Author Topic: Uncle Kitties Handbook of Spuriously Made Prestige Classes  (Read 98453 times)

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bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #140 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.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #141 on: April 24, 2009, 12:34:18 PM »
well I guess the Janissary is done, so time for the next one:


PSYCHIC EXPERIMENT


   
"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
« Last Edit: May 01, 2009, 11:49:47 AM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #142 on: April 27, 2009, 12:45:11 PM »
Got all the abilities up except the capstone.  Does it feel kinda eh to anyone else?

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #143 on: April 28, 2009, 12:26:22 PM »
Psychic Experiment finished and awaiting feedback.  If you guys liek I shall move on.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #144 on: April 29, 2009, 12:41:20 PM »
THE SONS OF BAGHTRU


   
"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
« Last Edit: May 07, 2009, 12:44:53 PM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #145 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.

Radmelon

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #146 on: May 01, 2009, 02:21:23 AM »
How do you cast divine spells spontaniously?

Nanshork

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #147 on: May 01, 2009, 03:34:55 AM »
How do you cast divine spells spontaniously?

Favored Soul for one.
My babies - A thread of random builds I've come up with over the years.
Notes to self

veekie

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #148 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.
The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

[spoiler]
"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!
[/spoiler]

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."

Radmelon

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #149 on: May 02, 2009, 02:50:13 AM »
thank you.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #150 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.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #151 on: May 05, 2009, 11:32:52 AM »
THE CULT OF PALE HANDS


   
”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.
« Last Edit: July 18, 2009, 11:36:58 AM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #152 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...

Prak, the Mad

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #153 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.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #154 on: May 09, 2009, 12:58:57 PM »
Feats are a possiblity.  WHat do you think of the current class abilities?

InnaBinder

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #155 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.
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I made a Handbook!?

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #156 on: May 10, 2009, 11:28:55 AM »
what book would Holy Potency be in?

InnaBinder

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #157 on: May 10, 2009, 12:28:09 PM »
what book would Holy Potency be in?
Complete Champion, p. 59
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Prak, the Mad

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #158 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...

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #159 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.