Author Topic: Uncle Kitties Handbook of Spuriously Made Prestige Classes  (Read 98451 times)

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bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #300 on: November 08, 2009, 01:28:14 AM »
TANARRUK DEMONSWORD


   
"One sword keeps another in the sheath."

 With all the conflict between Orcs and Elves it was inevitable that one day some enterprising Orcs would learn the secrets of the Elven Duskblades.  The Tannaruk just got there first given their connection to the Abyss. It's a lot easier to learn magic when your Demon parent can simply torture it out of someone.

BECOMING A TANARRUK DEMONSWORD
Demonswords all begin as Duskblades, and eventually learn to access new powers due to their demonic ancestry.

 ENTRY REQUIREMENTS
   Race:  Tannaruk
   Class Features:  Spell Power +2
   Skills:  Concentration 6 ranks, Knowledge (Arcana, Religion, The Planes) 6 ranks, Spellcraft 6 ranks
   Feats:  Battle Caster, Spell Focus (Any school)


Class Skills
 The Tanarruk Demonsword's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (any)(Int), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
Skills Points at Each  Level : 2 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +2    Enchant Weapon, +1 level of Arcane spellcasting class
2. +2    +3     +0     +3    Advanced Learning, +1 level of Arcane spellcasting class
3. +3    +3     +1     +3    Enchant Armor, +1 level of Arcane spellcasting class
4. +4    +4     +1     +4    Enchant Weapon, +1 level of Arcane spellcasting class
5. +5    +4     +1     +4    Advanced Learning, +1 level of Arcane spellcasting class
6. +6    +5     +2     +5    Enchant Armor, +1 level of Arcane spellcasting class
7. +7    +5     +2     +5    Enchant Weapon, +1 level of Arcane spellcasting class
8. +8    +6     +2     +6    Arcane Channeling (Full Attack), +1 level of Arcane spellcasting class
9. +9    +6     +3     +6    Enchant Armor, +1 level of Arcane spellcasting class
10.+10   +7     +3     +7   Sword of the Abyss, +1 level of Arcane spellcasting class

Weapon Proficiencies: A Demonsword gains no new weapon or armor proficiencies.
 
Enchant Weapon (Su): At 1st level the Demonsword begins to gain the ability to "lose" a spell to temporarily enchant a weapon he wields with a magical ability for 1 round plus 1 round per level of the spell (i.e. 1 round for a 0 level spell, 2 rounds for a 1st level spell, etc).  Or he may lose a spell to gain a bonus to attack and damage rolls with the weapon equal to the spells level (duration is same, this stacks with any Enhancement Bonus the weapon may already have from being magic itself, but not from those given by spells/powers/effects).  For some of these he may not have a spell of the appropriate descriptor at the time he gains this ability, but he can still use the options requiring them once he gains an appropriate spell.  All weapon properties mentioned may be found in either the DMG or the Magic Item Compendium:

Bane: Lose any 1 spell from the Conjuration school.
Corrosive: Lose any 1 spell with the Acid descriptor.
Defending: Lose any 1 spell from the Abjuration school.
Eager: Lose any 1 spell from the Divination school.
Flaming: Lose any 1 spell with the Fire descriptor.
Frost: Lose any 1 spell with the Cold descriptor.
Ghost Touch: Lose any 1 spell from the Necromancy school.
Illusion Bane: Lose any 1 spell from the Divination school.
Keen: Lose any 1 spell from the Transmutation school.
Magebane: Lose any 1 spell from the Evocation school.
Maiming: Lose any 1 spell from the Transmutation school.
Mindfeeder: Lose any 1 spell from the Necromancy school.
Paralyzing: Lose any 1 spell from the Enchantment school.
Screaming: Lose any 1 spell with the Sonic descriptor.
Shattermantle: Lose any 1 spell from the Divination school.
Shock: Lose any 1 spell with the Electricity descriptor.
Sundering: Lose any 1 spell from the Transmutation school.
Throwing: Lose any 1 spell from the Transmutation school.
Thundering: Lose any 1 spell with the Sonic descriptor.
Warning: Lose any 1 spell from the Divination school.
Weakening: Lose any 1 spell from the Necromancy school.


At 4th level he may lose any spell of 3rd level or higher to gain Weapon properties from the following list:

Acidic Burst: Lose any 1 spell with the Acid descriptor.
Anarchic: Lose any 1 spell with the Chaos descriptor.
Collision: Lose any 1 spell from the Transmutation school.
Domineering: Lose any 1 spell from the Necromancy school.
Doom Burst: Lose any 1 spell from the Necromancy school.
Enervating: Lose any 1 spell from the Necromancy school.
Fiercebane: Lose any 1 spell from the Conjuration school.
Flaming Burst: Lose any 1 spell with the Fire descriptor.
Ghost Strike: Lose any 1 spell from the Necromancy school.
Icy Burst: Lose any 1 spell with the Cold descriptor.
Impedance: Lose any 1 spell from the Abjuration school.
Paralytic Burst: Lose any 1 spell from the Enchantment school.
Parrying: Lose any 1 spell from the Abjuration school.
Screaming Burst: Lose any 1 spell with the Sonic descriptor.
Shocking Burst: Lose any 1 spell with the Electricity descriptor.
Unholy: Lose any 1 spell with the Evil descriptor.
Vampiric: Lose any 1 spell from the Necromancy school.
Wounding: Lose any 1 spell from the Necromancy school.

At 7th level he may lose any spell of 4th level or higher to gain Weapon properties from the following list:

Cursespewing: Lose any 1 spell from the Necromancy school.
Ethereal Reaver: Lose any 1 spell from the Necromancy school.
Implacable: Lose any 1 spell from the Necromancy school.
Soulbreaker: Lose any 1 spell from the Necromancy school.
Souldrinking: Lose any 1 spell from the Necromancy school.
Speed: Lose any 1 spell from the Transmutation school.
Unholy Surge: Lose any 1 spell with the Evil descriptor.

Advanced Learning (Ex): At 2nd level the Demonsword learns 1 spell per point of Intelligence Score above 10 from the Sorcerer/Wizard spell list of any level he can currently cast (ie. if he can cast up to 3rd level Duskblade spells, he can learn any Sorcerer/Wizard spell of up to third level).  He cannot actually cast these spells, but he can use a spell slot to sacrifice them to use his Enchant Weapon or Enchant Armor abilities.

At 5th level he adds additional spells equal to (Int Score-10).


Enchant Armor (Su: At 3rd level the Demonsword begins to gain the ability to "lose" a spell to temporarily enchant any armor he wears (or shield he wields) with a magical ability for 1 round plus 1 round per level of the spell (i.e. 1 round for a 0 level spell, 2 rounds for a 1st level spell, etc).  Or he may lose a spell to gain a bonus to AC equal to the spells level (duration is same, this stacks with any Enhancement Bonus the armor may already have from being magic itself, but not from those given by spells/powers/effects).  For some of these he may not have a spell of the appropriate descriptor at the time he gains this ability, but he can still use the options requiring them once he gains an appropriate spell.  All armor properties mentioned may be found in either the DMG or the Magic Item Compendium:

Acidic: Lose any 1 spell with the Acid descriptor.
Bashing: Lose any 1 spell from the Transmutation school.
Blinding: Lose any 1 spell from the Evocation school.
Ghost Ward: Lose any 1 spell from the Necromancy school.
Light Fortification: Lose any 1 spell from the Abjuration school.
Styptic: Lose any 1 spell from the Necromancy school.


At 6th level he may lose any spell of 3rd level or higher to gain Armor properties from the following list:

Animated: Lose any 1 spell from the Transmutation school.
Arrow Deflection: Lose any 1 spell from the Abjuration school.
Axeblock: Lose any 1 spell from the Abjuration school.
Energy Immunity: Lose any 1 spell with the appropriate Energy descriptor.
Hammerblock: Lose any 1 spell from the Abjuration school.
Retaliation: Lose any 1 spell from the Necromancy school.
Shadow: Lose any 1 spell from the Illusion school.
Silent Moves: Lose any 1 spell from the Illusion school.
Spearblock: Lose any 1 spell from the Abjuration school.

At 9th level he may lose any spell of 4th level or higher to gain Weapon properties from the following list:

Ghost Touch: Lose any 1 spell from the Necromancy school.
Invulnerability: Lose any 1 spell from the Abjuration school.
Moderate Fortification: Lose any 1 spell from the Abjuration school.


Arcane Channeling (Su): Identical to the ability 13th level Duskblades gain on page 20 of PHB II. 

Sword of the Abyss (Su): Once per day at 10th level you may lose any 1 spell of fifth level to transform your weapon into an Abyssal Blade for the duration of the encounter.  An Abyssal Blade is a +5 Anarchic Unholy Surge Weapon.  It cannot be Sundered or Disarmed.

PLAYING A TANARRUK DEMONSWORD
 As a professional killer, you earn a much better living than most mercenaries, and definitely a much better living than the other members of your tribe.  Your connections in the merc world also allow you to travel freely, acting as a spy for the Abyss as well as performing your duties for paying clients.
 Combat: Demonswords prefer melee combat where they gain the full use of their powers, but they do save a few spells back for the occasional ranged opponent.  And unlike many melee fighters they don't have as much need to acquire a magic weapon.
 Advancement: Most concentrate on their combat skills as that's what gets them hired and allows them to carry out acts of subterfuge for their demonic ancestors.
Resources: The Demonswords are killers for hire, and as a mercenary group they almost always enjoy a patron of some kind.  Usually one with lots of money, and little in the way of scruples.

TANARRUK DEMONSWORDS IN THE WORLD
"Watch that Orc over there, if he is an Orc.  There have been reports he has a blade made of lightning and fire."
 Despite usually being Chaotic Evil, most Demonswords have more self control than the average CE mercenary, and refrain from pointless acts of violence in order to continue their charade of professionalism.  In reality they're just as crazy as their brethren, they just find ways to channel that for their own purposes.
 Daily Life: Usually you're either guarding someone important (or at least rich), ir killing someone else on their behalf.  Unless the Demons want you to do something in which case you have to achieve their goals without it looking like you're doing a job on the side.
 Notables: Kiba (CE Female Tanarruk Duskblade 6/Tanarruk Demonsword 1) is a local celebrity, hired to guard the richest (and most depraved) nobles from the peasants who would see them meet their all too deserving end.  Ironically the local Demonic cults would also like to see the nobles deposed, and she works for their cause in secret.
 Organizations: The Demonswords are a professional mercenary organization with a large (and rich) clientele, although they will work for less if they believe the client is deserving of their help (i.e. their Demonic masters tell them to).  Many struggle with the need to seem less evil than they really are, and are eager for the day they can cast off their charade of civility for endless days of slaughter.

NPC Reaction
 NPC's aren't sure what to think of you.  You act a lot different than other mercenaries, and even seem helpful sometimes.  On the other hand you're still an Orc.  A decidedly odd looking one at that.  And your employers are...well some of them make the Orc tribes look respectable.

TANARRUK DEMONSWORDS IN THE GAME
 Being as the Demonswords work for Demons, the PC will either have to be Evil, or an unknowing pawn (which is unlikely).  Make sure the group doesn't have a problem with this before allowing the class.
 Adaptation: This is possibly adaptable to various styles of campaigns, but it's probably suited for darker ones better.
 Encounters: As a mercenary group, the Demonswords can be found just about anywhere there is the potential for conflict.  They also frequently hire out as bodyguards or enforcers, and can be found in urban environments as well.

Sample Encounter
EL 15: The PC's have been told a local Duke has blackmailed a group of foreign Orcish mercenaries into serving him, and been tasked with the job of finding out what it is he has on them so the locals can get them on their side.  Boy are they in for a surprise.


Kiba
(CE Female Tanarruk Duskblade 6/Tanarruk Demonsword 1)
Init +6, Senses: Listen +7, Spot +7, Dark Vision 60'
Languages Abyssal Orc, Common, Undercommon
------------------------------------------------
AC 40, touch 23, flat-footed 38 (+2 Dex, +4 Natural, +13 Armor, +6 Shield, +5 Deflection)
hp 66 (12 HD)
Fort +12, Ref +8, Will +10 
------------------------------------------------
Speed 20 ft. (4 squares)
Melee Bite +16 melee (1d6+4) or +5 Longsword +21/+16/+11 (1d8+9/19-20)
Base Atk +12, Grp +16
Atk Options Arcane Channeling, Enchant Weapon
Combat Gear 6 Potions of Cure Serious Wounds
Spells Per Day 0: 6 (DC 12)
1st: 7 (DC 13)
2nd: 6 (DC 14)
-----------------------------------------------
Abilities Str 18, Dex 14, Con 13, Int 15, Wis 8, Cha 8
SQ Fire Resistance 10, SR 21, Control Flame, Orc Blood, Arcane Attunement, Armored Mage (Medium), Quick Cast 1/day, Spell Power +2
Feats Battle Caster, Greater Spell Focus (Necromancy), Improved Initiative, Power Attack, Spell Focus (Necromancy), Combat Casting (B)
Skills Concentration +13, Hide +10, Intimidate +7, Knowledge (Arcana, Religion, The Planes) +8, Listen +7, Search +10, Spellcraft +8, Spot +7
Possessions +5 Light Steel Shield, +5 Full Plate, +5 Longsword, +5 Ring of Protection, Boots of Temporal Acceleration, 6 Potions of Cure Serious Wounds, 376 GP



EPIC TANARRUK DEMONSWORD

Hit Die: d8
Skills Points at Each  Level : 2 + int
Spells: The Tanarruk Demonswords caster level continues to improve with Epic levels, but he does not gain extra spells per day or learn new spells.
Enchant Weapon: Beginning at level 21 the Tanarruk Demonsword may lose any spell of 5th level or higher to gain Weapon properties from the following list:

Brilliant Energy: Lose any 1 spell from the Evocation school.

Enchant Armor: Beginning at level 21 the Tanarruk Demonsword may lose any spell of 5th level or higher to gain Armor properties from the following list:

Improved Shadow: Lose any 1 spell from the Illusion school.
Improved Silent Moves: Lose any 1 spell from the Illusion school.
Radiant: Lose any 1 spell from the Abjuration school.
 
Bonus Feats: The Epic Tanarruk Demonsword gains a Bonus Feat every 4 levels higher than 20th
« Last Edit: November 21, 2009, 02:20:27 PM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #301 on: November 09, 2009, 01:10:06 PM »
Does the PHB II have any errata?  It mentions the Duskblades have 0 level spells on their list, but fails to provide them.

InnaBinder

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #302 on: November 09, 2009, 02:29:04 PM »
Does the PHB II have any errata?  It mentions the Duskblades have 0 level spells on their list, but fails to provide them.
Yes, but the errata to which I have access also fails to mention 0 level spells.
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 #303 on: November 11, 2009, 02:27:15 PM »
Crap.  So should we errata them to have access to the 0 level spells o nteh Wizard list?

veekie

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #304 on: November 12, 2009, 05:25:43 PM »
That would seem to be a reasonable suggestion, though they do have most of those already.
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PhaedrusXY

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #305 on: November 12, 2009, 05:26:48 PM »
Does the PHB II have any errata?  It mentions the Duskblades have 0 level spells on their list, but fails to provide them.
Aren't they actually listed with the class, but not in the spells section?
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bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #306 on: November 13, 2009, 12:40:35 PM »
FOund em.  Thanks Phaedrus!

Sneaky monkeys....

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #307 on: November 15, 2009, 02:31:56 PM »
I just have to figure out the proper spells for each armor/weapon ability, and do the capstone and this one is pretty much done.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #308 on: November 18, 2009, 02:48:54 PM »
Demonsword is done cept for example NPC.  Any thoughts?

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #309 on: November 21, 2009, 02:05:28 PM »
KNIGHT OF THE CRIMSON SWORD


   
“Kill a man, and you are a murderer. Kill millions of men, and you are a conqueror. Kill everyone, and you are a god.”

 The Knights of the Crimson Sword are a company of Knights exclusive to the Hobgoblin race.  Their purpose is to destroy the enemies of the Goblinoid races by any means necessary, and they are often used as shock troops in times of war.  Meant for offense instead of defense, the Knights are never held in reserve to defend the people, they are sent to crush opposition or weaken enemy defenses in preparation for the Hobgoblins main army moving in.  Many of their missions are suicidal at best.

BECOMING A KNIGHT OF THE CRIMSON SWORD
All Knights of the Crimson Sword begin as experienced Knights, and must be accepted by a current member of the order.

 ENTRY REQUIREMENTS
   Race:  Hobgoblin
   Class Abilities:  Knight's Challenge, Vigilant Defender
   BAB:  +6
   Skills:  Intimidate 6 ranks, Knowledge (War) 3 ranks, Ride 6 ranks
   Feats:  Combat Reflexes, Intimidating Strike
   Special: Must be sponsored by a current member of the Order.

Class Skills
 The Knight of the Crimson Sword's class skills (and the key ability for each skill) are Climb (Str), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Geography, Nobility, War)(Int), Ride (Dex), and Swim (Str)
Skills Points at Each  Level : 2 + int

Hit Dice: d12

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +0    Fear is the 1st Key to Victory, Knights Challenge
2. +2    +3     +0     +0    Being Willing to Die the 2nd
3. +3    +3     +1     +1    And Skill at Arms the 3rd
4. +4    +4     +1     +1    Fear is the 1st Key to Victory
5. +5    +4     +1     +1    Being Willing to Die the 2nd
6. +6    +5     +2     +2    And Skill at Arms the 3rd
7. +7    +5     +2     +2    Fear is the 1st Key to Victory
8. +8    +6     +2     +2    Being Willing to Die the 2nd
9. +9    +6     +3     +3    And Skill at Arms the 3rd
10.+10   +7     +3     +3    For Hates Sake I Spit My Last Breath at Thee


Weapon Proficiencies: A Knight of the Crimson Sword gains no new weapon or armor proficiencies.
 
Knights Challenge: Your Knight and Knight of the Crimson Sword levels stack for purposes of determining how many times per day you can use your Knight's Challenge ability.

Fear is the 1st Key to Victory (Ex): At 1st level you get a +4 Competence Bonus on Intimidate Checks.

At 4th level when you successfully use your Intimidating Strike Feat, your opponent is Frightened for 1d3 rounds in addition to being Shaken for the duration of the encounter.

At 7th level when you successfully use your Intimidating Strike Feat, your opponent is Panicked for 1d3 rounds in addition to being Shaken for the duration of the encounter.

Being Willing to Die the 2nd (Ex): At 2nd level you can willingly lose your Dexterity Bonus to Armor Class at the beginning of your round as a Free Action.  You may regain it as a Free Action as well, but not until the beginning of your next turn.  While your Dex Bonus to AC is voluntarily lowered you gain a Circumstance Bonus on all Damage Rolls equal to your Effective Character Level.

At 5th level you get this Bonus to all Attack Rolls as well.

At 8th level, if you successfully confirm a Critical hit on an opponent while your Ac is voluntarily lowered, he must make a Fortitude Save (DC is 10 plus half HD plus Str Modifier) or die immediately.  If he is successful, he instead takes maximum damage from your strike (you do not need to roll).

And Skill at Arms the 3rd (Ex): At level 3 you get Improved Vigilant Defender: You may expend a use of your Knights Challenge to make an Attack of Opportunity against any opponent who would normally be immune to one, such as from the Mobility or Improved Grapple Feats, or one making a tumble Check.

At level 6 you may expend a use of your Knights Challenge ability to avoid provoking an Attack of Opportunity when you make an Attack that would normally do so (i.e. trying t pass an enemy, making a Grapple, Trip or other attack that provokes an attack of opportunity).  

At level 9 you may expend a use of your Knights Challenge ability to Smite one opponent who has damaged an Ally.  If this attack successfully hits, the opponent must make a Fortitude Save (Save DC is 10 plus 1/2 HD plus Str Modifier) or be Dazed for 1d3 rounds.

For Hates Sake I Spit My Last Breath at Thee (Ex): At 10th level, you may fight and act normally below 0 hp, and may continue to fight until you are at negative hit points equal to 10 plus your Con score (i.e. if you have a Con of 15 you may fight until -25 hp).  If you can be healed above 0 hp within this time you will not die, otherwise you will expire when you reach the appropriate negative hp.  Note that you do not stabilize, and ocntinue to lose 1 hp per round below 0 hp.

PLAYING A KNIGHT OF THE CRIMSON SWORD
 Protecting the Goblinoid races takes precedence, and the best way to protect them is to eradicate anything that could be a potential threat (even before it becomes one).  This may lead you to occasionally make some odd partners, and work with races that wouldn't otherwise make peaceful contact with your people.  it also leads to occasional conflict.  For example if you work with the Humans to solve a mutual threat, you're pledged not to betray the humans if they aren't currently enemies, because that would make them enemies of the Hobgoblins.  But the Hobgoblin military may order you to.
 Combat: The Knight's are almost suicidal in combat, often calling out the most powerful opponent on the other side to single combat.  If there are no worthy opponents, and the situation doesn't call for them to die to complete their mission, they are fairly good schemers.  But if dying is the only way, the Knights rarely hesitate to do so.
 Advancement: The Knights are required to be among the best combatants their society has to offer.  If they slouch they end up dead on a mission, or drummed out in disgrace.  For that reason most Knights tend to concentrate on their fighting abilities.
Resources: Being a Knightly Order, the Knights usually enjoy the support of Hobgoblin society (and the other Goblinoids as well to a lesser extent).  They can often find shelter or supplies, although said supplies are often of indifferent quality or stolen as many Goblinoids are not the most greatest artisans.

KNIGHTS OF THE CRIMSON SWORD IN THE WORLD
"If it weren't for the Knights the Elves and Humans would've run us out long ago."
 The Knights of the Crimson Sword are an odd bunch in many ways.  You're expected to die in combat, in defense of many people who will gladly let you do so in order to escape that fate themselves.  You are expected to endure hardships, and experiences alien to your kind in order to ensure the survival of your race.  You are told to conduct yourself honorably, when you come from among a race that doesn't place that high a value on honorable deeds compared to results.
 Daily Life: Your daily life is filled with training and duties for the Order.  Unless you have been given a mission, in which case you are kept busy with that.  You have no downtime but for moments in the mission when you are waiting for events to unfold properly.
 Notables: Durum (LE Male Hobgoblin Knight 6/Knight of the Crimson Sword 5) is a fairly well known Knight in the communities close to the Hobgoblin fiefdom.  He's also the Hobgoblins chief muscle if something needs done (most specifically someone needs killed).
 Organizations: The Knights of the Crimson Sword are their own organization, and a fairly well funded one.  They aren't incredibly large, as few Hobgoblins meet the prerequisites to join, and many members are killed on missions.

NPC Reaction
 NPC's are torn regarding the Knights.  On the one hand the Knights seem fairly honorable, and can even be helpful if it's for the benefit of the Hobgoblin race.  On the other hand, their suicidal warriors willing to die at a moments notice.  Granted this is only if the NPC's race and the Hobgoblins aren't already at war.  If they are, then they hate the Knights with a passion.

KNIGHTS OF THE CRIMSON SWORD IN THE GAME
 The Knights can work with other races, which means that if players wish to be a Hobgoblin in a mixed race campaign, this PrC gives them a way to do that without you adjusting how the races work if Hobgoblins are still evil militants.
 Adaptation: The Knights fit best in a military campaign, or in a diplomatic one between races.  They're also one of the few Hobgoblin warrior cliques willing to work outside the normal boundaries of their race.
 Encounters: PC's can always encounter the Knights in time of ware or trouble, and beyond that they are rarely seen except on the odd mission that involves them being quiet and unobtrusive.

Sample Encounter
EL 12: A horde of Phase Spiders is overwhelming the Hobgoblin homeland, and have begun swarming out into the human lands as well.  The PC's have been asked to team with a group of Hobgoblin Knights to go and find the source of their sudden numbers and ferocity.


Durum
LE Male Hobgoblin Knight 6/Knight of the Crimson Sword 5
Init +0, Senses: Listen +1, Spot +1, Dark Vision 60'
Languages Common, Goblin
------------------------------------------------
AC 26, touch 10, flat-footed 26 (+9 Armor, +7 Shield)
hp 104 (11 HD)
Fort +9, Ref +3, Will +7  
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +4 Longsword +17/+12/+7 (1d8+6)
Base Atk +11, Grp +13
Atk Options Knights Challenge 8/day (Fighting Challenge +1, Test of Mettle), Fear is the 1st Key to Victory, Being Willing to Die the 2nd (+12)
Combat Gear 6 Potions of Cure Serious Wounds
-----------------------------------------------
Abilities Str 14, Dex 10, Con 16, Int 10, Wis 13, Cha 16
SQ Armor Mastery (Medium), Vigilant Defender, Shield Ally, Bulwark of Defense, Shield Block +1, Knights Code
Feats Combat Reflexes, Hold the Line, Intimidating Strike, Phalanx Fighting, Endurance (B), Mounted Combat (B)
Skills Climb +4, Diplomacy +5, Intimidate +13, Knowledge (War) +5, Knowledge (Geography, Nobility) +2, Move Silently +4, Ride +6
Possessions +5 Breastplate, +5 Heavy Steel Shield, +4 Longsword, 6 Potions of Cure Serious Wounds, 665 GP



EPIC KNIGHT OF THE CRIMSON SWORD

Hit Die: d12
Skills Points at Each  Level : 2 + int
Knights Challenge You continue to gain daily uses of your Knights Challenge ability.
Bonus Feats: The Epic Knight of the Crimson Sword gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: December 03, 2009, 02:01:16 PM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #310 on: November 26, 2009, 12:14:45 PM »
Okay the Knights first two abilities are up, think theyre over the top?

veekie

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #311 on: November 26, 2009, 06:54:57 PM »
The second one looks like it could stack hideously well with Shock Trooper.
The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

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

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

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

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

There is no higher price than 'free'.

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

Bozwevial

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #312 on: November 27, 2009, 03:54:22 AM »
The second one looks like it could stack hideously well with Shock Trooper.

Eh. It reminds me of the Ronin's Banzai Charge, except that Banzai Charge doesn't make you vulnerable to sneak attacks, sudden strikes, and the like.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #313 on: November 28, 2009, 03:56:45 PM »
Theoretically the Knight is now done except for the example NPC. Any thoughts on the abilities now?

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #314 on: December 02, 2009, 03:30:24 PM »
BLUE SAND SHAMAN


   
“If you must speak ill of another, do not speak it, write it in the sand near the water's edge.''

 Blue Sand Shamans are the minions of the evil Blue Dragons, used to corrupt and sabotage any nearby kingdoms or towns not under its sway. They forgo much of the usual powers of their kind to channel their abilities elsewhere.  The Rite of Blue Sands gives them unique powers they can use to spy upon and disrupt the efforts of their masters enemies.

BECOMING A BLUE SAND SHAMAN
A prospective Dragon Shaman must be sponsored by a current Blue Sand Shaman or Blue Dragon in order to undergo the Rite of Blue Sands (and being a tad racist they only accept Sunscorch Hobgoblins).  The Rite takes 24 hours, and at it's conclusion the participant is left with only 1 hit point.  But he may now take levels in Blue Sand Shaman.

 ENTRY REQUIREMENTS
   Race:  Sunscorch Hobgoblin
   Skills:  Intimidate 4 ranks, Knowledge (Nature) 4 ranks
   Feats:  Sandskimmer, Sand Camouflage (see Sandstorm for these Feats)
   Dragon Totem:  Blue
   Class Features: Touch of Vitality
   Special: Must undergo the Rite of Blue Sands


Class Skills
 The Blue Sand Shaman's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Hide (Dex), Intimidate (Cha), Knowledge (Geography, Nature)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), and Survival (Wis)
Skills Points at Each  Level : 2 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +0     +2    One With the Sand
2. +1    +3     +0     +3    The Curse of Blue Sand
3. +2    +3     +1     +3    Corrupt Vitality
4. +3    +4     +1     +4    One With the Sand
5. +3    +4     +1     +4    The Curse of Blue Sand
6. +4    +5     +2     +5    Corrupt Vitality
7. +5    +5     +2     +5    One With the Sand
8. +6    +6     +2     +6    The Curse of Blue Sand
9. +6    +6     +3     +6    Corrupt Vitality
10.+7    +7     +3     +7    Breath of Sand

Weapon Proficiencies: A Blue Sand Shaman gains no new weapon or armor proficiencies.
 
One With the Sand (Su): At 1st level you permanently gain the benefits of the Waste Strider spell on your person (see Sandstorm).

At 4th level you may cast the spell Soul of the Waste at Will (See Sandstorm).

At 7th level you may cast the spell Sandform (see Sandstorm) 5/day.

The Curse of Blue Sand (Su): At 2nd level you may cast Dispel Water and Slipsand 3/day.

At 5th level you may cast Choking Sands 3/day, and cast Mummify and Sandstorm 1/day.

At 7th level you may convert an appropriately large patch of sand into a Devil Dune (see Sandstorm page 20) once per week.  You may now also cast Dispel Water and Slipsand at will, Choking Sands 5/day, and Sandstorm 3/day.

Corrupt Vitality (Su): The Blue Sand Shamans PrC levels stack with his
Dragon Shaman levels to determine the amount of damage you can heal with your Touch of Vitality, and what effects you have access to (i.e. removing conditions and such). 
At level 3, any creature you use your Touch of Vitality on must make a Willpower Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or become addicted to the ability.  For rules on addiction see the Book of Vile Darkness page 41, this has an Addiction rating of high. You also gain an additional 5 points of healing per day.

At level 6, any creature addicted to your Touch whose addiction rating passes above high (i.e. has been addicted 2 months or more) now can no longer heal wounds normally without your Touch of Vitality or by magical means. You also gain an additional 5 points of healing per day.

At level 9, any creature addicted to your Touch whose addiction rating passes above high (i.e. has been addicted 2 months or more) now can no longer heal wounds normally without your Touch of Vitality, including magic.
This addiction can be cured by the following spells: Break Enchantment, Limited Wish, Miracle, or Wish. You also gain an additional 5 points of healing per day.

Breath of Sand (Su): At 10th level when you use your Breath Weapon or Draconic Aura abilities on someone addicted to your Touch of Vitality your Blue Sand Shaman and Dragon Shaman levels stack for purposes of determining their power. For example a Dragon Shaman 6/Blue Sand Shaman 10 has a Breath Weapon doing 8d6 electricity damage in a 60' Line with a Save DC of (18 + Con Modifier), and the Bonus from it's Draconic Aura is +4.  The Shaman also has Fast Healing 3 so long as it remains in contact with sand.

PLAYING A BLUE SAND SHAMAN
 the Great Dragon has blessed you with powers unavailable to all but a few, and you owe him your life for it.  He has made you a Power on the world, even if you are a Power subservient to him, who is in turn subservient to a greater Power yet.  Even if your tribe had not turned from the Old Gods long ago, you would still choose this path.  For what has Maglubiyet ever done but sacrifice his children to further his own goals?
 Combat: Blue Sand Shamans are powers behind the throne type guys.  They work out of sight behind the scenes, and avoid physical combat.  Being forced to participate in it is generally considered a sign of weakness among them because it means you have risked too mcuh and exposed yourself.
 Advancement: Blue Sand Shamans advance as their patron Dragon wishes them to, most usually as spies and assassins to further his own goals.
Resources: Blue Sand Shamans can draw upon the resources of their cult and their Dragon if it's to further his goals.  Even on the rare chance they are acting on their own goals, they have enough status among their tribe that they can command help.

BLUE SAND SHAMANS IN THE WORLD
"All sin tends to be addictive, and the terminal point of addiction is what is called damnation."
 The Shamans are quite hated.  They poison water supplies, curse people with addiction to their healing powers, blight crops, kill livestock, and even cause the death or malformation of the unborn.  They are considered by most (other than their tribe) to be a curse on the world.
 Daily Life: The Shamans do as they have been directed.  If not on some mission, they will be studying their powers, or toiling at the behest of their cults mortal leaders.
 Notables: Kurn (LE Male Sunscorch Hobgoblin Dragon Shaman 6/Blue Sand Shaman 5) has traveled well along the path to his own damnation, currently having annihilated several villages of differing peoples form within.
 Organizations: The Blue Sand Shamans are a loose brotherhood, each cell belonging to the control of an individual Blue Dragon.  While they help and support one another in theory, they owe their allegiance to their patron and no other.

NPC Reaction
 NPC's usually attempt to kill you on sight if they know who and what you are.

BLUE SAND SHAMANS IN THE GAME
 This is a pretty nasty PrC.  If you want to let PC's use this, best you make it an all evil campaign.
 Adaptation: This is meant for darker campaigns.  It's possible to use it in a humorous one, but it would be pretty twisted.
 Encounters: Blue Sand Shamans can be found just about anywhere on errands for their masters, particularly in any place which has defied him.

Sample Encounter
EL 12: The PC's have been asked to investigate a series of crimes, all apparently committed by drug addicts.  looking closer they find soemthing of a much darker nature however.


Kurn
LE Male Sunscorch Hobgoblin Dragon Shaman 6/Blue Sand Shaman 5
Init +1, Senses: Listen +0, Spot +0, Dark Vision 60'
Languages Common, Goblin, Draconic
------------------------------------------------
AC , touch , flat-footed   (+1 Dex, )
hp 93 (11 HD)
Fort +12, Ref +4, Will +12 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +7, Grp +9
Atk Options Breath Weapon (3d6 30' Line of Electricity, DC 16)
Combat Gear
-----------------------------------------------
Abilities Str 14, Dex 12, Con 16, Int 10, Wis 10, Cha 14
SQ Dragonblood Subtype, +2 Racial Bonus on Saves vs Heat exposure, Totem Dragon (Blue), Draconic Aura +2 (Power, Presence, Resistance, Toughness, Vigor),  Cast Ventriloquism at will as a Spell-Like Ability, Immune to Paralysis and Sleep Effects, Immune to the Frightful Presence of Dragons, Touch of Vitality (29 points)
Feats Diehard, Endurance, Sandskimmer, Sand Camouflage, Steadfast Determination, Skill Focus (Bluff)(B)
Skills Bluff +7, Climb +4, Hide +7, Intimidate +6, Knowledge (Geography, Nature) +4, Search +2, Spellcraft +2
Possessions



EPIC BLUE SAND SHAMAN

Hit Die: d10
Skills Points at Each  Level : 2 + int
Corrupt Vitality Beginning at level 23 and every 3 levels thereafter you gain an additional  5 points of healing per day.
Bonus Feats: The Blue Sand Shaman gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: December 05, 2009, 01:27:59 PM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #315 on: December 05, 2009, 01:28:13 PM »
BSS class abilities are up.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #316 on: December 08, 2009, 02:24:17 PM »
GOBLIN PENITENT


   
"AAAAAAAAAAAAAAAAAAAAAAAAARRRRRRRRRGGGGGGGH!!!"

 Goblin Penitents are culled from the more religious of the poorer tribes (or criminals), convinced they have offended the Gods, and then brainwashed into making up for their imagined 'sins' by serving as expendable killers for the Church of Maglubiyet.  Driving themselves into a fury, they throw themselves at the enemy, dying on their blades as often as they take the enemy with them.

BECOMING A GOBLIN PENITENT
An appropriate religious background is all that is needed, as well as a certain lack of emotional restraint.  Being crazy helps too, and you will be soon after taking this PrC if you aren't already.

 ENTRY REQUIREMENTS
   Race:  Any Goblinoid
   Feats:  Instantaneous Rage, Intimidating Rage, True Believer
   Skills:  Climb 4 ranks, Jump 4 ranks, Knowledge (Religion) 4 ranks
   Class Features:  Rage
   Special:  Must survive being kidnapped, tortured, and brainwashed by the Church of Maglubiyet


Class Skills
 The Goblin Penitent's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Religion)(Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Survival (Wis), and Tumble (Dex).
Skills Points at Each  Level : 4 + int

Hit Dice: d12

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +0    Terrifying Rage
2. +2    +3     +0     +0    Ever Increasing Madness (-2/+2)
3. +3    +3     +1     +1    Painless Rage
4. +4    +4     +1     +1    Terrifying Rage
5. +5    +4     +1     +1    Ever Increasing Madness (-4/+6)
6. +6    +5     +2     +2    Painless Rage
7. +7    +5     +2     +2    Terrifying Rage
8. +8    +6     +2     +2    Ever Increasing Madness (-6/+6)
9. +9    +6     +3     +3    Painless Rage
10.+10   +7     +3     +3   Self-Sacrifice


Weapon Proficiencies: Goblin Penitents gain no new weapon or armor proficiencies.
 
Terrifying Rage (Ex): At levels 1, 4, and 7 the Penitent gains an additional daily use of Rage.  He also becomes terrifying to see when Raging. 
At Level 1 any opponent attacked by the Penitent must make a Willpower Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or be Shaken for the duration of the encounter.  A successful Save means the opponent is immune to this particular Penitents Terrifying Rage for 24 hours.

At 4th level all opponents within 10' must make the Willpower Save to avoid being Shaken.

At 7th level if the Penitent successfully critically hits a Shaken opponent while Raging the opponent is Panicked for 1d4 rounds (he gains no additional Save to avoid this effect).

Ever Increasing Madness (Ex): The toll from the misery of the Penitents existence, and constant brainwashing eventually begin to manifest.  At second level the Penitent takes a -2 Competence Penalty on all Wisdom and Charisma Based skill checks (except Intimidate), but gains a +2 Morale Bonus on all Attack and Damage rolls (including critical confirmation rolls and opposed checks for combat maneuvers such as Bull Rush, Grapple, etc.).  The Penalty/Bonus increases to -4/+4 at level 5, and -6/+6 at level 8.

Painless Rage (Ex): The Penitent becomes ever more immune to pain and effects involving the nervous system when Raging.  At 3rd level the Penitent gains a +2 Resistance Bonus on Saves against anything that causes one of the following Conditions: Dazed, Nauseated, Non Lethal Damage, Paralyzed, Stunned, or spells/effects that cause penalties due to Pain (such as Wrack or Symbol of Pain.

At 6th level the bonus increases to +4.  The Penitent also becomes increasingly more difficult to stop, and gets a +2 Resistance Bonus on effects that cause the following conditions: Blown Away, Checked, Exhausted, Fatigued, or Knocked Down.

At 9th level the Penitent becomes immune to the Dazed, Nauseated, Paralyzed, or Stunned Conditions while Raging, as well as pain based effects.  It's Bonus against being Blown Away, Checked, Exhausted, Fatigued, or Knocked Down becomes +4. 

Self-Sacrifice (Ex): If you provoke an Attack of Opportunity you may let your attacker automatically hit you to do the same amount of damage to him, plus an additional 20 points of damage.

PLAYING A GOBLIN PENITENT
 You are a suicidal psychotic intended to be cannon fodder.  Used as a weapon of terror against the enemy you break their ranks though sheer faith that you will win out over greater odds (or occasionally with your inspiring death).  At least the Church hopes so.  If you live to be old enough to question your place in the scheme of things, you may be a bigger threat to the Church than all the Elves in the world...
 Combat:Get angry, and run at the enemy screaming while foaming at the mouth.  Seriously this is what you do for a living.  Mouth foamer.  Won't look good on a resume, but it does okay on the battlefield.
 Advancement: Most Penitents die, so they really don't get much of time to consider options for the future. 
Resources: Pretty much whatever you're able to take from opponents after crushing their head with a flail.  The Church considers you throwaway conscripts, so they give you the minimum you need to exist (along with some psychedelic mushrooms to keep you in line on occasion). 

GOBLIN PENITENTS IN THE WORLD
"How many arrows does it take to kill this little bastard?"
 Your exposure to the world outside of your training and brainwashing sessions consists of distracting your enemy by flinging yourself on his spear in order to get close enough to kill him.  You see the worlds in terms of "goblins" and "stuff that must die".  It doesn't exactly garner you fame, even among your fellow Goblins.
 Daily Life: You spend much time reading scripture, training, and psyching yourself up for the big day.  Also, you tend to be completely out of your mind on shrooms.  A lot.  It helps prevent you from thinking "Wait...wtf am I DOING?".
 Notables: Pancreas Devouring Bob (NE Male Goblin Barbarian 6/Goblin Penitent 6) is a young penitent who has made a name for himself by devouring a particular organ from slain foes...
 Organizations: The Church of Maglubiyet sponsors (creates) the Penitents, and sees to their welfare (brainwashing).  They can occasionally (almost never) ask the Church for aid (if it's in the Churches own self interests), or maybe food an shelter (a fried rat on a stick, fungus beer, and a cot in the common room).

NPC Reaction
 NPC reactions can be summed up as "Holy ____, run for your lives!"

GOBLIN PENITENTS IN THE GAME
 This is a PrC for mentally unstable religious fanatics.  Needless to say, think it over before allowing it for that reason.
 Adaptation: Goblin Penitents can be put in either serious or silly campaigns.
 Encounters: Penitents can be encountered in any war or combat situation involving Goblinoids, particularly if the Church of Maglubiyet is involved.

Sample Encounter
EL 12: "Abner...this Goblin appears to be attempting to crush my groin with a large wad of string.  Y'know killing him almost seems bad seeing as he's all crazy and such.  Poor lil feller."


Pancreas Devouring Bob
NE Male Goblin Barbarian 6/Goblin Penitent 6
Init +2, Senses: Listen -4, Spot -4, Dark Vision 60'
Languages Common, Goblin
------------------------------------------------
AC 26, touch 13, flat-footed 24 (+1 Size, +2 Dex, +10 Armor, +3 Natural)
AC Raging 24, touch 11, flat-footed 22 (-2 Size, +1 Size, +2 Dex, +10 Armor, +3 Natural)
hp 102 (12 HD), 126 Raging
Fort +12 (+14 Raging), Ref +6, Will +4 (+6 Raging)
Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +2
------------------------------------------------
Speed 40 ft. (8 squares)
Melee +2 Heavy Flail +18/+13/+8 (1d10+9)
Melee Raging  +2 Heavy Flail +20/+15/+10 (1d10+11)
Base Atk +12, Grp +14 (+16 Raging)
Atk Options Rage 4/day, Terrifying Rage, Ever Increasing Madness (-4/+4), Painless Rage
Combat Gear
-----------------------------------------------
Abilities Str 14 (Str 18 Raging), Dex 15, Con 14 (Str 18 Raging), Int 8, Wis 10, Cha 12
SQ Fast Movement
Feats Extend Rage, Instantaneous Rage, Intimidating Rage, Mad Foam Rager, True Believer
Skills Climb +6 (+8 Raging), Hide +10, Intimidate +16, Jump +6 (+8 Raging), Knowledge (Religion) +3, Move Silently +10, Survival -2, Tumble +6
Possessions +2 Collision Heavy Flail, +5 Silent Moves Shadow Breastplate, +3 Amulet of Natural Armor, Keoghtoms Ointment, 1 Potion of Cure Serious Wounds, 85 GP



EPIC GOBLIN PENITENT

Hit Die: d12
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Goblin Penitent gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: December 16, 2009, 01:56:38 PM by bhu »

Radmelon

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #317 on: December 09, 2009, 02:46:46 AM »
What is it with you and goblins anyway?  :D

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #318 on: December 09, 2009, 10:29:58 AM »
What is it with you and goblins anyway?  :D

I took up a challenge to do 100 Racial PrC's for Goblinoids and Orcs and their relatives.
« Last Edit: December 09, 2009, 12:47:45 PM by bhu »

Prak, the Mad

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #319 on: December 09, 2009, 10:53:12 AM »
What is it with you and goblins anyway?  :D

I took up a challenge to do 100 Racial PrC's for Goblinoids and Ors and their relatives.

I approve. Gobbies need more love.