Intimidation actually require him to spend power points at all? The text is a little unclear on that point. Also, if I spend power points to improve the effect, is the duration increased as well?

I've tweaked it and finished up the class.  Lemme know if it's still unclear or needs rewording.

It's fine now.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on April 15, 2009, 01:26:13 PM
Mmm, me like, Infused Defenestrating Sphere grenade.
You might need a line about saves, if the grenade misses. Some of those spells are normally touch range.

Really?  Crap, I thought I'd weeded those out...
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: veekie on April 15, 2009, 09:17:37 PM
Gah, ranged touch, that'd teach me to post this late.
The grenade blows in a 5ft radius, and if you hit with the grenade, they get no ref save to avoid right? As per most grenade likes. So what happens to rays like the Orbs, if you miss and the explosion puts them in the blast radius anyway?
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on April 16, 2009, 07:50:42 AM
I reworded the Bomber infusions a lil. 
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on April 16, 2009, 09:07:48 AM
JANISSARY

(http://Picture URL)
   
"War does not determine who is right - only who is left."

 Hobgoblin psychics are usually trained for war.  Few of them ever gain anything in the form of psychic power, and those that have the proper abilities and mindset are asked to join an elite cadre of soldiers: the Janissary's. 

BECOMING A JANISSARY  
Janissary's normally begin as Ardent's, but eventually they stray from that path to become warriors first, and psychics second.

 ENTRY REQUIREMENTS
   Race:  Hobgoblin or Dekanter
   Mantles:  Conflict, Force, Mental Power, Physical Power
   Feats:  Combat Manifestation, Narrow Mind, Psionic Weapon
   Skills:  Autohypnosis 8 ranks, Concentration 8 ranks
   Special:  Must have been sponsored for membership by a current Janissary.


Class Skills
 The Janissary's class skills (and the key ability for each skill) are Autohypnosis (Wis), Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Knowledge (Int), Psicraft (Int), Ride (Dex), Swim (Str), and Survival (Wis).
Skills Points at Each  Level : 2 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +2    Armor Focus
2. +2    +3     +0     +3    Skill Focus, +1 Manifester Level
3. +3    +3     +1     +3    Weapon Focus
4. +4    +4     +1     +4    Armor Focus, +1 Manifester Level
5. +5    +4     +1     +4    Skill Focus, +1 Manifester Level
6. +6    +5     +2     +5    Weapon Focus
7. +7    +5     +2     +5    Armor Focus, +1 Manifester Level
8. +8    +6     +2     +6    Skill Focus
9. +9    +6     +3     +6    Weapon Focus, +1 Manifester Level
10.+10   +7     +3     +7    Chorbaji, +1 Manifester Level


Weapon Proficiencies: A Janissary gains proficiency with all Martial weapons.
 
Armor Focus (Su): At first level while you are psionically focused you may reduce the skill check penalty by 2, and if it lowers your speed the penalty is 5 ft. less (for example if you normally move 30', but the armor lowers your move to 20', you move 25' while psionically focused).

At 4th level when you are psionically focused you take no movement penalty while wearing Medium or Heavy Armor, and the skill check penalt of your armor or shield is reduced by -4.

At 7th level you can increase the Armor Bonus to Armor Class of your shield or armor by spending power points as a Standard Action (1 power point per +1 AC, duration is 1 round per Janissary Level).

Skill Focus (Su): At second level the Janissary may lose its Psionic Focus to gain a +4 Bonus to any skill it has taken ranks in for 1 round.

At 5th level it may lose its Psionic Focus to gain a +4 Bonus in any skill whether it has ranks in it or not for 1 round.

At 8th level the Janissary may increase the duration of the skill Bonus to 24 hours by expending 3 power points.  The Janissary may only increase one such skill bonus in duration at a time.  However it may gain temporary bonuses for 1 round in other skill by expending it's psionic focus each time.

Weapon Focus (Su): At third level you may expend 3 power points as a Swift Action, and you do not automatically miss on attack rolls if you roll a "1".  This lasts for the duration of the encounter.

At 6th level you may expend 3 power points as a Swift Action, and the critical threat range of your weapon doubles for the duration of the encounter.  This does not stack with other abilities that increase critical threat range.

At 9th level while psionically focused you may reroll any damage roll that results in a "1".

Chorbadji (Su) At 10th level the duration of your psionic powers is increased by 1 round per Janissary within 60' when it is initially Manifested.

PLAYING A JANISSARY
 You are the best of the best in one of the finest military's in the world.  An elite soldier without peer.  And may the Gods help anyone who suggests otherwise...
 Combat: Janissary's use their psychic powers to increase their fighting skills, and abilities to commit sabotage and murder.  They aren't interested in much else.
 Advancement: Janissary's only ever seek to be better soldiers.  Whether by being better fighters, or better leaders, or better at some odd skill, all they do is in the interest of furthering their military career.
Resources: The Janissary's can call upon the Hobgoblin army for help if it is in the interest of the military.  They don't have much time for personal adventures, and the arm would never assist with such.

JANISSARY'S IN THE WORLD
"We'll need more than hired thugs if we wish to fight the Janissary's sir."
 The Janissary's spend most of their time among themselves, and rarely (if ever) interact with others when on missions unless it is necessary.  Most others would call them 'cold' at best.  But the leaders of the Janissary's have long known that if you can sympathize with an enemy it maes it harder to fight them.
 Daily Life: The Janissary's spend their time in combat or preparing for it.  The military is virtually their whole life, and most would feel lost without it.
 Notables: Puntsag (LE Male Dekanter Ardent 6/Janissary 5) is the lead saboteur used to destroy the mining operations of nearby dwarves.  Nyamaa (LE Male Hobgoblin Ardent 6/Janissary 5) has worked his way up to commanding his own small force.
 Organizations: The Janissary's are part of the Hobgoblin military, and are subject to their orders.  Granted they're an elite unit, so their life is far different than that of the average infantry.

NPC Reaction
 NPC's react to the Janissary's the way they do to any military unit: nervousness.  After all the military is usually one step away from massacring the populace or taking control in Lawful Evil societies.

JANISSARY'S IN THE GAME
 The Janissary's are primarily a military force, and will seem out of place in a non military campaign.  There are always deserters, but they will be marked for death by their former comrades.
 Adaptation: The Janissary is a professional soldier.  If you aren't running a militant campaign you can always rewrite the fluff for it, because it's not likely the Hobgoblin military will assign an elite soldier to wander around with a group of multiracial thieves.
 Encounters: Janissary's are encountered during wars with the Hobgoblins, or as saboteurs and assassins in the lead up to the war.  Occasionally they are assigned on a mission of some importance that doesn't relate to warfare, but these are usually pretty unusual circumstances.

Sample Encounter
EL 12: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Nyamaa
LE Male Hobgoblin Ardent 6/Janissary 5
Init +1, Senses: Listen +3, Spot +3, Dark Vision 60'
Languages Common, Dwarven, Goblin
------------------------------------------------
AC 20, touch 11, flat-footed 19 (+1 Dex, +9 Armor)
hp 65 (11 HD)
Fort +8, Ref +4, Will +12 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Longsword +12/+7 melee (1d8+3/19-20)
Base Atk +9, Grp +11
Combat Gear 2 Potions of Cure Serious Wounds
Powers Known1st: Adrenaline Boost, Deflection, Force Shield, Mind Thrust, Offensive Prescience
2nd: Animal Affinity, Concussion Blast
3rd: Dimension Slide
4th: Intellect Fortress
5th: Psychic Crush
Manifester Level 9, Power Points 85
-----------------------------------------------
Abilities Str 14, Dex 13, Con 15, Int 12, Wis 16, Cha 8
SQ Primary Mantles (Force, Physical Power), Secondary Mantles (Conflict, Mental Power)
Feats Combat Manifestation, Leadership, Narrow Mind, Psionic Weapon
Skills Autohypnosis +11, Climb +5, Concentration +10, Knowledge (Psionics, War) +5, Intimidate +3, Jump +5, Move Silently +5, Psicraft +4, Ride +4, Survival +6
Possessions+1 Heavy Fortification Full Plate, +1 Mindarmor Linked Manifester Heavy Steel Shield, +1 Mindfeeder Mindcrusher Longsword, 2 Potions of Cure Serious Wounds, 376 GP



EPIC JANISSARY

Hit Die: d8
Skills Points at Each  Level : 2 + int
Powers Your Manifester level increases with each Epic level, but you gain no new powers or power points..
Bonus Feats: The Epic Janissary gains a Bonus Feat every 3 levels higher than 20th
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Radmelon on April 18, 2009, 06:35:18 PM
All this psionic stuff makes me wish I had the book...  :witsend
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Chemus on April 18, 2009, 11:00:34 PM
All this psionic stuff makes me wish I had the book...  :witsend

Here (http://dndsrd.net/psionic.html)
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on April 19, 2009, 01:34:32 PM
Any thoughts on teh Skill Bonus ability as written?
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Bozwevial on April 19, 2009, 05:19:52 PM
Only question is what type of bonus it's supposed to be...is unnamed fine with you?
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Radmelon on April 20, 2009, 01:13:23 AM


All this psionic stuff makes me wish I had the book...  :witsend

Here (http://dndsrd.net/psionic.html)
thankyouthankyouthankyouthankyou!  :cloud9
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on April 20, 2009, 04:19:35 AM
Only question is what type of bonus it's supposed to be...is unnamed fine with you?
yup
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on April 22, 2009, 01:01:18 PM
Okay alll the class abilities are up.  Feedback is appreciated :D
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Nanshork on April 22, 2009, 03:44:21 PM
The seventh level armor focus ability takes what kind of action?
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on April 23, 2009, 12:05:07 PM
Standard.  Fixed it.  Now, I just need to decide on what if any Manifester levels it provides.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on April 24, 2009, 12:34:18 PM
well I guess the Janissary is done, so time for the next one:


PSYCHIC EXPERIMENT

(http://Picture URL)
   
"Needles again? I'm really beginning to hate needles..."

 Primitive goblinoids are often used for experiments, mostly because they are easy to find, and most came as a result of experimentation anyway.

BECOMING A PSYCHIC EXPERIMENT  
You have to be a poor, unfortunate forest dwelling goblinoid primitive living your life normally (i.e. killing anything non-goblinoid).  Then you have to be kidnapped by a sadistic madman hellbent on making you part of his army of private supermen.  Sometimes he even succeeds.

 ENTRY REQUIREMENTS
   Race:  Varag or Forestkith
   Feats: Must have one of the following Feats: Chaotic Mind, Closed Mind, Force of Will, Hostile Mind, Mental Resistance, Psionic Hole
   Skills:  Hide 8 ranks, Move Silently 8 ranks, Survival 8 ranks
   Base Saving Throws:  Must have a Base Fortitude or Reflex Save of +5
   Special:  Must have been kidnapped by a psychopathic madman and endured a "life enhancing brain operation".


Class Skills
 The Psychic Experiment's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Nature)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str)
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +0     +2    Enhanced Brain
2. +1    +3     +0     +3    Addicted to the Rageohol
3. +2    +3     +1     +3    Enhanced Fleeing Skills
4. +3    +4     +1     +4    Enhanced Brain
5. +3    +4     +1     +4    Addicted to the Rageohol
6. +4    +5     +2     +5    Enhanced Fleeing Skills
7. +5    +5     +2     +5    Enhanced Brain
8. +6    +6     +2     +6    Addicted to the Rageohol
9. +6    +6     +3     +6    Enhanced Fleeing Skills
10.+7    +7     +3     +7    Nega-Psychic


Weapon Proficiencies: A Psychic Experiment gains no new weapon or armor proficiencies.
 
Enhanced Brain (Ex): Due to the operations you have suffered, you ability to resist psionics has been enhanced. At 1st level you gain new abilities based on which Feat you used to qualify for the class:

Chaotic Mind: Anyone attempting to access your mind (i.e. spells like Detect Thoughts or powers like Read Thoughts), must make a Willpower Save (DC is 10 plus half Hit Dice plus Wisdom Bonus) or be Stunned for 1 round.

Closed Mind: Your Bonus to resist powers increases to +4.

Force of Will: You gain a +2 Bonus to your Willpower Save when using this Feat.

Hostile Mind: If your opponent fails his Saving Throw he now takes 3d6 damage.

Mental Resistance: Your DR from this Feat now affects Ability Drain or Burn.

Psionic Hole: If your opponent loses his Psionic Focus due to this Feat, his Concentration DC check to get it back increases to 25 for the rest of the encounter.  In addition he must expend 1 power point when making the Concentration check.


At 4th level your anti psionic powers increase again:

Chaotic Mind: Anyone attempting to access your mind (i.e. spells like Detect Thoughts or powers like Read Thoughts), must make a Willpower Save (DC is 10 plus half Hit Dice plus Wisdom Bonus) or be Paralyzed for 1d4 rounds.

Closed Mind: Your Bonus to resist powers increases to +6.

Force of Will: You gain a +4 Bonus to your Willpower Save when using this Feat.

Hostile Mind: If your opponent fails his Saving Throw he now takes 4d6 damage.

Mental Resistance: Your DR from this Feat now increases to DR 5/-.

Psionic Hole: Your opponent must now expend power points equal to double your Wisdom Modifier.


At 7th level

Chaotic Mind: Anyone attempting to access your mind (i.e. spells like Detect Thoughts or powers like Read Thoughts), must make a Willpower Save (DC is 10 plus half Hit Dice plus Wisdom Bonus) or suffer 1d6 Intelligence, Wisdom, and Charisma Drain.

Closed Mind: Your Bonus to resist powers increases to +8, and applies to magic as well as psionics.

Force of Will: You gain a +6 Bonus to your Willpower Save when using this Feat.

Hostile Mind: If your opponent fails his Saving Throw he now takes 5d6 damage.

Mental Resistance: Your DR from this Feat now increases to DR 8/-.

Psionic Hole: Your opponent must now expend power points equal to double your Wisdom Modifier to regain his Psionic Focus as well.


Addicted to the Rageohol (Ex): By 2nd level you've gotten pretty darn tired of listening to the jokes about your big head.  And lo it becomes your weapon o' vengeance.  At 2nd level you can go into a fit if rage as a Free Action, even if it isn't your turn.  This fit of rage has all the usual disadvantages of Barbarian Rage (See PHB page 25), but instead of stat bonuses you gain a Headbutt attack as a Primary Natural Weapon.  This attack does 2d6 plus double your Strength modifier.  If you succeed in confirming a critical hit with this attack your opponent must make a Fortitude Save (DC is 10 plus half Hit Dice plus Strength Modifier) or be Stunned 1 round.  The fit of rage lasts for the duration of the encounter, and may be used once per day.  Usually after the first display no on else is willing to ____ you off the rest of the day.

At 5th level you can enter a fit of rage twice per day.  Your headbutt now does 3d6 plus double Strength modifier, and your opponent must Save or be Stunned with any successful hit, not just a critical.  When he succeeds with a critical the opponent must make the Fortitude Save or be Stunned 1d4 rounds.

At 8th level you can enter a fit of rage 3 times per day.  Your headbutt now does 4d6 plus double Strength modifier.  Also, if you use it against a psionic opponent, they lose 1d6 power points with each successful hit.

Enhanced Fleeing Skills (Ex): Running away is an unfortunate fact of life for you as the people who hate and fear you tend to have more friends with pitchforks than you do.  At 3rd level you can move through difficult terrain or over obstacles that don't completely block movement at your full speed.

At 6th level you can move at full speed while making Hide or Move Silently Checks or at half move while Climbing without taking a penalty to the Skill Check.

At 9th level your movement does not provoke attacks of opportunity, and your opponent gains no bonuses to attack you when you are prone.

Nega-Psychic (Su): At 10th level your brain interferes with psychic powers quite phenomenally, especially when it's at close range.  You've also gained a bit more self control.  You can now use your headbutt attack at will without having to enter a fit of rage (i.e. you have the benefits of the Rageohol without the bitter side effects).  Plus if you successfully critical with a Headbutt, your psionic opponents must make a Willpower Save (DC is 10 plus half Hit Dice plus Constitution Modifier) whenever he attempts to Manifest a power within the next 3 rounds, or he must spend an extra 10 power points to Manifest it.

PLAYING A PSYCHIC EXPERIMENT
 Some jerk popped you out of your hut one night after dosing you with ether, popped your brain out of your skull, did something to it, and then sewed it back in.  Now you have bolts in your neck and some forehead scarring.  or maybe your brain is actually visible, or your head has swelled tremendously.  Which means meaningful romantic relationships will be difficult to come by.  And consequently you're a little bit ticked off.
 Combat: Psychic Experiments generally tend to flee larger numbers of foes, or ones that may be more powerful.  They just want to live and forget what has happened to them.  But against Psionics they can be quite powerful.
 Advancement: Advancement is a harsh concept for most Psychic Experiments.  If they're under the thumb of their maker, they advance in any manner he chooses.  If they aren't, they're probably an outcast just about everywhere, and they advance by just trying to survive.
Resources: Psychic Experiments sometimes are on good terms with their creators, and if so they may call on them for aid.  But usually they're fleeing for their lives from them, and just about everyone else. 

PSYCHIC EXPERIMENTS IN THE WORLD
"you're seeing the freak? The guy with bolts in his neck? Why?"
 Interaction with the world is limited to fleeing your "master", and mobs of people who for some reason won't accept you just want to live your life in peace and get sloshed on hallucinatory berries on the weekend like every other person does.
 Daily Life: Life consists of fleeing people who want to kill you, making horribly misunderstood passes at women which creates mobs of people who want to kill you, and occasionally getting fed up with it all long enough to do someone serious damage.
 Notables: Grot (CN Varag Scout 6/Psychic Experiment 1) led a normal (and to his view satisfying) life until he was kidnapped and worked on by some crazy black skinned elf lady who made his head grow big.  Now he really hates elves.  And of course anyone mentioning the head thing...
 Organizations: Psychic Experiments are often kidnapped by organizations, but they don't usually belong to them. 

NPC Reaction
 You're an obvious Frankenstein's monster.  Worse yet you actually hit on "normal" women.  The crowd can be a tad unforgiving about it sometimes.

PSYCHIC EXPERIMENTS IN THE GAME
 Psychic Experiments are pretty good in psionic campaigns, but they'll be of little use if there aren't many psis around for them to bash.
 Adaptation: This is presented as a semi-serious class, but it would work in a horror campaign too.
 Encounters: PC's generally encounter you fleeing a bunch of people hellbent on your death.  Or maybe they find you hiding out somewhere in the woods, or just going crazy after the 100th person that day has commented on the size of your forehead.

Sample Encounter
EL 12: The PC's wonder into town to see a large crowd watching a weird furry goblin headbutting a drunken bar patron to his knees. 


Grot
CN Varag Scout 6/Psychic Experiment 1
Init +9, Senses: Listen +4, Spot +4, Scent, Dark Vision
Languages Goblin
------------------------------------------------
AC 26, touch 14, flat-footed 22 (+4 Dex, +3 Natural, +9 Armor)
hp 59 (10 HD)
Fort +7, Ref +12, Will +5
Uncanny Dodge, Evasion, Battle Fortitude +1
------------------------------------------------
Speed 70 ft. (14 squares)
Melee +3 Short Sword +14/+9 (1d6+8/17-20)
Base Atk +6, Grp +11
Atk Options Skirmish (+2d6, +1 AC),
Combat Gear 1 Potion of Cure Serious Wounds
-----------------------------------------------
Abilities Str 20, Dex 18, Con 15, Int 8, Wis 10, Cha 8
SQ Can always Take 10 on a Move Silently check, Trapfinding, Trackless Step, Flawless Stride, Fast Movement
Feats Hostile Mind, Improved Initiative, Improved Skirmish, Telling Blow, Run (B), Spring Attack (B), Track (B)
Skills Climb +7, Concentration +5, Hide +12, Jump +11, Knowledge (Nature) +1, Listen +4, Move Silently +20, Search +1, Spot +4, Survival +8, Tumble +7 (+11 Track by Scent)
Possessions +3 Keen Short Sword, +5 Chain Shirt, Survival Pouch, Amulet of Catapsi, Boots of Sidestepping, 1 Potion of Cure Serious Wounds, 390 GP



EPIC PSYCHIC EXPERIMENTS

Hit Die: d8
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Psychic Experiment gains a Bonus Feat every 2 levels higher than 20th
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on April 27, 2009, 12:45:11 PM
Got all the abilities up except the capstone.  Does it feel kinda eh to anyone else?
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on April 28, 2009, 12:26:22 PM
Psychic Experiment finished and awaiting feedback.  If you guys liek I shall move on.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on April 29, 2009, 12:41:20 PM
THE SONS OF BAGHTRU

(http://Picture URL)
   
"Whut you mean Kronk have small head?"

"No.  Brain.  BRAIN! I said small brain you fool!"

 The Sons of Baghtru are a collection of brutal Orc thugs devoted to Baghtru whom they refer to as their father in a literal sense.  They are born fairly dense, but stronger than usual.  Whatever the cause, they are definitely not the average Orc.

BECOMING A SON OF BAGHTRU  
One is generally born a Son of Baghtru, one does not become one.

 ENTRY REQUIREMENTS
   Race:  Any Orcish
   Alignment:  Must be Chaotic Evil
   Class Abilities:  Must be able to cast 3rd level Divine Spells spontaneously
   Saves:  Must have a Base Fort Save of +5
   Feats:  Improved Grapple, Improved Unarmed Strike, Superior Unarmed Strike


Class Skills
 The Son of Baghtru's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Knowledge (Religion)(Int), and Swim (Str)
Skills Points at Each  Level : 2 + int

Hit Dice: d10

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +0    Might Makes Right, Iron Fists
2. +2    +3     +0     +0    Feat of Strength
3. +3    +3     +1     +1    Divine Power
4. +4    +4     +1     +1    Might Makes Right
5. +5    +4     +1     +1    Feat of Strength
6. +6    +5     +2     +2    Divine Power
7. +7    +5     +2     +2    Might Makes Right
8. +8    +6     +2     +2    Feat of Strength
9. +9    +6     +3     +3    Divine Power
10.+10   +7     +3     +3   Demigawd


Weapon Proficiencies: A Son of Baghtru gains no new weapon or armor proficiencies.
 
Might Makes Right (Ex): At levels 1, 4, and 7 the Sons of Baghtru gain a permanent +2 Bonus to Strength.

Iron Fists (Ex): You have trained extensively with your Spiked Gauntlets, and they do the same damage as your Unarmed Strike Damage plus one class higher.  For example if your Unarmed Strike damage does 1d6, it does 1d8 with the gauntlet.

Feat of Strength (Su): At levels 2, 5, and 8 the Sons of Baghtru gain a +2 Profane Bonus to all Strength based Checks, including Grapple Checks and Strength Based Skills.

Divine Power (Su): At level 3 you gain Powerful Build (see Expanded Psionics Handbook page 12).  You may substitute your Strength Modifier instead of your Constitution modifier for Fortitude Saves.

At level 6 you gain a Profane Bonus to your AC equal to your Strength Modifier.  You may substitute your Strength Modifier instead of your Constitution modifier for Willpower Saves.

At level 9 your attacks with Spiked Gauntlet critical on a 19-20 and do x3 damage on a successful Critical. A number of times per day equal to your Strength Modifier you may make an attack with your Unarmed Strike or Spiked Gauntlets a Touch Attack.

Demigawd (Ex): At 10th level your true Divine nature begins to become obvious to any who see you.  You are now an Outsider with the Native Subtype.  You also gain DR 5/-, lose your Light Sensitivity, and your Unarmed Strikes are considered to be Adamantine for purposes of overcoming Damage Reduction.

PLAYING A SON OF BAGHTRU
 You are the man baby.  Strong enough ta whoop anyone in your way.  You'd wade through hell just to wrestle a circle saw.  This is a nice way of saying you're also one of the dumbest Orcs alive, but who needs intelligence when you've got arms like these?
 Combat: You walk up and pound things with your fists.  That's it.  That is the extent of your tactical knowledge.  Sometimes you throw rocks, but usually you feel cheated if you can't feel their bones breaking underneath your hands.
 Advancement: The Sons always try to get stronger, by whatever means they can.  Magic, exercise, diets, spurious pills from back alley alchemists.  They've tried it all to be just a bit stronger than the next guy.
Resources: Many sons belong to the military, so they can sometimes call on them.  If not, they probably have their fellow clergy.

SONS OF BAGHTRU IN THE WORLD
"He's too stupid to live.  Now if only he were just smart enough to die..."
 You generally interact with the world by pummeling it with your fist until it agrees to see things your way.  If not, you keep pummeling till it dies.
 Daily Life: The daily life of a Son of Baghtru generally consists of constant, pointless fighting interspersed with the occasional meal or tender romantic moment with a Baghtru groupie (Yeah, we're stretching the truth a little with that last part.  Okay we're stretching it a lot.). 
 Notables: TOR! (CE Male Orc Favored Soul 6/Son of Baghtru 6) is a large male Orc who only refers to himself in third person and is incapable of speaking without yelling.  Obviously he's a Son of Baghtru.
 Organizations: The Sons of Baghtru are a sort of loose organization, but they're more like a gathering of bar room drinkers as opposed to a conspiracy.

NPC Reaction
 The general reaction NPC's have towards you can be summed up as "Aw crap."

SONS OF BAGHTRU IN THE GAME
 If you have any players who like to play "hulk smash" types, you can always introduce them to this PrC.
 Adaptation: This is okay for serious campaigns, but it's a lot more fun if you can camp it up a little playing one of these.
 Encounters: PC's will encounter Sons of Baghtru in Orc raiding parties, when assaulting Orc villages, at wrestling contests, or in the forest in the middle of nowhere trying to put some random monster in a full nelson. 

Sample Encounter
EL 12: The PC's leave the forest to go into town and see a large Orc in a robe wearing spiked gauntlets trying to put a Night Hag in a rear naked choke while the local populace stares in awed confusion.  That, or he's dry humping her back.  You're not certain, and you're thinking about going back into the forest before you find out.


Name
CE Male Orc Favored Soul 6/Son of Baghtru 6
Init +1, Senses: Listen +1, Spot +1, Dark Vision 60'
Languages Orc, Common
------------------------------------------------
AC 25, touch 18, flat-footed 24 (+1 Dex, +7 Profane, +7 Armor)
hp 84 (12 HD)
Fort +17 (+22 w/Cloak), Ref +8 (+13 w/Cloak), Will +13 (+18 w/Cloak)
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Unarmed Strike +17/+12 (1d10+7)
Melee +1 Spiked Gauntlet +18/+13 (2d6+12)
Base Atk +10, Grp +25
Atk Options
Combat Gear 1 Potion of Cure Serious Wounds
Spells Per Day  0 (6/day, DC 11): Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Resistance, Virtue
1st (7/day, DC 12): Bane, Bless, Foundation of Stone, Magic Weapon, Shield of Faith
2nd (5/day, DC 13): Aid, Balor Nimbus, Bear's Endurance, Bull's Strength
3rd (3/day, DC 14): Know Opponent, Know Vulnerabilities, Weapon of the Deity
-----------------------------------------------
Abilities Str 24, Dex 12, Con 14, Int 6, Wis 13, Cha 8
SQ Light Sensitivity, Fire Resistance 10
Feats Earth's Embrace, Improved Grapple, Improved Unarmed Strike, Stunning Fist, Superior Unarmed Strike, Weapon Focus (Spiked Gauntlet)(B)
Skills Climb +12, Concentration +9, Jump +17, Swim +12
Possessions +1 Collision Spiked Gauntlets, +2 Moderate Fortification Breastplate, +5 Cloak of Resistance, 1 Potion of Cure Serious Wounds, 300 GP



EPIC SONS OF BAGHTRU

Hit Die: d10
Skills Points at Each  Level : 2 + int
Might Makes Right The Son of Baghtru gains an additional +2 to Strength at Level 21 and every 3 levels thereafter.
Feat of Strength The Son of Baghtru gains an additional +2 to all Strength related Checks (including Grapple Checks and Strength based Skills) at level 22 and every 3 levels thereafter.
Bonus Feats: The Epic Son of Baghtru gains a Bonus Feat every 4 levels higher than 20th
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on April 30, 2009, 01:24:22 PM
Okay this Prc wont be giving them spellcaster levels.  I have most of the class abilities up.  Im thinking it needs to be tougher since it wont gain any spells.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Radmelon on May 01, 2009, 02:21:23 AM
How do you cast divine spells spontaniously?
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Nanshork on May 01, 2009, 03:34:55 AM
How do you cast divine spells spontaniously?

Favored Soul for one.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: veekie on May 01, 2009, 07:05:15 PM
How do you cast divine spells spontaniously?

Favored Soul for one.
Any Cleric's Cure/Inflicts, any druid's Summon Nature's Ally.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Radmelon on May 02, 2009, 02:50:13 AM
thank you.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on May 03, 2009, 12:19:06 PM
EPic levels, etc are up.  I still don't think it makes up for the lack of spellcasting, but I'm not sure what to add.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on May 05, 2009, 11:32:52 AM
THE CULT OF PALE HANDS

(http://Picture URL)
   
”Who do you need dead?”

 The Cult of the Pale Hands is an order of monks who worship the Lord of Maggots.  Many also support their small church through the activities of paid assassination, or infecting communities with disease.

BECOMING A CULTIST
Most would be cultists join the monastery.  If they survive their training there (many are murdered long before they attain the necessary prerequisites to become a full member of the order), they undergo the rituals that bind them to Yurtrus.  I.E. they are tortured and put through a living hell until their alignment changes to what is necessary to be a cult member.

 ENTRY REQUIREMENTS
   Race:  Any Orcish
   Divine Spellcasting:  Must be able to cast at least 1st level Divine spells, must have Yurtrus as a Patron
   Class Abilities:  Purity of Body, Turn Undead
   Skills:  Concentration 4 ranks, Knowledge (Religion) 4 ranks
   Feats: Charnel Miasma, Holy Potency (See Complete Champion)
   Alignment: Must be Neutral Evil
   Special: Must have undergone several horrifying initiation rites so disturbing that your alignment permanently changes to Neutral Evil.

Class Skills
 The Cultist’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Religion)(Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each  Level : 4+ int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +0     +2    Disease, Monk Abilities
2. +1    +3     +0     +3    Death, +1 level of Divine spellcasting class
3. +2    +3     +1     +3    Blessings of Yurtrus, +1 level of Divine spellcasting class
4. +3    +4     +1     +4    Disease
5. +3    +4     +1     +4    Death, +1 level of Divine spellcasting class
6. +4    +5     +2     +5    Blessings of Yurtrus, +1 level of Divine spellcasting class
7. +5    +5     +2     +5    Disease
8. +6    +6     +2     +6    Death, +1 level of Divine spellcasting class
9. +6    +6     +3     +6    Blessings of Yurtrus, +1 level of Divine spellcasting class
10.+7    +7     +3     +7    Semblance of the Deity


Weapon Proficiencies: Cultists gain no new weapon or armor proficiencies.
 
Disease (Su): At 1st level you can infect up to 1 pint of liquid or 1 pound of food per level with Pale Rot by touching it.  You can use this ability a number of times per day equal to your Cultist level divided by 2 (round up).

At 4th level you can infect an opponent with Pale Rot by making a touch attack.  You can use this a number of times per day equal to your Wisdom modifier.

At 7th level you are a carrier of Pale Rot, and any being attacking you with a grapple, unarmed strike, or natural weapon risks infection.  All opponents you grapple or strike with your unarmed attacks must also Save to avoid infection. By spitting on a weapon (or ammo for ranged weapons) as a Swift Action, it is contagious for 1d6 rounds.  Any opponent struck within that time must also Save against the disease.  You may now infect food/water or use your disease touch attack at will.

Pale Rot: Contact, Incubation period 1 day, Fortitude Save (DC is 10 plus half Hit Dice plus Wisdom Modifier), damage is 1d4 Constitution.  This is a magical disease and Saves will not allow recovery, only magical healing will help.  The victim begins to turn white, and he begins to rot from within.

Monk Abilities: Your Cultist and Monk levels stack for purposes of determining you Unarmed Strike Damage, and your unarmored AC Bonus.  You may freely multiclass between Monk and Cultist, and retain your Monk abilities despite not being of the proper alignment.

Death (Su): A level 2 you may use the Death Domain ability (death touch) a number of times per day equal to your Cultist level.  The number of dice rolled equals your character level.

At level 5, your opponent still takes 3d6 damage even if the death touch fails to kill him.

At level 8, you may reroll a number of dice equal to your Wisdom Modifier a number of times per day equal to your Wisdom Modifier (but only once per death touch attack).

Blessings of Yurtrus (Su): At 3rd level the Cultist becomes immune to magical diseases, poison, sleep effects, and paralysis.

At 6th level the Cultist becomes immune to ability drain/damage, energy drain, death effects, and negative energy effects.

At 9th level the Cultist is immune to fatigue and exhaustion effects, and critical hits.  They no longer are required to eat, sleep, drink, or breathe.  

Semblance of the Deity (Ex): At 10th level you become an Outsider with the Native and Evil subtypes.  You also gain DR 10/Good.

PLAYING A CULTIST
 The Pale Hands are a group of Orcish monks dedicated to Yurtrus, the Orc God of death and disease.  A highly secretive group, they rarely allow outsiders anywhere near their temples, let alone inside one.  They go on various missions at the whim of their God, and raise cash by means of sabotage and assassination.  They are fairly impartial, and will take money from anyone, to kill just about anyone.  The only exception is one of their own.  Anyone crossing a Pale Hand can be assured the others will seek out his death as well.
 Combat: The Pale Hands prefer to attack by stealth, sneaking up as close as they can to victims.  Most of their special abilities work via touch, so they rarely initiate ranged attacks.  Actually most of their opponents are attacked in their sleep.
 Advancement: Cultists advance in whatever direction the High Priest asks of them.  If he asks them to become a full time cleric, they do so.  If he tells them he needs them as a full time assassin in the field, they become one.
Resources: The Cultists have whatever resources they can personally acquire.  Their missions usually require them to operate independently of one another, so it is rare they can call upon the full might of the cult unless it is in regards to something they would be interested in.  A Cultist might be able to bribe former clients on occasion, but it’s a risky business.

CULTISTS IN THE WORLD
"If you see someone in the park dressed in hooded black robes, with nothing showing but his pale, white hands, run.  Run like death is coming for you.  Because it is."
 The Cult of the Pale Hands rarely interacts with the world other than by killing someone, or accepting money to kill someone.  They live life unto themselves, and island of death in a sea of life.  Or at least they see it that way.  The rest of the world sees them as paranoid recluses who may be more than a little psychotic.
 Daily Life: Daily life is similar to that of any religious monk, divided between religious study and ritual, upkeep of the temple and chores, and training.  Especially training.  You'll need to know much to do what is required of you.
 Notables: Char (NE Male Orc Monk 5/Cleric 1/Cult of the Pale Hands 6) is one of the Cults foremost local assassins.
 Organizations: The Cult of the Pale Hands is fairly small.  Not many Orcs have what it takes to join, and many are weeded out (killed) in training.  Those that are left are truly exceptional Orcs, but they are few in number.

NPC Reaction
 NPC’s are terrified of the Cultists, whether they’re Orcs or not.  Orcs are generally a tad more scared of the Cultists than other races are as they tend to be quite familiar with what the Cult can do.

CULTISTS IN THE GAME
 This class is pretty much compulsorily Evil.  Players will have to be Evil to maintain their connection to Yurtrus, which may encounter opposition from the party.  Even if the party is Evil, or all Orcs, the Cultist still doesn't really fit in, as they know he can be asked to kill them at any time.
 Adaptation: This is a definitely a darker class, and meant for serious campaigns.  
 Encounters: PC's are usually hired to stop the Cultists, or may end up being their target.  Either way they have a pretty bad time coming up.

Sample Encounter
EL 12: The PC's are having a good night out after smashing a local cell of anarchists, when a group of what appear to be sickly Orcs all in black step out onto the street.  A street which empties quickly.  Looks like the Anarchists had a plan for revenge if they bought it...


Char
NE Male Orc Monk 5/Cleric 1/Cult of the Pale Hands 6
Init +2, Senses: Listen +6, Spot +6, Dark Vision 60’
Languages Orc, Common
------------------------------------------------
AC 20, touch 14, flat-footed 18 (+2 Dex, +2 Wis, +6 Armor)
hp 78 (12 HD)
Fort +12, Ref +7, Will +12  
Evasion, Still Mind
------------------------------------------------
Speed 40 ft. (8 squares)
Melee Unarmed Strike +10/+5 (2d6+3)
Base Atk +7, Grp +10
Atk Options Rebuke Undead 2/day, Flurry of Blows, Ki Strike (Magic), Death Touch (12d6) 6/day, Disease touch attack 2/day
Combat Gear 2 Beads of Force, 1 Potion of Cure Serious Wounds
Spells Per Day 0: 5/day (DC 12)
1: 4/day (DC 13)
2: 3/day (DC 14)
3: 1/day (DC 15)
Caster Level 5
-----------------------------------------------
Abilities Str 16, Dex 14, Con 14, Int 6, Wis 14, Cha 8
SQ Light Sensitivity, Aura, Domains (Death, Suffering), AC Bonus, Fast Movement, Slow Fall 20 ft., Purity of Body, Disease (Infect Food/Water 3/day), Blessings of Yurtrus
Feats Charnel Miasma, Cultist of Yurtrus, Holy Potency, Stunning Fist, Superior Unarmed Strike, Combat Reflexes (B), Improved Grapple (B), Improved Unarmed Strike (B)
Skills Concentration +6, Hide +6, Jump +6, Knowledge (Religion) +2, Listen +6, Move Silently +6, Spot +6, Tumble +6
Possessions +6 Bracers of Armor, +2 Amulet of Mighty Fists, Shadow Veil, Slippers of Spider Climbing, 2 Beads of Force, 1 Potion of Cure Serious Wounds, 450 GP



EPIC CULTISTS

Hit Die: d8
Skills Points at Each  Level : 4 + int
Death The Cultist gains an additional daily use of his Death Touch ability at each Epic Level.
Spells The Cultists caster level increases with Epic Levels, but he does not gain additional spells per level.
AC Bonus The Cultists Bonus to AC when unarmored increases by +1 for every 5 levels past 20th.
Bonus Feats: The Epic Cultist gains a Bonus Feat every 4 levels higher than 20th


Cultist of Yurtrus
You have gained significant power as a result of joining the cult.
 Prerequisites: Purity of Body Class feature, Turn Undead, Holy Potency
 Benefits: You may use your power three times per day as a Free Action to achieve one of the following effects:

You may add a +2 Profane Bonus to your AC for the duration of the encounter.

You may increase the Save DC of any Spell or Class ability by +2 for the duration of the encounter.

You gain a +2 Profane Bonus to one type of Saving Throw (Fort, Ref, or Will) for the duration of the encounter.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on May 07, 2009, 12:47:00 PM
I'm beginning to wonder if I can even save he concept of an Orc Monk/Cleric.  Talk about an unoptimized combo...
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Prak, the Mad on May 07, 2009, 06:48:57 PM
hmmm.... feat to base casting off of a different stat, maybe a feat along the lines of the Aesthetic [blank] feats... you can create a few supporting things to make it a more viable build... lets see... looks like you're aiming towards a focus on Rebuking, as far as the cleric stuff goes... what about the prestige class just giving monk like abilities, rather than requiring the character to have them before hand?

as for feats, let's see....
Chi of Strength
Your inner energies are based on your ability to overpower the world, rather than any special understanding of it.
Benefit: You may use your strength score in place of your wisdom score.

Aesthetic Priest
The monastery that raised you trained you in both the ways of the monk and the ways of the cleric.
Benefit: Your Monk and Cleric levels stack for the purpose of determining your ability to turn/rebuke, your unarmed damage, Monk AC bonus, and monk speed bonus. Half your Monk levels stack with your cleric levels to determine spellcasting. You may freely multiclass between Monk and Cleric.

it would make for another feat or two that a player would have to take for the PrC, but... it makes it more viable.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on May 09, 2009, 12:58:57 PM
Feats are a possiblity.  WHat do you think of the current class abilities?
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: InnaBinder on May 09, 2009, 02:49:36 PM
Feats are a possiblity.  WHat do you think of the current class abilities?
Needs MOAR spellcasting, even if it's just even levels.  Holy Potency is a good choice to encourage STR-based clerics (like almost every Orc variant would be).  Creating a STR-based Turn Undead feat or class ability for the Cult of the Pale Hands would immediately make them more attractive by eliminating reliance on their negatively impacted stats.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on May 10, 2009, 11:28:55 AM
what book would Holy Potency be in?
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: InnaBinder on May 10, 2009, 12:28:09 PM
what book would Holy Potency be in?
Complete Champion, p. 59
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Prak, the Mad on May 10, 2009, 07:14:36 PM
Looks good, but I agree with Binder (Inna?), needs more spellcasting, maybe even just bonus domain spells per day. You could also dredge up the old 3.0 idea of Prestige Domains.

Hmm... for a Str-based turning variant... maybe something like...
Turning Strike
As a standard action, you may channel your turning ability into a melee touch attack. Use your attack roll in place of a turning check. You roll turning damage as normal. This turn attempt only affects the targeted creature, and those immediately adjacent to it that are susceptible to your turning. Three Turning Strikes use up a single Turn attempt, rounding up. (If you can turn three times per day, and use a turning strike, you can then turn another two times that day, but also use turning strike twice more before losing another turning attempt that day).

Pretty damned powerful, but also relatively limited. It's basically a turn attempt that's easier to get off, but will affect fewer undead (nine at most, I suppose, more likely eight at most, though).

Hmm... is their a disease domain? I can't quite remember, though I know with almost complete certainty that there's a pestilence domain...
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on May 12, 2009, 01:46:31 PM
At level 17 they get their Death Touch 10 times per day, do 3d6 damage with it even if the opponent makes the save, and can reroll the dice.  Plus the opponent also has to save against Pale Rot. 

Also I revised disease a lil.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on May 13, 2009, 01:15:47 PM
Added some spells.  Thoughts?
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Prak, the Mad on May 13, 2009, 06:20:45 PM
honestly I think you could just go whole hog and give them full spellcasting, take a look at this (http://www.dandwiki.com/wiki/Boneblade_Reaper_(DnD_Prestige_Class)) class for comparison.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on May 15, 2009, 12:57:28 PM
Lemme make up a Feat or two for the class, and I'll have it done tomorrow
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on May 17, 2009, 01:08:55 PM
VOICE OF GRUUMSH

(http://Picture URL)
   
"I am Gruumsh's Voice.  To disobey me is to disobey our Lord."

 The Voices of Gruumsh are evangelical Orcs, driving their fellows into combat, pushing them to ever higher extremes in order to secure victories for their race and their religion.  They are also nearly psychotic madmen, eternally haunted by the voice of their God commanding them to commit more acts of bloodshed.  Some burn out spectacularly, and it is often said of the Voices that more of them die by their own hand than by their enemies.

BECOMING A VOICE  
Every so often Gruumsh seems to randomly select a Cleric he finds appropriate to be his voice.  Their abilities seem eerily similar, so perhaps there are criteria to meet to be chosen.  Many are not happy to be a Voice though...

 ENTRY REQUIREMENTS
   Race:  Any Orcish
   Class Abilities:  Turn Undead
   Patron:  Gruumsh
   Domains: Orc, War
   Feats:  God's Voice (See below), Spontaneous Domains
   Skills:  Diplomacy 8 ranks, Knowledge (Religion) 8 ranks


Class Skills
 The Voice of Gruumsh’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Knowledge (Religion)(Int), Listen (Wis), and Sense Motive (Wis).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Spontaneous Command, +1 level of Divine spellcasting class
2. +1    +0     +0     +3    Spell Focus (Enchantment), +1 level of Divine spellcasting class
3. +1    +1     +1     +3    , +1 level of Divine spellcasting class
4. +2    +1     +1     +4    Spontaneous Smiting, +1 level of Divine spellcasting class
5. +2    +1     +1     +4    Greater Spell Focus (Enchantment), +1 level of Divine spellcasting class
6. +3    +2     +2     +5    , +1 level of Divine spellcasting class
7. +3    +2     +2     +5    Spontaneous Presence, +1 level of Divine spellcasting class
8. +4    +2     +2     +6    Unsettling Enchantment, +1 level of Divine spellcasting class
9. +4    +3     +3     +6    , +1 level of Divine spellcasting class
10.+5    +3     +3     +7    Divinity, +1 level of Divine spellcasting class


Weapon Proficiencies: A Voice of Gruumsh gains no new weapon or armor proficiencies.
 
Spontaneous Casting (Su): The Voice of Gruumsh begins to be able to spontaneously cast more than Inflict spells.  At level 1 he can spontaneously cast any spell with the Compulsion or Mind-Affecting descriptors.  

At 4th level he can "lose" a prepared spell to spontaneously cast any Cleric spell from the necromancy school.

At 7th level he can "lose" a prepared spell to spontaneously cast an Cleric spell with the words Deific, Deity, Divine, or Divinity in the title he meets he alignment requirements for.

Bonus Feats: At 2nd level the Voice gains Spell Focus (Enchantment) as a Bonus Feat.  At 5th level he gains Greater Spell Focus (Enchantment), and at 8th level he gains Unsettling Enchantment.

Divinity (Su): At 10th level the Voice no longer needs to prepare spells at the beginning of the day, and may now spontaneously cast any spell on the cleric spell list.

PLAYING A VOICE
 You labored long and hard hoping to become a Voice of Gruumsh.  You did everything, sacrificed everything for what you believed would be the ultimate honor.  And here you are.  Stuck with a God peering out at the world from inside your head.  He knows everything you do, and can read your mind anytime he wishes.  You know no rest or comfort.  But old One Eye cannot control your body directly yet.  Just use it as a spying glass on the world.   The knife in your hand looks more tempting by the day.  A few quick cuts across the wrists and it would be over.  But then you'd be in the afterlife fleeing from him.  You must find a way.
 Combat: You try to avoid combat if you can, as you are no longer as suited to it as you once were.  Hopefully you can convince a few tough Orcs to be bodyguards.
 Advancement: You pretty much are bound to do whatever Gruumsh tells you to do.  This includes what you study or what career you choose to embark upon.
Resources: The church considers Voices to be holy men, but are incredibly jealous of their power.  The military as well.  Since they pretty much comprise the two segments of the Orc population in any position of authority you'll have to rely on your oratory to get any real help.  After all if you die Gruumsh can simply choose another.

VOICES IN THE WORLD
"Has Barka seemed a little stressed out to you lately?"
 Voices generally react to the world by screaming at it to submit or be killed.  or rather, they do what the voice in their head tells them.  After all it's Gruumsh's voice right? And he has the Orcs best interests at heart right?  You'd like to believe that anyway...
 Daily Life: Your daily life consists of whatever Gruumsh would like you to do.  Seriously.  He's a 24 hour presence in your head, and knows everything you do.  There's a reason the suicide rate is high.
 Notables: Barka (CE Male Orc Cleric 6/Voice of Gruumsh 6) walks a tightrope.  His own people want him dead, the outsiders want him dead, and his own God considers him an easily expendable chess piece...
 Organizations: The Voices aren't an organization, and generally operate outside the official church.  

NPC Reaction
 People who don't worship the Orc pantheon or have reason to dislike it's Gods tend to hate Voices with a passion.  Orcs tend to view them as holy men, and hold them in awe.  There really isn't much middle ground.

VOICES IN THE GAME
 DM's should avoid picking on players with this PrC (or seeming like they are).  His God may be interfering with his life quite heavily, and make sure the PC knows this up front.
 Adaptation: This is best for a darker style campaign given the problems facing the Voice.  You may wish to restrict it to NPC's.
 Encounters: Voices tend to be encountered everywhere in Orc settlements.  Outside they are generally only seen in war parties.

Sample Encounter
EL 12: The PC's are at the temple of Heironeous praying when an Orc walks in, and tells the priest he has a little problem he needs fixing.  You can tell immediately there's something wrong with him.  Normal Orcs don't come here, and this one looks like he's one moment away from losing his mind.


Barka
CE Male Orc Cleric 6/Voice of Gruumsh 6
Init +0, Senses: Listen +3, Spot +3, Dark Vision 60'
Languages Orc Common
------------------------------------------------
AC 23, touch 10, flat-footed 23 (+13 Armor)
hp 66 (12 HD)
Fort +8, Ref +4, Will +13  
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Longspear +9/+4 (1d8+2, 19-20, x3)
Ranged +1 Longspear +8 (1d8+2, 19-20, x3)
Base Atk +7, Grp +8
Atk Options Turn Undead 4/day
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: 3 (DC 18)
6th: 2 (DC 19)
Caster Level 12
-----------------------------------------------
Abilities Str 12, Dex 10, Con 13, Int 10, Wis 16, Cha 12
SQ Light Blindness, Domains (Orc, War)
Feats Divine Metamagic, Divine Spell Power, God's Voice, Holy Potency, Orc Devotion, Spontaneous Domains,
Skills Bluff +9, Concentration +9, Diplomacy +9, Knowledge (Religion) +8, Intimidate +9, Sense Motive +5
Possessions Retributive Amulet, 2 Gauntlets of Gruumsh, +1 Keen Throwing Returning Longspear, +5 Full Plate, Corsair's Eyepatch, 441 GP



EPIC VOICE OF GRUUMSH

Hit Die: d8
Skills Points at Each  Level : 4 + int
Spells Caster level continues to increase with Epic levels, but you do not gain extra spells per day.
Bonus Feats: The Epic Voice gains a Bonus Feat every 3 levels higher than 20th



God's Voice
You can speak with the voice of your deity.
 Prerequisites: Turn/Rebuke Undead, must be taken at 1st level, must be same alignment as Deity
 Benefits: You can "lose" 1 Turn/Rebuke undead attempt when casting a spell from the Enchantment school.  Your opponent only gets 1d20 plus his Base Willpower Save for the Saving Throw for that spell.

Orc Devotion
You can empower your brother Orcs to fight harder.
 Prerequisites: Access to the Orc Domain
 Benefits: Once per day as a Swift action you may "lose" 1 spell slot (or 1 spell you have memorized) to grant a Profane Bonus equal to the spells level to all Orcs within 60' that are Allies for 3 rounds plus one round per point of Wisdom modifier.  When you use this ability choose whether the Bonus is applied to damage rolls, attack rolls, or Fortitude Saving Throw rolls.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on May 20, 2009, 01:37:36 PM
Any thoughts on prerequisite Feats?
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: AfterCrescent on May 20, 2009, 04:47:31 PM
What exactly is the Voice supposed to do? I can't say I'm fond of the concept. Gruumsh is a douche, and he can already interfere with PCs. This just makes it worse. I can't see how this would ever be taken, except for an NPC...
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on May 21, 2009, 01:00:49 PM
This is technically for a possibly defunct project, and some of the PrC's were intended for NPC's (i.e. bad guy stuffs), and this is one of them.  Voices can speak with the voice of their God, and are the Orc equivalent of fundamentalist evangelists.  Think buffing, mind control, debuffing maybe.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Prak, the Mad on May 22, 2009, 06:52:49 AM
first off, I'd just like to say the image of an orc version of a fundamentalist evangelical preacher is horrifying...

second... k, so I'm listening to my itunes, and a certain GWAR song comes on... and gives me a horrible, horrible, hilarious idea for a D&D encounter... I think we need that redneck prestige class Bhu...
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on May 22, 2009, 11:44:04 AM
Which Gwar song  :D

Well if you think about it fundamentalist religion is what the Orcs are all about.  They have a God who preaches eternal warfare against anyone different who wont accept the Orcs as superior.  And they have the advantage of knowing that their god actually is real because he interferes in world events.  Women are for breeding and child rearing only.  Non believers can be killed without remorse or regret, and slaying them actually earns you a better afterlife.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Prak, the Mad on May 22, 2009, 12:26:09 PM
"Fucking an Animal".

I have an idea in mind for a barbarian tribe to hire the adventures to find out something like "what's making all the animals in the forest so afraid" and having the adventure culminate in a bunch of barbarian rednecks from the tribe enacting the music video.

http://www.youtube.com/watch?v=MLfpaBwZ4JE

Actually fairly SFW, in that there is no sex, or even nudity, especially not with animals. Though there is implied masturbation, and Slymestra grinding "fully" clothed against someone in an animal costume (and a couple of the other members of the band humping people in costumes tied to poles, which I'd forgotten about).
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on May 22, 2009, 12:42:16 PM
Lemme watch the vid and I'll think of something

Voice has it's first class abilities up.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Prak, the Mad on May 22, 2009, 09:31:52 PM
a lasso proficiency is probably a necessity.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on May 23, 2009, 04:35:52 AM
Okay I watched the vid.

You want... PrC...for pursuing and capturing "furries"...

Man the guys at Fur Nation are gonna be pissed...
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Radmelon on May 23, 2009, 05:12:12 AM
Yes. Yes they are.  :p


A bit like poaching on PETA property.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Prak, the Mad on May 23, 2009, 09:28:15 AM
nah, I just want that Redneck prestige class, the video is just what makes me think of it.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on May 23, 2009, 09:58:44 AM
Hmm...how about a redneck PrC for several of the base classes that would qualify? 
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Prak, the Mad on May 23, 2009, 10:02:29 AM
sounds good, I was really just calling you on your remark that to stat up Abner and Bubba you'd need to make a redneck class.

so, what're you thinking, a class designed for Barbarians, Rangers, and, what, fighters?
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on May 23, 2009, 12:28:02 PM
I was thinking more along the lines of:

Bearfucker (redneck Druid)

Moonshiner (redneck Scout)

Varmint Hunter (redneck Ranger)

Alcoholic (redneck something or other)

you get the idea.

Anyone have any thoughts about the Voice so far?
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Prak, the Mad on May 23, 2009, 06:28:24 PM
I'm honestly not sure the Voice does enough, it's interesting, but I'm wondering how worth taking it is. What about condensing ti down to a five level class?
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: veekie on May 23, 2009, 10:41:11 PM
Quote
Alcoholic (redneck something or other)
Barbarian.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Prak, the Mad on May 23, 2009, 11:14:25 PM
barbarian based variant of Drunken Master? that or one of those "rage, but different" classes.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on May 24, 2009, 03:22:01 AM
I'm honestly not sure the Voice does enough, it's interesting, but I'm wondering how worth taking it is. What about condensing ti down to a five level class?

So being able to spontaneously cast the entire cleric spell list isnt as powerful as I thought?
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on May 24, 2009, 03:24:30 AM
barbarian based variant of Drunken Master? that or one of those "rage, but different" classes.

I kinda did that as an April Fools Day gag with the Orcs.  Note this was made for funny more than playability:

ORC REDNECK

(http://Picture URL)
   
”EEEEEEEEEEEEEEEEEEEEHAAAAAAAAAAAAAAAAAAAAHHHHHH!!!!”

Think of an Orc.  A swaggering, loud-mouthed bully that looks down on women and strangers, and believes fanatically in his one true god.  Now give him a pair of bib overalls, a jug of homemade whiskey, and badly stereotyped accent.  Voila.  You have the guaranteed to offend Orc Redneck.

BECOMING AN ORC REDNECK  
Virtually all Orc Rednecks are Barbarians, some may have a bit of Scout or Ranger..

 ENTRY REQUIREMENTS
   Race:  Orc
   Class Abilities:  Rage, Illiteracy
   Skills:  Profession (Distiller) 4 Ranks,
   Feats:  Destructive Rage, Intimidating Rage, Instantaneous Rage
   Special:  Cannot have bought off Illiteracy (levels in Orc Redneck do not grant literacy unlike other classes)


Class Skills
 The Orc Redneck’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Hide (Dex), Jump (Str), Knowledge (Local, Nature)(Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str)
Skills Points at Each  Level : 4 + int

Hit Dice: d12

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +2    Drunken Rage
2. +2    +3     +0     +3    Reckless
3. +3    +3     +1     +3    Stone Drunk
4. +4    +4     +1     +4    Drunken Rage
5. +5    +4     +1     +4    Reckless
6. +6    +5     +2     +5    Stone Drunk
7. +7    +5     +2     +5    Reckless
8. +8    +6     +2     +6    Drunken Rage
9. +9    +6     +3     +6    Stone Drunk
10.+10   +7     +3     +7    Rageaholic


Weapon Proficiencies: Orc Rednecks gain no new weapon or armor proficiencies.
 
Drunken Rage (Ex): At 1st level whenever the Orc Redneck is Intoxicated (defined as having taken ability damage from alcohol consumption), he may Rage at will.  This does not count towards his normal limit of x times per day. He must also make a DC 20 Willpower Save when insulted, injured, angered, or frightened when he is Intoxicated or he goes berserk as well.

At 4th level the Orc Redneck no longer has to make a Willpower Save when Intoxicated.  He can also choose to fail a Fortitude Save vs alcohol.

At 8th level when Intoxicated and Raging the Orc Redneck makes 1 additional attack per round at his highest Attack Bonus.  This does not stack with  similar affects such as Haste.

Reckless (Ex): At 2nd level you may choose to become Reckless when Raging.  For every –1 penalty you take to your AC, you do +2 damage.

At 5th level when being Reckless you also gain a Luck Bonus to all Saving Throws equal to your AC penalty.

At 7tj level your attacks use double the Strength modifier they normally would when you are Reckless (i.e. if you normally use your Strength Modifier it’s now double your Strength modifier, if it normally uses double your Strength Modifier, it’s now quadruple your Strength Modifier).

Stone Drunk (Ex): At 3rd  level when Intoxicated and Raging the Orc Redneck feels no pain.  He is immune to Pain only effects such as Symbol of Pain or Wrack.

At 6th level when Intoxicated and Raging you gain a Natural Armor Bonus equal to your Orc Redneck level.

At 9th level when Intoxicated and Raging you gain DR/- equal to half your Orc Redneck level.  This stacks with similar DR from other classes.

Rageaholic (Ex):  You may now Rage freely at will.  Once you have finished Raging you must wait at least 3 rounds before Raging again.


PLAYING AN ORC REDNECK
You are oddly enough more tolerant than other Orcs.  Maybe it’s the booze, but everyone is equal in Gruumsh’s eyes if he’s willing to buy some shine.  Except the Elves.  Elves are for hanging only.  Except for the freaky ones.  Uncle Jessi likes them freaky elves…
 Combat: Combat usually consists of shooting from behind cover, or yelling maniacally and pounding the opponent with whatever is at hand.  Sometimes both at the same time if you can manage it.
 Advancement: Advancement for Orc Rednecks usually means becoming more tolerant of whiskey (which of course just means you drink more)..
Resources: Orc Rednecks can always call on family.  Blood is thicker than water, and you’re family is about as thick as they come.

ORC REDNECKS IN THE WORLD
”Best homemade whiskey ever.  Just don’t touch his sister.”
To say that you are stereotyped, minimalized, looked down upon, and made fun of is soft pedaling it a bit.  You are one hated sob.  But you have a crossbow, a whackin’ stick, and a bad temper.  That makes up for the rest of it cause it lets you have some fun.  Well that, and fire.  Fire is the answer to most of life’s problems.  Especially elf problems.
 Daily Life: You live the life of a typical farmer slash illegal whiskey maker.
 Notables: Bubba (CN Male Orc Barbarian 6/Orc Redneck 6).  Gruumsh didn’t make too many like Bubba.  And the world thanks him for that…
 Organizations: The closest thing you have to an organization is running shine or family reunions.

NPC Reaction
NPC’s tend to make you the butt of their jokes, and endlessly stereotype you.  They also spend a lot of time fleeing you because of it…

ORC REDNECKS IN THE GAME
Some of the Orc Rednecks abilities are over the top.  Okay it was meant for that but still…
 Adaptation: This is obviously a goofy PrC, and probably offensive to some people as well.  On the other hand it could be darn fun to roleplay the Orcs of Hazzard…
 Encounters: The PC’s will encounter you in the midst of a feud, running from the law, hunting, running shine, beating up elves, getting drunk, etc.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: It’s a lovely day.  A lovely day to watch the wind in the trees and relax in the grass.  A lovely day to unwind munching on some wine and cheese.  A lovely day to watch the naked Orc with the moonshine jug being chased by a group of Elven Paladins.  Wait, what?


Bubba
CN Male Orc Barbarian 6/Orc Redneck 6
Init +1, Senses: Listen +2, Spot +2, Dark Vision
Languages  Orc, Common
------------------------------------------------
AC 18, touch 11, flat-footed 17 (+1 Dex, +7 Armor)
AC Raging 16, touch 9, flat-footed 15 (-2 Rage, +1 Dex, +7 Armor)
AC Raging Intoxicated 19, touch 9, flat-footed 18  (-2 Rage, +1 Dex,  +3 Natural, +7 Armor)
hp 90 (12 HD), 114 hp Raging
Fort +13 (+15 Raging), Ref +5, Will +6  (+8 Raging)
Uncanny Dodge, Improved Uncanny Dodge
------------------------------------------------
Speed 40  ft. (8 squares)
Melee +1 Brash Brutal Surge Club +18/+13/+8 (1d6+6)
Melee Raging +1 Brash Brutal Surge Club +20/+15/+10 (1d6+8)
Ranged +1 Explosive Sling (1d4+1+2d6 Fire)
Base Atk +12, Grp +17 (+19 Raging)
Atk Options Rage 3/day, Drunken Rage, Reckless
Combat Gear 4 Cure Serious Wounds Potions
-----------------------------------------------
Abilities Str 20 (24 Raging), Dex 13, Con 16 (20 Raging), Int 6, Wis 8, Cha 10
SQ Damage Reduction 2/-, Trap Sense +3, Fast Movement, Illiteracy
Feats Destructive Rage, Instantaneous Rage, Intimidating Rage, Power Attack, Improved Sunder
Skills Climb +5 (+7 Raging), Intimidate +7, Hide +4, Jump +5 (+7 Raging), Listen +2, Move Silently +4, Profession (Distiller) +7, Spot +2, Swim +5 (+7 Raging), Survival +2
Possessions Explosive Sling, +1 Brash Brutal Surge Club, +5 Leather Armor, Bag of Holding II, 4 Cure Serious Wounds Potions, 240 GP


Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Bozwevial on May 24, 2009, 03:48:06 AM
Niiiiice. Verrry classy. (I love it.)

Only thing I can think of is to maybe put a cap on the AC penalty, because as it is, there's a certain point where you might as well just say "Screw it, I take -100 to my AC. They'd have hit me anyway."
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Prak, the Mad on May 24, 2009, 05:12:29 AM
I'm honestly not sure the Voice does enough, it's interesting, but I'm wondering how worth taking it is. What about condensing ti down to a five level class?

So being able to spontaneously cast the entire cleric spell list isnt as powerful as I thought?
I wouldn't really think so. I suppose it means they have to put less thought into things, but that's about it...
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on May 24, 2009, 09:52:05 AM
Niiiiice. Verrry classy. (I love it.)

Only thing I can think of is to maybe put a cap on the AC penalty, because as it is, there's a certain point where you might as well just say "Screw it, I take -100 to my AC. They'd have hit me anyway."

I also did an Orc Dominatrix and The Incredible Orc.  I may just do an Orc Transvestite PrC someday just to see people spit take...
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on May 24, 2009, 11:14:26 AM
Okay I redid the Voice and made two new Feats :D
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: BowenSilverclaw on May 24, 2009, 11:20:02 AM
I think the Illiteracy thing could be a problem, depending on your interpretation, seeing as a multiclassed Barbarian is automatically Literate.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on May 24, 2009, 11:39:28 AM
Ill add a note about Orc Redneck not adding literacy somewhere.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: AfterCrescent on May 24, 2009, 04:03:04 PM
As written, the Voice gets to cast any ever without needing to prepare it. So it needs some clarification. That being said, Unsettling enchantment does not impress me. I'd rather be able to pierce mind-affecting immunity or something.  The class isn't terrible, though. I wouldn't want Gruumsh all up in business, so I wouldn't take it, but YMMV.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on May 25, 2009, 01:33:32 AM
while I'm at it may as well repost the other April Fools Day PrC's:

ORC DOMINATRIX

(http://Picture URL)
   
”Mistwess wuvs Elfie.  Elfie wuv Mistwess?”
”Look here you mind numbingly vulgar old crone…”
CRACK!
”AAAAAAAIIIIIIIIIIEEEEEEEEE!!!!”
”WHAT WAS THAT!?!?!”
”I…I meant would you like for me to shave your back hair ma’am?”
CRACK!
”AAAAAAAIIIIIIIIIIEEEEEEEEE!!!!”
”Yes actually.  I’m due for a shave…”

Orc society is usually described as being based on two unfortunate concepts.  The first is that men are in charge and do everything (i.e. running about killing stuff for their god), and the women obey without question.  The second is that slaves seem to form the basis of their economy, much like the Spartans.  This means much work is done by the slaves, and there are several generations of bored Orc women who have repressed their natural tendencies towards hitting things to achieve a workable marriage with their husbands.

However at some point the husbands have to go off to war, leaving the wives in charge of the slaves.  You have to wonder why the slaves simply don’t revolt.  The reason is a longstanding tradition among Orc women to let their hair down and take out their frustrations once the menfolk are gone (unbenknownst to said menfolk).  It gives them a chance to vent, relax, regroup, and most importantly to beat the living hell out of some elves.

BECOMING AN ORC DOMINATRIX
The class requires a certain degree of innate magical ability, which can really be provided with almost any Divine or Arcane spellcaster class.  Usually they have some mild magical talent (i.e. 1 level of something) or have dabbled.  Due to their penchant for sneakiness most have a few levels of Rogue as well.  Many are multiclass Rogue/Barbarian/Spellcasters.

 ENTRY REQUIREMENTS
   Race:  Any Orcish
   Gender:  Female
   Skills:  Intimidate 6 Ranks
   Feats:  Improved Unarmed Strike, Stunning Fist, Superior Unarmed Strike
   Class Abilities:  Must be able to cast at least 1 first level spell from the Enchantment school.  Can be Divine or Arcane.


Class Skills
 The Orc Dominatrixes class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Knowledge (Arcana)(Int),  Sense Motive (Cha), Spellcraft (Int), and Use Rope (Dex)
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +0     +2    One of These Days Ralph…
2. +1    +3     +0     +3    Black Leather
3. +2    +3     +1     +3    Magic Whip
4. +3    +4     +1     +4    POW…
5. +3    +4     +1     +4    Black Leather
6. +4    +5     +2     +5    Magic Whip
7. +5    +5     +2     +5    Black Leather
8. +6    +6     +2     +6    Right In The Kisser!
9. +6    +6     +3     +6    Magic Whip
10.+7    +7     +3     +7    Domestic Goddess


Weapon Proficiencies: Orc Dominatrixes gain proficiency with the Whip and Light Armor if they do not already have it.

One of These Days Ralph…(Ex):  You may use this ability a number of times per day equal to your Charisma modifier.  When you make a successful attack with an Unarmed Strike or Whip you may declare that you are using 1 use of this ability and your opponent must make a Fortitude Save (DC is 10 plus half hit dice plus Charisma modifier).  If he fails, he is Stunned for 1 Round.

Black Leather (Ex): At second level you take no Armor check penalties while wearing Light Armor.

At 5th level you have no Arcane spell failure chance while wearing Light Armor.

At 7th level you add your Charisma Bonus as an Enhancement Bonus to your Armor (i.e if you have a 14 Charisma, you are now wearing +2 Leather Armor).  This is a Supernatural Ability.

Magic Whip (Su):  The effects of Magic Whip vary greatly depending on your former class levels.  At 3rd level you may choose on of the following effects you qualify for:

A) If you can Rage at least twice per day, your Barbarian and Orc Dominatrix levels stack for determining how many times per day you Rage.  Attacks you make with a whip do lethal damage equal to your unarmed strike damage, and do not provoke attacks of opportunity. You may make whip attacks regardless of an opponents AC.

B) If you have at least 3d6 Sneak Attack, your Rogue and Orc Dominatrix levels stack for determining how many dice of Sneak Attack damage you have.  Attacks you make with a whip do lethal damage, and if your to hit roll hits by 5 or more or is a critical you add your Sneak Attack damage, whether your opponent is denied his Dex Bonus to AC or not.  Attacks you make with your whip do not provoke attacks of opportunity.  You may make whip attacks regardless of an opponents AC.

C) If you may cast Arcane spells of at least second level, you may imbue your whip with any spell as a Standard Action.  The next time you strike someone with the whip they also take the effects of the spell it is imbued with.  Attacks you make with your whip do lethal damage and do not provoke attacks of opportunity. You may make whip attacks regardless of an opponents AC.  Obviously your spell selection is limited to spells that target a single creature. 

Once chosen you may not change the effect you get with magic whip.

At 6th level your powers with the whip increase.  If you chose A, the Critical threshold for your Unarmed Strike and Whip attacks increases by half your Orc Dominatrix level, rounded up.  For example a level 10 Orc Dominatrix would critical on a 15-20. If you chose B, you get a +4 Enhancement Bonus on any Trip  or Disarm attack made while your opponent is Denied his Dex Bonus to AC, or Flat-footed (your Trip or Disarm attacks made with the whip do not provoke attacks of opportunity).  If you chose C, the Save DC’s of spells imbued in your whip are +2 (this stacks with the Spell Focus Feat).

At 9th level your powers increase again.  If you chose A, your whip now does untyped damage on a Critical while Raging, ignoring Damage Reduction.  If you chose B, whenever you successfully strike an opponent who is Flat-footed or Denied his Dex Bonus to AC he must make a Fortitude Save (Save DC is 10 plus half hit dice plus Charisma modifier) or be Paralyzed for 1d3 rounds.  If you chose C, the Save DC’s of spells imbued in your whip are +4.

POW…(Ex):  You gain 2 extra daily uses of One of These Days Ralph.  When using it the opponent is now automatically Stunned for 1d2 rounds on a successful Critical.

Right In The Kisser! (Ex): You gain 2 extra daily uses of One of These Days Ralph.  If he now fails the Save he is Stunned for 1d3 Rounds.  On a Successful Critical hit he is Helpless for 1 Round instead if he fails the Save, or Stunned for 1d2 rounds if he makes it.

Domestic Goddess (Su): You gain 2 extra daily uses of One of These Days Ralph.  Instead of the normal effect you can decide to have them make a Willpower Save (Save DC is 10 plus half hit dice plus Charisma Modifier).  If they fail and haven’t gone in the round yet, you decide what they will do this round.  If they have gone, you decide what they will do next round.


PLAYING AN ORC DOMINATRIX
You lead a double life.  A devoted and meek wife, and a ticked off elf-whooping amazon.  The disparity in your private and public lives do cause some occasional grief for you, but Orc women seem to have a remarkable tolerance for pain (they have to since they’re barely second class citizens).
 Combat: OD’s who took option A will be looking to increase the number of times per day they can Rage, and their unarmed attack options.  Choosers of B will want some Ambush Feats perhaps, or Feats allowing them some more options while flanking and such.  They’ll be fighters who set targets up for the kill by their friends.  Choosers of C will want to increase the power and variety of their spells.
 Advancement: Depending on which option you first choose with Magic Whip there are 3 very different paths to choose from with this PrC.  If you went with A you’ll be focusing on melee combat.  If you went with B, you’ll be focusing on using your Sneak Attack, and Trip/Disarm to it’s best extent.  If you went with C, you’ll want to increase your caster level to get those really neat spells to imbue the whip with.
Resources: Orc Dominatrixes can call upon one another for protection and aid, but that’s really all the resources they have.  Their own society looks down upon them simply for being women.  Other societies look down upon them for being Orcs.  Life isn’t easy for them to say the least.


ORC DOMINATRIXES IN THE WORLD
”Y’know Krusk…I think my wife is different somehow….”
If your husband had any idea what you were up to when he’s gone he’d probably cough up his own spleen.  Of course there’s always the chance he might like the idea of an equal partner (yeah right, we’re talkin’ Orcs here).  There’s also the chance that eventually once he puts the axe down you’ll be well trained enough to simply repeatedly club him into submission with your fist. 
 Daily Life: Slaves do much of the cooking, cleaning, and raising what little livestock or agriculture you have.  That leaves you to raise your kids, tend to your husbands many wounds, and of course join a secret society devoted to one day overthrowing the Patriarchy.  Plus you get to wear kewl leather armor. 
 Notables: Barda (CN Female Orc, Sorcerer 1/Barbarian 5/Orc Dominatrix 6.  Barda is the local headmistress of her group.  By day she is the submissive Orc wife who tends to her husbands wounds and teaches the children.  By night she meets clandestinely with the other Orc wives and plots to achieve power in the tribe.  Or at least a way to break the priesthood of Gruumsh’s stranglehold on all aspects of the tribes life.
 Organizations: Orc Dominatrixes sometimes form loose cliques or clubs that help one another out.  Especially when someone’s slave has escaped or their husband is being difficult.  Or when they’ve finally gone overboard in the eyes of Orc society and gave hubby a whoopin' and need to hide out.

NPC Reaction
NPC’s reaction tends to be disgust or pure terror.  Which one rather depends on whether or not they’re currently a captive or an innocent bystander.  There are other reactions, but we’ll leave those to the Mature Boards…

ORC DOMINATRIXES IN THE GAME
Be prepared for a lot of giggles when you announce you wanna play this thing.  Especially by the male players.  God knows we aren’t subtle.
 Adaptation: As classes go this one is kind of tongue in cheek, but it could be adapted to a serious campaign, especially a horror campaign.
 Encounters: PC’s will most likely encounter an Orc Dominatrix if they are taken captive by an Orc tribe.  There are other ways but unfortunately we’ll once again leave those to the Mature Boards…

Sample Encounter .
EL 12: The PC’s have been asked to infiltrate and close a local Slave Auction house.  Wanna guess who’s gonna try to outbid them on the local elves?


Barda
CN Female Orc Sorcerer 1/Barbarian 5/Orc Dominatrix 6
Init +1, Senses: Listen +4, Spot -1, Dark Vision 60’
Languages Orc, Common
------------------------------------------------
AC 20, touch 11, flat-footed 19  (+1 Dex, +6 Armor, +3 Natural)
AC while Raging 18, touch 9, flat-footed 17  (-2 Rage, +1 Dex, +6 Armor, +3 Natural)
hp 74 (12 HD), 98 hp while Raging
Fort +10 (+12 while Raging), Ref +4, Will +7 (+9 Raging)
Uncanny Dodge, Improved Uncanny Dodge
------------------------------------------------
Speed 40 ft. (8 squares)
Melee +1 Paralysis Paralytic Burst Whip +14/+9 (1d10+4/17-20) or Unarmed Strike +13/+8 (1d10+4)
Melee Raging +1 Paralysis Paralytic Burst Whip +16/+11 (1d10+6/17-20) or Unarmed Strike +15/+10 (1d10+6)
Base Atk +9, Grp +13 (+15 while Raging)
Atk Options Rage 3/day (6 rounds duration),  One of These Days Ralph (3/day, DC 17), POW
Combat Gear
Spells Known (Caster Level 1) 0 (5/day, Save DC 11): Daze, Detect Magic, Flare, Touch of Fatigue
1 (4/day, Save DC 12): Reduce Person, Shocking Grasp
Supernatural Abilities Magic Whip
-----------------------------------------------
Abilities Str 18 (22 while Raging), Dex 13, Con 12 (16 while Raging), Int 8, Wis 9, Cha 13
SQ Light Sensitivity, Fast Movement, Trap Sense +1, Black Leather
Feats Improved Unarmed Strike, Stunning Fist, Superior Unarmed Strike, Instantaneous Rage, Intimidating Rage
Skills Concentration +11 (+13 Raging), Intimidate +12, Jump +9 (+11 Raging), Knowledge (Arcana) +3, Listen +4, Sense Motive +5, Spellcraft +3
Possessions +4 Menacing Leather Armor, +3 Amulet of  Natural Armor, +1 Paralysis Paralytic Burst Whip, Shackles of Silence, 539 GP

Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on May 25, 2009, 01:36:59 AM
THE INCREDIBLE ORC

(http://Picture URL)
   
”HORK ANGRY!”
”HORK SMASH PUNY HUMANS!”
”Hork secretly fear Hork’s habit of referring to Hork in the 3rd person will one day spiral wildly out of control.  Make Hork lapse into delusional self parody.”


You’re big, your green, and you get stronger as you get madder!  Not a copyright violation.  Really we swear.  Came up with the idea while on cold medicine.  Yup.  Yup. 

BECOMING AN INCREDIBLE ORC  
Incredible Orcs have usually survived some sort of gigantic unleashing of Arcane or Divine power.   Instead of becoming dust like everything around them, they got big.  Real big.

 ENTRY REQUIREMENTS
   Race:  Any Orcish
   Class Abilities:  Rage
   Special:  Must have survived being exposed to huge unleashing of mystical energies somehow, and lived. DM’s discretion.
   Feats:  Improved Unarmed Strike, Improved Grapple, Superior Unarmed Strike
   BAB:  +6


Class Skills
 The Incredible Orc’s class skills (and the key ability for each skill) are Climb (Str), Jump (Str), Survival (Wis), and Swim (Str)
Skills Points at Each  Level : 2 + int

Hit Dice: d12

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +2    Holy Crap I’m Alive
2. +2    +3     +0     +3    Your Puny Arrows Mean Nothing To Me
3. +3    +3     +1     +3    My Fists Solve All My Problems
4. +4    +4     +1     +4    ORC ANGRY!!
5. +5    +4     +1     +4    Puny Humans Not Understand Orc
6. +6    +5     +2     +5    Orc Smash Puny Human!
7. +7    +5     +2     +5    Orc Does Not Need Bandaids
8. +8    +6     +2     +6    You Dare Attack Orc!
9. +9    +6     +3     +6    RAAAAAAH!!
10.+10   +7     +3     +7   The Worlds Baddest Orc


Weapon Proficiencies: Incredible Orcs gain no new weapon or armor proficiencies
 
Holy Crap I’m Alive (Ex): When you rage now, your skin changes color to a hue of your choice (Grey, or bright Green/Red seem popular).  You also gain Powerful Build (see page 13 of the Expanded Psionics Handbook) while Raging.  Duration of your Rage now doubles.

Your Puny Arrows Mean Nothing To Me (Ex):  When Raging your Natural Armor Bonus increases by a number equal to your Incredible Orc Level.

My Fists Solve All My Problems (Ex):  You may now Sunder weapons or items with your unarmed strike attacks, and you do not provoke attacks of Opportunity when making Sunder attacks.  In addition if you critical with an unarmed strike or a weapon you may make a Trip Attack as a Free Action without provoking an Attack of Opportunity.  If you do not succeed your opponent does not get a trip attack in return.

ORC ANGRY!! (Ex): While Raging or Frenzying, you gain a cumulative +2 Enhancement Bonus to Strength each round you continue to Rage.  This stacks with the Strength Bonus you get from Rage or Frenzy.  Theoretically the only upper limit is the duration of your Rage.

Puny Humans Not Understand Orc (Ex):  When Raging you are now Large Size Class, gaining all the abilities listed on page 291 of the Monster Manual.  You still also have the Powerful Build Ability. You may now Rage 1 additional time per day.  Learn to get stretchy clothes or become embarrassingly naked when you get mad.

Orc Smash Puny Human! (Ex): Any time you successfully strike something of a size class smaller than yourself or that has a Strength at least 10 points less than yours you may make a Trip Attack as a Free Action without provoking an Attack of Opportunity.  If you do not succeed your opponent does not get a trip attack in return.  If you Critical with a melee weapon or unarmed Strike, you are considered to be using the Awesome Blow Feat, even if you would not qualify for it.

Orc Does Not Need Bandaids (Ex): When Raging you gain Fast Healing 5.  You may now Rage 1 additional time per day.

You Dare Attack Orc! (Ex): You gain DR x/- when Raging.  X is equal to your Incredible Orc level.

RAAAAAH! (Ex):  You gain Awesome Blow as a Bonus Feat, whether you meet the requirements or not.  If you Critical with an attack your opponent must make a Fortitude Save (DC is 10 plus half hit dice plus Strength Modifier) or be Stunned 1d4  Rounds.

The Worlds Baddest Orc (Ex): When Raging you now have Regeneration 5 instead of Fast Healing 5.  You gain a +8 Enhancement Bonus to all Strength Checks, and Strength Based skill checks.  Your carrying capacity is that of a creature 2 Size classes bigger. You may now Rage 1 additional time per day.

PLAYING AN INCREDIBLE ORC
Big, dumb, and pissed off.  The stereotypical orc brawler boy.  With a few extras of course…
 Combat: Hit it with your fist.  If it can still move, hit it with your fist again until it stops.  If that fails grab the neck and start choking.  These are about the most complex tactics you can understand.
 Advancement: Incredible Orcs generally try to get stronger and meaner.  It's what they do best after all.
Resources: Yourself.  I’d say your fellow Orcs but they’re just a wee bit jealous and would secretly like to see you get whooped so you’d stop showing them up…

INCREDIBLE ORCS IN THE WORLD
”Paw…..”
”Paw…..”
”Whut you want boy?”
”An orc just shoved his pinky thru mah brain Paw…”
Generally you interact with the world with the back of your fist.  It’s your way, or someone gets a beating.
 Daily Life: Fight some token mooks.  Find who sent them.  Beat him until he’s pulp.  Wipe out half the city in the process.  Beat down the city guard when they intervene.  Beat down some heavily armed vagrants with lots of money when they intervene.  You get the idea.
 Notables: Hork (CN Male Orc Barbarian 6/Incredible Orc 6) is an anomaly among his people: An orc that seems to be a nice enough guy.  Unless you make him angry.  You wouldn’t like him when he’s angry…
 Organizations: Most organizations will be devoted to hunting you down and wiping you out, not supporting you.

NPC Reaction
NPC’s generally run screaming once they realize that the usual process will not suffice for killing you. (i.e. the arrows don’t seem to be sticking in you…).

INCREDIBLE ORCS IN THE GAME
If you have a space in your campaign for delusional brawlers with bad tempers, look no further.
 Adaptation: Obviously not a serious class.  Obviously only for really tongue in cheek campaigns. But darn it it would be so fun just once…
 Encounters: Usually PC’s will encounter one of you when your throwing someone they may or may not know through a wall, and then repeatedly jumping up and down on his head.

Sample Encounter
EL 12:  Hork has just been chased by puny human army who interrupted his lunch.  Hork just want beanie-weanies.  Why can’t puny humans just leave Hork alone?  Oh look there’s 4 more of them over there.  HORK SMASH!!!


Hork
CN Male Orc Barbarian 6/Incredible Orc 6
Init +1 (+0 Raging), Senses: Listen +4, Spot -1, Dark Vision 60’
Languages Orc, Common
------------------------------------------------
AC 24, touch 15, flat-footed 23  (+1 Dex, +9 Armor, +4 Deflection)
AC Raging 29, touch 12, flat-footed 29  (-1 Size, -1 Dex, +8 Natural Armor, +9 Armor, +4 Deflection)
hp 102  (12 HD), 150 hp Raging
Fort +12 (+18 Raging), Ref +5 (+4 Raging), Will +6 (+8 Raging)
Uncanny Dodge, Improved Uncanny Dodge
------------------------------------------------
Speed 40  ft. (8 squares)
Melee Unarmed Strike +18/+13/+8 (1d10+6) or +3 Greatclub +21/+16/+11 (1d10+9)
Melee Raging Unarmed Strike +24/+19/+14 (1d10+12) or +3 Greatclub +27/+22/+17 (1d10+15)
Base Atk +12, Grp +18 (+30 Raging)
Atk Options My Fists Solve All My Problems, Orc Smash Puny Human, Rage 3/day (20 rounds duration)
-----------------------------------------------
Abilities Str 22 (34 Raging), Dex 13 (11 Raging), Con 14 (23 Raging), Int 6, Wis 8, Cha 10
SQ Light Sensitivity, Powerful Build, Fast Movement, Illiteracy, Trap Sense +2
Feats Destructive Rage, Improved Grapple, Improved Unarmed Strike, Instantaneous Rage, Superior Unarmed Strike
Skills Climb +8, Intimidate +10, Jump +8, Listen +4, Swim +8, Survival +5
Possessions +5 Chain Shirt, +4 Ring of Protection, +3 Greatclub, 2445 GP

Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: InnaBinder on May 25, 2009, 02:47:01 AM
 :lmao

InnaBinder approves!  InnaBinder wants to build  Half-Orc Monk/Paragon/Frostrager/Incredible Orc now in homage to Nanshork and write character sheet on a giant BANNER.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Bozwevial on May 25, 2009, 03:13:40 AM
Oh lawdy...Imagine that combined with a Hulking Hurler (disregard the earlier slipup).
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Nanshork on May 25, 2009, 04:42:51 AM
:lmao

InnaBinder approves!  InnaBinder wants to build  Half-Orc Monk/Paragon/Frostrager/Incredible Orc now in homage to Nanshork and write character sheet on a giant BANNER.


....I'm not sure whether or not I'm proud of you right now.   :blush

But I was just thinking that it would be perfect before I saw your post.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on May 25, 2009, 08:33:48 AM
The Orc Redneck actually inspired a banner over at GitP
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: BowenSilverclaw on May 25, 2009, 10:52:01 PM
Nice :D

Just to be sure, you might want to add a clause about not gaining the ability score increases for changing size from Medium to Large with the Puny Humans Not Understand Orc ability :)

(see Half-Minotaur for how that can go horribly wrong :P)
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Prak, the Mad on May 26, 2009, 10:21:48 AM
away from books so I can't check, but it's implied they do get the ability bonuses for large size.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: BowenSilverclaw on May 26, 2009, 11:13:05 AM
Yes, Half-Mino's explicitely do gain them. I just thought it wasn't entirely obvious wether Incredible Horks get them, hence my suggestion for a clarification.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: veekie on May 26, 2009, 11:55:21 AM
:lmao

InnaBinder approves!  InnaBinder wants to build  Half-Orc Monk/Paragon/Frostrager/Incredible Orc now in homage to Nanshork and write character sheet on a giant BANNER.
Frenzied Berserker!
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on May 26, 2009, 01:55:42 PM
The Horks do.  Member I said originally I made them more for funny than playability, but I can fix that  :smirk
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Prak, the Mad on May 26, 2009, 09:44:32 PM
which is of course what I meant.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on May 27, 2009, 01:49:16 PM
a lil something I do elsewhere whilst i ponder the redneck classes:


THE SONS OF MAGLUBIYET

(http://Picture URL)
   
"War is an art and as such is not susceptible of explanation by fixed formula"

 The Sons of Maglubiyet are a cadre of warrior priests who have devoted themselves to continuing in the image of their idol.  They are obsessed with the goblinoids eternal war with the other races, and many believe that their own contributions are enough to turn the tide.  Pride is a common sin amongst the Sons.

BECOMING A SON OF MAGLUBIYET  
Most Sons begin as particularly militant clerics.  A few multiclass into more martial pursuits, but most are just clerics.

 ENTRY REQUIREMENTS
   Race:  Any Goblinoid
   Domains:  Destruction, Planning
   Feats:  Divine Armor, True Believer
   Skills:  Concentration 8 ranks, Knowledge (Religion) 8 ranks


Class Skills
 The Son's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Intimidate (Cha), Knowledge (Arcana, Geography, History, Religion, War)(Int), Ride (Dex), and Spellcraft (Int).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +0     +2    Battlefield Divination, +1 level of Divine Spellcasting Class
2. +1    +3     +0     +3    Battlefield Command, +1 level of Divine Spellcasting Class
3. +2    +3     +1     +3    Rallying Point, +1 level of Divine Spellcasting Class
4. +3    +4     +1     +4    Battlefield Divination, +1 level of Divine Spellcasting Class
5. +3    +4     +1     +4    Battlefield Command, +1 level of Divine Spellcasting Class
6. +4    +5     +2     +5    Rallying Point, +1 level of Divine Spellcasting Class
7. +5    +5     +2     +5    Battlefield Divination, +1 level of Divine Spellcasting Class
8. +6    +6     +2     +6    Battlefield Command, +1 level of Divine Spellcasting Class
9. +6    +6     +3     +6    Rallying Point, +1 level of Divine Spellcasting Class
10.+7    +7     +3     +7   Divine Presence, +1 level of Divine Spellcasting Class


Weapon Proficiencies: A Son gains no new weapon or armor proficiencies.
 
Battlefield Divination (Su): At 1st level you cast all spells on the Cleric list that are also in the Divination school at +1 caster level.

At 4th level you do not provoke an attack of opportunity when casting spells on the Cleric spell list that are also in the Divination school.

At 7th level you may choose to "lose" 1 Divination spell in the first round of combat as a Free Action.  You and all allies within 30' gain an Insight Bonus to attack and critical confirmation rolls equal to the spells level for the duration of the encounter.

Battlefield Command (Su): At 2nd level you cast all spells on the Cleric list that are also in the Enchantment school at +1 caster level.

At 5th level you do not provoke an attack of opportunity when casting spells on the Cleric spell list that are also in the Enchantment school.

At 7th level you may choose to "lose" 1 Enchantment spell in the first round of combat as a Free Action.  You and one ally per level of the spell (i.e. a 1st level spell affects you and 1 ally, a second level spell affects you and 2 allies) who are within 30' can move without provoking attacks of opportunity for 3 rounds.  This is a Mind-Affecting effect.

Rallying Point (Su): At 3rd level you become a Rallying Point for Allies.  If you make your Save successfully against any Fear effect or Morale penalty
so do all allies within 30'.

At 6th level allies within 30' cannot be flanked unless you are also flanked.

At 9th level allies within 30' cannot be denied their Dexterity Bonus to AC unless you also are denied your Dex Bonus to AC.

Divine Presence (Su): At 10th level you can assume the likeness of your deity.  You swell to enormous proportions, your skin blackens, and your eyes burn with fire.  Your Size Class is permanently increased by one (i.e. if you were Small you are now Medium, if you were Medium you are now Large, etc).  You permanently increase your Strength and Constitution by +4, and increase your Natural Armor Bonus by +2.  Your base speed remains the same, but size/reach has the potential to increase if you are medium.  Any spell you cast with a Fear effect or Morale based penalty has it's Save DC increased by +2 (this stacks with Feats such as Spell Focus).

PLAYING A SON
 You know how to whip a group of men into combat shape.  They may think they know better than you, but they don't.  You are a chosen one of Maglubiyet himself.  What you want takes precedence over lesser people.
 Combat: The Sons prefer to be leaders, but leaders who are active participants as opposed to generals way at the back.  They want to be directing things on the front where the action is.
 Advancement: The Sons are fairly single minded, always attempting to become better battle tacticians and fighters.  Most don't even bother memorizing healing spells in favor of combat utility magic.
Resources: The Sons can call upon a wide array of resources, particularly if it helps the Hobgoblin cause or war efforts.  Even if it's for something personal they can usually count on some minimal help of some kind.

SONS IN THE WORLD
"He's a tough old --------."
 Sons generally regard the world as a training exercise.  Non-goblinoids are their to test them and hone their skills upon, and nothing more.  They're snooty jerks basically.
 Daily Life: Sons train hard to be the best warrior/priests they can be.  Most will participate in any battle, even if not asked, just to sharpen their skills.  it's wise not to start bar fights around them as they regard them as a recreational form of practice murder.
 Notables: Kaan (LE Male Hobgoblin Cleric 6/Son of Maglubiyet 5) is an up and coming Son who hopes to become a general in the Hobgoblin armies.
 Organizations: The Sons are an organization unto themselves.  They are influential within the Hobgoblin clergy and military, and are thus at the center of much of Hobgoblin politics as their society revolves around religious warfare with the outside world.

NPC Reaction
 If they are Hobgoblins, they tend to view the Sons as heroes.  If they aren't, they view the Sons as blind fanatics hellbent on keeping the Hobs in permanent warfare.

SONS IN THE GAME
 This is a class meant for military participation, and in non military campaigns the player may feel like an odd man out.  He's supposed to be leading hobgoblins, not skulking around with members of other races doing questionable things.
 Adaptation: This is made for serious campaigns involving warfare, but in a pinch it could be twisted for a sillier style of play.
 Encounters: PC's can encounter the Sons anywhere the Hobgoblins are fighting, especially at large battles.

Sample Encounter
EL 12: The PC's have been hired to negotiate with the local Hobgoblins to avoid a brutal and unnecessary war.  Complicating things is a particularly militant priest on the hobgoblin side who seems almost apoplectic at the idea of their not being fighting.


Kaan
LE Male Hobgoblin Cleric 6/Son of Maglubiyet 5
Init +0, Senses: Listen +3, Spot +3, Dark Vision 60'
Languages Common, Goblin
------------------------------------------------
AC 30, touch 10, flat-footed 30 (+13 Armor, +7 Shield)
hp 71 (11 HD)
Fort +11, Ref +3, Will +12 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +4 Battleaxe +13/+8 (1d8+2, x3)
Base Atk +7, Grp +9
Atk Options Turn Undead 5/day
Combat Gear
Spells Per Day 0: 6 (DC 13)
1: 6 (DC 14)
2: 5 (DC 15)
3: 5 (DC 16)
4: 3 (DC 17)
5: 2 (DC 18)
6: 1 (DC 19)
Caster Level 11
-----------------------------------------------
Abilities Str 14, Dex 10, Con 14, Int 10, Wis 16, Cha 14
SQ Domains (Destruction, Planning), Battlefield Divination, Battlefield Command, Rallying Point
Feats Divine Armor, Heightened Spell, Spontaneous Domains, True Believer
Skills Climb +7, Concentration +10, Intimidate +7, Knowledge (Religion) +8, Knowledge (Geography, History, War) +2, Move Silently +4, Ride +5, Spellcraft +5
Possessions +5 Full Plate, +5 Heavy Steel Shield, +4 Battleaxe, Bracers of the Blast Barrier, 670 GP



EPIC SONS

Hit Die: d8
Skills Points at Each  Level : 4 + int
Spells Epic levels continue to increase the SOns caster levels, but he does not gain any new spells per day.
Bonus Feats: The Epic Son gains a Bonus Feat every x levels higher than 20th
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on May 28, 2009, 12:44:50 PM
Okay when I did a google search for Maglubiyet it says his Favored Weapon is the Warhammer, yet he fights with a battleaxe.  Is this just an error of some kind or does he really fight with something that isnt his favored weapon?


Also: Which class would you prefer a redneck PrC first for?
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: AfterCrescent on May 28, 2009, 05:36:34 PM
http://en.wikipedia.org/wiki/Maglubiyet only mentions the battle axe, but doesn't list favored weapon...

However, Complete Divine says battleaxe (p.124) so no warhammer. :P
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on May 30, 2009, 09:57:18 AM
Okay except for caster levels the SOns have their class abilities up.

I'm going to do a redneck Bard first.  What do they call those guys who are in folk bands who blow into jugs?
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: BowenSilverclaw on May 30, 2009, 09:58:39 AM
What, no Dueling Banjos? :P

Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Bozwevial on May 30, 2009, 07:21:19 PM
Okay except for caster levels the SOns have their class abilities up.

I'm going to do a redneck Bard first.  What do they call those guys who are in folk bands who blow into jugs?

Uh, jug players? I don't think they have a name...They're usually just called jug bands.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on May 31, 2009, 01:20:07 PM
Think it would be okay if the SOns of Maglubiyet lost 3 caster levels?  (readies for dodging)
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Bozwevial on May 31, 2009, 09:32:50 PM
Think it would be okay if the SOns of Maglubiyet lost 3 caster levels?  (readies for dodging)

Not really, the class abilities seem kinda lackluster for something that costly.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: AfterCrescent on May 31, 2009, 09:36:58 PM
I agree with Boz. Not good enough to lose 3 CL. Also, Battlefield command is worded weird. the moving without provoking sounds like the mind affecting ability should affect those taking the AoO, not those provoking, but, eh...

Also Rallying point should just state that when you make the save, everyone else does automatically as well.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on June 01, 2009, 01:16:33 PM
the idea is that its a spell that buffs you and your allies that provides a mind affecting ability that causes opponents to not be able to use attacks of opportunity.

The SOns should be done now.  New one soon unless there are more edits you think need done
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on June 04, 2009, 01:30:37 PM
THE SKULL TAKERS

(http://Picture URL)
   
"You must take the heads of your enemies to honor Hruggek.  This is the only proper way to show him respect outside of battle."

 The Skull Takers are the clergy of the Bugbear deity Hruggek, and are proficient headhunters.  Known for taking the heads of their victims they use the skulls as helms, drinking cups, and decorations of all kind.  Predominantly they are stealthy killers who weaken other humanoid communities through acts of terror and murder.  Nothing convinces people to move away from Bugbear hiding places like one of them losing their head every night, without anyone realizing what happened.

BECOMING A SKULL TAKER  
All Skull Takers must be Clerics who worship Hruggek.

 ENTRY REQUIREMENTS
   Race:  Bugbear
   Patron:  Hruggek
   Domains: Evil, Trickery
   Alignment: Chaotic Evil
   Skills:  Knowledge (Religion, War) 4 ranks, Hide 4 ranks, Move Silently 4 ranks
   Feats:  Advantageous Avoidance, Sly Fortune (See Complete Scoundrel)


Class Skills
 The Skull Taker's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Hide (Dex), Intimidate (Cha), Knowledge (Local, Religion)(Int), Listen (Wis), Move Silently (Dex), Spot (Wis), and Survival (Wis).
Skills Points at Each  Level : 2 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +2     +0    Headhunter
2. +1    +3     +3     +0    The Art of Sabotage, +1 level of Divine casting class
3. +2    +3     +3     +1    Fear and Intimidation,  +1 level of Divine casting
4. +3    +4     +4     +1    Headhunter, +1 level of Divine casting
5. +3    +4     +4     +1    The Art of Sabotage, +1 level of Divine casting
6. +4    +5     +5     +2    Fear and Intimidation, +1 level of Divine casting
7. +5    +5     +5     +2    Headhunter, +1 level of Divine casting
8. +6    +6     +6     +2    The Art of Sabotage, +1 level of Divine casting
9. +6    +6     +6     +3    Fear and Intimidation, +1 level of Divine casting
10.+7    +7     +7     +3    Master Headhunter


Weapon Proficiencies: Skull Takers gain no new weapon or armor proficiencies.
 
Headhunter (Ex): You train extensively in hitting opponents for maximum effect.  At 1st level the Critical Threat Range of your attacks increases by 1 (i.e from a 20 to 19-20 if it would normally critical on a 20).  This does not stack with other effects increasing critical threat range.

At 4th level the Critical Threat Range of your attacks increases by 2 (i.e from a 20 to 18-20 if it would normally critical on a 20). This does not stack with other effects increasing critical threat range.

At 7th level you automatically kill an opponent if you succeed in rolling a 20 and then confirming a critical hit similar to the Vorpal Weapon ability.

The Art of Sabotage (Su): You train extensively in sneaking into and out of the cities of other races to hit targets.  At 2nd level you may "lose" any spell you have prepared for the day, and gain a Bonus to Hide and Move Silently Checks equal to your Hit Dice divided by 5 for 24 hours.

At 5th level you may "lose" any spell you have prepared for the day to spontaneously cast Word of Recall (The designated place is always your temple of worship.  If that has been destroyed you must designate a destination at the beginning of each day until you find/build a new temple).

At 8th level you may "lose" any spell you have prepared for the day to spontaneously cast Phase Door.

Fear and Intimidation (Su): At 3rd level you may expend one of your daily uses of Rebuke Undead to gain a +4 Profane Bonus to Intimidate Checks for the duration of the encounter.

At 6th level you may expend on of your daily uses of Rebuke Undead when making an attack.  If the attack successfully hits your opponent is Shaken for the duration of the encounter (Save DC is 10 plus half Hit Dice plus Charisma Modifier).  If he succeeds he is only shaken for 1 round.

At 9th level you may expend one of your daily uses of Rebuke Undead to spontaneously cast Evil Glare (see Spell Compendium).

Master Headhunter (Su): At 10th level, if you kill a victim by taking his head (i.e. killing him instantly with your Headhunter ability), you may perform an hour long ritual over his skull.  For the next 24 hours you gain a Profane Bonus to all rolls equal to your opponents level or hit dice divided by 5. 

PLAYING A SKULL TAKER
 Bugbears are always the low man on the totem pole it seems, even among other Goblinoids.  Quite frankly this ticks you off.  So the clergy of Hruggek has been tasked with fixing this situation, and you can't wait.  You've been training hard at magical assassination techniques, and you hope to be taking the heads of many heathen races soon.  With luck you will have your entire house decorated in skulls in the manner of your teacher soon.
 Combat: Skull Takers are not meant to be toe to toe combatants.  They prefer to sneak up on opponents, and kill them in their sleep.  They're assassins, not warriors.  This doesn't mean they can't fight (they are pretty strong after all), but they prefer to be more pragmatic and kill targets who aren't fighting back.  Less risk for them, and more potential to create victims, and spread fear of their race.
 Advancement: Skull Takers are murderous fiends who delight in killing defenseless opponents (or even live ones for that matter).  They concentrate on abilities that increase their stealth, and give them more options for killing, whether it's spells or multiclassing (many also become Rogues), or for intimidating opponents into submission. 
Resources: Skull Takers are heavily respected in their community, and enjoy many advantages because of it.  Other Skull Takers will always lend them a hand, as well as the common people.  The nobility (if Bugbear rulers can be called such) tend to be more wary considering the clergies abilities, but tehy need them to remain in power so sometimes they can be cowed through intimidation.

SKULL TAKERS IN THE WORLD
"That's the seventh man dead in a week.  All of them killed with no witnesses, some of them with their spouse laying in the bed next to them unawares.  This won't end good."
 You spend your time as a virtual celebrity among your own people, and stress filled nights slipping into the communities of nearby races hoping not to be caught while committing atrocities.  As long as you can keep up your success, you will find ever greater fame and fortune among your own.  But you know in your mind that if you ever get caught, a quick death is the best you can hope for.  With all the people you've murdered you'll probably be drawn and quartered at the very least...
 Daily Life: Much of your day is spent resting in preparation for the nights events.  If you live through that, there is much celebrating to do.  On nights you aren't participating you train in both your clerical duties and skills at murder.  If a situation arises where the lair is being assaulted you participate in the defense, usually by means of ambush.
 Notables: Hamit (CE Male Bugbear Cleric 6/Skull Taker 2) had always been a particularly scrawny Bugbear, but his fanatic devotion to Hruggek has paid off as he has recently been recruited by the Skull Takers.  His lack of Strength is not seen as an impediment as most of his opponents will be unconscious.
 Organizations: The Skull Takers are an organization amongst the clergy of Hruggek dedicated to driving away other humanoid races (even other goblinoids) by whatever means are necessary (i.e. murder).  Once they are driven out the Bugbears can expand their territory, slowly expanding due to your efforts.

NPC Reaction
 NPC's are terrified of the Skull Takers.  They murder seemingly at will, without being seen or heard, and slip away again into the night.  Bugbears hold them in awe, but the common Bugbear knows little of what the Skull Takers do besides killing racial opponents.  They have no idea that they also sometimes participate quite brutally in local politics, murdering whoever the clergy opposes.

SKULL TAKERS IN THE GAME
 Since the Skull Takers are heavily nationalistic, they will likely be found in Bugbear or Goblinoid only parties.  At a stretch they could be found in an evil multiracial party so long as it's goals do not conflict with his races needs.
 Adaptation: The Skull Takers are meant more for a dark, gritty campaign than anything else.  Murder and cutting up the dead are acts that may squick players too, so be sure they can handle this.
 Encounters: PC's will probably be hired to end the Skull Takers reign of terror if it's in the beginning, or to protect the caravan of fleeing people if it's towards the end of things.  If they assault a Bugbear lair they can expect that if it has any serious clerical presence that they will face at least one Skull Taker.

Sample Encounter
EL 12: The PC's have been asked to stop a series of brutal recent murders, and while on watch one night they see a group of Bugbears fleeing over the city walls in silence.  It's quite probable they're responsible for the killings, but for what reason?  And do they follow them since doing so will prevent them from telling anyone whats happened if they ant to catch them.

Hamit
CE Male Bugbear Cleric 6/Skull Taker 2
Init +2, Senses: Listen +7, Spot +6, Dark Vision 60'
Languages Common, Goblin, Gnoll
------------------------------------------------
AC 26, touch 12, flat-footed 23 (+2 Dex, +3 Natural, +11 Armor)
hp 71 (11 HD)
Fort +10, Ref +11, Will +8 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +2 Morningstar +10/+5 (1d8+3/19-20)
Ranged +2 Morningstar +12 (1d8+3/19-20)
Base Atk +7, Grp +8
Atk Options Rebuke Dead 6/day, Headhunter
Combat Gear
Spells Per Day 0: 6 (DC 13)
1: 5 (DC 14)
2: 4 (DC 15)
3: 3 (DC 16)
4: 1 (DC 17)
Caster Level 7
-----------------------------------------------
Abilities Str 12, Dex 16, Con 14, Int 14, Wis 16, Cha 8
SQ Domains (Evil, Trickery), The Art of Sabotage
Feats Advantageous Avoidance, Extra Turning, Sly Fortune, Stealthy
Skills Climb +4, Concentration +6, Hide +8, Intimidate +3, Knowledge (Religion, War)+6, Listen +7, Move Silently +12, Spot +6, Survival +5
Possessions +3 Improved Shadow Improved Silent Moves Full Plate, +2 Doomburst Morningstar, Vanisher Cloak, Ring of Avoidance, Gauntlets of Throwing, 542 GP



EPIC SKULL TAKER

Hit Die: d8
Skills Points at Each  Level : 2 + int
Class Ability Epic levels continue to increase your caster level, but you not gain extra spells per day.
Bonus Feats: The Epic Skull Taker gains a Bonus Feat every 3 levels higher than 20th
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on June 05, 2009, 11:03:37 AM
Got the Skull Takers up cept for caster levels added and epic stuff.  Any feedback?
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: InnaBinder on June 05, 2009, 03:54:58 PM
4th level Skull Taker ability should probably include the same 'does not stack' verbiage as the 1st level in order to quell rules-lawyering.

My knee-jerk response is 7th level ability is overpowered a tad; Clerics at that level scarcely need more insta-death effects.

I might be imagining things, but Cleric/Duskblade looks obscenely strong for this PrC, without knowing how the spells shake out.

There appears to be a redundancy in the verbiage of the Master Headhunter ability.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on June 07, 2009, 09:18:34 AM
Fixeded  :D

Thoughts on caster levels?
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Bozwevial on June 07, 2009, 02:54:46 PM
Am I right in thinking that the 7th level Headhunter ability only works on a natural 20?
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: InnaBinder on June 07, 2009, 03:05:42 PM
Am I right in thinking that the 7th level Headhunter ability only works on a natural 20?
That would make sense, but it's definitely arguable because the 'on a successful critical hit' verbiage can be read as in conflict with the 'similar to the Vorpal weapon enhancement' verbiage. Disciple of Dispater Keen Falchion wielder FTW.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on June 08, 2009, 12:04:28 PM
Unless my edit wasn't saved that should've been fixed...

Any objection to going with 3 caster levels lost?
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: InnaBinder on June 08, 2009, 02:35:16 PM
Unless my edit wasn't saved that should've been fixed...

Any objection to going with 3 caster levels lost?
1)It would appear from here that the edit needs redone; the redundncy about 24 hours is also still there.
2)Three caster levels lost is alright.  Two is better,IMHO.  More than three is bad.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on June 09, 2009, 11:08:59 AM
CULTIST OF THE BLACK CLAW

(http://Picture URL)
   
"I will show you true fear.  You think we are merely dumb brutes.  But we are not the simple brutes you think we are."

 The Bugbear deity Skiggaret has no clergy.  Instead he himself actively terrorizes the lesser goblinoid races (i.e. all of them except Goblins and Hobgoblins), and often preys upon the Bugbears whom he resembles.  To propitiate him a group of Bugbears have been specifically trained to cause terror, wreaking havoc on nearby races assumed to be their enemies, and kidnapping victims for sacrifice.  These victims are tortured to death to appease Skiggaret and the other Bugbear deities, and to call upon the aid of the Gods in times of need.

BECOMING A CULTIST  
You must have performed some sort of service to the Cult (usually by providing victims) and been accepted by them for training.  It is also preferred that you have learned to inspire terror in others.

 ENTRY REQUIREMENTS
   Race:  Bugbear
   Feats:  True Believer, Intimidating Strike, Intimidating Rage
   Skills:  Intimidate 8 ranks, Knowledge (Religion) 4 ranks
   Patron:  Skiggaret
   Special:  Must have personally captured, tortured to death, and sacrificed no less than 5 non goblinoids to join the cult


Class Skills
 The Cultist's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Hide (Dex), Intimidate (Cha), Knowledge (Religion)(Int), Listen (Wis), Move Silently (Dex), Survival (Wis), and Swim (Str).
Skills Points at Each  Level : 4 + int

Hit Dice: d10

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +2    Omens and Portents
2. +2    +3     +0     +3    Finding the Mark
3. +3    +3     +1     +3    Terrifying Rage
4. +4    +4     +1     +4    Omens and Portents
5. +5    +4     +1     +4    Finding the Mark
6. +6    +5     +2     +5    Terrifying Rage
7. +7    +5     +2     +5    Omens and Portents
8. +8    +6     +2     +6    Finding the Mark
9. +9    +6     +3     +6    Terrifying Rage
10.+10   +7     +3     +7    Calling Down the Darkness


Weapon Proficiencies: The Cultist gains no new weapon or armor proficiencies.
 
Omens and Portents (Su): Cultists must be trained in the art of interpreting omens sent by the Bugbear gods, which isn't easy because they really aren't well suited for it.  But eventually they learn how.  They have no choice, because if they don't interpret the signs correctly everyone they know is dead.  At 1st level the Cultist may cast Commune once per day as a Supernatural Ability.  He may also see Skiggaret's "mark", a supernatural brand he puts on victims he has chosen for death.

At 4th level you may cast Vision once per day as a Supernatural ability, and Commune 3 times per day.  It helps you to perform tasks Skiggaret wants done.

At 7th level you may cast Discern Location once per day as a Supernatural ability, Vision 3 times per day, and Commune 5 times per day.  This is to find specific victims Skiggaret may want.

Finding the Mark (Ex): When attacking victims 'marked' by Skiggaret or the Bugbear pantheon for death, you gain advantages.  At 2nd level  you gain a +2 Profane Bonus on all rolls against them.  This increases to +4 at level 5, and +6 at level 8.

Terrifying Rage (Su): At 3rd level you take on some of the terrifying madness of Skiggaret himself, terrifying your foes.  Whenever you go into rage all foes within 60' must make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be Shaken for the duration of the encounter.  If their Save is successful they are immune to your Terrifying Rage ability for 24 hours.

At 6th level, whenever you successfully kill an opponent while Raging, all opponents within 60' must make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be Frightened for 1d6 rounds.  If their Save is successful they are immune to your Terrifying Rage ability for 24 hours.

At 9th level if your opponent fails his Save when you go into Rage, he is Panicked for 1d6 rounds, and Shaken if the Save is successful.

Calling Down the Darkness (Su): At 10th level the Cultist can call upon Skiggaret himself to smite a foe.  This is identical in effect to the Wail of the Banshee spell, and may be used 3 times per day.

PLAYING A CULTIST
 No one should be asked to do the things you do.  Granted your race is evil for the most part, but even you have your limits.  You have the choice of allowing your village to be eaten by the avatar of your God, or participating in some of the most foul rights imaginable to ensure he focuses his attacks elsewhere.  This means torturing live victims to death, as it is the only thing your deity finds acceptable as a bribe to let you be.
 Combat: You do well enough in a fight.  This job requires someone a little off to begin with, and your "anger management" problems that got you noticed make you well suited for it.  Which is a polite way of saying that they wanted a lunatic for the job, and you were the closest thing they could find.
 Advancement: Cultists advance in whatever way they believe will best serve their community.  Your job is to predict your gods random outbursts of violence, and persuade him to direct them elsewhere.  Whatever enables you to predict his appearances more accurately is considered a must.
Resources: Cultists have the full resources of their communities to draw upon, and can even ask  for members of it for sacrifice.  You have a great deal of sway as you are the only thing standing between the Bugbears and death at the hands of their God.

CULTISTS NAME IN THE WORLD
"I wouldn't do his job for all the gold in the world."
 You make others nervous.  The nearly unendurable strain of dealing with a homicidal God year after year shows on you quickly.  Calling you insane after a certain period of time would be charitable.  Insanity should be a prerequisite for the job you do.  Even the most delusional and sadistic megalomaniacs know that one day their bribes will fail, and they will be among the first to be eaten.  Until then they decide who lives and dies, but if they fail Skiggaret devours their soul, ensuring Resurrection is impossible.
 Daily Life: Your daily life consists of keeping constant watch for the omens of Skiggaret's appearance.  At the first signs, you are to procure suitable sacrifices immediately, and begin the procedures to drive Skiggaret off towards other targets.  Should the community be in danger, you are also commissioned to bribe him to protect it somehow.
 Notables: Uzuntu (CN Male Bugbear Barbarian 6/Cultist 1) was a warrior in his village who had ambitions to become something greater, and willingly joined the Cult of the Black Claw when given the chance.  He's had cause to regret it since, being asked to choose which of his people have to die so the rest can live.  It goes against his instincts as a warrior.  But what else can he do.
 Organizations: The Cult of the Black Claw is fairly loose as an organization, as it's members often work to cross purposes.  Cultists in one village may succeed in getting to Skiggaret to attack the nearest target besides themselves...which is often another Bugbear village.

NPC Reaction
 No one likes you.  No one.  Not outsiders, not your fellow Bugbears, not even your deity.  But you do a thankless job no one else has the guts to do.  So it earns you some respect (or more likely a decent amount of Fear).

CULTISTS IN THE GAME
 This is kind of a twitchy PrC.  It would ask a player to make some pretty darn brutal decisions, so make sure they can handle that, or restrict it to NPC's.
 Adaptation: This is a fairly dark PrC, and is best used in campaigns that are pretty grim.  It's kinda hard to make jokes about Gods who eat their own chosen people.
 Encounters: PC's will generally encounter the Cultists on a Bugbear raiding party that's out to fetch sacrificial victims.  Otherwise they stay at home, and the party will only encounter them if they are conducting a raid.

Sample Encounter
EL 12: The PC's are on an expedition in the Underdark when they come across several destroyed Bugbear villages.  Eventually they come upon one whose occupants are still living, and a very weary looking Bugbear comes out to ask them for help with a problem...


Uzuntu
CN Male Bugbear Barbarian 6/Cultist 2
Init +3, Senses: Listen +6, Spot +6, Dark Vision 60'
Languages Common, Goblin
------------------------------------------------
AC 24, touch 13, flat-footed 21 (+3 Dex, +3 Natural, +8 Armor)
AC Raging 22, touch 11, flat-footed 19 (-2 Rage, +3 Dex, +3 Natural, +8 Armor)
hp 84 (11 HD), 106 Raging
Fort +11 (+13 Raging), Ref +8, Will +8 (+10 Raging)
Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +2
------------------------------------------------
Speed 40 ft. (8 squares)
Melee +1 Spiked Gauntlet +15/+10 (1d4+6 plus paralysis)
Melee Raging +1 Spiked Gauntlet +17/+12 (1d4+8 plus paralysis)
Base Atk +10, Grp +15
Atk Options Rage 2/day, Finding the Mark +2
Combat Gear
Supernatural Abilities Commune 1/day
Caster Level 11
-----------------------------------------------
Abilities Str 20 (24 Raging), Dex 16, Con 14 (18 Raging), Int 10, Wis 14, Cha 6
SQ Fast Movement, Illiteracy, Omens and Portents
Feats Instantaneous Rage, Intimidating Strike, Intimidating Rage, True Believer
Skills Climb +7, Hide +9 (+14 w/Breastplate), Intimidate +6, Jump +11, Knowledge (Religion) +4, Listen +6, Move Silently +9 (+14 w/Breastplate), Search +2, Spot +6, Survival +6
Possessions +3 Shadow Silent Moves Breastplate, Pair of +1 Paralytic Paralysis Burst Spiked Gauntlets, Belt of One Mighty Blow, Boots of Swift Passage, 40 GP



EPIC CULTIST

Hit Die: d10
Skills Points at Each  Level : 4 + int
Finding the Mark Your Profane Bonus against Marked victims increases by +2 at level 22, and every 3 levels thereafter.
Bonus Feats: The Epic Cultist gains a Bonus Feat every 3 levels higher than 20th
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on June 11, 2009, 11:45:36 AM
Well, if I'm gonna make the Bugbear and Goblin clerics I might as well stat up their Gods too.

HRUGGEK
Intermediate Deity
Symbol: Morningstar
Home Plane: Pandemonium (his personal residence is the cave Hruggekolohk on the second Plane of Pandemonium, Cocytus)
Alignment: Chaotic Evil
Portfolio: Violence and combat
Worshipers: Bugbears, particularly mercenaries and soldiers
Cleric Alignments: CE, CN, NE
Domains: Chaos, Evil, Trickery, War
Favored Weapon: Morningstar

The Bugbear deity of violence and warfare, Hruggek is quite something to behold.  Standing over 12' tall with clawed hands and feet he has huge fangs and wields the morningstar Oldurmek.  His fur is thick and matted, and his eyes shine red in the darkness of his cave home.  Due to his thick fur, Hruggek sees no need for clothing, and often looks far more savage than he truly is.

Dogma
Hruggek urges his people to kill the other races whenever possible, but by stealth and guile only.  The other humanoids outnumber his people greatly, and he knows they cannot fight a stand up war.  He also knows that the other races will stereotype the Bugbears as fools and dullards  due to their appearance and size. 

While he prefers stealth he also preaches violence or the sake of violence.  He often tells his followers that whenever they have the opportunity to commit destruction and murder without being caught to indulge themselves as fully as possible.  This helps keep the other goblinoid races from being too offensive to the Bugbears.  They're secretly afraid the Bugbears will snap at any given moment.

He urges his followers to interfere with the schemes of the Goblinoid pantheon (including the other Bugbear Gods) as he does not wish the Bugbears to become subservient to the Hobgoblins and Goblins (or at least no more than they already have).  Hruggek also urges his priests to kill the followers of the God Meriadar whenever possible since the philosopher God attempts to convert the evil humanoid races to the path of peace.

Clergy and Temples

Hruggek's priests prefer to dress in black and wear the skulls of their dead enemies.  They're considered the leaders of their people, and are often warriors as well.  For a priest of Hruggek to not be a capable fighter would mean great shame for him, and he would quite likely be assassinated by his fellows.  Most are also excellent craftsmen with bone or taxidermy, as they always use the skulls of dead enemies for various things.

Temples to Hruggek are made in caves, carved into great halls if possible, but always a cave.  They are always decorated with severed heads that Hruggek can animate to deliver omens, and sacrifices during the full moon ensure that there are always more heads to add to the collection.

HRUGGEK
Rogue 20, Scout 20
Large Outsider (Chaotic, Evil)
Divine Rank: 15
Hit Dice:             20d8+240 and 40d6+480 (1120 hp)
Initiative:           +15
Speed:                100 ft. (20 squares)
Armor Class:          73 (+12 Dex, +15 Divine, +28 Natural, +8 Deflection), touch 45, flat-footed 61
Base Attack/Grapple:  +50/+62
Attack:               Claw +76 melee (1d6+12) or spell +76 melee/ranged touch or +5 Morningstar +81 melee (2d8+22)
Full Attack:          2 Claws +76 melee (1d6+12) and 1 Bite +71 melee (1d10+6) or spell +76 melee/ranged touch or  +81/+76/+71/+66 melee (2d8+22)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Skirmish (+5d6, +5 AC), Sneak Attack (+10d6), Opportunist
Special Qualities:   Divine Immunities, DR 45/Epic and Good, Fire Resistance 20, Spell Resistance 47, Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 15 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (1500', DC 33), Evasion, Improved Evasion, Uncanny Dodge, Improved uncanny Dodge, Trap Sense +6, Trapfinding, Defensive Roll, Slippery Mind, Blindsight 30', Battle Fortitude +3, Free Movement, Hide in Plain Sight, Camouflage, Fast Movement +20', Flawless Stride, Trackless Step, Fast Healing 35
Saves:                Fort +54, Ref +63, Will +49
Abilities:            Str 35, Dex 35, Con 35, Int 24, Wis 30, Cha 26
Skills:               Balance +73, Bluff +63, Climb +67, Diplomacy +74, Escape Artist +67, Gather Information +68, Hide +77, Intimidate +69, Jump +73, Knowledge (Dungeoneering, Geography, Local, Nature, War) +42, Listen +70, Move Silently +72, Search +62, Sense Motive +60, Sleight of Hand +72, Spot +70, Survival +71, Swim +82, Tumble +73, and Use Magic Device +68
Feats:                Bounding Assault, Combat Brute, Combat Expertise, Combat Reflexes, Deft Opportunist, Dodge, Elusive Target, Improved Combat Reflexes, Improved Critical (Morningstar), Improved Disarm, Improved Feint, Improved Skirmish, Improved Sunder, Improved Unarmed Strike, Mobility, Monkey Grip, Power Attack, Power Critical (Morningstar), Rapid Blitz, Spring Attack, Telling Blow, Whirlwind Attack, Weapon Focus (Morningstar) (B)
Divine Immunities: Ability Damage, Ability Drain, Acid, Cold, Death Effects, Disease, Disintegration, Electricity, Energy Drain, Mind-Affecting Effects, Paralysis, Poison, Sleep, Stunning ,Transmutation, Imprisonment, and Banishment.
Salient Divine Abilities: Annihilating Strike, Battlesense, Divine Fast Healing, Divine Inspiration, Divine Rogue, Divine Storm, Divine Weapon Focus (Morningstar), Extra Domain (Trickery), Frightful Presence, Increased Damage Reduction, Irresistible Blows (Morningstar), Rejuvenation, Sunder and Disjoin, Wave of Chaos, Wound Enemy
Domain Powers: Can cast spells with the Chaos or Evil descriptor at +1 Caster Level.
Spell-Like Abilities: Hruggek can cast the following spells at will as Spell-Like abilities: Animate Objects, Blade Barrier, Blasphemy, Chaos Hammer, Cloak of Chaos, Confusion, Create Undead, Desecrate, Dispel Good/Law, Disguise Self, Divine Power, False Vision, Flame Strike, Invisibility, Magic Circle Against Good/Law, Magic Vestment, Magic Weapon, Mislead, Nondetection, Polymorph Any Object, Power Word Blind/Kill/Stun, Protection from Good/Law, Screen, Shatter, Summon Monster IX (Chaos or Evil spell only), Time Stop, Unholy Aura, Unholy Blight, Word of Chaos,   Caster Level is 25 (26 if the spell has the Chaos or Evil descriptor).  Save DC is 23 plus the spell level.
Possessions: Oldurmek is a 10' long Morningstar meant to be used by a Huge creature, but can be wielded two handed by a large one.  It is a +5 Blurstrike, Deadly Precision, Collision Morningstar.  Caster Level: 20, Weight 32 lbs.

Other Divine Powers
As an Intermediate deity, Hruggek automatically receives a die roll of 20 on any check.  He treats a roll of '1' on an Attack Roll or Saving Throw normally and not as an automatic failure.  he is immortal.
Senses: Hruggek can see, hear, touch, and smell at a distance of 15 miles.  As a Standard Action he can perceive anything within 15 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour.  he can extend his senses to up to 10 locations at once.  He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 15 hours.
Portfolio Powers: Hruggek sense any act of violence or warfare the instant it happens and retains the sensation for up to 15 weeks after the event occurs. 
Automatic Actions: Hruggek can use Craft (metalworking), Craft (weaponsmithing), Hide, Intimidate, or Move Silently asa Free Action if the DC for the task is 25 or lower.  he can perform up to 10 Free Actions each round.
Create Magic Items: Hruggek can create magic weapons, armor, and destructive items as long as the items market price does not exceed 200,000 GP.

Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on June 11, 2009, 12:03:34 PM
betcha thought I forgot dint'cha :D

JUG BANDER

(http://Picture URL)
   
"This hyar is a song 'bout the Coal Mine Fire of 'ought four."

 Jug Bands are rural bands that usually include at least one member whose instrument is a jug that he blows into (it also includes a mix of traditional and some homemade instruments).  No seriously.  It's an art form.  Blues style music and jazz mostly.

BECOMING A JUG BANDER  
Buy (or better yet make) a musical instrument and join a jug band.

 ENTRY REQUIREMENTS
   Skills:  Craft (Musical Instrument) 8 ranks, Perform (any instrument or singing) 8 ranks, Profession (Musician) 8 ranks
   Feats:  Extra Music, Versatile Performer
   Class Abilities:  Bardic Music (Suggestion) 


Class Skills
 The Jug Bander's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local, Nature)(Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Cha), Swim (Str), Tumble (Dex), Use Magic Device (Cha).
Skills Points at Each  Level : 6 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +2    Musical Harmony, Bardic Music
2. +1    +0     +3     +3    Musical Improvisation
3. +2    +1     +3     +3    Whiskey River Take My Mind
4. +3    +1     +4     +4    Musical Harmony
5. +3    +1     +4     +4    Musical Improvisation
6. +4    +2     +5     +5    Whiskey River Take My Mind
7. +5    +2     +5     +5    Musical Harmony
8. +6    +2     +6     +6    Musical Improvisation
9. +6    +3     +6     +6    Whiskey River Take My Mind
10.+7    +3     +7     +7   Country Music Star


Weapon Proficiencies: A Jug Bander gains no new weapon or armor proficiencies.
 
Musical Harmony (Su): Jug Banders are at their best when they play as a full band.  At 1st level when using your Bardic Music to Inspire Courage in concert with other Jug Banders, the Morale Bonus gained by your allies increases by +1 for each extra Jug Bander assisting you.

At 4th level you may also increase the Morale Bonus to a single Ally via your Inspire Competence ability by +1 for each extra Jug Bander assisting you.

At 7th level you may also increase the Morale Bonus and extra Hit Dice  gained by Allies via your Inspire Greatness ability by +1 for each extra Jug Bander assisting you.

Bardic Music: Your Bard and Jug Bander class levels stack for purposes of determining the number of times per day you can use, and the effects of, your Bardic Music.

Musical Improvisation (Su): Your skill at crafting musical instruments blends over into your brawling activities as well, and at 2nd level you take no penalties for using improvised weapons.

At 5th level when wielding a musical instrument as a weapon your magical abilities enhance it.  Musical instruments are improvised weapons of Tiny to Small size, and when held by you are considered +2 Magical Weapons.

At 8th level they become +2 Thundering Weapons.

Whiskey River Take My Mind (Su):  At 3rd level you can perform drunk pretty well.  If you can make a DC 20 Bluff Check people will believe you are sober no matter how drunk you are.  You also don't take any skill penalties due to the ability damage from alcohol consumption. 

At 6th level whenever you are drunk you believe your a kick ass fighter, and you actually become one.  Whenever you're drunk you gain an Alchemical Bonus to Attack and Damage rolls equal to your Con Modifier.

At 9th level whenever you are drunk your inherent belief in your own invulnerability grants you DR (Your Constitution Bonus)/-.

Country Music Star (Su): At 10th level the range of your Bardic Music abilities doubles.  The Save DC's of your Bardic Music abilities also increases by +2.

PLAYING A JUG BANDER
 Jugs is a musical instrument you don't give a good goddamn what anybody says.  Plus they're handy for keepin' shine in, and for whacking anyone who gets close.  Hell on a good night you get to use it for all three.  And you get paid for it.  There simply ain't no better life.  And anyone says otherwise is lyin'.
 Combat: You try not to be a fighter, less'n you're drunk.  Then fightin's okay.  More than okay, it's a way of life your ancestors were proud of.  Granted no one usually gets seriously hurt, cept a few chairs broken, but still there's always that chance.
 Advancement: Most Jug Bands try for fame and money.  Some play for the women.  Some do it for reasons known only to themselves.  But most do try to be at least halfway decent musicians.
Resources: Jug Banders are traditionally mighty poor unless they get famous.  Even then they tend to not hoard their money.

JUG BANDERS IN THE WORLD
"Sir? Mah ex wife had a hex put on me so thet ah only feel 'tracted to fat women of a distinkly Orc like eth'nisty.  Ah need a song to hep cure mah pain."
 People are usually happy to see you. Everyone loves to see a band come to town.  As long as you don't start a brawl, sing anything socially inconvenient, or sleep with other men's significant others.  Then bad things happen.  Fortunately bad things inspire songs that may propel you to fame.
 Daily Life: Much of your daily life is spent either traveling from town to town, or playing in front of crowds, or practicing for later.  People don't realize how much work being a musician is.
 Notables: Frogbutt Jones (CG Human Male Bard 6/Jug Bander 6) is a jug band player notoriously similar to a squatting frog in the way he sets.  Hard Drinkin' Jeb (CE Male Human Bard 6/Jug Bander 6) is a notoriously violent alcoholic, but a decent jug player.
 Organizations: There are some organizations devoted to promoting jug band music, and they will help you to that end, but not usually with other things (such as adventurin').

NPC Reaction
 At first NPC's pretty much love you, as long as you don't have a bad reputation.  If you do have a bad rep, they still usually somehow convince themselves it's okay, because surely you've learned your lessons after whats happened in those other towns.

JUG BANDERS IN THE GAME
 This is best in an all bard party if you want the full benefits of the class.  It requires kind of an unusual campaign.
 Adaptation: This is best for silly campaigns, but it could fit a more serious one (though it would still be an odd campaign).
 Encounters: PC's will usually encounter Jug Bands when they are performing, or fleeing from a town whose mayor had a wife much younger and attractive than himself...

Sample Encounter
EL 12: "Ladies and gentleman, Ah'd like to sing a song bout love.  A song bout happiness.  A song Ah like to call 'Fuck Gettin' Married'.  It was originally written for mah wife, gawd damn her soul to hell..."


Frogbutt Jones
CG Human Male Bard 6/Jug Bander 6
Init +1, Senses: Listen +8, Spot +0
Languages Common
------------------------------------------------
AC , touch , flat-footed   (+1 Dex, )
hp 66 (12 HD)
Fort +6, Ref +11, Will +10 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +9
Atk Options Whiskey River Take My Mind (+2), Musical Improvisation (+2)
Combat Gear
Spells Known 0: (3/day, DC 13)
1: (4/day, DC 14)
2: (3/day, DC 15)
-----------------------------------------------
Abilities Str 13, Dex 12, Con 14, Int 10, Wis 10, Cha 16
SQ Bardic Music 16/day (Countersong, Fascinate, Inspire Competence, Suggestion, Inspire Courage +2, Inspire Greatness, Song of Freedom), Bardic Knowledge +6, Musical Harmony
Feats Chant of Fortitude, Disguise Spell, Extra Music, Improved Unarmed Strike, Lingering Song, Versatile Performer
Skills Appraise +5, Bluff +10, Concentration +10, Craft (Musical Instrument) +8, Diplomacy +10, Gather Information +10, Knowledge (Local) +5, Listen +8, Perform (Jug) +20, Profession (Musician) +8, Sense Motive +8, Use Magical Device +5
Possessions



EPIC JUG BANDER

Hit Die: d6
Skills Points at Each  Level : 6 + int
Class Ability
Class Ability
Bonus Feats: The Epic Jug Bander gains a Bonus Feat every x levels higher than 20th
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on June 12, 2009, 12:45:36 PM
I have most of the Cultist up (it just needs a capstone).

For Hruggek:

Was there a 3.5 update for Deities?

What is the God's Damage Reduction now? DR/Epic?

What are the Deity's class skills for its outsider HD?  Do I just pcik whatever I want?
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on June 13, 2009, 01:30:18 PM
Found the 3.5 update for deities. Jebus making them is more complicated than necessary. I'm gonna have to do a template to cut down on the time.

Cultist is theoretically done except for the example NPC.

Hruggek's crunch is almost done, I just have to add the fluff.

Started adding stuff to the jug band player.  Wanted to add a pic but it seems damn hard to find a single guy playing a jug.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on June 14, 2009, 03:09:20 PM
Whilst I search for a pic, anything in particular you guys would like from a drunken musician PrC?
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: InnaBinder on June 14, 2009, 03:46:14 PM
Whilst I search for a pic, anything in particular you guys would like from a drunken musician PrC?
Bonuses for sundering your own equipment seems on topic for them.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: Prak, the Mad on June 14, 2009, 08:57:48 PM
Found the 3.5 update for deities. Jebus making them is more complicated than necessary. I'm gonna have to do a template to cut down on the time.
Don't worry about monster stats for them, just the salient details for worshippers, Deities and Demigods was... poorly thought out...
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on June 16, 2009, 01:46:25 PM
Found the 3.5 update for deities. Jebus making them is more complicated than necessary. I'm gonna have to do a template to cut down on the time.
Don't worry about monster stats for them, just the salient details for worshippers, Deities and Demigods was... poorly thought out...


yes but that would not be obsessively obsessive of me, as is mah normal wont  :p
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on June 17, 2009, 01:18:30 PM
SKIGGARET
Lesser God
Symbol: Black claw
Home Plane: Abyss
Alignment: Chaotic Evil
Portfolio: Fear, Madness
Worshipers: Technically the Bugbears, but it's less worship than it is bribery.
Cleric Alignments: CE, CN, NE
Domains: Evil, Fear, Madness
Favored Weapon: Spiked Gauntlets

Skiggaret is less a deity of the Bugbears than a curse they must endure.  Appearing as a large jet black bugbear with red lips, hands, and feet his insanity is obvious from the moment he comes into view.  Technically a messenger of the Bugbear Gods, he spends much of his time killing and eating his own people.

Dogma
Perversely the Bugbears believe that they are strengthened by Skiggaret's depredations as he weeds out the weaker members of their kind (and that the terror he inspires will make them better warriors if they survive).  He is also occasionally willing to directly attack the enemies of their race if they are in dire need, and they make the appropriate sacrifices. 

Clergy and Temples
Skiggaret has no worshipers, priesthood, or temples.  Instead his few cultists keep watch for the omens that warn of Skiggaret's approach.  Should they begin to feel fear or see creeping pools of darkness they know the Bugbear Gods are angry, and sacrifices must be made to appease them or Skiggaret will be sent to devour them.


SKIGGARET
Hexblade 20, Rogue 10, Assassin 10
Large Outsider (Chaotic, Evil)
Divine Rank: 6
Hit Dice:             20d10+200 plus 10d6+100 plus 10d6+100 plus 20d8+200 (1080 hp)
Initiative:           +11
Speed:                80 ft. (16 squares)
Armor Class:          57 (-1 Size, +11 Dex, +19 Natural, +6 Divine, +12 Deflection), touch 38, flat-footed 46
Base Attack/Grapple:  +54/+64
Attack:               Claw +69 melee (1d6+10/19-20) or Spell +63 melee touch/+64 Ranged Touch
Full Attack:          2 Claws +69 melee (1d6+10/19-20) and 1 Bite +65 melee (2d6+5/19-20) or Spell +63 melee touch/+64 Ranged Touch
Space/Reach:          10 ft./10 ft.
Special Attacks:      Domain Powers, Salient Divine Abilities, Spell-Like Abilities, +10d6 Sneak Attack, Poison Use, Spells, Death Attack (DC 28), Dire Hexblades Curse 5/day (DC 34)
Special Qualities:   Divine Immunities, DR 20/Epic, Fire Resistance 11, Spell Resistance 38, Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 6 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (600', DC 28), Evasion, Uncanny Dodge, Improved Uncanny Dodge, Improved Evasion, Trap Sense +3, Trapfinding, +5 on Saves vs Poison, Hide in Plain Sight, Arcane Resistance +12, Mettle, Aura of Unluck 3/day, Dark Companion
Saves:                Fort +30, Ref +38, Will +35
Abilities:            Str 30, Dex 32, Con 30, Int 24, Wis 28, Cha 35
Skills:               Balance +50, Bluff +60, Climb +48, Concentration +58, Craft (Bonecarving, Leatherworking, Taxidermy) +35, Diplomacy +44, Hide +59, Jump +62, Intimidate +97, Knowledge (Arcana) +55, Listen +56, Move Silently +59, Search +55, Spellcraft +39, Spot +56, Survival +39 (+43 Tracking), Swim +38, Tumble +59, Use Magic Device +42 (+46 w/Scrolls)
Feats:                Ability Focus (Hexblades Curse), Cleave, Combat Expertise, Deft Strike, Devastating Critical (Claw, Bite), Empower Curse, Enlarge Spell, Great Cleave, Improved Critical (Claw, Bite), Improved Feint, Overwhelming Critical (Claw, Bite), Power Attack, Quicken Spell, Silent Spell, Still Spell, Telling Blow, Weapon Focus (Claw, Bite), Combat Casting (B), Greater Spell Focus (Necromancy) (B), Greater Spell Penetration (B), Spell Focus (necromancy) (B), Spell Penetration (B)
Divine Immunities: Ability Damage, Ability Drain, Acid, Cold, Death Effects, Disease, Disintegration, Electricity, Energy Drain, Mind-Affecting Effects, Paralysis, Poison, Sleep, Stunning ,Transmutation, Imprisonment, and Banishment.
Salient Divine Abilities: Avatar, Battlesense, Divine Inspiration, Frightful Presence, Lay Curse, Terrible Claws (see below)
Domain Powers: Cast Evil spells at +1 Caster Level, Spells with the Fear Descriptor gain +1 to their Save DC, -1 to all Wisdom based Skill Checks and Will Saves, +30 Bonus to one Wisdom based Skill Check or Willpower Save 1/day
Spell-Like Abilities: Skiggaret can cast the following spells at will as Spell-Like abilities: Antipathy, Blade of Pain and Fear, Blasphemy, Bolts of Bedevilment, Cause Fear, Confusion, Create Undead, Desecrate, Dispel Good, Evil Glare, Fear, Insanity, Lesser Confusion, Maddening Scream, , Magic Circle Against Good, Nightmare, Phantasmal Killer, Protection from Good, Rage, Summon Monster IX (Evil only), Symbol of Fear, Touch of Madness, Unholy Aura, Unholy Blight, Weird.  Caster Level is 15 (16 if the spell has the Evil descriptor).  Save DC is 27 plus the spell level.
Hexblade Spells Known: 1st: (6/day, DC 23) Bloodletting, Death's Call, Protection from Good, Reaving Aura, Tasha's Hideous Laughter
2nd: (6/day, DC 24) Arcane Turmoil, Blindness/Deafness, Eagle's Splendor, Karmic Backlash, Touch of Idiocy
3rd: (6/day, DC 25) Nightmare Terrain, Nondetection, Poison, Slow, Vampiric Touch
4th: (6/day, DC 26) Finger of Agony, Greater Invisibility, Karmic Retribution, Scrying, Unluck
Assassin Spells Known:1st: (5/day, DC 18) Critical Strike, Mimicry, Obscuring Mist, True Strike
2nd: (5/day, DC 19) Invisibility, pass Without Trace, Spider Climb, Veil of Shadow,
3rd: (5/day, DC 20) Enduring Scrutiny, Fangs of the Vampire King, pall of Twilight, Vital Strike
4th: (4/day, DC 21) Clairvoyance/Clairaudience, Implacable Pursuer, Mordenkainen's Trusted Bloodhound, Vulnerability
Possessions: None.
Create Magic Items: Skiggaret can create magic weapons, and fear causing items as long as the items market price does not exceed 30,000 GP.


Other Divine Powers
As a Lesser deity, Skiggaret may take a 10 on any check.  He treats a roll of '1' on an Attack Roll or Saving Throw normally and not as an automatic failure.  He is immortal.
Senses: Skiggaret can see, hear, touch, and smell at a distance of 6 miles.  As a Standard Action he can perceive anything within 6 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour.  He can extend his senses to up to 5 locations at once.  He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 6 hours.
Portfolio Powers: Skiggaret sense any act involving fear or madness the instant it happens and retains the sensation for up to 6 weeks after the event occurs. 
Automatic Actions: Skiggaret can use Hide, Intimidate, Listen, Move Silently, or Spot as a Free Action if the DC for the task is 20 or lower.  He can perform up to 5 Free Actions each round.

Avatar of Skiggaret
As Skiggaret except Divine Rank 3; AC 51 (Touch 32, Flat-Footed 40); 2 Claws +66 melee (1d6+10/19-20) and 1 Bite +62 melee (2d6+5/19-20) or Spell +60 melee touch/+61 Ranged Touch; DR 15/Epic, Fire Resistance 8, SR 35, Divine Aura (30', DC 26); Fort +27, Ref +35. Will +32; all skill modifier reduced by 3, Salient Divine Abilities (loses Avatar, Lay Curse, Terrible Claws), Spell Like Abilities (Caster Level 13, DC=26 + spell level).


Fear Domain
Granted Power: Add +1 to the Save DC of any spell with the Fear descriptor that you cast.
1: Cause Fear
2: Scare
3: Blade of Pain and Fear
4: Fear
5: Nightmare
6: Symbol of Fear
7: Evil Glare
8: Antipathy
9: Weird




Terrible Claws
You have powerful natural weapons.
 Prerequisites: Natural weapons, Divine Rank 5+
 Benefits: Your Natural Weapons ignore Damage Reduction of all kinds.  Wounds caused by them may only be healed magically.

Editors Note: I know he's supposed to be a Demigod, but you have to be a lesser god to have an avatar in 3rd edition, and it's said he most definitely has one.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on June 18, 2009, 12:14:57 PM
GRANKHUL
Lesser God
Symbol: Eyes watching from the Darkness
Home Plane: Abyss (Palpitatia, the 241st level)
Alignment: Chaotic Evil
Portfolio: Hunting, sense, surprise, stealth
Worshipers: Bugbears, particularly hunters and warriors
Cleric Alignments: CE, CN, NE
Domains: Celerity, Chaos, Evil, Knowledge, Travel, Trickery
Favored Weapon: Longsword

Grankhul appears as a tall, lean Bugbear with protruding eyes and long, skeletally thin fingers.  Often he is seen carrying a flat black longsword made of some indefinable material.  His eyes always seem to follow whoever is in his presence, even if there are multiple beings moving in different directions.
Grankhul is well known among the Bugbear pantheon and others for his incredible fits of temper, and more than once Hruggek has had to threaten him to calm him down.

Dogma
Grankhul  insists his worshipers have speed and dexterity, necessary attributes to the tasks they will be performing.  He also expects them to be somewhat witty and intelligent as opposed to the crude image their race has been stereotyped with.  Despite his own temper he also perversely expects his subjects to be able to control their own emotions.  He is worshiped primarily by assassins, hunters, and fighters who prefer guerilla style warfare.

Clergy and Temples
Grankhul's priests are expected to be excellent hunters and explorers if they wish to "keep their job" so to speak.  He does not tolerate clergy who aren't self sufficient.  Worshipers are different, and the priests are expected to provide food and shelter for them.  The priests are also expected to lead any campaigns of terror and stealth warfare the Bugbears engage in.


GRANKHUL
Barbarian 20, Scout 20
Large Outsider (Chaotic, Evil)
Divine Rank: 10
Hit Dice:             20d8+240 plus 20d12+240 plus 20d6+240 (1240 hp, 1480 Rage)
Initiative:           +19 (always goes first)
Speed:                110 ft. (22 squares)
Armor Class:          61 (-1 Size, +12 Dex, +23 Natural, +10 Divine, +7 Deflection), touch 38, flat-footed 49
Armor Class (Rage):          59 (-2 Rage, -1 Size, +12 Dex, +23 Natural, +10 Divine, +7 Deflection), touch 36, flat-footed 47
Armor Class (Divine Rage):          56 (-5 Rage, -1 Size, +12 Dex, +23 Natural, +10 Divine, +7 Deflection), touch 33, flat-footed 44
Base Attack/Grapple:  +54/+66 (+70 Rage, +71 Divine Rage)
Attack:               +5 Longsword +70 melee (or Ranged) (2d6+12/17-20) or spell +65 melee/ranged touch
Attack (Rage):               +5 Longsword +74 melee (or Ranged) (2d6+16/17-20) or spell +69 melee/ranged touch
Attack (Divine Rage):               +5 Longsword +75/+75 melee (or Ranged) (2d6+17/17-20) or spell +70 melee/ranged touch
Full Attack:          +5 Longsword +70/+65/+60/+55 melee (or +70 Ranged) (2d6+12/17-20) or spell +65 melee/ranged touch
Full Attack (Rage):          +5 Longsword +74/+69/+64/+59 melee (or +74 Ranged) (2d6+16/17-20) or spell +69 melee/ranged touch
Full Attack (Divine Rage):          +5 Longsword +75/+75/+70/+65/+60 melee (or +75 Ranged) (2d6+17/17-20) or spell +69 melee/ranged touch
Space/Reach:          10 ft./10 ft.
Special Attacks:      Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Mighty Rage 6/day, Skirmish (+5d6, +5 AC)
Special Qualities:   Divine Immunities, DR 20/Epic, Fire Resistance 5 (15 in Divine Rage), Spell Resistance 42 (53 in Divine Rage), Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 10 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (1000', DC 27), Trap Sense +6, DR 5/-, Tireless Rage, Indomitable Will, Fast Movement, Uncanny Dodge, Improved Uncanny Dodge, Batle Fortitude +3, Blindsight 30', Free Movement, Camouflage, Hide in Plain Sight, Evasion, Flawless Stride, Trapfinding, Trackless Step, Fast Movement +20'
Saves:                Fort +55 (+59 Rage, +60 Divine Rage), Ref +52, Will +43 (+47 Rage, +48 Divine Rage)
Abilities:            Str 35 (43 Rage, 45 Divine Rage), Dex 35, Con 34 (42 Rage, 44 Divine Rage), Int 28, Wis 29, Cha 24
Skills:               Balance +66, Concentration +42, Climb +62 (+66 Rage, +67 Divine Rage), Craft (Blacksmithing, Bowmaking, Stoneworking, Trapmaking, Weaponsmithing, Woodworking) +59, Hide +62, Intimidate +59, Jump +66 (+70 Rage, +71 Divine Rage), Knowledge (Dungeoneering, Geography, Nature) +39, Listen +65, Move Silently +62, Search +59, Sense Motive +69, Spot +59, Survival +83, Swim +62 (+66 Rage, +67 Divine Rage), Tumble +66
Feats:                Far Shot, Improved Initiative, Point Blank Shot, 18 more plus scout bonus feats
Divine Immunities: Ability Damage, Ability Drain, Acid, Cold, Death Effects, Disease, Disintegration, Electricity, Energy Drain, Mind-Affecting Effects, Paralysis, Poison, Sleep, Stunning,Transmutation, Imprisonment, and Banishment.
Salient Divine Abilities: Battlesense, Clearsight, Divine Archery, Divine Celerity, Divine Dodge, Divine Rage, Extra Domain (Celerity, Travel, Trickery), Supreme Initiative
Domain Powers: Land speed is +10' unless wearing heavier than Light Armor or carrying heavier than a Light Load, Cast spells with Chaos and Evil descriptors at +1 level, Divination spells are cast at +1 caster level, 10 rounds per day you have may act as if under a Freedom of Movement spell
Spell-Like Abilities: Grankhul can cast the following spells at will as Spell-Like abilities: Animate Objects, Astral Projection, Blasphemy, Blur, Cat's Grace, Chaos Hammer, Clairvoyance/Clairaudience, Cloak of Chaos, Confusion, Create Undead, Desecrate, Detect Secret Doors, Detect Thoughts, Dimension Door, Discern Location, Disguise Self, Dispel Good/Law, Divination, Expeditious Retreat, False Vision, Find the Path, Fly, Foresight, Greater Blink, Greater Teleport, Haste, Invisibility, Legend Lore, Locate Object, Longstrider, Magic Circle Against Good/Law, Mass Cat's Grace, Mislead, Nondetection, Phase Door, Polymorph Any Object, Protection from Good/Law, Screen, Shatter, Summon Monster IX (Evil or Chaos only), Teleport, Time Stop, Tree Stride, True Seeing, Unholy Aura, Unholy Blight, Wind Walk, Word of Chaos. Caster Level is 20 (21 if the spell has the Chaos or Evil descriptor).  Save DC is 27 plus the spell level.
Possessions: Grankhul carries Oruulah ("Hawk"), a +5 Throwing, Returning, Keen, Brash, Deadly Precision Longsword.
Create Magic Items: Grankhul can create magic weapons, and items used for hunting or perception as long as the items market price does not exceed 30,000 GP.


Other Divine Powers
As a Lesser deity, Grankhul may take a 10 on any check.  He treats a roll of '1' on an Attack Roll or Saving Throw normally and not as an automatic failure.  He is immortal.
Senses: Grankhul can see, hear, touch, and smell at a distance of 10 miles.  As a Standard Action he can perceive anything within 10 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour.  He can extend his senses to up to 5 locations at once.  He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 10 hours.
Portfolio Powers: Grankhul sense any act involving hunting or stealth that involves at least 500 people the instant it happens and retains the sensation for up to 10 weeks after the event occurs. 
Automatic Actions: Grankhul can use Hide, Intimidate, Listen, Move Silently, or Spot as a Free Action if the DC for the task is 20 or lower.  He can perform up to 5 Free Actions each round.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on June 19, 2009, 03:35:52 PM
Okay hte Fear Domain is done, Skiggaret is all but done, and I finally got some decent work on the Jug Bander done.  As soon as the redneck bard is done, the redneck barbarian is up next.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on June 20, 2009, 02:46:22 PM
Skiggaret is done, Grankhul just needs Feats, so on to the next one:


ANLAMLI
Demigod
Symbol:  Stylized statuette of pregnant female (i.e. a Venus statue)
Home Plane: Pandemonium
Alignment: Chaotic Evil
Portfolio: Birth, Fertility, Women
Worshipers: Female Bugbears (and male ones desiring heirs)
Cleric Alignments: CE, CN, NE
Domains: Bugbear, Community, Family
Favored Weapon: Sling

Anlamli is the Bugbear Demigoddess of fertility and childbirth.  She appears as an ever pregnant Bugbear woman with sharp claws and teeth and long black hair.  Uusally she is pictured setting in front of a cave or on a mountain, using her sling to kill passers by.  She shares Hruggek's cave at times, but has her own cave in Pandemonium as well.

Dogma
Anlamli wants the Bugbear race to prosper, but at the expense of he other races.  She doesn't believe in using rape as a tool of ethnic cleansing like the Orcs do, but does believe in having her own people breed as quickly as possible.  Her female worshipers are always pregnant if possible, and their menfolk are encouraged to impregnate other Bugbear women as well.

Clergy and Temples
Anlamli's temples are in caves set high in the mountains, deliberately made difficult to approach.  Anyone wishing to gain the blessings of Anlamli's priestesses must survive the trip up the mountain, made difficult by the priestesses hurling insults and rocks as they climb.


ANLAMLI
Cleric 20, Evangelist 5, Spirit Shaman 15
Large Outsider (Chaotic, Evil)
Divine Rank: 5
Hit Dice:             20d8+240 plus 5d6+60 plus 15d8+180 plus 20d8+240 (1190 hp)
Initiative:           +7
Speed:                80 ft. (16 squares)
Armor Class:          52 (-1 Size, +7 Dex, +18 Natural, +5 Divine, +13 Deflection), touch 34, flat-footed 45
Base Attack/Grapple:  +44/+56
Attack:              Unarmed Strike +50 (2d6+7) or +5 Sling +56 ranged (1d6+10/19-20) or Spell +50 melee touch/+50 Ranged Touch
Full Attack:          Unarmed Strike +50/+45/+40/+35 (2d6+7) or +5 Sling +56 ranged (1d6+10/19-20) or Spell +50 melee touch/+50 Ranged Touch
Space/Reach:          10 ft./10 ft.
Special Attacks:      Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Spells, Rebuke Undead 16/day
Special Qualities:   Divine Immunities, DR 15/Epic, Fire Resistance 10, Spell Resistance 37, Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 5 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (50', DC 28), Exorcism, Guide Magic, Recall Spirit, Spirit Form 2/day, Follow the Guide, Ghost Warrior, Blessing of the Spirits, Warding of the Spirits, Chastise Spirits (15d6, DC 38), Detect Spirits, Spirit Guide, Wild Empathy, Great Orator, Fast Talk, Skill Mastery (Bluff, Diplomacy, Disguise, Intimidation, Sense Motive)
Saves:                Fort +51, Ref +36, Will +55
Abilities:            Str 24, Dex 24, Con 35, Int 24, Wis 36, Cha 36
Skills:               Bluff +64, Climb +35, Concentration +63, Craft (Weaving) +35, Diplomacy +97, Gather Information +41, Heal +87, Hide +35, Intimidate +45, Knowledge (Arcana, History, Local, Nature, Religion) +58, Listen +57, Perform (Oratory) +37, Profession (Midwife) +45, Search +35, Sense Motive +64, Spellcraft +39, Spot +57
Feats:                Combat Archery, Distant Shot, Divine Armor, Divine Fortune, Dodge, Far Shot, Improved Precise Shot, Improved Critical (Sling), Improved Unarmed Strike, Mobility, Point Blank Shot, Power Critical (Sling), Precise Shot, Ranged Disarm, Ranged Pin, Ranged Sunder, Sharp-Shooting, Stunning Fist, Superior Unarmed Strike, Weapon Focus (Sling), Zen Archery, Alertness (B)
Divine Immunities: Ability Damage, Ability Drain, Acid, Cold, Death Effects, Disease, Disintegration, Electricity, Energy Drain, Mind-Affecting Effects, Paralysis, Poison, Sleep, Stunning ,Transmutation, Imprisonment, and Banishment.
Salient Divine Abilities: Command Plants, Divine Inspiration, Extra Sense Enhancement (Sight), Gift of Life, Unholy Birth
Domain Powers: +1d6 Sneak Attack, Cast Calm Emotions as a Spell-Like Ability 1/day, once per day as a Free Action you can give 13 creatures a +4 Dodge Bonus to AC for 13 rounds as long as hey remain within 10' of you
Spell-Like Abilities: Anlamli can cast the following spells at will as Spell-Like abilities: Blasphemy, Bless, Disguise Self, Etherealness, Greater Invisibility, Helping Hand, Heroes' Feast, Imbue With Spell Ability, Mass Heal, Misdirection, Mordenkainen's Magnificent Mansion, Mass Reflective Disguise, Mind Blank, Nightstalker's Transformation, Nondetection, Prayer, Prismatic Sphere, Protection from Spells, Rary's Telepathic Bond, Refuge, Shield Other, Status, Tongues.  Caster Level is 15.  Save DC is 28 plus the spell level.
Cleric Spells Per Day: 6/9/8/8/8/8/6/6/6/6; Base DC=23 plus spell level
Spirit Shaman Spells Per Day: 6/10/9/9/9/9/8/6/4; Base DC=23 plus spell level
Spirit Shaman Spells Retrieved Per Day: 3/3/3/3/3/3/2/1/1
Possessions: Amlamli carries Uzakkadin, a +5 Collision, Distance, Eager, Seeking Sling.
Create Magic Items: Anlamli can create magic items related to fertility or childbirth as long as the items market price does not exceed 4,500 GP.


Other Divine Powers
As a Demigod, Anlamli treats a roll of '1' on an Attack Roll or Saving Throw normally and not as an automatic failure.  She is immortal.
Senses: Anlamli can see, hear, touch, and smell at a distance of 5 miles.  As a Standard Action he can perceive anything within 5 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour.  He can extend his senses to up to 2 locations at once.  He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 5 hours.
Portfolio Powers: Anlamli sense any act involving conceiving a child or birth the instant it happens and retains the sensation for up to 5 weeks after the event occurs. 
Automatic Actions: Anlamli can use Bluff, Diplomacy, or Gather Information as a Free Action if the DC for the task is 15 or lower.  She can perform up to 2 Free Actions each round.


Unholy Birth
You can birth children once per month.
 Prerequisites: Divine Rank 5+, Portfolio must include Fertility, Must be Evil
 Benefits: Once per month you can give birth to a member of the race that you are a Patroness of (in Anlamli's case Bugbears) and it has the Unholy Scion Template.  You may raise it yourself, or give it over to worshipers to raise.


Bugbear Domain
Granted Power: Your Sneak Attack increases by +1d6 (or if you do not have Sneak Attack you gain one die).
1: Disguise Self
2: Misdirection
3: Nondetection
4: Greater Invisibility
5: Nightstalker's Transformation
6: Mass Reflective Disguise
7: Blasphemy
8: Mind Blank
9: Etherealness
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on June 21, 2009, 02:57:21 PM
Okay I edited all the gods a lil (I forgot magic items and Skiggarets avatar), and Anlamli now has a brand new Domain (Bugbear) and a new Salient Divine Ability (Birth).  As soon as I finish her there are some minor unnamed Bugbear deities of Earth and Death, and the Bugbear Pantheon is done :D
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on June 22, 2009, 12:15:21 PM
TOPRAKLA
Demigod
Symbol:  Cave entrance
Home Plane: Pandemonium
Alignment: Chaotic Evil
Portfolio: Crops, Earth, Nature
Worshipers: Bugbears
Cleric Alignments: CE, CN, NE
Domains: Bugbear, Cavern, Earth
Favored Weapon: Scythe

Toprakla is the Bugbear God of the Earth and Caves.  While his name is little known outside of their race, they are forever grateful to him as without his guidance what few crops they grow in their caves would be impossible to pull off.   He appears as a vaguely Bugbear like form rising from the earth and muck wielding a large black scythe.

Dogma
Toprakla is unusual among the Bugbear Gods in that he actively cares for his people without killing them or causing them fear or harm.  Or at least not to the extent the others do.  He does insist on blood sacrifices once a year to ensure a good year of crops.  Not that the Bugbears farm much beyond fungus, and some odd plants that require little in the way of light.  He also encourages his worshipers to be knowledgeable and skilled in something other than war and deception.

Clergy and Temples
Toprakla's temples are set in caverns, or in hide tents set up in fields (whenever the Bugbears can actually have access to fields).  His clergy are usually indistinguishable from simple farmers.


TOPRAKLA
Druid 20/Shugenja 20
Large Outsider (Chaotic, Evil)
Divine Rank: 5
Hit Dice:             20d8+200 plus 20d6+200 plus 20d8+200 (1040 hp)
Initiative:           +7
Speed:                80 ft. (16 squares)
Armor Class:          52 (-1 Size, +7 Dex, +18 Natural, +5 Divine, +13 Deflection), touch 34, flat-footed 45
Base Attack/Grapple:  +45/+59
Attack:              +5 Scythe +60 (2d6+20/x4, 19-20, Vorpal)
Full Attack:          +5 Scythe +60/+55/+50/+45 (2d6+20/x4, 19-20, Vorpal)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Spells
Special Qualities:   Divine Immunities, DR 15/Epic, Fire Resistance 10, Spell Resistance 37, Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 5 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (50', DC 27), Element Focus (Earth), Sense Element, Animal Companion, Nature Sense, Wild Empathy, Woodland Stride, Trackless Strep, Resist Nature's Lure, Venom Immunity, A Thousand Faces, Timeless Body, Wild Shape 6/day (Elemental 3/day)
Saves:                Fort +45, Ref +36, Will +54
Abilities:            Str 30, Dex 24, Con 30, Int 24, Wis 36, Cha 35
Skills:               Balance +35, Climb +38, Concentration +84, Craft (Stoneworking) +55, Diplomacy +62, Heal +45, Hide +35, Intimidate +40, Knowledge (Architecture and Engineering, Dungeoneering, Geography, History, Local) +54, Knowledge (Nature) +81, Listen +61, Move Silently +35, Profession (Stonemason) +58, Spellcraft +69, Spot +61, Survival +61, Swim +38
Feats:                Battlecaster Defense, Blind-Fight, Cleave, Clutch of Earth, Combat Casting, Domain Focus (Earth), Earth Devotion, Earthbound Spell, Elemental Healing, Elemental Smiting, Enlarge Spell, Extend Spell, Great Cleave, Greater Spell Penetration, Improved Critical (Scythe), Power Attack, Power Critical (Scythe), Spell Penetration, Summon Elemental, Weapon Focus (Scythe), Widen Spell
Divine Immunities: Ability Damage, Ability Drain, Acid, Cold, Death Effects, Disease, Disintegration, Electricity, Energy Drain, Mind-Affecting Effects, Paralysis, Poison, Sleep, Stunning ,Transmutation, Imprisonment, and Banishment.
Salient Divine Abilities: Command Plants, Divine Blast, Divine Druid, Divine Earth Mastery, Divine Fast Healing,
Domain Powers: Gains +1d6 Sneak Attack, Stonecunning (PHB 15), Rebuke Earth Creatures 15/day
Spell-Like Abilities: Toprakla can cast the following spells at will as Spell-Like abilities: Blasphemy, Darkness, Detect Secret Doors, Disguise Self, Earthquake, Elemental Swarm, Etherealness, Find the Path, Greater Invisibility, Imprisonment, Iron Body, Leomund's Secure Shelter, Mass Reflective Disguise, Meld into Stone, Mind Blank, Misdirection, Nightstalker's Transformation, Nondetection, Passwall, Soften Earth and Stone, Spike Stones, Stone Shape, Stoneskin, Wall of Stone.  Caster Level is 15.  Save DC is 27 plus the spell level.
Druid Spells Per Day: 6/9/8/8/8/8/6/6/6/6; Base DC=23 plus spell level
Shugenja Spells Per Day: 6/9/9/9/8/8/8/8/8/7; Base DC=22 plus level
Shugenja Spells Known: 0: Detect Magic, Detect Posion, Mage Hand, Mending, Read Magic, Resistance, Virtue,
1: Endure Elements, Magic Stone, Obscuring Mist, Pass Without Trace, Sanctuary, Shield of Faith
2: Barkskin, Bears Endurance, Bull's Strength, Hold Person, Lesser Restoration, Soften Earth and Stone
3: Dispel Magic, Meld into Stone, Prayer, Protection from Energy, Stone Shape
4: Dismissal, Restoration, Spike Stones, Spell Immunity, Subvert Planar Essence
5: Commune With Nature, Passwall, Righteous Might, Transmute Rock to Mud, Wall of Stone
6: Flesh to Stone, Move Earth, Stone Tell, Stoneskin
7: Disintegrate, Greater Restoration, Spell Turning, Statue
8: Binding, Earthquake, Protection from Spells, Regenerate
9: Antipathy, Elemental Swarm, Imprisonment
Possessions: Toprakla carries Orakci, a +5 Vorpal Scythe.
Create Magic Items: Toprakla can create magic items related to nature or the earth as long as the items market price does not exceed 4,500 GP.


Other Divine Powers
As a Demigod, Toprakli treats a roll of '1' on an Attack Roll or Saving Throw normally and not as an automatic failure.  He is immortal.
Senses: Toprakla can see, hear, touch, and smell at a distance of 5 miles.  As a Standard Action he can perceive anything within 5 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour.  He can extend his senses to up to 2 locations at once.  He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 5 hours.
Portfolio Powers: Toprakla sense any act involving crops, earth, or nature the instant it happens and retains the sensation for up to 5 weeks after the event occurs. 
Automatic Actions: Toprakla can use Hide, Move Silently, and Survival as a Free Action if the DC for the task is 15 or lower.  He can perform up to 2 Free Actions each round.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on June 24, 2009, 01:29:59 PM
STALKER
Demigod
Symbol:  A shadow
Home Plane: None (it wanders the Planes)
Alignment: Neutral Evil
Portfolio: Cold, death, hate
Worshipers: Stalker has no worshipers
Cleric Alignments: Stalker has no worshipers
Domains: Cold, Darkness, Death, Hatred
Favored Weapon: None

Stalker appears as a slowly creeping shadow of varying size.  While it is said to be related to the Goblins ad their deities, it shows them no compassion, and often kills them over other targets if presented with the opportunity.  It is said Stalker predates the Goblins, and their deities driving it from it's home cause it to hate them, and eventually all other life.  Only the Goblin GOd Skiggaret can approach it without Fear, as it regards Skiggaret as a kindred spirit.

Dogma
Stalker is said to grow more powerful with the death of living things (particularly Goblinoids), so it always attempts to ensure bloody warfare whenever possible.

Clergy and Temples
Stalker has no worshipers, and no temples.  On very rare occasions a Goblin priest of another deity can promise it wartime sacrifices while suicidally dancing himself to death in a ritual manner to appease Stalker, but this is far from being a guarantee.


STALKER
Sorcerer 20/Shadowcaster 20
Large Outsider (Evil)
Divine Rank: 5
Hit Dice:             20d4+200 plus 20d6+200 plus 20d8+200 (960 hp)
Initiative:           +10
Speed:                80 ft. (16 squares)
Armor Class:          55 (+10 Dex, +18 Natural, +5 Divine, +12 Deflection), touch 37, flat-footed 45
Base Attack/Grapple:  +40/+47
Attack:              Touch +50 (4d6 cold plus 4d6 negative energy) or Spell +50 Melee/Ranged Touch
Full Attack:          Touch +50 (4d6 cold plus 4d6 negative energy) or Spell +50 Melee/Ranged Touch
Space/Reach:          5 ft./5 ft.
Special Attacks:      Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Mysteries, Spells
Special Qualities:   Divine Immunities, DR 15/Epic, Fire Resistance 10, Spell Resistance 37, Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 5 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (50', DC 27), Umbral Sight (60'), Sustaining Shadow
Saves:                Fort +45, Ref +39, Will +51
Abilities:            Str 25, Dex 30, Con 30, Int 30, Wis 30, Cha 35
Skills:               Balance +38, Bluff +81, Climb +23, Concentration +69, Hide +61, Intimidate +58, Knowledge (Arcana) +84, Knowledge (The Planes) +79, Knowledge (Geography, Nature, Religion) +56, Move Silently +61, Sense Motive +56, Spot +61, Spellcraft +84, Survival +38, Swim +35, Use Magic Device +35
Feats:        Cold Focus, Cold Spell Specialization, Combat Casting, Energy Substitution (Cold), Enlarge Spell, Extend Spell, Flash Frost Spell, Frozen Magic, Greater Cold Focus, Greater Spell Focus (Evocation), Greater Spell Penetration, Lord of the Uttercold, Piercing Cold, Quicken Spell, Shadow Veil, Silent Spell, Snowcasting, Spell Focus (Evocation), Spell Penetration, Still Spell, Winter's Blast, 21,  Blind-Fight (B), Line of Shadow (B), Quicken Mystery (B), Reach Mystery (B), Still Mystery (B)
Divine Immunities: Ability Damage, Ability Drain, Acid, Cold, Death Effects, Disease, Disintegration, Electricity, Energy Drain, Mind-Affecting Effects, Paralysis, Poison, Sleep, Stunning ,Transmutation, Imprisonment, and Banishment.
Salient Divine Abilities: Alter Size, Avatar, Extra Domain (Hatred), Frightful Presence, Hand of Death
Domain Powers: Rebuke Cold or Turn Fire Creatures 15/day, Death Touch (5d6, 1/day), 1/day you may gain a +2 Profane Bonus on Attack/Damage/Save rolls vs one opponent for 1 minute
Spell-Like Abilities: Stalker can cast the following spells at will as Spell-Like abilities: Animate Dead, Antipathy, Armor of Darkness, Bestow Curse, Blacklight, Blasphemy, Blindness/Deafness, Cause Fear, Chill Metal, Chill Touch, Cone of Cold, Control Weather, Create Greater Undead, Darkbolt, Death Knell, Death Ward, Destruction, Doom, Forbiddance, Ice Storm, Nightmare, Obedient Avalanche, Obscuring Mist, Polar Ray, Power Word Blind/Kill, Prying Eyes, Rage, Righteous Might, Scare, Slay Living, Sleet Storm, Wail of the Banshee, Wall of Ice.  Save DC is 27 plus the spell level.
Fundamentals Known: Arrow of Dusk, Black Candle, Caul of Shadow, Liquid Night, Mystic Reflection, Shadow Hood, Sight Obscured, Umbral Hand.  May be used at Will, Save DC 22.
Mysteries Known:1: Carpet of Shadow, Life Fades, Steel Shadows (Su)
2: Blackfire,Flesh Fails (Su)
3: Umbral Touch (Su)
4: Shadows Fade, Shadow Vision (Sp)
5: Curtain of Shadows, Unravel Dweomer (Sp)
6: Greater Shadows Fade, Unveil (Sp)
7: Ephemeral Image, Prison of Night, Summon Umbral Servant
8: Shadow Plague, Tomb of Night, Umbral Body
9: Army of Shadow, Consume Essence
Mysteries Per Day: 3/3/3/2/2/2/1/1/1, Base DC=22 plus Mystery level
Sorcerer Spells Known:  0: Daze, Detect Magic, Detect Poison, Ray of Frost
1: Ice Dagger, Lesser Orb of Cold, Message, Net of Shadows, Obscuring Mist, Ghost Sound, Ray of Enfeeblement, Resistance, Touch of Fatigue
2: Frost Breath, Ice Knife, Ray of Ice, Shadow Spray, Wall of Gloom 5
3: Blacklight, Shadow Binding, Shadow Cache, Shadow Phase
4: Evard's Black Tentacles, Orb of Cold, Shadow Conjuration, Shadow Well
5: Night's Caress, Shadow Evocation, Shadow Form, Shadowfade
6: Ray of Entropy, Shadow Walk, Spectral Touch
7: Avasculate, Greater Shadow Conjuration, Ice Claw
8: Blackfire, Field of Icy Razors, Greater Shadow Evocation
9: Black Blade of Disaster, Shades, Sphere of Ultimate Destruction
Sorcerer Spells Per Day: 6/9/9/9/9/8/8/8/8/7, Base DC=22 plus spell level
Possessions: None.
Create Magic Items: Stalker can create magic items related to cold, death, or hate as long as the items market price does not exceed 4,500 GP.


Other Divine Powers
As a Demigod, Stalker treats a roll of '1' on an Attack Roll or Saving Throw normally and not as an automatic failure.  He is immortal.
Senses: Stalker can see, hear, touch, and smell at a distance of 5 miles.  As a Standard Action he can perceive anything within 5 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour.  He can extend his senses to up to 2 locations at once.  He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 5 hours.
Portfolio Powers: Stalker sense any act involving cold, death, or hate the instant it happens and retains the sensation for up to 5 weeks after the event occurs. 
Automatic Actions: Stalker can use Hide, Move Silently, and Survival as a Free Action if the DC for the task is 15 or lower.  He can perform up to 2 Free Actions each round.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on June 25, 2009, 01:01:51 PM

 EATERS OF THE FALLEN

(http://Picture URL)
   
"Step away from the Meat."

 The Eaters of the Fallen are worshipers of Grankhul.  They are religious cannibals/anthropophagi who kill and devour the opponent of the Bugbear people (and their own cult). 

BECOMING AN EATER OF THE FALLEN  
Most Eaters are Clerics who have become Rangers or Scouts to appease their Patron Grankhul.

 ENTRY REQUIREMENTS
   Class Abilities:  +1d6 Skirmish or Favored Enemy, Access to one of the following Domains: Celerity, Knowledge, Travel, Trickery
   Patron:  Grankhul
   Skills:  Hide 6 ranks, Listen 6 ranks, Move Silently 6 ranks, Spot 6 ranks, Survival 6 ranks
   Feats:  Endurance, Track
   Race:  Bugbear
   Special: Must have tracked down, killed, and ceremonially dressed, cooked, and eaten a member of an intelligent humanoid species considered to be an enemy of the Bugbears.

Class Skills
 The Eater of the Fallen's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Hide (Dex), Jump (Str), Knowledge (Geography, Nature, Religion)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +2    Ambush Warfare, +1 level of Divine spellcasting class
2. +1    +0     +3     +3    Woodcraft, +1 level of Divine spellcasting class
3. +2    +1     +3     +3    +1 level of Divine spellcasting class
4. +3    +1     +4     +4    Ambush Warfare, +1 level of Divine spellcasting class
5. +3    +1     +4     +4    Woodcraft, +1 level of Divine spellcasting class
6. +4    +2     +5     +5    +1 level of Divine spellcasting class
7. +5    +2     +5     +5    Ambush Warfare, +1 level of Divine spellcasting class
8. +6    +2     +6     +6    Woodcraft, +1 level of Divine spellcasting class
9. +6    +3     +6     +6    +1 level of Divine spellcasting class
10.+7    +3     +7     +7   Cannibal Master, +1 level of Divine spellcasting class


Weapon Proficiencies: The Eaters of the Fallen gain no new weapon or armor proficiencies.
 
Ambush Warfare (Ex): At 1st level if you successfully attack your opponent when he is Denied his Dexterity Bonus to AC you do extra damage equal to your Eaters of the Fallen level.  If your opponent is one of your Favored Enemies you instead add double your Eaters of the Fallen level to damage.  If you have Skirmish as opposed to Favored Enemy, you gain double your normal AC bonus from the Skirmish.

At 4th level you are quite practiced at stabbing opponents in the back and gain +2d6 Sneak Attack (this stacks with any Sneak Attack Dice you may gain from other class levels). 

At 7th level, when you successfully critical while striking an opponent who is Denied his Dex Bonus to AC, you do (Eaters of the Fallen Level divided by 2)d6 extra damage.


Woodcraft (Ex): At levels 2, 5, and 8 choose any 2 skills from your class skill list.  You gain a +2 Competence Bonus on these skills.  You may choose the same skill more than once, and the bonuses gained from this ability stack.

Divine Spellcasting: At each level your caster level in one Divine caster class increases by 1.  If you have multiple Divine caster classes (such as Ranger and Cleric) choose which one increases at each level.

Cannibal Master (Ex): At 10th level you gain extra power when ritually consuming part of your fallen foes.  For each foe you kill personally (in other words you must have been responsible for most of the damage done to it, and delivered the killing blow), AND that you eat some part of you gain a cumulative +1 Morale Bonus to all rolls for the next 24 hours.

PLAYING AN EATER OF THE FALLEN
 Mercy is for the weak.  There is no such thing as justice or rules within this world.  Do what is necessary to win.  Survive at any cost.  betray any friend if it's necessary to complete your mission for Grankhul.
 Combat: You prefer combat from a distance or from ambush.  After all you think of yourself as a hunter, not a soldier.  Rules are for soldiers.  You do whatever is necessary to win without placing yourself in too much danger.  Traps are beloved by members of this class.
 Advancement: Eaters generally follow the path of being a hunter and scout first, and a priest second.  If they left their woodcraft behind to dedicate themselves to priestly deities only, their God would disown them.
Resources: Eaters are taught to rely on themselves only.  In a pinch they can ask for help from their church, but they prefer to solve problems on their own first.

EATERS OF THE FALLEN IN THE WORLD
"They didn't leave anything of Lord Samuel at all...they even cracked the bones to suck out the marrow..."
 While they are folk heroes to their own people, the Eaters are monsters to the outside world.  It's one of the reasons they don't go out of their way to advertise their priestly side.  If people knew they were devotees of Grankhul they'd die a lot slower than their comrades...
 Daily Life: The Eaters are always trying to add to their list of skills, and abilities to remain self sufficient.  They also receive a lot of military training, as they are expected to lead squads in guerilla warfare strikes against enemies.
 Notables: Tulk (NE Male Bugbear Ranger 6/Cleric 1/Eater of the Fallen 1) is a new recruit who may have touched off a war by having devoured the Princess of a neighboring Elf nation.
 Organizations: The Church of Grankhul is a well oiled machine, even if it is informal for the most part when the Bugbears aren't at war.  They have much to do, and not enough recruits to do it.  But while this has taught them incredible efficiency it means they have little time for naything but their assigned tasks.

NPC Reaction
 NPC's are horrified at the acts committed by the Eaters, who go out of their way to commit atrocities for no better purpose than discouraging people from coming around.

EATERS OF THE FALLEN IN THE GAME
 This class requires it's players to do things many people would find uncomfortable.  Make sure they understand what they're getting into.
 Adaptation: This is best for all Bugbear or all Evil Campaigns.
 Encounters: PC's generally encounter the Eaters whenever they invade Bugbear lands, or go anywhere where the Bugbears are currently at war.

Sample Encounter
EL 12: The PC's have been drafted to find the killers of a local Lord's daughter.  It's that or die on the front lines.  So it's off to Bugbear country they go sneaking...


Tulk
NE Male Bugbear Ranger 6/Cleric 1/Eater of the Fallen 1
Init +7, Senses: Listen +9, Spot +9, Dark Vision 60'
Languages Common, Goblin
------------------------------------------------
AC 25, touch 16, flat-footed 22 (+3 Dex, +3 Natural, +6 Armor, +3 Deflection)
hp 82 (11 HD)
Fort +11, Ref +13, Will +12 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Kukri +11/+6 (1d4+3/15-20)
Ranged +1 Kukri +11 (1d4/15-20)
Base Atk +8, Grp +11
Atk Options Rebuke Undead 1/day
Combat Gear
Ranger Spells Per Day 1st: 2 (DC 14)
Cleric Spells Per Day 1st: 2 (DC 14)
-----------------------------------------------
Abilities Str 16, Dex 16, Con 16, Int 10, Wis 16, Cha 6
SQ Favored Enemy (Human +4, Dwarf +2), Combat Style, Wild Empathy, Animal Companion (Wolf), Domains (Celerity, Trickery)
Feats Far Shot, Improved Initiative, Point Blank Shot, Precise Shot, Endurance (B), Improved Two Weapon Fighting (B), Two Weapon Fighting (B), Track (B)
Skills Climb +9, Concentration +9, Craft (Weaponsmithing) +4, Hide +9, Knowledge (Geography, Nature) +6, Knowledge (Religion) +2, Listen +9, Move Silently +13, Search +6, Spot +9, Survival +9, Swim +9
Possessions +2 Improved Shadow Improved Silent Moves Chain Shirt, +1 Keen Throwing Returning Kukri, +3 Ring of Protection, Lens of Detection



EPIC EATERS OF THE FALLEN

Hit Die: d8
Skills Points at Each  Level : 4 + int
Woodcraft You gain an additional +2 to any 2 skills at level 22, and every 3 levels thereafter.
Spellcasting The Caster level of one of your Divine spellcasting classes continues to improve with level.
Bonus Feats: The Epic Eater of the Fallen gains a Bonus Feat every 3 levels higher than 20th
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on June 26, 2009, 02:10:39 PM
Bit of an update to the Jug Bander.  Everyone think the class ability is okay?
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on June 27, 2009, 01:40:10 PM
Minor updates to Stalker and hte Eaters.  It promises to be a super busy weekend for me, so hopefully I get time to finish them.
Title: Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
Post by: bhu on July 03, 2009, 03:00:40 PM
FORESTKITH ALPHA

(http://Picture URL)
   
"RAAAAAAAAAAAAAAAAH!!!!!!!!"

 A small percentage of the males among the Forestkith Goblins grow to tremendous size, sometimes standing a hulking 6' tall (i.e. comparatively tremendous to their fellows).  Most researchers are uncertain to the cause of origin of the phenomenon, and the Forestkith's lack of cooperation certainly doesn't help much.

BECOMING A FORESTKITH ALPHA  
How you would normally become a member of this prestige class.

 ENTRY REQUIREMENTS
   Race:  Forestkith Goblin
   Gender:  Male
   Feats:  Improved Grapple, Improved Unarmed Strike
   Skills:  Any two skills based on a physical stat (i.e. Str, Dex, or Con) at 8 ranks
   BAB:  +6


Class Skills
 The Forestkith Alpha's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Nature)(Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Tumble (Dex).
Skills Points at Each  Level : 4 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Flying Tackle
2. +2    +3     +0     +0    Rage
3. +3    +3     +1     +1    Powerful Wrestler
4. +4    +4     +1     +1    Flying Tackle
5. +5    +4     +1     +1    Rage
6. +6    +5     +2     +2    Powerful Build
7. +7    +5     +2     +2    Flying Tackle
8. +8    +6     +2     +2    Rage
9. +9    +6     +3     +3    Medium Size
10.+10   +7     +3     +3   Transformation

Weapon Proficiencies: A Forestkith Alpha gains no new weapon or armor proficiencies.
 
Flying Tackle (Ex): As a Standard Action you may run and plow into your opponent.  This is a charge attack doing damage equal to your Unarmed Strike damage, and both you and your opponent are knocked prone.

At 4th level when you successfully perform the Flying Tackle you may perform a Grapple Check as a Free Action without provoking an Attack of Opportunity.  You both still end Prone, but if successful you are now Grappling your opponent.

At 7th level if you have your opponent Pinned in a Grapple, you can rain down blows upon him doing double your Unarmed Strike damage each round you maintain the Grapple.

Rage (Ex): At level 2 the Forestkith Alpha gains 1 daily use of Rage (identical to the Barbarian class abi