Author Topic: Uncle Kitties Handbook of Spuriously Made Prestige Classes  (Read 130662 times)

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bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #20 on: December 25, 2008, 05:29:43 AM »
ORC PIRATE


   
"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
« Last Edit: December 27, 2008, 09:14:18 AM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #21 on: December 27, 2008, 09:14:58 AM »
Orc Pirate is revised, and Epic levels are added.  I may redo it and Fists of Gruumsh entirely, they seem kinda bland to me.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #22 on: December 29, 2008, 08:18:03 AM »
Another meh class


ORC SERGEANT


   
"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
« Last Edit: January 06, 2009, 08:06:27 AM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #23 on: January 03, 2009, 06:41:29 AM »
Ok the last 3 haven't inspired much commentary so lets try this one:


KEEPER


   
"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.
« Last Edit: January 06, 2009, 08:06:06 AM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #24 on: January 05, 2009, 03:45:32 AM »
PAIN MANIFESTER


   
"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.
« Last Edit: January 06, 2009, 08:05:38 AM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #25 on: January 06, 2009, 08:03:04 AM »
This one really needs work.  It's meant more for NPC's than players.


THE SOULLESS


   
"......"

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
« Last Edit: January 07, 2009, 07:50:42 AM by bhu »

Prak, the Mad

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #26 on: January 06, 2009, 05:44:25 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.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #27 on: January 07, 2009, 06:03:36 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

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #28 on: January 07, 2009, 06:22:03 AM »
temporary change of pace


THE SUPER HAPPY FUN BERSERKER





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
Combat: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:SUPER HAPPY FUN BERSERKERS IN THE WORLD
Daily Life:Notables:Organizations:NPC ReactionSUPER HAPPY FUN BERSERKERS IN THE GAMEAdaptation:Encounters:Sample Encounter
EL 12: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



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 InsanePrerequisites: 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
 BenefitsPositive 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
« Last Edit: January 10, 2009, 10:08:03 AM by bhu »

veekie

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #29 on: January 07, 2009, 08:45:54 AM »
Quote
SUPER HAPPY FUN BERSERKER
Oh my god, this is unmitigated, distilled awesome.
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."

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #30 on: January 07, 2009, 09:00:03 AM »
Woah! I just noticed the table is all phbbtttt!!!  I'll have that fixed in a bit.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #31 on: January 10, 2009, 10:07:31 AM »
ELDRITCH BERSERKERS


   
"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
« Last Edit: January 16, 2009, 09:45:19 AM by bhu »

Prak, the Mad

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #32 on: January 10, 2009, 10:33:04 AM »
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.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #33 on: January 12, 2009, 09:58:59 AM »
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.

Prak, the Mad

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #34 on: January 12, 2009, 07:49:10 PM »
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 and a Grey Elf Transmuter10 (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.
« Last Edit: January 16, 2009, 12:33:07 AM by Prak, the Mad »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #35 on: January 15, 2009, 07:59:05 AM »
I shall await your results.  And try to think of potential evil modifications in the meantime :D

Thank you kind sir

Prak, the Mad

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #36 on: January 15, 2009, 09:52:49 PM »
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.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #37 on: January 17, 2009, 08:02:23 AM »
JUICER


   
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 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.
ResourcesJUICERS IN THE WORLD
Daily LifeNotables: 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.
 OrganizationsNPC Reaction JUICERS IN THE GAME 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. 
 EncountersSample Encounter
EL 12EX-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
« Last Edit: January 18, 2009, 06:22:30 AM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #38 on: January 18, 2009, 06:28:40 AM »
BLACK KNIFE


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

 ENTRY REQUIREMENTS
   Race:  Goblin
   Class AbilitiesFeats:  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) 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

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 LifeNotablesOrganizations: 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 BLACK KNIVES IN THE GAME AdaptationEncountersSample Encounter
EL 12Haggard
NE Male Goblin Hexblade 3/Rogue 3/Black Knife 6
Init +3, SensesLanguages 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 OptionsCombat 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
« Last Edit: January 19, 2009, 08:41:35 AM by bhu »

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #39 on: January 19, 2009, 08:46:36 AM »
AZURE NIGHTMARE


   
BECOMING AN AZURE NIGHTMARE 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 SkillsSkills 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 ProficienciesOne 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 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

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 LifeNotables: 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.
 OrganizationsNPC Reaction 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.
 EncountersSample 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
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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 
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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)
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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
« Last Edit: January 20, 2009, 07:30:52 AM by bhu »