Author Topic: Uncle Kitties Handbook of Spuriously Made Prestige Classes  (Read 99020 times)

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InnaBinder

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #280 on: October 10, 2009, 02:08:19 PM »
Any thoughts on the Shrieking Spell ability or caster levels for this one?
Shrieking Spell looks good.  Without knowing what Sonic Combat Training or the Death Scream's efficacy are, it's difficult to judge caster levels.  As is, I'm currently leaning to 9/10 casting, given a Warmage blasty bias for the PrC.
Winning an argument on the internet is like winning in the Special Olympics.  You won, but you're still retarded.

I made a Handbook!?

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #281 on: October 13, 2009, 11:51:55 AM »
got the rest of the Shriker abilities up
this one is almost done

http://en.wikipedia.org/wiki/One-man_band

THE OOMPAH KOBOLD


   
"And ah-one, and ah-two..."

 Kobolds are small, and as such don't have tremendous lung power.  Therefore some Kobold bards in order to be heard more readily become one man bands playing an accordion or string instrument, some sort of drum, and a mouth harp simultaneously.  While many marvel at their skill, some question the point of burdening themselves with all those instruments, especially as Bards will often find themselves in situations where they need to run.   That is, until they feel the might of the one-man Oompah Kobold firsthand.

BECOMING AN OOMPAH KOBOLD
Not many Kobolds try to become Bards, and those that do must study hard, and practice endlessly to become a one man band.

 ENTRY REQUIREMENTS
   Race:  Kobold
   Skills:  8 ranks in at least 3 different Perform skills from the following list: Percussion, Keyboards, Wind, or Singing.
   Feats:  Arcane Flourish, Versatile Performer
   Class Abilities:  Bardic Music


Class Skills
 The Oompah Kobold's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Knowledge (Local, Nobility)(Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), 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    One Kobold Band, Bardic Music  
2. +1    +0     +0     +3    Wall of Sound, +1 Level of Bardic Casting Class
3. +2    +1     +1     +3    Surprisingly Unnoticeable, +1 Level of Bardic Casting Class
4. +3    +1     +1     +4    One Kobold Band, +1 Level of Bardic Casting Class
5. +3    +1     +1     +4    Wall of Sound
6. +4    +2     +2     +5    Surprisingly Unnoticeable, +1 Level of Bardic Casting Class
7. +5    +2     +2     +5    One Kobold Band, +1 Level of Bardic Casting Class
8. +6    +2     +2     +6    Wall of Sound, +1 Level of Bardic Casting Class
9. +6    +3     +3     +6    Surprisingly Unnoticeable, +1 Level of Bardic Casting Class
10.+7    +3     +3     +7   EVERYBODY RUMBAH!, +1 Level of Bardic Casting Class


Weapon Proficiencies: An Oompah Kobold gains no new weapon or armor proficiencies (they don't have the room with all those instruments).
 

One Kobold Band (Su): Beginning at 1st level whenever you make a Perform check to use one of your Bardic Music Abilities, you may roll one Perform check for each instrument you are playing (plus one more if you can sing, up to a maximum of 3 checks) and use the best of the three results.  You can play up to 3 instruments at once, or two instruments if singing as a Standard Action.

At 4th level whenever you make a Perform check to use one of your Bardic Music Abilities, you may roll one Perform check for each instrument you are playing (plus one more if you can sing, up to a maximum of 3 checks) and your opponent must make a Save against all 3 DC's (this may not be combined with your level 1 ability).  If he fails 1 or more Saves, he is affected as if he had failed his Saving Throw against the ability.

At 7th level when you may use your Bardic Music to Inspire Stupidity.  All opponents within 30' of you take a -3 penalty on all rolls for as long as you play, and for 5 rounds thereafter.

Bardic Music: Your Bard and Oompah Kobold levels stack for purposes of determining your Bardic Music abilities.

Wall of Sound (Su): At 2nd level your ability to magically coordinate your musical powers pays off.  You may expend 1 daily use of your Bardic Music ability to cause all Listen rolls or sound or language based effects within 60' of you to fail unless the maker of said roll/effect succeeds in a Fortitude Saving Throw (Save DC is 10 plus half Hit Dice plus Charisma Modifier).  This ability lasts as long as the Bard plays plus an additional 5 rounds, any being within range must make a Save each round they are within the Area of Effect.

At 5th level if the Saving throw is Failed, all potential targets are permanently Deafened.  If the Save is successful they are simply unable to use sound or language based effects as no one can hear them over the noise, and all Listen rolls automatically fail.

At 8th level if the Saving Throw is failed all targets are permanently deafened as well as taking 1d6 Sonic damage per Hit Dice the Oompah Kobold has.

Surprisingly Unnoticeable (Su): Somehow you have mastered the art of hiding in plain sight.  You and so many others like you spend so much time playing in the streets for money people have become to accept you as part of the terrain, sort of like loud potholes that ask for spare coins while playing a tuba.  At 3rd level, while you are playing more than one instrument (basically performing your act), and doing nothing else, wealthy patrons toss coins at you out of habit (you are a street performer after all).  As long as you can make a DC 20 Perform Check when a being who can exist comfortably despite giving you money comes within 30' of you they must make a Willpower Save (Save DC is 10 plus half HD plus Charisma Bonus) or give you their coinpurse along with it's contents.  They will also have to make a Willpower Save (same DC) if asked later what you looked like.  If they don't make it they give the vaguest possible description (they don't even remember you were a Kobold!).  You may use your Bardic Music while using this ability, but you may not use your Wall of Sound ability.

At 6th level you may use this ability to Hide in Plain Sight while playing.  So long as you are playing and within an urban area you may make Hide checks even while being observed or have no cover.

At 9th level you have so become part of the background on the street that while playing you are Invisible as per the spell.

EVERYBODY RUMBAH! (Su): At 10th level you may expend 1 daily use of your Bardic Music to cast Otto's Irresistible Dance (except the range is all opponents within 60').

PLAYING AN OOMPAH KOBOLD
 Sure the Elven Bards are attractive by humanoid standards.  But they don't have class.  They don't have chutzpah.  They can't play a drum and a tuba while yodeling "nearer My God to Thee" during a thunderstorm while helping fight off a Zombie attack.  Their total wimps.  You don't know why anyone hires 'em.
 Combat: People don't hire you for your abilities to fight.  They hire you to find out stuff, cause a little sabotage,and maybe ruin someones day.  But if people want to get picky you've always got your Wall of Sound.
 Advancement: Most Oompah Kobolds concentrate on whatever is bringing them money and power (not necessarily fame, fame can be a burden).
Resources: Oompah Kobolds are an acquired taste among some races, and if they have a patron usually it's a wealthy fruitcake.  Or a cultist.  Or a spy.  You seem to fall in with the oddest people.  Maybe it's the bagpipes...

OOMPAH KOBOLDS IN THE WORLD
Man, look at that little bugger go..."
 Most Kobolds are hated in the cities but you are welcomed due to the general oddity of your act.  People always seem to find you exotic enough to watch perform, but mundane enough to never really question you.  It's the perfect combination if you wanted to be a spy or something. Hehehehehe...
 Daily Life: Much of your day is spent performing for coin on the streets (sometimes they even pay you to go away).  Coincidentally you do a lot of spying while earning your daily coin.  After all you fade into the background so well people don't watch what they say about you.
 Notables: Snitchel (N Male Kobold Bard 6/Oompah Kobold 6) is a local street performer who hires out to the private parties of nobles.  Foolish humanoid nobles with much money and little brains...
 Organizations: A great many Oompah Kobolds seem to get drafted or at least approached by Thieve's Guilds, military's, spy organizations, cults, political parties, what have you.  They must like the tuba.

NPC Reaction
 People love gimmick acts, and you're no exception.  Now some of them may like you quite a bit less after you've moved on and they pick up on the bad stuff you did while you were in town, but there's always more towns...

OOMPAH KOBOLDS IN THE GAME
 The Oompah Kobold isn't really the type to make players squick (although there may be some eye rolling) so it shouldn't be a problem introducing it.
 Adaptation: This is definitely meant for silly campaigns, but could possibly be adapted to darker campaigns with tweaking.
 Encounters: PC's are most likely to encounter Oompah Kobolds playing alongside Kobold military or nobles, or just performing on the streets minding their own business.  Minding their own business outside the city mint...

Sample Encounter
EL 12:

"GIT OFF THA STAGE!!"

" And for my first number ladies and gentleman I'd like to play a classical little ditty called "Drunken Bastard in the Audience Gets What's Coming to Him".

"YOU'RE SMALL!! HAHAHAHA!"

"You're broken powers of observation have no meaning here sir."

Snitchel
N Male Kobold Bard 6/Oompah Kobold 6
Init +4, Senses: Listen +6, Spot +7, Dark Vision 60'
Languages Draconic
------------------------------------------------
AC 18, touch 10, flat-footed 18 (+1 Natural, +7 Armor)
hp 54 (12 HD)
Fort +5, Ref +7, Will +11  
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Thundering Rapier +8/+3 (1d4/18-20)
Melee +1 Shortbow +8 (1d4+1)
Base Atk +8, Grp +3
Atk Options
Combat Gear  2 Potions of Cure Serious Wounds
Spells Per Day  0: 3 (DC 14) Daze, Detect Magic, Light, Message, Read Magic, Summon Instrument
1st: 4 (DC 15) Distract, Expeditious Retreat, Focusing Chant, Insidious Rhthym
2nd: 4 (DC 16) Battle Hymn, Delusions of Grandeur, Harmonic Chorus, Sound Burst
3rd: 3 (DC 17) Charm Monster, Creaking Cacophony, Dissonant Cord, Speechlink
4th: 1 (DC 18) Cacophonic Shield, Celebration
Caster Level 10
-----------------------------------------------
Abilities Str 9, Dex 10, Con 12, Int 10, Wis 12, Cha 18
SQ Light Sensitivity, Bardic Music 12/day, Bardic Knowledge +6,
Feats Arcane Accompaniment, Arcane Flourish, Improved Initiative, Versatile Performer, Weapon Finesse
Skills Concentration +7, Craft (Trapsmith) +2, Gather Information +6, Hide +10, Knowledge (Arcana, Local, Nobility) +5, Listen +6, Move Silently +6, Perform (Accordion, Mouth Harp, Foot Drum) +19, Profession (Miner) +3, Search +2, Sense Motive +7, Spot +7
Possessions (Foot) Drum of Panic, Accordion (Harp) of Charming, Mouth Harp (Pipes) of the Sewers, +5 Studded leather, Bow of Songs, +1 Thundering Rapier, Ring of Communication, 2 Potions of Cure Serious Wounds, 25 GP



EPIC OOMPAH KOBOLD

Hit Die: d6
Skills Points at Each  Level : 6 + int
Bonus Feats: The Epic Oompah Kobold gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: October 15, 2009, 11:33:39 AM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #282 on: October 13, 2009, 12:58:47 PM »
Oh, and as soon as I get some fedback on the Critter Hugger from a few pages back the next redneck class will begin.  I still need to decide caster levels for it.

Radmelon

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #283 on: October 14, 2009, 01:58:37 AM »
Quote
THE OOMPAH KOBOLD

 :o

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #284 on: October 14, 2009, 08:52:07 AM »
Quote
THE OOMPAH KOBOLD

 :o

Hopefully thats a good  :o
 :smirk

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #285 on: October 14, 2009, 11:20:59 AM »
For the Shrieker how about it loses 3 caster levels.  And for the Oompah Kobold..um..8 caster levels?

Radmelon

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #286 on: October 15, 2009, 03:14:36 AM »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #287 on: October 18, 2009, 01:50:25 PM »
TANARRUK ARSONIST


   
"Burn a city, and it's people will follow it into the ashes.

Flamers are Tanarruks who have sold out to their demonic parents, and agreed to further the goals of the Abyss.

BECOMING A TANARRUK ARSONIST
Flamers begin as Warlocks, and usually develop a taste for fire...

 ENTRY REQUIREMENTS
   Race:  Tanarruk
   Eldritch Blast:  3d6
   Invocations:  Brimstone Blast, Eldritch Spear
   Skills:  Concentration 2 ranks, Intimidate 4 ranks, Knowledge (Arcana, Religion, The Planes) 2 ranks
   Feats:  Ability Focus (Eldritch Blast), Potent Eldritch Blast (see below)
   Alignment: Cannot be Good.


Class Skills
 The Tanarruk Arsonist's class skills (and the key ability for each skill) are Concentration (Con), Intimidate (Cha), Knowledge (Arcana, Religion, The Planes)(Int), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skills Points at Each  Level : 2 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Eldritch Blast, Improved Brimstone Blast
2. +1    +0     +0     +3    Resistances, Invocation (Least or Lesser)
3. +2    +1     +1     +3    Immunities
4. +3    +1     +1     +4    Resistances, Invocation (Least or Lesser)
5. +3    +1     +1     +4    Immunities
6. +4    +2     +2     +5    Resitances, Invocation (Least, Lesser, or Greater)
7. +5    +2     +2     +5    Immunities
8. +6    +2     +2     +6    Resistances, Invocation (Least, Lesser, or Greater)
9. +6    +3     +3     +6    Greater Brimstone Blast
10.+7    +3     +3     +7   Abyssal Blast, Invocation (Least, Lesser, Greater, or Dark)


Weapon Proficiencies: A Tanarruk Arsonist gains no new weapon or armor proficiencies.

Eldritch Blast: Your Tanarruk Arsonist and Warlock levels stack for purposes of how powerful your Eldritch Blast is.
 
Improved Brimstone Blast: From now one you may choose to make any of your Blasts Brimstone Blasts, and you may apply another Eldritch Essence Invocation to the Eldritch Blast if you want.

Resistances (Ex): At level 2 the Flamer gains Energy Resistance 5 (Cold).  At level 4 it also gains Energy Resistance 5 (Acid).  At level 6 it's Resistance to Cold becomes 10.  At level 8 it's Resistance to Acid becomes 10.

Invocations: At each even numbered level the Arsonist learns a new Invocation.  It can be from the Warlock or Arsonist Invocation list.  Note that once you resume levels in Warlock you may now take an Invocation of any level or type if you gain a Warlock level that grants a new Invocation.  Also, if you have at least 5 levels in this PrC, and take more levels in Warlock, you may take Invocations specific to this PrC with any Warlock level in which you learn new Invocations.

Immunities (Ex): At third level the Arsonist becomes immune to poison.  At 5th level he becomes immune to fire.  At 7th level he becomes immune to electricity.

Greater Brimstone Blast (Su): When using your Eldritch Blast as a Brimstone Blast from now on your opponent receives no saving throw and automatically catches fire.

Abyssal Blast (Su): You gain the Abyssal Blast Invocation.

PLAYING A TANARRUK ARSONIST
 Some people just want to see the world burn, and you are one of them.  Tired of the Orcs who wont accept you because of your tainted blood, and tired of the other humanoids who rightly regard you as a terrible monster, you have reached a point in your life where you'd do anything to just watch them all die screaming.  And for a price, the Abyss will give you just that...
 Combat: You are a Blaster devoted to fire.  Many consider you a hazard because of this, as fire can get out of hand quickly, but your immunity makes you scoff at these notions.  Good think you think friends are replaceable.  You'll lose them to the inferno that results from your fights pretty often.
 Advancement: Arsonists tend to be single minded in their devotion to fire and destruction (and to a somewhat lesser extent the schemes of their Demonic masters).
Resources: As an agent of the Abyss, you can occasionally call upon them for aid IF you are able to produce consistent results.  Otherwise your best bets are the local demon worshiping cults and loonies.  A mixed bag at best.  

TANARRUK ARSONISTS IN THE WORLD
"Oh ____."
 You prefer to interact with the world by bringing about it's end.  Honestly, you are never happier than making others weep.  Death by burning is something you consider only fitting for a world that has rejected you continuously, despite your blatantly deserving such shunning.  In short, you are a madman who is used by others to burn down the Churches of opposing Gods or the houses of less divine rivals.  
 Daily Life: Most of the time you are left to your own devices unless the Demons have need of you.  Unless you're a member of a cult or something (which is likely) in which case you'll have to put up with taking their orders.  Until then, it's just burning everything in reach.
 Notables:
 Organizations: Most Arsonists belong to a cult or military of some sort if they belong to an organization.  Crazed arsonists are notoriously unreliable, and with your parentage people are willing to believe the worst of you.

NPC Reaction
 NPC's are generally horrified of you.  they can't really help it as you're a sadistic killer who burns villages to the ground.

TANARRUK ARSONISTS IN THE GAME
 This is a problematic class for DM's since using copious amounts of fire tends to create problems during and after combat, and the locals may not be as happy to see the PC's kill the local monster if they torch the city in the process.
 Adaptation: This is intended mostly for serious campaigns, but crazy people making things go boom is also a staple of the humor genre.
 Encounters: PC's will generally encounter Flamers burning people or other things into ash and laughing maniacally while doing so (especially churches).  Sometimes it seems as if it's their goal to burn the entire world, despite the fact that they won't have any food if they succeed.

Sample Encounter
EL 15: "Pardon me sir.  I know it isn't often you escape your mystic prison and all, but the mayor has sent me to inform you that if you don't cease and desist in burning the city down, he will have your arse handed to you by those four homeless ruffians wielding objects of significant magical power standing over there by the mead hall."


"_________"

"Profanity.  Right.  Well then, I'll alert the homeless people shall I?"


Name
CE Male Tanarruk Warlock 6/Arsonist 1
Init +4, Senses: Listen +8, Spot +8, Dark Vision 60'
Languages Abyssal, Orc
------------------------------------------------
AC 32, touch 18, flat-footed 29 (+3 Dex, +4 Natural, +10 Armor, +5 Deflection)
hp 59 (12 HD)
Fort +7, Ref +9, Will +11  
------------------------------------------------
Speed 20 ft. (4 squares)
Melee Bite +10 melee (1d6+1)
Melee +1 Spear +11/+6 (1d8+2 plus 1d6 Fire)
Ranged +1 Spear +14 (1d8 plus 1d6 Fire)
Base Atk +9, Grp +10
Atk Options Eldritch Blast 4d8, Improved Brimstone Blast
Combat Gear
Invocations Known Least: Eldritch Spear, Frightful Blast, Miasmic Cloud
Lesser: Brimstone Blast
-----------------------------------------------
Abilities Str 12, Dex 16, Con 13, Int 10, Wis 10, Cha 14 (20 w/Cloak)
SQ Fire Resistance 10, SR 26, Control Flame, Orc Blood, Detect Magic, DR 1/Cold Iron, Deceive Item
Feats Ability Focus (Eldritch Blast), Improved Initiative, Point Blank Shot, Potent Eldritch Blast, Precise Shot
Skills Concentration +7, Hide +11, Intimidate +14, Knowledge (Arcana, Religion, The Planes) +2, Listen +8, Move Silently +7, Search +8, Spellcraft +4, Spot +8, Use Magic Device +4
Possessions +1 Unholy Flaming Burst Returning Spear, +6 Chain Shirt, +5 Ring of Protection, +6 Cloak of Charisma, Type IV Necklace of Fireballs. 48 GP



EPIC TANARRUK ARSONIST

Hit Die: d6
Skills Points at Each  Level : 2 + int
Eldritch Blast The Epic Tannaruk Arsonists Eldritch Blast increases by +1d6 every even numbered level, beginning at Level 22.
Invocations The Epic Tannaruk Arsonists caster level is equal to it's character level, but it does not learn any new Invocations.
Bonus Feats: The Epic Tanarruk Arsonist gains a Bonus Feat every 3 levels higher than 20th


NEW INVOCATIONS

Least

Frenzy of the Bulezau
Least; 2nd
You gain a Circumstance Bonus to all Attack and Damage Rolls with your Eldritch Blast equal to your Charisma Modifier for 24 hours.

Screech of the Vrock
Least; 2nd
Identical to the Sound Burst spell.

Arsonist's Weapon
Least, 2nd
Identical to the Burning Sword spell.

Arsonist's Cloak
Least, 2nd
Identical to the Body of the Sun spell.

Dancing Flame
Least, 1st
Identical to the Animate Fire spell.

Flare
Least, 2nd
Identical to Raging Flame spell.

Fuel
Least, 2nd
Identical to Slow Burn spell.

Dazing Blast
Least; 1st; Eldritch Essence
This Eldritch Essence Invocation allows you to change your Eldritch Blast into a Dazing Blast.  Opponents successfully struck by it must make a Willpower Save or be Dazed for 1 round (they still take damage from the Blast whether they make the Save or not).

Eldritch Grenade
Least; 2nd; Blast Shape
This Blast Shape Invocation changes your Eldritch Blast into an Eldritch Grenade.  The range is the same, but it affects a 5' area (damaging all in that square).


Lesser

Grip of the Glabrezu
Lesser; 4th
You gain huge pincers replacing your hands for (3 rounds plus 1 round per point of Charisma Modifier).  They do 1d8 plus Charisma Modifier in damage, and you get two attacks with them on a full attack.  If you successfully hit with a pincer you may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.

Unholy Light of the Nalfeshnee
Lesser; 4th
Identical to the Rainbow Pattern spell.

Arsonist's Caress
Lesser, 4th
Identical to Flame Whips spell.

Burning Gate
Lesser, 4th
Identical to Fire Stride spell.

Demonic Blast
Lesser; 4th; Eldritch Essence
This Eldritch Essence Evocation allows you to turn your Eldritch Blast into a Demonic Blast, doing an extra +2d6 damage against Lawful or Good beings.

Rending Blast
Lesser; 4th; Eldritch Blast
This Eldritch Essence Invocation lets you change your Eldritch Blast into an Rending Blast.  If you successfully hit your target with this Blast, and that target is a Construct, this blast can still threaten a critical hit against it despite Constructs being immune to Criticals.  If used against an object it ignores Hardness.


Greater

Whip of the Balors
Greater; 6th
Identical to the Howling Chain spell.

Arms of the Marilith
Greater; 6th
Identical to the Energy Spheres spell, except it summons 6 energy spheres one of which does Profane damage.

Arsonist's Blessing
Greater, 5th
Identical to the Mass Fire Shield spell, cannot use cold version.

Arsonist's Curse
Greater, 5th
Identical to the Greater Fireburst spell.

Chaotic Blast
Greater;6th;Eldritch Essence
This Eldritch Essence Invocation allows you to turn your Eldritch Blast into a Chaotic Blast.  Good or Lawful Outsiders struck by this Blast must make a Willpower Save or be sent back to their home plane (they take damage regardless if they made the Save or not).

Seeking Blast
Greater; 6th; Blast Shape
This Blast Shape Invocation lets you turn your Eldritch Blast into a Seeking Blast.  It does damage as per you normal Eldritch Blast but ignores concealment.


Dark

Roar of Baphomet
Dark; 9th
Identical to Quickened Fear spell.

Gaze of Demogorgon
Dark; 9th
Identical to the Dominate Monster spell.

Smile of Malcanthet
Dark; 8th
Identical to the Greater Bestow Curse spell.

Call of Orcus
Dark; 9th
Identical to the Plague of Undead spell.

Flail of Yeenoghu
Dark; 9th
Identical to the Black Blade of Disaster spell.

Spores of Zuggtmoy
Dark, 9th
Identical to the Mass Drown spell.

Burn the World
Dark, 9th
Identical to the Transmute Rock to Lava spell.

Abyssal Blast
Dark; 8th; Eldritch Essence
This Eldritch Evocation lets you turn your Eldritch Blast into an Abyssal Blast.  The Abyssal Blast ignores Spell Resistance and does Vile Damage as opposed to it's usual damage.

Eldritch Explosion
Dark; 8th; Blast Shape
This Blast Shape Invocation lets you change your Eldritch Blast into an Eldritch Explosion.  When you successfully hit the target with this Ray (the target can be a square), all opponents within 15' of that square must make a Strength Check against your Caster Level Check or be pushed to the outside of the blasts area of effect, which is 20'.


Potent Eldritch Blast
Your Eldritch Blast does a lot more damage than usual
 Prerequisites: Eldritch Blast 2d6, Ability Focus (Eldritch Blast)
 Benefits: Your Eldritch Blast uses d8 dice instead of d6 dice.
« Last Edit: October 31, 2009, 12:54:55 PM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #288 on: October 19, 2009, 11:47:36 AM »
Flamers almost done.  No ones said much about the Critter Hugger so I guess I'll finish and move on to the psychic rednecks.

Radmelon

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #289 on: October 20, 2009, 02:38:53 AM »
Yay mo' races I have absolutely never heard of. :pout

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #290 on: October 20, 2009, 12:50:21 PM »
The Tanarruk is a race from Forgotten Realms.  Their Orcs whose moms have slept with Fiends.  They're Demon Orcs basically.

InnaBinder

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #291 on: October 20, 2009, 01:04:36 PM »
The Tanarruk is a race from Forgotten Realms.  They're Orcs whose moms have slept with Fiends.  They're Demon Orcs basically.
There's a big surprise: Orcs that aren't picky who they do the nasty with.   :p
Winning an argument on the internet is like winning in the Special Olympics.  You won, but you're still retarded.

I made a Handbook!?

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #292 on: October 20, 2009, 04:21:27 PM »
The Tanarruk is a race from Forgotten Realms.  They're Orcs whose moms have slept with Fiends.  They're Demon Orcs basically.
There's a big surprise: Orcs that aren't picky who they do the nasty with.   :p

Actually given the amazing amount of half templates, Im not sure any of the DnD races are picky....


"You know you might be a discombobulated freaky snake woman ah have ta blind fold to pound so's ah don't stoned to death, but I kinda likes you.  Let's make critters!"

Radmelon

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #293 on: October 21, 2009, 03:09:57 AM »
The Tanarruk is a race from Forgotten Realms.  They're Orcs whose moms have slept with Fiends.  They're Demon Orcs basically.
There's a big surprise: Orcs that aren't picky who they do the nasty with.   :p

Actually given the amazing amount of half templates, Im not sure any of the DnD races are picky....


"You know you might be a discombobulated freaky snake woman ah have ta blind fold to pound so's ah don't stoned to death, but I kinda likes you.  Let's make critters!"

I think thats the only thing preventing the extinction of some of the rarer creatures. O.O

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #294 on: October 24, 2009, 01:59:22 PM »
Minor update to the Flamer

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #295 on: October 27, 2009, 01:03:47 PM »
flamer update

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #296 on: October 30, 2009, 01:49:50 PM »
Thinking of changing the name to the Tanarruk Arsonist.  3 more invocations to go and its finally done.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #297 on: October 31, 2009, 01:00:42 PM »
Got the Flamer (now the Arsonist) done.  On to the Pandemonicus!

PANDEMONICUS


   
"It's not rage that drives me, it's competition."

 Many Tanarruk are perfectly willing to be ordinary Berserkers like their Orcish brethren.  Some however feel the calling of heir demonic ancestry, and begin to dabble in the powers all Tanarruk have lying within them.  Eventually they end up more Demon than Orc, and they either leave this world for the Abyss, or cause much grief before they die.

BECOMING A PANDEMONICUS
Any Tanarruk Barbarian who eventually turns to spontaneous arcane spellcasting can become a Pandemonicus.

 ENTRY REQUIREMENTS
   Race:  Tanarruk
   Class Abilities:  Rage
   Spellcasting:  Must be able to cast Arcane spells without preparation
   Skills:  Knowledge (Arcana, Religion, The Planes) 2 ranks, Spellcraft 4 ranks
   Feats:  Extend Rage, Instantaneous Rage
   Alignment: Must be Chaotic Evil


Class Skills
 The Pandemonicus' class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Knowledge (Arcana, Religion, The Planes), Listen (Wis), Spellcraft (Int), and Survival (Wis)
Skills Points at Each  Level : 2 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +0     +2    Demonic Rage
2. +1    +3     +0     +3    Demonic Power, +1 Level of Arcane casting class
3. +2    +3     +1     +3    Demonic Endurance, +1 Level of Arcane casting class
4. +3    +4     +1     +4    Demonic Rage
5. +3    +4     +1     +4    Demonic Power, +1 Level of Arcane casting class
6. +4    +5     +2     +5    Demonic Endurance, +1 Level of Arcane casting class
7. +5    +5     +2     +5    Demonic Rage
8. +6    +6     +2     +6    Demonic Power, +1 Level of Arcane casting class
9. +6    +6     +3     +6    Demonic Endurance, +1 Level of Arcane casting class
10.+7    +7     +3     +7   Demonic Transformation, +1 Level of Arcane casting class

Weapon Proficiencies: A Pandemonicus gains no new weapon or armor proficiencies.
 
Demonic Rage (Su): Your Pandemonicus and Barbarian levels stack for purposes of determining how many times per day you can Rage.  You also gain some new abilities while Raging: At 1st level when Raging, your Spell Resistance increases by an amount equal to your Charisma Modifier.  You also become immune to poison whether you're raging or not.

At 4th level you get Damage Reduction x/Good or Cold Iron while raging, where x is equal to your Charisma score (maximum DR 15).

At 7th level you are immune to electricity while raging. 

Demonic Power (Su): As a Free Action, while Raging you may "lose" a spell to enhance the offensive abilities you have gained from your demonic parentage (or that are waiting latently within your system). At 2nd level you can "lose" a spell with the Chaos descriptor to temporarily turn all weapons (including natural weapons, grapples, and unarmed strikes) you wield for the next x rounds (where x is equal to the spells level) as Anarchic weapons.  You may only use Demonic Power while Raging.

At 5th level you can "lose" a spell with the Evil descriptor to temporarily turn all weapons (including natural weapons, grapples, and unarmed strikes) you wield for the next x rounds (where x is equal to the spells level) as Unholy weapons.  You may also "lose" 2 such spells at the same time to have Anarchic and Unholy attacks.

At 8th level you can "lose" a spell with the Chaos or Evil descriptor to temporarily increase the damage of all weapons (including natural weapons, grapples, and unarmed strikes) you wield for the next x rounds (where x is equal to the spells level) if they make a successful critical.  All critical confirmation rolls get a Profane Bonus equal to the level of the spell lost, and if they successfully critical they do an additional 1d6 Profane damage per level of the spell.

Demonic Endurance (Su): As a Free Action, while Raging you may "lose" a spell to enhance the defensive abilities you have gained from your demonic parentage (or that are waiting latently within your system).  At 3rd level you can "lose" a spell to gain Energy Resistance x to any 1 type of energy of your choice for the duration of your Rage (you can choose to lose up to 3 spells at a time, thus choosing up to 3 energy types per Rage).  X is equal to the spells level plus your Charisma Modifier.  You may only use Demonic Endurance while Raging.

At 6th level you can "lose" a spell to gain a Profane Bonus on one type of Saving Throw for the Duration of your Rage.  You can lose three spells to gain a Bonus to all three Saving Throw types.

At 9th level you can "lose" a spell to gain Fast Healing equal to the level of the spell (i.e. a first level spell gives you Fast Healing 1) for the duration of your Rage.

Demonic Transformation (Ex): The Pandemonicus becomes a demon at level 10, gaining the Chaotic, Evil, Extraplanar, and Tanar'ri Subtypes (and losing the Native Subtype).  It also gains a permanent +4 increase to both Strength and Charisma.  Once per day it may attempt to Summon a Dretch  or 2 Manes with a 50% chance of success.

PLAYING A PANDEMONICUS
 Mercy is for the weak.  You don't need love or compassion, or acceptance.  Your hate keeps you company in the lonely hours, and it your one true friend.  Hate was with you from the day you were born screaming into the world, and hate will be there when you are lain into your grave.  No one else can or will be there for  you with that kind of dedication.
 Combat: The Pandemonicus relish combat, and fling themselves happily into any fight that comes their way.  Believing their powers give them an edge over mortal opponents, they have faith that evil will always overcome good, because of goods many inherent weaknesses.
 Advancement: Most Pandemonicus walk a pretty similar path of violence and bloodshed before being murdered either by religious crusaders, victims who were more powerful than they looked, or their own fellows. 
Resources: Most Pandemonicus are trained as warriors, and will have connections to their tribes military.  But they have also forsaken Gruumsh for the Abyss, which places them at odds with the usual Orcs religious fanaticism.  Tribal deserters often become members of demonic cults as they think of it as their new tribe.

PANDEMONICUS IN THE WORLD
"Most people need to confront their inner demons, not embrace them."
 You wield power granted by your demonic ancestry.  The second people connect you to Demons, it's all over for you in most civilized lands.  Being Orcih certainly doesn't help your case either.
 Daily Life: Pandemonius spend their days wreaking havoc.  Whether it's doing something they've been ordered to, or they just went looking for trouble out of boredom, it's never pretty.  It also leads to htem keeping a much higher profile than they should.
 Notables: Char (CE Female Tanarruk Barbarian 5/Sorcerer 1/Pandemonicus 1) is a loyal, but not too incredibly bright enforcer of a cult dedicated to Malcanthet.  Rather an odd choice for a Tanarruk, but she's made herself passably useful at murdering the cults enemies.
 Organizations: All Pandemonicus worship Demon Lords, and are often found belonging to cults.  Those choosing to remain among the Orcs must at least pretend fealty to Gruumsh if they wish to not be killed or exiled, and htey are never accepted by the church.

NPC Reaction
 NPC's are terrified of the Pandemonicus, and for good reason.  Most of the Tannaruk are already pretty dark, but the Pandemonicus are looking past this world towards the next.  They don't care how much damage they take or receive here, because they intend to leave the Prime behind them when they move on towards what they consider to be their destiny.

PANDEMONICUS IN THE GAME
 This is a pretty dark class, and it ends in the PC becoming a Demon.  Meaning it might be better off for PC's in some campaigns.
 Adaptation: This is definitely meant for darker campaigns. 
 Encounters: Pandemonicus can be encountered in fights with the Tanarruk or Demon cults.  Rarely they are sent on missions away from supervision, but their scorched earth type of fighting makes their handlers reluctant to turn them loose.

Sample Encounter
EL 15: "Of course killing children is wrong.  But if I hadn't killed them it would have been a tragedy.  Whats the point of letting a bunch of ignorant peasants with no life in front of them grow up to make more ignorant peasants?"

"Besides the looks on the faces of their parents when I pulled them limb from limb was just too delicious to pass up."


Char
CE Female Tanarruk Barbarian 5/Sorcerer 1/Pandemonicus 1
Init +6, Senses: Listen +7, Spot +7, Dark Vision 60'
Languages Abyssal, Orc
------------------------------------------------
AC 29, touch 17, flat-footed 27 (+2 Dex, +4 Natural, +8 Armor, +5 Deflection)
AC Raging 27, touch 15, flat-footed 25 (-2 Rage, +2 Dex, +4 Natural, +8 Armor, +5 Deflection)
hp 62 (12 HD)
Fort +11 (+13 Raging), Ref +7, Will +8 (+10 Raging) 
Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +1
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Bite +14 melee (1d6+4) or +1 Great Axe +15/+10 (1d12+5)
Melee Raging Bite +16 melee (1d6+6) or +1 Great Axe +17/+12 (1d12+7+1d8)
Base Atk +10, Grp +14
Atk Options Rage 5/day, Demonic Rage
Combat Gear 2 Potions of Cure Serious Wounds
Spells Per Day 0: 6 (DC 12)
1st: 4 (DC 13)
-----------------------------------------------
Abilities Str 18 (22 raging), Dex 14, Con 13 (17 raging), Int 8, Wis 8, Cha 14
SQ Fire Resistance 10, SR 26, Control Flame, Orc Blood, Fast Movement
Feats Extend Rage, Extra Rage, Improved Initiative, Instantaneous Rage, Mad Foam Rager
Skills Climb +6, Concentration +3, Hide +10, Intimidate +10, Jump +5, Knowledge (Arcana, Religion, The Planes) +1, Listen +7, Search +7, Sense Motive +0, Spellcraft +3, Spot +7, Survival +1
Possessions +1 Berserker Brash Unholy Surge Great Axe, +5 Ring of Protection, +8 Bracers of Armor, Ring of Spell-Battle, 2 Potions of Cure Serious Wounds, 180 GP



EPIC PANDEMONICUS

Hit Die: d8
Skills Points at Each  Level : 2 + int
Rage You gain one additional daily use of Rage at level 24, and every 4 levels thereafter.
Spells Your caster level continues to increase with Epic levels, but you do not gain new spells per day, or learn new spells.
Bonus Feats: The Epic Pandemonicus gains a Bonus Feat every x levels higher than 20th
« Last Edit: November 08, 2009, 01:39:06 AM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #298 on: November 04, 2009, 02:17:23 PM »
Pandemonicus just needs the capstone and tis done.

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #299 on: November 05, 2009, 09:29:29 AM »
I just realized that Pandemonicus raises caster level as I was about to suggest it should... this is what I get for not looking at the table...

It looks good. I'd be tempted to give one more caster increase, but it looks good.