Author Topic: Uncle Kitties Handbook of Spuriously Made Prestige Classes  (Read 98450 times)

0 Members and 1 Guest are viewing this topic.

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #240 on: July 05, 2009, 02:56:54 PM »
Minor updates to Eaters, FOrestkith, and Jug Banders.  Sorry work has been sucking up so much of my time.  I'll have this stuff out of the way soon, and then it's more redneck PrC's

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #241 on: July 06, 2009, 01:06:06 PM »
Jug Bander and Forestkith are done and await feedback.  Redneck Druid is up next, where you will get to see Bert and Abners niece Sally statted out.

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #242 on: July 09, 2009, 01:54:24 PM »
I'll be adding some magical instruments ot the Jug Bander shortly after I do some more research.  In the meantime:



CRITTER HUGGER


   
Ah shall name yew Piggie Piggums!"

 Many people become Druids because of a personal attachment to Nature, or a firm belief in the ways of the wild world as opposed to civilization.  But for a small subset of young redneck women, the path of the Druid is merely the beginning to making all of Nature's critters your own personal snuggy pets.  After all it's the only way you know how to keep them safe is adopt them.   And adopt them you do.  In masses.

BECOMING A CRITTER HUGGER
Al Critter Huggers begin as Druids.

 ENTRY REQUIREMENTS
   Gender:  Must be female
   Class Abilities:  Wild Shape
   Skills: Handle Animal 8 ranks, Heal 4 ranks, Knowledge (Nature) 4 ranks, Survival 8 ranks
   Feats:  
   Alignment:  Cannot be Evil


Class Skills
 The Critter Hugger's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Nature)(Int), Listen (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +2    Animal Companion, Beluved O' the Critters
2. +1    +0     +3     +3    Mommy Wont Let the Bad Mans Hurt You
3. +2    +1     +3     +3    Piggie Time
4. +3    +1     +4     +4    Beluved O' the Critters
5. +3    +1     +4     +4    Mommy Wont Let the Bad Mans Hurt You
6. +4    +2     +5     +5    Piggie Time
7. +5    +2     +5     +5    Beluved O' the Critters
8. +6    +2     +6     +6    Mommy Wont Let the Bad Mans Hurt You
9. +6    +3     +6     +6    Piggie Time
10.+7    +3     +7     +7    Queen of Da Forest


Weapon Proficiencies: A Critter Hugger gains no new weapon or armor proficiencies.
 
Animal Companion (Su): Your Druid levels and Critter Hugger levels stack for purposes of determining the abilities of your Animal Companion.

Beluved O' the Critters (Su): So long as a Critter Hugger herself never harms an animal (you'll have to be a vegetarian), and prevents the unnecessary death or cruelty of animals by others, she is automatically considered to be friendly by all animals. Unnecessary cruelty would be hunting for any reason other than food, killing an animal for any reason other than self defense or food, or permanently caging or trapping one (say, in something like a zoo).  If a Critter Hugger does this they lose all class abilities until they perform penance and receive an Atonement spell.

At 1st level you may cast Calm Animals and Speak with Animals at will as Supernatural Abilities.

At 4th level when you cast Summon Nature's Ally spells to Summon Animals you may expend 1 daily use of your Wild Shape ability as a Free Action to have the Animal remain when the Summon spells duration ends.  It becomes your loyal companion, but the amount of Animals you can have as companions is equal to your HD times 4 (the Companion you gain as a Class Ability doesn't count towards this limit).

At 7th level you add the Summon Monster spells to your list but can only use them to summon Magical Beasts (that weren't formerly Vermin), and any skill/ability/spell that you have that specifically only affects Animals now affects Magical Beasts as well (that weren't formerly Vermin or are Arthropodic in nature).  Your vow to not harm Animals now applies to Magical Beasts as well (presuming they aren't formerly Vermin or are invertebrate in nature).


Mommy Wont Let the Bad Mans Hurt You (Su): At 2nd level a number of times per day per level you may make a Heal Check on any Animal you can touch as a Standard Action, and it heals hit point damage equal to your Heal Check.

At 5th level you may use 1 daily use of this ability to remove a condition (Blinded, Stunned, Confused, Frightened, etc, see page 300 of the DMG) from an Animal instead.

At 8th level you may use 1 daily use of this ability to cure an Animal of all Ability Drain/Damage instead.

Piggie Time (Su): Named after the battle cry of a famous Critter Hugger, this ability allows you at 3rd level to exhort your animal followers or summoned critters to perform better by cheering them on.  As a Standard Action you can make a Handle Animal Check.  For this round, one Animal, or Magical Beast of your choice can use this check in place of any roll it has to make (A Save, Attack roll, critical confirmation roll, skill or grapple check, damage roll, etc) as long as it is within 60' of you and can hear or see you.

At 6th level you can grant one animal follower or summoned critter within 60' Fast Healing as a Standard Action as long as it can see or hear you.  The amount of damage healed is equal to your character level divided by 4.  The animal keeps it's Fast Healing as long as you can Concentrate (similar to spells with a Duration of Concentrate).

At 9th level you can grant one animal follower or summoned critter within 60' Damage Reduction as a Standard Action as long as it can see or hear you.  The amount of DR is equal to your character level divided by 4.  The animal keeps it's DR as long as you can Concentrate (similar to spells with a Duration of Concentrate).

Queen of Da Forest (Su): You are always followed by a small horde of animals wherever you go.  As a Free Action you may determine 1 opponent per round within 60' to be subjected to the furies of the forest critters.  Maximum number of opponents you can attack at one time is equal to half your character level.  Each of theses opponents must make a Fortitude Save (DC is 10 plus half HD plus Wisdom Modifier) or be Nauseated so long as they remain within 60' of the Critter Hugger (they get another Save if they venture within range again after having left it).  Also any opponent subject to this effect that tries to cast a spell or concentrate on one must make a Concentrate Check (DC 20 plus spell level).  Skills that require patience and concentration require a DC 20 Concentration Check.

PLAYING A CRITTER HUGGER
 Aminals are your fwiends.  All aminals.  They are all cuddly critters feared and misunderstood by the dumb personses you must associate with.  Therefore you must protect all the aminals by making them your own, so as people won't mess with them.  Plus it means you always have friends.
 Combat: You ain't much good at fightin', but fortunately them Dire Boars you recently rescued from hunters are grateful, and they'd wade through hell just to fight a circle saw on your behalf...
 Advancement: Your ability to help the little critters of the world (and they're all little, even the big 'uns) is priority number one.
Resources: People may not be too friendly towards you, but the animals and such of the forests are.  You'd be surprised what you can find out by talking to the occasional horse or dog.  Might learn some good blackmail material yessir.  Might learn a lot of things.

CRITTER HUGGERS IN THE WORLD
"Sandy, Dire Boars are not pets.  NOT pets.  Focus.  Look at me when I'm speaking..."
 You interact with the critters of the world more than people.  People don't snuggle.  'Cept Uncle Bad Touch, and no one wants ta snuggle him.  Plus animals are nicer.  They always know where food and water is, they keep you warm at night, and in return you make sure to heal their boo boo's and keep them away from traps and hunters.
 Daily Life: Many days you spend foiling the local poachers, or messing with people who wont leave your aminals alone. And if this is, like, the umpteenth time and they still haven't learned, you bring down the wrath of Mama Nature.
 Notables: Sandy (NG Female Human Druid 6/Critter Hugger 1) is the niece of Bert and Abner, world famous critter hunters.  She's not so much a hunting type as more of a collector...
 Organizations: Critter Huggers are surprisingly cooperative, but they aren't really a formal organization.  More of loner types who always recognize a kindred spirit, and is willing to help them against outsiders.

NPC Reaction
 When you walk into town singing with birds on your shoulder, riding a Dire Hippo, and trailed by a couple of random forest critters...well people tend to talk.  Sometimes they don't always say kind things either since they consider you weird or touched in the head.  But Little Boo will straighten them right out...

CRITTER HUGGERS IN THE GAME
 This one just begs asshat players to mess with this players animals just to see them get angry.  Try to avoid this happening by giving them something else to concentrate on so they don't get crushed by the Huggers furry force field.
 Adaptation: This is definitely for a silly or at least light hearted campaign.
 Encounters: Critter Huggers are usually found in the forest or mountains unless they're in town to take out the local zoo or hunters.  You'll realize when this happens cause there will be wild animals friggin' everywhere.

Sample Encounter
EL 7: The PC's are about to kill a local Dire Boar that's been ravening the countryside before a small girl screams at them to stop.  And she seems to have a small personal army of critters at her side.  Angry critters with gleams in their eyes...


Sandy
NG Female Human Druid 6/Critter Hugger 1
Init +1, Senses: Listen +5, Spot +5
Languages Common
------------------------------------------------
AC , touch , flat-footed   (+1 Dex, )
hp 38 (7 HD)
Fort +5, Ref +4, Will +9  
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +4, Grp +3
Atk Options
Combat Gear
Spells Prepared 0:
1st:
2nd:
3rd:
-----------------------------------------------
Abilities Str 8, Dex 13, Con 12, Int 10, Wis 16, Cha 14
SQ Nature Sense, Wild Empathy, Woodland Stride, trackless Step, Resist Nature's Lure, Wild Shape 1/day, Animal Companion (Dire Badger)
Feats
Skills Concentration +3, Handle Animal +12, Heal +11, Knowledge (Nature) +4, Listen +5, Spellcraft +2, Spot +5, Survival +11, Swim +1
Possessions



EPIC CRITTER HUGGER

Hit Die: d8
Skills Points at Each  Level : 4 + int
Class Ability
Class Ability
Bonus Feats: The Epic Critter Hugger gains a Bonus Feat every x levels higher than 20th
« Last Edit: August 26, 2009, 01:39:57 PM by bhu »

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #243 on: July 10, 2009, 01:33:59 PM »
soon as I get Meriadar done his priest is next



MERIADAR
Intermediate Deity
Symbol: Decorated Bowl
Home Plane: Arcadia
Alignment: Lawful Neutral
Portfolio:    Patience, meditation, tolerance, arts and crafts
Worshipers: Mongrelfolk, converted evil humanoids, good humanoids
Cleric Alignments: LG, LN
Domains: Law, Protection, Trickery
Favored Weapon: Unarmed Strike

Meriadar appears as a patchwork of the various humanoid races much like the Mongrelfolk who are his worshipers, but his features seem to shift from moment to moment.  He may also appear as a tall figure of any humanoid race, usually dressed in simple brown robes.

Dogma

Meriadar expects his followers to be open-minded, tolerant of racial and cultural differences, and respectful.  His believers are encouraged to practice the arts and sciences, and to support their neighbors (even those who may not be so open minded as they are).  His followers are asked to be non violent, but not pacifistic.  They are not to begin battles, but are allowed to defend themselves if there is no option.


Clergy and Temples

Most of Meriadar's worshipers are Mongrelfolk or good aligned humanoids, but he does actively seek to redeem evil humanoids as well in order to stop the non ending bloodshed between the races.  He particularly prizes converting the Goblinoids and his hated by many of the Goblin/Bugbear deities for this (especially Stalker).  

Meriadar's priests are almost entirely Mongrelfolk or converts from more savage races.  They are very active in society and ploitics, preaching the need for reform, and acceptance of those who are different from the cultural mainstream.  

MERIADAR
Cleric 20, Monk 20
Medium Outsider (Lawful)
Divine Rank: 15
Hit Dice:             20d8+180 plus 20d8+180 plus 20d8+180 (1020 hp)
Initiative:           +16
Speed:                80 ft. (16 squares)
Armor Class:          90 (+12 Dex, +15 Divine, +28 Natural, +13 Deflection, +12 Wisdom), touch 62, flat-footed 78
Base Attack/Grapple:  +50/+63
Attack:               Unarmed Strike +74 (2d10+9)
Full Attack:          Unarmed Strike +74/+69/+64/+59 (2d10+9)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Turn Undead 16/day, Flurry of Blows, Ki Strike (Magic, Lawful, Adamantine), Quivering Palm (DC 52)
Special Qualities:   Divine Immunities, DR 25/Epic, Fire Resistance 20, Spell Resistance 47, Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 15 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (1500', DC 38), Unarmored AC Bonus, Tongue of the Son and Moon, Still Mind, Evasion, Slow Fall 90', Empty Body, Improved Evasion, Wholeness of Body, Abundant Step
Saves:                Fort +60, Ref +57, Will +63
Abilities:            Str 28, Dex 35, Con 28, Int 28, Wis 35, Cha 36
Skills:               Concentration +70, Craft (Calligraphy, Painting, Pottery, Sculpting, Stonemasonry, Weaving) +66, Diplomacy +74, Heal +51, Hide +50, Knowledge (History) +47, Knowledge (Religion) +48, Listen +50, Move Silently +50, Sense Motive +50, Spellcraft +47, Spot +50, Tumble +50
Feats:                Combat Expertise, Craft Magic Arms and Armor, Craft Rod, Craft Scepter, Craft Staff, Craft Wand, Craft Wondrous Item, Deflect Arrows, Dodge, Forge Ring, Improved Feint, Improved Initiative, Improved Trip, Scribe Scroll, Exceptional Artisan, Extraordinary Artisan, Improved Initiative, Legendary Artisan, Mobility, Snatch Arrows, Superior Unarmed Strike, Combat Reflexes (B), Improved Disarm (B), Improved Unarmed Strike (B), Stunning Fist (B)
Divine Immunities: Ability Damage, Ability Drain, Acid, Cold, Death Effects, Disease, Disintegration, Electricity, Energy Drain, Mind-Affecting Effects, Paralysis, Poison, Sleep, Stunning ,Transmutation, Imprisonment, and Banishment.
Salient Divine Abilities: Alter Form, Alter Size, Area Divine Shield, Clearsight, Craft Artifact, Create Greater Object, Create Object, Divine Dodge, Divine Inspiration, Divine Monk, Divine Shield, Know Secrets, Lay Quest, Master Crafter, Sunder and Disjoin, Supreme Initiative,
Domain Powers: Spells with the Law Descriptor are at +1 Caster Level, create protective ward 1/day
Spell-Like Abilities: Meriadar can cast the following spells at will as Spell-Like abilities: Antimagic Field, Calm Emotions, Confusion, Dictum, Disguise Self, Dispel Chaos, False Vision, Hold Monster, Invisibility, Magic Circle Against Chaos, Mind Blank, Mislead, Nondetection, Orders Wrath, Polymorph Any Object, Prismatic Sphere, Protection from Chaos, Protection from Energy, Repulsion, Sanctuary, Screen, Shield of Law, Shield Other, Spell Immunity, Spell Resistance, Summon Monster IX (Law only), Time Stop.  Caster Level is 25.  Save DC is 38 plus the spell level.
Possessions: None.

Other Divine Powers
As an Intermediate deity, Meriadar automatically receives a die roll of 20 on any check.  He treats a roll of '1' on an Attack Roll or Saving Throw normally and not as an automatic failure.  he is immortal.
Senses: Meriadar can see, hear, touch, and smell at a distance of 15 miles.  As a Standard Action he can perceive anything within 15 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour.  he can extend his senses to up to 10 locations at once.  He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 15 hours.
Portfolio Powers: Meridar sense any act of violence or warfare the instant it happens and retains the sensation for up to 15 weeks after the event occurs.  
Automatic Actions: Meriadar can use any Craft skill or Diplomacy as a Free Action if the DC for the task is 25 or lower.  He can perform up to 10 Free Actions each round.
Create Magic Items: Meriadar can create wondrous items as long as the items market price does not exceed 200,000 GP.
« Last Edit: July 19, 2009, 12:43:46 PM by bhu »

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #244 on: July 13, 2009, 01:55:29 PM »
DOMME


   
”I’ll have what I want one way or the other.”

 Dommes are casters (usually Beguilers, but sometimes Wizards or Sorcerers) who have specialized in a particular niche: finding targets who have dominance and submission fantasies, and using their arcane powers to exploit them.  Actual dominatrixes tend to despise them, as they consider the Dommes a perversion of everything they stand for.  Unfortunately the Dommes have arcane power to back up their considerable influence, and it isn’t likely they’ll be going away anytime soon because the subculture they prey on isn’t particularly well protected by the law.

BECOMING A DOMME
Most Dommes begin as Bequilers or Specialist Wizards who focus on Enchantment.

 ENTRY REQUIREMENTS
   Gender:  Female
   Feats:  Arcane Defense (Enchantment),  Spell Focus (Enchantment), Unsettling Enchantment
   Skills:  Bluff 8 ranks, Diplomacy 8 ranks, Gather Information 8 ranks, Sense Motive 8 ranks
   Casting:  Must be able to cast at least 3rd level Arcane spells, one of which must be Suggestion.


Class Skills
 The Domme’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Knowledge (Arcane, Local, Nobility)(Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Skills Points at Each  Level : 6 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Distracting Presence
2. +1    +0     +0     +3    Subtle Influence, +1 level of Arcane casting class
3. +1    +1     +1     +3    Intoxicating Presence, +1 level of Arcane casting class
4. +2    +1     +1     +4    Distracting Presence, +1 level of Arcane casting class
5. +2    +1     +1     +4    Subtle Influence, +1 level of Arcane casting class
6. +3    +2     +2     +5    Intoxicating Presence, +1 level of Arcane casting class
7. +3    +2     +2     +5    Distracting Presence, +1 level of Arcane casting class
8. +4    +2     +2     +6    Subtle Influence, +1 level of Arcane casting class
9. +4    +3     +3     +6    Intoxicating Presence, +1 level of Arcane casting class
10.+5    +3     +3     +7   Twist Soul


Weapon Proficiencies: Dommes gain proficiency with Spiked Chains and Whips and with Leather Armor.  They are considered traditional badges of office.
 
Distracting Presence (Su): At 1st level your control over your Enchantment powers is such that your mere presence can be distracting.  Choose 1 opponent within 60' who can see you.  Whenever they must make a Concentration Check the DC of their Check increases by +2.  This is a Mind-Affecting Effect and is always on.

At 4th level their Check DC increases by +4.

At 7th level their chosen opponent automatically fails any Concentration Check.

Subtle Influence (Su): Eventually the Domme's Enchantment spells begin to have additional effects on their victim.  This ability may be used a number of times per day equal to her Charisma Modifier.  At 2nd level if an opponent fails a Saving Throw against one of her Enchantment spells, she may shift his alignment 1 step towards Chaos or Evil for the duration of the spell.

At 5th level if her opponent fails a Saving Throw against one of her Enchantment Spells she can Command (as per the spell) him to perform an action for 1 round.

At 8th level if her opponent fails a Saving Throw against one of her Enchantment spells he cannot attack her or allow her to be attacked for the duration of the spell.  He will not kill an Ally, but will pursue any means of preventing them from harming her (i.e. grappling, disarms, trips, non lethal spells, etc).

Intoxicating Presence (Su): At 3rd level if you successfully cast an Enchantment spell on an opponent who is under the effects of your Distracting Presence Ability, he must make an additional Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be addicted to your presence.  Whenever he is not within 60' of you (unless he has been directed on a mission by you) he will be depressed and sullen.  Initially this Manifests as a -1 on all rolls once he has been away from you for at least 1 hour.  Each 24 hours he spends outside your presence, and is not performing a mission for you, he must make another Willpower Save or the penalty on rolls increases by 1 (this is cumulative).  If the penalty on rolls exceeds his Hit Dice by 3 (i.e. if he has 5 HD, and the penalty gets to -8), he becomes suicidal unless brought to you, or promised that he is being bought to you immediately.  Remove Curse, Wish, or Miracle will cure this effect.

At 6th level if you cast an Enchantment spell on someone who is addicted to your presence, and he fails a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) he becomes addicted to your magic as well.  He gains a -1 penalty to all rolls when he is not under the influence of an Enchantment spell cast by you (this penalty is cumulative with not being within your presence). Remove Curse, Wish, or Miracle will cure this effect.

At 9th level if you cast an Enchantment spell on someone who is addicted to your magic, and he fails a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier), the duration of the spell you cast on him becomes permanent.  Wish or Miracle will cure this effect.


Twist Soul (Ex): At 10th level the Domme can permanently stain or pollute the soul of those she has under her sway.  Once per day as a Standard Action she can perform one of the following effects on a victim she has managed to permanently cast an Enchantment spell on (These effects are permanent until cured by a Wish or Miracle spell):

She can permanently alter their personality in any way she chooses, potentially even changing their alignment over time.  She could for example make a charitable man heartless and greedy.

She can inflict any known mental insanity or fetish on them she wishes.  The exact effects are up to the DM, but should not be good.  She could make a worshiper of a Sun God afraid of the light, she could even cause a Paladin to become a Sociopath.

She can alter the memories of the subject completely, including wiping out any memories of herself.  She could even remove the memories of his family, and insert herself as a lifelong faithful wife.

She can erase any resistance the victim has to her charm or compulsion spells.  From now on when she casts a spell like Dominate she can even order them to kill loved ones if they fail the Saving Throw against the spell.

PLAYING A DOMME
People aren’t real like you are.  They aren’t important in anyway, and they seem to remind you of paper cutouts more than flesh and blood beings.  Forcing them to do what you want or causing their deaths doesn’t seem to even be something that matters let alone the cause for controversy everyone seems to make it.  There are some who call you a psychopath, but a few minutes alone with you is usually sufficient to change their mind.
 Combat: Domme’s prefer to use their catspaws to fight for them.  They don’t confront enemies, they seduce someone more powerful and have him send his followers to teach them a lesson.  If forced they will use their spells to try to subdue opponents, and turn them into willing bodyguards.  At least long enough to escape for the moment.
 Advancement: Domme’s only care about power and money.  They will take whatever Feats are necessary to extend the power of their spells, and thusly their reach.
Resources: Dommes often have several mind controlled sugar daddies, so they often have ample resources at their beck and call.  While some just use this to make themselves richer, the ones who aren’t so myopic often entrench their positions making themselves the power behind the throne.

DOMMES IN THE WORLD
Tonight the bitch dies!”
 Dommes are perversely adored and hated at the same time.  Many are among the most famous people in the world simply because they are always seen hanging on the shoulders of the worlds most famous (or infamous) people.  But those people aren’t usually with the Domme willingly.  They’re there due to her spells.  And the few people who know that the Domme’s regularly mindrape anyone they come into contact with hate them with a passion.  Many of them devote their lives to destroying them.
 Daily Life: Domme’s spend their days scheming and making sure their current chess pieces are firmly under their control.  Along with their spells they aren’t above kidnapping, blackmail, and murder.
 Notables: Sybil (NE Human Female Beguiler 6/Domme 6) is a well known "entertainer" for powerful men (and sometimes women).  No one seems to know what they see in her, particularly since she seems to bring bad luck to her paramours, but she seems capable of charming all her would be detractors.
 Organizations: Domme’s are solitary in nature as their ego’s will not permit them to cooperate with one another except in the most dire circumstances (and even then only temporarily).  There are however a great many organizations devoted to their downfall (usually composed of participants in the BDSM subculture).

NPC Reaction
 Due to the Domme’s often exotic nature (and their flaunting their sex appeal deliberately) NPC’s often seem enthralled by them.  Most everyone is curious about the beautiful woman who seems ot be able to command just about anyone in the nobility with a wink and a promising smile.  NPC’s who know the truth are usually openly repulsed, and will suffer for it if she notices.

DOMMES IN THE GAME
 This will not be a good class to allow PC’s.  Ever.  Domme’s tend to be emotionless sociopathic manipulators who leave a trail of dead bodies and broken minds in their wake.   It’s more of a PrC for BBEG’s for your campaign.
 Adaptation: This is a pretty dark PrC, and it really only works for campaigns where morality isn’t black and white.  Dommes are sort of cyberpunk in concept in some ways, but set in a fantasy world.  And I  say cyberpunk not as in cyborgs, but more in the theme of “How long can you continue to do whatever is needed to survive without losing your humanity?’
 Encounters: PC’s encounter a Domme’s thralls far more often than they do the Domme herself.  They hide themselves well, and it will often tae quite some digging for the PC’s to figure out who their enemy really is.

Sample Encounter
EL 12: The PC’s are at a banquet in their honor, when their friend the Duke introduces them to his new concubine, a tall redhead in black.  A mere week later they’re in jail on his orders wondering what the hell happened. 


Sybil
NE Human Female Beguiler 6/Domme 6
Init +1, Senses: Listen +9, Spot +9
Languages Common, Elven, Sylvan
------------------------------------------------
AC , touch , flat-footed   (+1 Dex, )
hp 42 (12 HD)
Fort +4, Ref +5, Will +11 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +6, Grp +5
Atk Options
Combat Gear
Spells Per Day 0: 6 (DC 14)
1: 7 (DC 15)
2: 7 (DC 16)
3: 7 (DC 17)
4: 7 (DC 18)
5: 4 (DC 19)
Caster Level 11
-----------------------------------------------
Abilities Str 8, Dex 12, Con 10, Int 18, Wis 13, Cha 14
SQ Armored Mage, Trapfinding, Cloaked Casting (+1 DC), Surprise Casting, Advanced Learning (Miser's Envy)
Feats Arcane Defense (Enchantment),  Greater Spell Focus (Enchantment), Greater Spell Penetration, Spell Focus (Enchantment), Spell Penetration, Unsettling Enchantment, Silent Spell (B)
Skills Appraise +12, Bluff +10, Concentration +8, Diplomacy +10, Disable Device +9, Disguise +10, Escape Artist +9, Gather Information +10, Hide +9, Knowledge (Arcana, Local, Nobility) +12, Listen +9, Move Silently +9, Open Lock +3, Search +12, Sense Motive +9, Sleight of Hand +6, Spellcraft +9, Spot +9, Use Magic Device +7
Possessions



EPIC DOMME

Hit Die: d6
Skills Points at Each  Level : 6 + int
Casting Your Epic levels increase your Caster Level, but you do not gain any new spells per day, or learn new spells.
Bonus Feats: The Epic Domme  gains a Bonus Feat every x levels higher than 20th

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #245 on: July 13, 2009, 01:56:08 PM »
PEACEMAKER


   
"If we do not end war - war will end us.  Everybody says that, millions of people believe it, and nobody does anything."

 Peacemaker's act as teachers and diplomats, trying to unite the quarreling humanoid races together and thus preventing bloody wars.  Despite being not always entirely successful (especially with the Orcs and Goblinoids) they soldier on, their faith in their God shielding them from thoughts of despair.

BECOMING A PEACEMAKER
Most Peacemaker's are Clerics with a level or two in a more socially oriented class (like Rogue) to pick up a few diplomacy skills.

 ENTRY REQUIREMENTS
   Race:  Mongrelfolk, or any humanoid who is either Neutral or who has converted from Evil
   Patron:  Meriadar
   Class Abilities:  Must have access to the Protection Domain
   Feats:  Improved Unarmed Strike, Negotiator, Superior Unarmed Strike
   Skills:  Bluff 4 ranks, Diplomacy 4 ranks, Gather Information 4 ranks, Knowledge (Local, Religion) 4 ranks, Sense Motive 4 ranks
   Alignment: Lawful Good, Lawful Neutral, or Neutral


Class Skills
 The Peacemaker's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (Any)(Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), and Speak Language.
Skills Points at Each  Level : 4 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Diplomacy, +1 Level of Divine Spellcasting Class
2. +1    +0     +0     +3    The Balm of Peace, +1 Level of Divine Spellcasting Class
3. +2    +1     +1     +3    Protective Ward, +1 Level of Divine Spellcasting Class
4. +3    +1     +1     +4    Diplomacy, +1 Level of Divine Spellcasting Class
5. +3    +1     +1     +4    The Balm of Peace, +1 Level of Divine Spellcasting Class
6. +4    +2     +2     +5    Protective Ward, +1 Level of Divine Spellcasting Class
7. +5    +2     +2     +5    Diplomacy, +1 Level of Divine Spellcasting Class
8. +6    +2     +2     +6    The Balm of Peace, +1 Level of Divine Spellcasting Class
9. +6    +3     +3     +6    Protective Ward, +1 Level of Divine Spellcasting Class
10.+7    +3     +3     +7    Protection of Faith, +1 Level of Divine Spellcasting Class


Weapon Proficiencies: A Peacemaker gains no new weapon or armor proficiencies.
 
Diplomacy (Ex): At levels 1, 4, and 7 choose 1 skill from your class list that is based on Charisma or Wisdom.  From now on you may always take 10 with that skill.

The Balm of Peace (Su): At 2nd level you may cast Calm Emotions at will as a Supernatural Ability.  

At 5th level the Calm Emotions ability affects all beings in a 40' spread, and the Duration is 1 round per character level.

At 8th level the Calm Emotions ability lasts 10 minutes per character level, and the Save DC is increased +4.

Protective Ward (Su): At 3rd, 6th, and 9th level you may use the Protective Ward Domain Ability an additional time per day.  Beginning at 3rd level your Cleric and Peacemaker levels stack for purposes of determining your Cleric Level for this ability.

Protection of Faith (Su): At 10th level you may expend one daily use of your Turn Undead ability to keep a Protective Ward in place once it has been used.  In other words if your Ally has to make a Save (and would thus use up the benefit of his Protective Ward) you may expend the use of Turn Undead to give him the Bonus for a second Save.  This still does not increase the duration of the ability, and the Ally must be within 60' for you to do this.  You may now use the Protective Ward ability as a Swift Action up to 5 times per day.  Spells you cast from the Abjuration school are cast at +1 caster level.

PLAYING A PEACEMAKER
 Racism and intolerance are the core of all warfare as you see it.  If you can get beings of all races and cultures to accept one another as equals you can put an end to war.  Some say this makes you a blind, naive fool.  But you have faith that Meriadars cause will one day bring peace to the world.
 Combat: peacemakers never initiate combat.  They will defend others if necessary, and themselves as well.  But they do not start fights.
 Advancement: Most Peacemakers strictly pursue the art of the Diplomat.  They desire to see war and bigotry end, and that requires a certain single minded dedication.
Resources: Peacemakers may be destitute quite often themselves, but their generosity and hard work often earns them enough repsect that others will help them in whatever way they can in times of need.

PEACEMAKERS IN THE WORLD
"I am beginning to see you too often on the field of battle little priest.  I think perhaps it is time I made an end of your scheming."
 Peacemakers lobby hard to get the various races to accept one another as equals under the Law, with identical rights and opportunities.  This makes their cause at times unpopular given how deep racism can run in some communities, especially at wartime.  But they are recognized for their efforts to prevent unnecessary death.
 Daily Life: Your days are incredibly busy.  You must heal the sick, tend the wounded, plan for future problems (you probably live in a war zone after all), and try to limit the carnage in any way possible.
 Notables: Nyenka (LN Female Goblin Cleric 5/Rogue 1/Peacemaker 6) has been on the front lines of every Goblinoid War in the last decade trying to end the fighting.  She is the target of many assassination attempts by the Goblin Clergy.
 Organizations: The Peacemakers are an organization dedicated to ending war and bigotry.  Their efforts are seen as futile by most given their small numbers, but many end up as advisers to beings in power.  Which can be far more valuable than simple force in numbers.

NPC Reaction
 Peacemakers tend to be respected by all, including some Lawful Evil beings.  Only Neutral and Chaotic Evil beings truly despise them for the role they play in disrupting their schemes (LE beings at least see a use for them).

PEACEMAKERS IN THE GAME
 Peacemakers try to stop fights.  PC's usually try to start them.  Playing this PrC will require a certain mindset from it's player, and his companions.  It can easily be as big a problem as a Paladin in the wrong group.
 Adaptation: This is best used in campaigns where war is common, at least among the humanoid races.
 Encounters: PC's will encounter Peacemakers in wartime, usually as diplomats or healers.  They try not to take sides, and act as neutral go betweens trying to stop, or at least limit the fighting.

Sample Encounter
EL 12: The PC's have been hired to protect a goblin priest that the local Duke claims is working on the humans side in an attempt to put an end to the war.  He says her own people are trying to murder her.


Nyenka
LN Female Goblin Cleric 5/Rogue 1/Peacemaker 6
Init +2, Senses: Listen +10, Spot +8, Dark Vision 60'
Languages Goblin, Common
------------------------------------------------
AC 22, touch 16, flat-footed 20 (+1 Size, +2 Dex, +6 Armor, +3 Deflection)
hp 58 (12 HD)
Fort +7, Ref +7, Will +13  
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Unarmed Strike +11/+6 (1d10)
Base Atk +7, Grp +1
Atk Options +1d6 Sneak Attack
Combat Gear
Spells Prepared 0: 6 (DC 14)
1: 6 (DC 15)
2: 5 (DC 16)
3: 5 (DC 17)
4: 4 (DC 18)
5: 2 (DC 19)
6: 1 (DC 20)
Caster Level 11
-----------------------------------------------
Abilities Str 6, Dex 15, Con 12, Int 10, Wis 18, Cha 12
SQ Domains (Protection, Trickery), Turn Undead 4/day, Trapfinding, Diplomacy, Balm of Peace, Protective Ward
Feats Improved Unarmed Strike, Negotiator, Stunning Fist, Superior Unarmed Strike, Weapon Finesse
Skills Bluff +7, Concentration +7, Diplomacy +9, Gather Information +7, Knowledge (Arcana, Local, Religion) +6, Listen +10, Move Silently +6, Sense Motive +12, Spellcraft +4, Spot +8 (+18 w/Third Eye)
Possessions +2 Amulet of Mighty Fists, +6 Bracers of Armor, +3 Ring of Protection, Third Eye Aware



EPIC PEACEMAKER

Hit Die: d6
Skills Points at Each  Level : 4 + int
Diplomacy At 21st level and every 3 levels thereafter you may choose a new skill for Diplomacy.
Protective Ward At 23rd level and every 3 levels thereafter you gain an additional daily use of your Protective Ward.
Spells: You caster level increases with Epic Levels, but you do not gain additional spells per day.
Bonus Feats: The Epic Peacemaker gains a Bonus Feat every 4 levels higher than 20th
« Last Edit: August 05, 2009, 01:07:50 PM by bhu »

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #246 on: July 16, 2009, 01:32:03 PM »
Minor updates to Peacemaker and Critter Hugger

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #247 on: July 19, 2009, 12:50:00 PM »
minor update to critter hugger, Peacemaker is almost done so:


BARGRIVYEK
Lesser God
Symbol: Flail
Home Plane: Baator
Alignment: Lawful Evil
Portfolio: Cooperation, Territory
Worshipers: Goblins
Cleric Alignments: LE, LN, NE
Domains: Goblin, Pact, Planning
Favored Weapon: Flail

Known as the Peacekeeper because he tolerates no war between the goblinoid tribes, and is the Goblin God of Cooperation and Territory (specifically acquiring territory).  Despite his title he is neither gentle or pacifistic, and is in fact quite homicidaly inclined towards the other humanoid races (particularly Orcs for some reason).  He appears as an 8' tall Goblin with a high domed forehead and carrying a white-tipped flail.

Dogma
 
Bargrivyek preaches that no goblinoid should harm another, especially if he has the option of harming a non-goblinoid.  The territory of the goblin races must expand at all costs, and it's even preferable the way is paved in the blood of others.

Clergy and Temples

Temples to Bargrivyek are always found near military post of the goblin races, and at the edges of their territory.  Once that territory has been expanded the temple keeps moving towards the edge.  Bargrivyeks priests often speak in tongues or in his voice as omens.

BARGRIVYEK
Cleric 20, Beguiler 20
Large Outsider (Lawful, Evil)
Divine Rank: 10
Hit Dice:             20d8+140 plus 20d8+140 plus 20d6+140 (860 hp)
Initiative:           +11
Speed:                80 ft. (16 squares)
Armor Class:          63 (-1 Size, +7 Dex, +23 Natural, +14 Deflection, +10 Divine), touch 40, flat-footed 56
Base Attack/Grapple:  +45/+56
Attack:               +5 Flail +66 (1d8+17) or spell +61 melee/ranged touch
Full Attack:         +5 Flail +66/+61/+56/+51 (1d8+17) or spell +61 melee/ranged touch
Space/Reach:          10 ft./10 ft.
Special Attacks:      Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Rebuke Undead 17/day
Special Qualities:   Divine Immunities, DR 20/Epic, Fire Resistance 15, Spell Resistance 42, Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 6 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (1000', DC 34), Armored Mage, Cloaked Casting, Trapfinding, Surprise Casting, Advanced Learning (Serene Visage, Miser's Envy, Shadow Form, Solipsism, Programmed Amnesia)
Saves:                Fort +47, Ref +41, Will +59
Abilities:            Str 24, Dex 24, Con 24, Int 38, Wis 37, Cha 38
Skills:               Bluff +90, Climb +63, Concentration +83, Diplomacy +96, Disable Device +63, Disguise +70 (+76 Acting), Gather Information +94, Heal +69, Hide +63, Intimidate +53, Knowledge (Arcana, History, Local, Religion, The Planes) +63, Knowledge (Geography, War) +40, Listen +84, Move Silently +63, Open Lock +63, Search +63, Sense Motive +69, Sleight of Hand +69, Spellcraft +69 (+73 w/scrolls), Spot +84, Tumble +63, Use Magic Device +70 (+74 w/Scrolls)
Feats:              Battlecaster Defense, Battlecaster Offense, Combat Casting, Dazzling Illusion, Domain Focus (Goblin, Pact, Planning), Greater Spell Focus (Enchantment, Illusion), Greater Spell Penetration, Improved Initiative, Metamagic School Focus (Enchantment, Illusion), Profane Boost, Retributive Spell, Spell Focus (Enchantment, Illusion, Law, Evil), Spell Penetration, Unsettling Enchantment, Extend Spell (B), Silent Spell (B), Still Spell (B)
Divine Immunities: Ability Damage, Ability Drain, Acid, Cold, Death Effects, Disease, Disintegration, Electricity, Energy Drain, Mind-Affecting Effects, Paralysis, Poison, Sleep, Stunning ,Transmutation, Imprisonment, and Banishment.
Salient Divine Abilities: Area Divine Shield, Battlesense, Clearsight, Divine Glibness, Divine Inspiration, Divine Shield, Lay Curse, Lay Quest, Marking Strike (see below), Call Creatures (Goblins)
Domain Powers: n/a
Spell-Like Abilities: Bargrivyek can cast the following spells at will as Spell Like Abilities:  Augury, Clairaudience/Clairvoyance, Command, Death Pact, Death Watch, Detect Scrying, Discern Location, Divination, Gate, Greater Invisibility, Greater Scrying, Hero's Feast, Hiss of Sleep, Knock, Mind Blank, Nondetection, Obscure Mist, Passwall, Reaving Dispel, Renewal pact, Shadow Walk, Shield Other, Speak with Dead, Stalwart Pact, Status, Time Stop, Zealot Pact.  Caster Level is 20.  Save DC is 34 plus the spell level.
Cleric Spells Per Day: 6/9/8/8/8/8/6/6/6/6; Base DC=23 plus spell level
Beguiler Spells Per Day: 6/10/10/9/9/9/9/8/8/5; Base DC=24 plus spell level
Possessions: Zinciri, a +5 Collision Chargebreaker Domineering Flail


Other Divine Powers
As a Lesser deity, Bargrivyek may take a 10 on any check.  He treats a roll of '1' on an Attack Roll or Saving Throw normally and not as an automatic failure.  He is immortal.
Senses: Bargrivyek can see, hear, touch, and smell at a distance of 10 miles.  As a Standard Action he can perceive anything within 10 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour.  He can extend his senses to up to 5 locations at once.  He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 10 hours.
Portfolio Powers: Bargrivyek sense any act involving cooperation or gaining/losing territory the instant it happens and retains the sensation for up to 6 weeks after the event occurs.  
Automatic Actions: Bargrivyek can use any Charisma based skill as a Free Action if the DC for the task is 20 or lower.  He can perform up to 5 Free Actions each round.
Create Magic Items: Bargrivyek can create items involving cooperation or territory as long as the items market price does not exceed 30,000 GP.




Goblin Domain
Granted Power: You may add Hide, Move Silently, and Ride to your Class skill list.
1: Obscure Mist
2: Knock
3: Nondetection
4: Greater Invisibility
5: Passwall
6: Shadow Walk
7: Hiss of Sleep
8: Mind Blank
9: Reaving Dispel


Marking Strike
You can mark a being as an enemy of your worshipers by striking him.
 Prerequisites: None
 Benefits: By successfully hitting any opponent with a melee strike, he becomes Marked (unless it has Divine Rank).  Any of your worshipers can see the Mark, and they have a +4 Morale Bonus on all rolls against any Marked opponent.  The Mark can only be removed by you, or another Deity whose Rank is higher than your own.
« Last Edit: July 28, 2009, 01:27:34 PM by bhu »

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #248 on: July 23, 2009, 01:52:16 PM »
PEACEKEEPER


   
"There is nothing so likely to produce peace as to be well prepared to meet the enemy."

 Peacekeepers, are as their names imply, diplomats who attempt to prevent violence.  But they only prevent violence among the Goblinoid tribes.  Against the other humanoid races they are as savage and resentful as the worst of their kind.  For them, peace is a tool for their race only.  A means of concentrating on the annihilation of the other races.

BECOMING A PEACEKEEPER
Peacekeepers are specialized priests of Bargrivyek.

 ENTRY REQUIREMENTS
   Race:  Goblin
   Patron:  Bargrivyek
   Spells:  Must be able to cast at least 3rd level Divine Spells
   Feats:  Domain Focus (Pact or Planning), Domain Spontaneity (Pact or Planning), True Believer
   Skills:  Diplomacy 8 ranks, Knowledge (Religion) 8 ranks


Class Skills
 The Peacekeeper's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (Arcana, History, Local, Religion, War)(Int), Listen (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +0     +2    Voice of the Gods
2. +1    +3     +0     +3    Command Goblinoids, +1 Level of Divine Spellcasting Class
3. +2    +3     +1     +3    Morale Officer, +1 Level of Divine Spellcasting Class
4. +3    +4     +1     +4    Voice of the Gods, +1 Level of Divine Spellcasting Class
5. +3    +4     +1     +4    Command Goblinoids
6. +4    +5     +2     +5    Morale Officer, +1 Level of Divine Spellcasting Class
7. +5    +5     +2     +5    Voice of the Gods,+1 Level of Divine Spellcasting Class
8. +6    +6     +2     +6    Command Goblinoids, +1 Level of Divine Spellcasting Class
9. +6    +6     +3     +6    Morale Officer, +1 Level of Divine Spellcasting Class
10.+7    +7     +3     +7    Voice of Bargrivyek


Weapon Proficiencies: A Peacekeeper gains no new weapon or armor proficiencies.
 
Voice of the Gods (Su): You voice Omens and portents sent from your God on occasion.  The rest of the time your magically enhanced voice at least makes it sound as if you still are the voice of your deity.

At 1st level any spells you cast with Verbal Components have their Save DC increased by +1. 

At 4th level you may always Take 20 when using one of the following skills (Bluff, Diplomacy, Gather Information, Intimidate) a number of times per day equal to your Charisma Modifier instead of making a regular Skill Check.

At 7th level you may cast Commune a number of times per day equal to your Charisma Modifier as a Supernatural Ability.

Command Goblinoids (Su): At 2nd level you may cast Command at will as a Supernatural Ability, but only on Goblinoids.

At 5th level you may expend a daily use of Rebuke Undead to instead Rebuke a Goblinoid.

At 8th level you may cast Dominate Person as a Supernatural Ability a number of times per day equal to your Charisma Modifier, but only on Goblinoids.

Morale Officer (Su): You are responsible for the morale of the men in your care, and you make certain it remains high by keeping them more afraid of you than the enemy.  At 3rd level as a Standard Action you can generate an aura in a 60' area that gives all Goblinoids within the area of effect a +1 Morale Bonus to all roles. The Aura lasts (3 rounds + 1 round per point of Charisma Modifier) and may be used once per day for every 2 levels of Peacekeeper.

The Bonus increases to +2 at level 6, and +4 at level 9.

Voice of Bargrivyek (Ex): At 10th level you can speak with the voice of your deity once per day as a Standard Action.  All Goblinoids within 120' gain a +2 Morale Bonus on all rolls, and all non-Goblinoids gain a -2 Morale Penalty on all rolls for the duration of the encounter.

PLAYING A PEACEKEEPER
 Your goal is to keep everyone focused on fighting the enemy.  Goblinoids can be hot tempered at times, and they don't often agree with one another on many issues.  They need a steady and firm hand to keep their anger focused on it's proper place: the other races. 
 Combat: Peacekeepers rarely get to see the battlefield as their duties take them elsewhere, but they are capable enough with their flails, and have their spells to protect them.
 Advancement: Peacekeepers are rather like the Gestapo of the Goblinoid armies.  They are political officers designed to make sure everyone obeys the governments/churches official rhetoric, and silence any dissenters.  This keeps 'morale' high.
Resources: Peacekeepers usually have the backing of any Goblinoid government or military.  They many times act as the heads of the military police, ensuring that their own soldiers do not fight against one another, and save their attentions for the enemy.

PEACEKEEPERS IN THE WORLD
"Shut it.  Here comes the Peacekeepeer."
 Goblins low in the chain of command are yours to run herd over, and some of them resent you for it.  This is only natural.  But you're there for a purpose and they need to understand that.  You must ensure there are no thoughts or actions critical of the war effort.  Even if it means snapping a few necks to make an example.
 Daily Life: The daily life of a Peacekeeper is spent responding to calls for diplomatic 'aid' (i.e. pretense meant to fool the enemy), ensuring the soldiers don't get into brawls amongst themselves, and perhaps even a little sabotage.
 Notables: Dovmek (LE Male Goblin Cleric 6/Peacekeeper 6) is typical of his loathsome kind: a polished officer with a kind word for everyone, and a dagger at their backs.
 Organizations: All Peacekeepers belong to the Church of Bargrivyek and the Goblinoid military.  They are forbidden to belong to any other organizations which will demand their time and abilities.

NPC Reaction
 Most NPC's don't like to see a Peacekeeper coming, even other Goblins.  Since you're an ideological fanatic you tend to make enemies, and those beneath you consider you a contemptible hypocrite for not making the sacrifices you urge of others.

PEACEKEEPERS IN THE GAME
 Peacekeepers are an evil bunch.  Unless your campaign is all evil or all Goblin it is suggested you be careful about allowing them.
 Adaptation: This is meant for darker campaigns obviously.  If it's not also a military campaign the Peacekeeper will obviously be of less importance to the party as well.
 Encounters: PC's will generally encounter the Peacekeepers at the diplomatic table, or in any war effort involving the Goblins.  Otherwise they ted to stay out of sight.

Sample Encounter
EL 12: The PC's have been hired to assassinate a Goblin Priest/Commander of some sort.  Getting to him since he's surrounded by an army will be difficult.  Or perhaps not considering that the officers of that same army hired you...


Dovmek
LE Male Goblin Cleric 6/Peacekeeper 6
Init +2, Senses: Listen +6, Spot +3, Dark Vision 60'
Languages Common, Goblin, Orc
------------------------------------------------
AC 23, touch 13, flat-footed 21 (+1 Size, +2 Dex, +10 Armor)
hp 54 (12 HD)
Fort +10, Ref +6, Will +13 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Flail +7/+2 (1d6-1)
Base Atk +8, Grp +2
Atk Options Rebuke Undead 5/day, Morale Officer +2 (5 rounds, 3/day)
Combat Gear
Spells Prepared 0: 6 (DC 13)
1: 5 (DC 14)
2: 5 (DC 15)
3: 4 (DC 16)
4: 3 (DC 17)
5: 2 (DC 18)
Caster Level 10
-----------------------------------------------
Abilities Str 6, Dex 14, Con 10, Int 13, Wis 16, Cha 14
SQ Domains (Pact, Planning), Voice of the Gods, Command Goblinoids
Feats Domain Focus (Pact, Planning), Domain Spontaneity (Pact, Planning), True Believer
Skills Bluff +7, Diplomacy +10, Gather Information +7, Intimidate +7, Knowledge (Arcana, History, Local) +6, Knowledge (Religion) +9, Listen +6, Sense Motive +6, Spellcraft +6
Possessions +5 Chainmail, +1 Weakening Resounding Flail, Iron Bands of Bilaro, 4 Shackles of Silence, 700 GP



EPIC PEACEKEEPER

Hit Die: d8
Skills Points at Each  Level : 4 + int
Spells An Epic Peacekeepers caster level continues to increase but he does not learn new spells or gain more spells per day.
Bonus Feats: The Epic Peacekeeper gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: August 05, 2009, 01:20:43 PM by bhu »

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #249 on: July 25, 2009, 02:17:59 PM »
I added the Goblin Domain to bargrivyek.  Any thoughts?

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #250 on: July 27, 2009, 12:47:50 PM »
bargrivyek is finished except for his new Divine ability.  Minor update to the Peacekeeper and Critter Hugger.
« Last Edit: July 27, 2009, 01:40:54 PM by bhu »

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #251 on: July 29, 2009, 12:26:10 PM »
peacekeepers class abilities are up.  Any thoughts on how many caster levels it should keep?

Also, and I dont know how, I have just realized I have forgotten to finish the Peacemaker class, and have begun on it's class abilities.

Critter Hugger has minor update

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #252 on: July 31, 2009, 01:31:25 PM »
I'm currently thinking of keeping the Peacemaker at full caster levels (or maybe -1), and the Peacekeeper 1t -2 to -3 caster levels.  Any objections?

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #253 on: August 04, 2009, 01:55:29 PM »
KHURGORBAEYEG
Lesser God
Symbol: Whip
Home Plane: Acheron
Alignment: Lawful Evil
Portfolio: Slavery, Oppression, Morale
Worshipers: Goblins
Cleric Alignments: LE, LN, NE
Domains: Domination, Evil, Goblin
Favored Weapon: Whip

Khurgorbaeyeg is considered Maglubiyet's trusted lieutenant, but is compelled to share Maglubiyet's realm on Acheron to ensure that he doesn't plot against his master more than he already is. He appears as a 9' tall goblin with scales fading from red to yellow dressed in scale mail and carying a whip.

Dogma
 
Goblins should rise to dominion over the other races at all costs.  Enslaving foes and forcing them to work towards this goal is preferable to killing them, and a priest who murders opponents saves them from a far worse fate and should be punished.

Clergy and Temples

Khurgorbaeyeg's clergy are dressed in scale mail and helms and carry whips much like their master.  They attempt to capture and enslave foes as opposed to killing them, and often keep wolves as pets as they are considered holy to Khurgorbaeyeg.


KHURGORBAEYEG
Ranger 20, Beguiler 20
Large Outsider (Lawful, Evil)
Divine Rank: 10
Hit Dice:             20d8+200 plus 20d8+200 plus 20d6+200 (1040 hp)
Initiative:           +14
Speed:                80 ft. (16 squares)
Armor Class:          75 (-1 Size, +10 Dex, +23 Natural, +13 Deflection, +10 Divine, +9 Armor), touch 43, flat-footed 65
Base Attack/Grapple:  +55/+69
Attack:               Whip +79 melee (1d4+15) or spell +74 melee/ranged touch
Full Attack:         Whip +79/+74/+69/+64 melee (1d4+15) or spell +74 melee/ranged touch
Space/Reach:          10 ft./10 ft.
Special Attacks:      Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Favored Enemy (Dwarves +4, Elves +4, Halflings +2, Humans +4, Orcs +4), Combat Style (Combat Expertise, Improved Trip, Improved Disarm)
Special Qualities:   Divine Immunities, DR 20/Epic, Fire Resistance 15, Spell Resistance 42, Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 6 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (1000', DC 33), Armored Mage, Cloaked Casting, Trapfinding, Surprise Casting, Advanced Learning (Greater Rebuke, Inhibit, Mesmerizing Glare, Programmed Amnesia, Transfix), Wild Empathy, Woodland Stride, Swift Tracker, Evasion, Camouflage, Hide in Plain Sight, Animal Companion (Wolf)
Saves:                Fort +40, Ref +40, Will +37
Abilities:            Str 30, Dex 30, Con 30, Int 30, Wis 29, Cha 36
Skills:               Appraise +66, Bluff +68, Concentration +89, Craft (Blacksmith, Torture Device) +66, Diplomacy +52, Gather Information +71, Hide +66, Intimidate +50, Jump +43, Knowledge (Arcane, Dungeoneering, Geography, Local) +41, Listen +86, Move Silently +66, Profession (Torturer) +65, Search +87, Sense Motive +65, Spellcraft +66, Spot +86, Survival +67 (+73 following tracks), Use Magic Device +67 (+71 w/Scrolls), Use Rope +66
Feats:              Adaptable Flanker, Combat Expertise, Combat Reflexes, Defensive Sweep, Deft Opportunist, Dodge, Epic Will, Favored Power Attack, Favored Critical (Whip), Improved Combat Expertise, Improved Feint, Improved Trip, Improved Disarm, Improved Critical (Whip), Improved Initiative, Mobility, Power Attack, Power Critical (Whip), Spring Attack, Vexing Flanker, Weapon Focus (Whip), Endurance (B), Silent Spell (B), Spell Focus (Enchantment)(B), Still Spell (B), Track (B)
Divine Immunities: Ability Damage, Ability Drain, Acid, Cold, Death Effects, Disease, Disintegration, Electricity, Energy Drain, Mind-Affecting Effects, Paralysis, Poison, Sleep, Stunning ,Transmutation, Imprisonment, and Banishment.
Salient Divine Abilities: Battlesense, Clearsight, Divine Inspiration, Frightful Presence, Irresistible Blows, Know Secrets, Lay Curse, Monstrous Avatar (see below), Sunder and Disjoin, Whip of Death (See below)
Domain Powers: Evil spells are cast at +1 Caster Level.
Spell-Like Abilities: Khurgorbaeyeg can cast the following spells at will as Spell Like Abilities:  Blasphemy, Command, Create Undead, Desecrate, Dispel Good, Dominate Person, Enthrall, Geas/Quest, Greater Command, Greater Invisibility, Hiss of Sleep, Knock, Magical Circle Against Good, Mass Suggestion, Mind Blank, Monstrous Thrall, Nondetection, Obscure Mist, Passwall, Protection from Good, Reaving Dispel, Shadow Walk, Suggestion, Summon Monster IX (Evil only), True Domination, Unholy Aura, Unholy Blight.  Caster Level is 20.  Save DC is 33 plus the spell level.
Ranger Spells Per Day: 6/5/5/5; Base DC=18 plus spell level.
Beguiler Spells Per Day: 6/9/8/8/8/8/8/7/7/4; Base DC=20 plus spell level
Possessions: Beyefendi, a +5 Domineering Paralyzing Disarming Whip
+5 Heavy Fortification Scale Armor


Other Divine Powers
As a Lesser deity, Khurgorbaeyeg may take a 10 on any check.  He treats a roll of '1' on an Attack Roll or Saving Throw normally and not as an automatic failure.  He is immortal.
Senses: Khurgorbaeyeg can see, hear, touch, and smell at a distance of 10 miles.  As a Standard Action he can perceive anything within 10 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour.  He can extend his senses to up to 5 locations at once.  He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 10 hours.
Portfolio Powers: Khurgorbaeyeg sense any act involving slavery or oppression the instant it happens and retains the sensation for up to 6 weeks after the event occurs. 
Automatic Actions: Khurgorbaeyeg can use Intimidate or Profession (Torturer) as a Free Action if the DC for the task is 20 or lower.  He can perform up to 5 Free Actions each round.
Create Magic Items: Khurgorbaeyeg can create items involving slavery or oppression as long as the items market price does not exceed 30,000 GP.




Monstrous Avatar
Your avatar is a giant beast of some sort.
 Prerequisites: Divine Rank 6, Cha 29
 Benefits: This is similar to the Avatar ability, but the avatar form is of an Animal or Vermin.  It's stats are in all ways identical to a normal Avatars, except it has no equipment the Avatar would have, and has different attack/movement abilities.  It has the Primary and Secondary Natural Attacks of the Animal/Vermin chosen as well as any Ex Special Attacks or Qualities (except Mindless).  If the Animal/Vermin has any form of movement other than a base land speed, the Avatar also gains this forms of Movement (speed is equal to the Avatars base Land Speed, Maneuverability is Good unless it is already better if it has Flight).



Whip of Death
A whip is deadly in your hands.
 Prerequisites: None
 Benefits: Attacks made by you with a whip affect opponents regardless of their Armor/Natural Armor Bonus to AC, dont provoke Attacks of Opportunity, do lethal damage, and threaten an area equal to their range.
« Last Edit: August 14, 2009, 01:23:20 PM by bhu »

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #254 on: August 05, 2009, 12:54:11 PM »
Anybody knows what happens to Familiars/Animal Companions for Gods?  I'm not seeing it mentioned anywhere.

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #255 on: August 12, 2009, 02:09:37 PM »
Does the Monstrous Avatar ability look okay or should I tweak it a lil?

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #256 on: August 17, 2009, 11:35:24 AM »
NOMOG-GEAYA
Lesser God
Symbol: Crossed Longsword and Handaxe
Home Plane: Acheron
Alignment: Lawful Evil
Portfolio: Hobgoblins, War, Authority
Worshipers: Hobgoblins
Cleric Alignments: LE, LN, NE
Domains: Courage, Evil, Fire, Law, Strength, Tyranny, War
Favored Weapon: Longsword

Nomog-Geaya is the patron God of Hobgoblins, even though many of his people consider Maglubiyet the ruler of the Goblinoid pantheon (something that gnaws at hims sometimes).  He is also considered the Hobgoblin war God.  Nomog-Geaya is a grey skinned Hobgoblin with orange eyes, and a mouth full of sharks teeth.  His voice is soft, and he speaks only when he has to.

Dogma
 
Nomog-Geayas followers tend to be among the more fanatic of his people, and are openly enraged that the Goblins would consider themselves or their Gods as the Hobgoblins equals.  He tries to avoid openly supporting the more zealous ones for fear of offending Maglubiyet.

Clergy and Temples

Nomog-Geaya commands that his priests follow no God but him, and that they must arm themselves with fire and steel, and destroy his races enemies (which means the elves for the most part, but he has no love for the Goblins either).  All prisoners taken in war must be burned alive as a sacrifice to him.



NOMOG-GEAYA
Ranger 20, Fighter 20
Large Outsider (Lawful, Evil)
Divine Rank: 10
Hit Dice:             20d8+360 plus 20d8+360 plus 20d10+360 (1600 hp)
Initiative:           +11
Speed:                80 ft. (16 squares)
Armor Class:          x (-1 Size, +11 Dex, +23 Natural, +10 Deflection, +10 Divine, +x Armor), touch x, flat-footed x
Base Attack/Grapple:  +60/+76
Attack:               
Full Attack:         
Space/Reach:          10 ft./10 ft.
Special Attacks:      Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Favored Enemy (Dwarves +2, Elves +6, Goblins +4, Gnomes +2, Humans +4), Combat Style (Two Weapon Fighting, Improved Two Weapon Fighting, Greater Two Weapon Fighting)
Special Qualities:   Divine Immunities, DR 20/Epic, Spell Resistance 42, Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 6 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (1000', DC 30), Wild Empathy, Woodland Stride, Swift Tracker, Evasion, Camouflage, Hide in Plain Sight, Animal Companion (Wolf)
Saves:                Fort +58, Ref +51, Will +42
Abilities:            Str 34, Dex 32, Con 35, Int 26, Wis 26, Cha 30
Skills:               
Feats:              15, Combat Expertise, Combat Reflexes, Dodge, Mobility, Spring Attack, Whirlwind Attack, Endurance (B), Track (B)
Divine Immunities: Ability Damage, Ability Drain, Acid, Cold, Death Effects, Disease, Disintegration, Electricity, Energy Drain, Fire, Mind-Affecting Effects, Paralysis, Poison, Sleep, Stunning ,Transmutation, Imprisonment, and Banishment.
Salient Divine Abilities: Divine Armor Mastery, Divine Battle Mastery,  Divine Blast, Divine Fire Mastery, Divine Weapon Mastery, Extra Domains (Law, Strength, Tyranny, War), Mass Divine Blast
Domain Powers:
Spell-Like Abilities: Nomog-Geaya can cast the following spells at will as Spell Like Abilities:    Caster Level is 20.  Save DC is 30 plus the spell level.
Ranger Spells Per Day: 6/5/5/5; Base DC=18 plus spell level.
Possessions:


Other Divine Powers
As a Lesser deity, Nomog-Geaya may take a 10 on any check.  He treats a roll of '1' on an Attack Roll or Saving Throw normally and not as an automatic failure.  He is immortal.
Senses: Nomog-Geaya can see, hear, touch, and smell at a distance of 10 miles.  As a Standard Action he can perceive anything within 10 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour.  He can extend his senses to up to 5 locations at once.  He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 10 hours.
Portfolio Powers: Nomog-Geaya sense any act involving War or authority or the Hobgoblins the instant it happens and retains the sensation for up to 10 weeks after the event occurs. 
Automatic Actions: Nomog-Geaya can use xxx as a Free Action if the DC for the task is 20 or lower.  He can perform up to 5 Free Actions each round.
Create Magic Items: Nomog-Geaya can create items involving war or authority or hobgoblins as long as the items market price does not exceed 30,000 GP.

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #257 on: August 18, 2009, 02:07:13 PM »
Anyone think the 4th level ability for the Critter Hugger is over the top?

Bozwevial

  • Organ Grinder
  • *****
  • Posts: 4497
  • Developing a relaxed attitude to danger.
Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #258 on: August 18, 2009, 03:54:13 PM »
Anyone think the 4th level ability for the Critter Hugger is over the top?

Not really, but if you're still leery about it after a while, cut the Hit Dice limit to HD*2.

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #259 on: August 20, 2009, 12:23:16 PM »
DEATHSEEKER


   
"I suppose I should take some satisfaction in having destroyed the life of a human emperor.  But after having seen to the death of everyone you know I must say your death will be quite anticlimactic.  Or perhaps not.  I have your last remaining relative, your daughter Wilhelmina, in the room next to us. I have informed her of the reason for the death of everyone else she has ever known, and given her a choice: She can live, and in doing so remove what you laughingly refer to as your manhood with the knife she has been given, or die with you.  Either way it should be interesting."

 A Deathseeker has had everyone he has ever known destroyed.  Most beings would give up in despair, especially a lone Kobold with no real way of obtaining help.  But some Kobolds have their God on their side.  At least that's what they believe initially.  That's what they tell themselves as they pry the eyes from the children of their tribes murderers.  Or when they're selling their opponents into a life of slavery, assuming they even let them live.  

Once the desire for revenge takes hold the Deathseekers faith in his deity slowly burns away as he is consumed by hate.  Eventually there's little left in the way of sanity or personality, and  the Kobold devotes his (quite probably) short life to the destruction of his enemies before taking his own life to be with his kin.  Very few Deathseekers ever live to any form of old age.  They die because they're too overcome by their desire to kill their enemies and inevitably get caught up in a situation they cant handle, or they lose the will to live once they finally succeed.

BECOMING A DEATHSEEKER
Deathseekers begin as Crusaders usually devoted to Kurtulmak, but their minds become poisoned after the death of their friends and loved ones.

 ENTRY REQUIREMENTS
   Race:  Kobold
   Alignment:  Must be Evil
   Class Abilities:  Smite, must know at least 1 Devoted Spirit maneuver.
   Feats:  Martial Study (must be used for Shadow Hand maneuver), Shadow Blade
   Skills:  Balance 8 ranks, Concentrate 8 ranks, Intimidate 8 ranks
   Special: Must have survived having all your loved ones, your tribe, and quite possibly everyone you know slaughtered.  Must also want revenge badly enough to dedicate your life to it.

Class Skills
 The Deathseeker's class skills (and the key ability for each skill) are Concentration (Con), Hide (Dex), Gather Information (Cha), Intimidate (Cha), Knowledge (Geography, Local, Religion)(Int), Martial Lore (Int), Move Silently (Dex).
Skills Points at Each  Level : 4 + int

Hit Dice: d10

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +0    The Power of Darkness, Maneuvers
2. +2    +3     +0     +0    One of Us
3. +3    +3     +1     +1    A Changed Kobold
4. +4    +4     +1     +1    The Power of Darkness
5. +5    +4     +1     +1    One of Us
6. +6    +5     +2     +2    A Changed Kobold
7. +7    +5     +2     +2    The Power of Darkness
8. +8    +6     +2     +2    One of Us
9. +9    +6     +3     +3    A Changed Kobold
10.+10   +7     +3     +3    Eternal Foe


Weapon Proficiencies: A Deathseeker gains no new weapon or armor proficiencies.
 
The Power of Darkness (Su): At 1st level anytime you successfully use your Smite or Furious Counterstrike Abilities your opponent must make a Willpower Save (Save DC is 10 plus half Hit Dice plus Charisma Modifier) or be Shaken for the rest of the encounter as a feeling of doom overwhelms him.

At 4th level Devoted Spirit Maneuvers that you successfully use that would normally grant healing instead cause a burst of negative energy.  This makes the following changes:
Crusaders Strike: You may heal yourself or 1 Undead ally or do (1d6+1/Initiator Level negative energy damage) to one enemy within 10'.
Revitalizing Strike: You may heal yourself or 1 Undead ally or do (3d6+1/Initiator Level negative energy damage) to one enemy within 10'.
Rallying Strike: You may heal yourself or all Undead allies or do (3d6+1/Initiator Level negative energy damage) to all enemies within 30'.
Strike of Righteous Vitality: You or 1 Undead Ally within 10' (or 1 enemy) gain the benefits (drawbacks) of a Harm spell.

At 7th level whenever you perform a Shadow Hand or Devoted Spirit Maneuver, your weapon is considered a Profane Burst weapon (however you do not take Constitution damage from it's effects, see Magic Item Compendium).

Maneuvers: At each even numbered level you gain 1 new Maneuver from the Devoted Spirit, Shadow Hand, or Stone Dragon Disciplines.  Your Crusader and Deathseeker levels stack for purposes of determining your Initiator Levels and highest level of maneuver known.  At 5th and 9th level you gain an additional Maneuver readied per day.

One of Us (Su): At second level you become immune to negative energy damage, including Energy Drain.  

At 5th level Undead recognize you as one of them or soon to be one of them.  You don't register ad Undead via abilities, but for whatever reaso they regard you as kin.  Even most intelligent Undead can;t seem to explain it well.  They will not attack you unless you attack them first.  You are now healed by negative energy instead of being immune to it.

At 8th level Undead feel a unique kinship with you.  Any Mindless Undead (or those with an Int of 8 or less) that see you attacked will immediately come to your aid, doing their best to attack your foes.  If their Int is 9 or higher they will feel sympathetic but aren't compelled to aid you.  You do however get a +4 Circumstance Bonus on all Charisma Based Skill Checks against them.

A Changed Kobold (Ex): At 3rd level if you Smite an opponent who is responsible for the death of your tribe or loved ones it does not use a daily use of your Smite ability (i.e. you can Smite them at will).  

At 6th level you can Smite twice per day.  When successfully attacked by an opponent responsible for the death of your tribe or loved ones, you may give up one daily use of your Smite Ability to negate that attack and take no damage or effects as a Swift Action.

At 9th level you can Smite 3 times per day.  If you successfully critical with a Smite Attack on an opponent responsible for the death of your tribe or loved ones it must make a Fortitude Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or die.  If it succeeds in making the Save, it takes an extra point of damage per Deathseeker level instead.

Eternal Foe (Ex): At 10th level you have become so corrupted by hate that if you perish you arise within 1d4 days as one of the Undead.   Specifically you gain the Corpse Creature Template from the Book of Vile Darkness.  

PLAYING A DEATHSEEKER
 They will pay for what they've done.  Someday.  Their families and friends will pay first.  Once they've been dealt with you can move on to anyone your target happens to know.  He will beg for death long before you give it to him, and when you have destroyed all that he knows you may finally grant him release.  Or perhaps you'll simply lock him alive in a tomb and wait for him to expire of starvation and madness.
 Combat: Many of a Deathseekers attacks and Maneuvers now generate negative energy.  Were it not for the Undead being compelled to assist them they might have difficulty in fighting them.  Indeed many Deathseekers end up becoming Undead themselves if they must fight foes who have already passed on.
 Advancement: Deathseekers rarely live long enough to really be making decisions about their career paths.  Most die before achieving their goals, or take their own life.  Some few persevere, and end up becoming terrors in the world.
Resources: Deathseekers rarely have much in the way of resources behind them as everyone they know is dead.  Some gain a patron if their enemy is a common foe, but few people can stand being associated with a murderous fanatic like the Deathseeker for very long.

DEATHSEEKERS IN THE WORLD
"Leave the Kobold at the end of the bar alone.  He's suffered enough.  And I'm not having a repeat of what happened last time."
 Deathseekers have given up on living, and no longer care what others think of them.  All they see are the murdered faces of their kin asking them for vengeance on their behalf.  Most are beyond help without the aid of magic.  their hatred has grown to the point they actually open some sort of tie to the Negative Energy Plane, and thusly they become accepted by the Undead as one of their own in time.
 Daily Life: Deathseekers days are spent doing nothing but pursuing those they hate.  Much time is spent obsessively investigating the targets of their rage before making a move, and capture or death is a constant risk.  But it's worth it.  You may not be able to bring your loved ones back, but perhaps you can make the world regret taking them from you enough that similar incidents do not happen in the future.
 Notables: Scar (LE Male Kobold Crusader 6/Deathseeker 6) survived the massacre of his tribe.  Well most of him did.  He left his sanity and quite probably his soul in the charred remains of his village.
 Organizations: Deathseekers usually cut all ties with any organization they belong to so they can pursue their quest for vengeance.  Kobold churches will be sympathetic to them, but they know a Deathseeker means trouble they don't need.  They tend to attract death wherever they go.

NPC Reaction
 NPC's realize your bad news for the most part.  Even other evil NPC's.  Your mumbled drunken rants about watching the world burn and the severed head on the bar next to you do little to convince them that your not as bad as they think either.  Neither will murdering the city guard when they come for you.

DEATHSEEKERS IN THE GAME
 Keep in mind the narrow minded zealotry necessary for this PrC can be off putting.  Make sure your campaign (and players) can deal with a homicidal lunatic in the party.
 Adaptation: This is not meant for funny campaigns.  Deathseekers are obsessed murderers hellbent on destroying anyone or anything they feel was involved in the destruction of their life.  I mean theoretically you could put it in a campaign based on really dark humor, but still...
 Encounters: PC's will generally encounter Deathseekers after they've destroyed a Kobold "infestation", or somehow become involved with someone who has.

Sample Encounter
EL 12: The PC's have been staring at what appears to be an insane Kobold for several hours at the local tavern when a group of obvious thugs walk in.  Then all hell breaks loose as the Kobold begins ripping them limb from limb and laughing all the while as tears stream from his eyes.  Maybe there's a back door in the bar...


Scar
LE Male Kobold Crusader 6/Deathseeker 6
Init +0, Senses: Listen +0, Spot +0, 60' Dark Vision
Languages Draconic, Common
------------------------------------------------
AC 31, touch 11, flat-footed 31 (+1 Size, +1 Natural, +2 Shield, +11 Armor)
hp 90 (12 HD)
Fort +11, Ref +4, Will +7
Indomitable Soul, Zealous Surge
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Longsword +13/+8/+3 (1d6+1/19-20)
Base Atk +12, Grp +8
Atk Options Smite 1/day, Furious Counterstrike, Power of Darkness (DC 19)
Combat Gear
Maneuvers Known 1st: Charging Minotaur, Crusader Strike, Douse the Flames, Shadow Blade Technique, Stone Bones, Vanguard Strike
2nd: Foehammer
3rd: Revitalizing Strike, Shadow Garrote
4th: Divine Surge, Obscuring Shadow Veil
Stances Known 1st: Martial Spirit, Stonefoot Stance
Initiator Level: 12  Maneuvers Readied: 6 (3)
-----------------------------------------------
Abilities Str 10, Dex 10, Con 12, Int 12, Wis 11, Cha 16
SQ Light Sensitivity, Steely Resolve 10, One of Us, A Changed Kobold
Feats Martial Study (Shadow Blade Technique), Shadow Blade,
Skills Balance +10, Concentrate +10, Craft (Trapmaking) +3, Gather Information +9, Hide +9, Intimidate +10, Knowledge (Religion) +9, Martial Lore +9, Move Silently +9, Profession (Miner) +2, Search +3
Possessions +1 Lawful Unholy Surge Longsword, +3 Menacing Full Plate, Wight Shield, Belt of Growth, Boots of Jumping, 376 GP



EPIC DEATHSEEKER

Hit Die: d10
Skills Points at Each  Level : 4 + int
Initiator Level The Deathseekers Initiator level continues to increase with Epic Levels, but he does not gain new Stances or Maneuvers.
Bonus Feats: The Epic Deathseeker gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: August 23, 2009, 12:22:47 PM by bhu »