Author Topic: Uncle Kitties Handbook of Spuriously Made Prestige Classes  (Read 99019 times)

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Bozwevial

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #320 on: December 09, 2009, 06:46:38 PM »
Blue Sand Shaman made me think of Dune, for some reason. Intentional?

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #321 on: December 10, 2009, 02:30:52 PM »
Blue Sand Shaman made me think of Dune, for some reason. Intentional?

Kitteh has nevah read Dune.

Surprising I know...

Radmelon

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #322 on: December 11, 2009, 03:06:20 AM »
Blue Sand Shaman made me think of Dune, for some reason. Intentional?

Kitteh has nevah read Dune.

Surprising I know...
What's Dune?

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #323 on: December 12, 2009, 12:32:42 PM »
Blue Sand Shaman made me think of Dune, for some reason. Intentional?

Kitteh has nevah read Dune.

Surprising I know...
What's Dune?

http://en.wikipedia.org/wiki/Dune_%28novel%29

got rest of the Penitent up.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #324 on: December 16, 2009, 02:25:49 PM »
THE ASHEN SWORDS


   
"Do you like my fiery crown?  I take great pride in it, for rare indeed is the head of a Goblin  that has worn a crown of any sort."

 Few Goblins are willing to forsake their deities for something they have little knowledge and even less racial talent for such as Binding.  Those few who do embrace the Binders path at some point summon Marchosias.  It's as if they're draw to him somehow.  Odd considering his hatred of other assassins and thieves (which the Goblin race is seemingly almost too well predicated towards becoming).   It's theorized he'd like some measure of vengeance on the souls of the damned who made him a vestige, and the Ashen Swords are to be the force that delivers said vengeance.  Odd and seemingly unlikely as the Goblins have rarely been known for producing armies willing to assault Hell itself.  However they are thought of as generally being a token mook race (which would make their having serious power a real surprise), and they are power hungry which would make them blind enough to believe a supernatural entity who might not have their own best interests in mind.  Whatever the reason Marchosisas has demanded they only accept their own as new members, and they have obliged.

BECOMING AN ASHEN SWORD
The Ashen Swords accept any Goblin who has become a strong enough Binder to Bind Marchosias. 

 ENTRY REQUIREMENTS
   Race:  Goblin
   Special:  Ability to Bind Marchosias, must kill an assassin whose CR is equal to your own once per year (assassin being defined as any opponent with the Sneak Attack, Sudden Strike, Death Attack, or Skirmish abilities, or that can produce a Save or Die effect)
   Feats:  Favored Vestige (Marchosias), Ignore Special Requirements
   Skills:  Diplomacy 12 ranks, Gather Information 12 ranks


Class Skills
 The Ashen Sword's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Arcana, History, Local, Nobility, Religion)(Int), Move Silently (Dex), and Sense Motive (Wis).
Skills Points at Each  Level : 2 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +0     +2    Sword of Ash, +1 Effective Binder Level
2. +1    +3     +0     +3    Crown of Flame, +1 Effective Binder Level
3. +2    +3     +1     +3    Cloak of Cinders, +1 Effective Binder Level
4. +3    +4     +1     +4    Scepter of Flame, +1 Effective Binder Level
5. +3    +4     +1     +4    Master Killer, +1 Effective Binder Level


Weapon Proficiencies: Ashen Swords gain proficiency with all martial weapons.
 
Sword of Ash (Su): At 1st level you can summon a longsword made of burning ash at will as a Free Action anytime you have successfully bound Marchosias.  It acts as a +1 Flaming Burst, Bane, Fiercebane (See Magic Item Compendium), Implacable (again, see MIC) Longsword.  The Bane and Fiercebane abilities work against any opponents with the Sudden Strike, Sneak Attack, or Skirmish abilities (or any opponent able to provide a Save or Die effect).  This sword may only be used by you, and if it is sundered or disarmed it disappears and you may simply make another as a Free Action.  You may only use this ability while Marchosias is bound to you, and the sword disappears as soon as this is not the case.

Crown of Flame (Su): At 2nd level, any time you have Marchosias bound, you may 'mark' any one opponent once per round as a Swift Action.  That opponent loses any immunity or Resistance it has to Fire damage if it fails a Willpower Save (DC is 10 plus 1/2 HD plus Charisma Modifier) for 24 hours.  If it succeeds it is immune to this Ashen Swords Crown of Flame ability for 24 hours.  Whenever you use this ability a literal crown of fire appears around your head, hence the name.

Cloak of Cinders (Ex): At 3rd level, any time when you have Marchosias bound and are using his Smoke Form ability any creature entering your square must make a Fortitude Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or be Nauseated as long as he is within your square and for 1d4 rounds after he leaves.  He also takes 1d4 Fire damage from burning cinders as long as he is within your square if he has the Skirmish, Sudden Strike, or Sneak Attack abilities, or can cause a Save or Die effect.

Scepter of Flame (Su): At 4th level, any time you have Marchosias bound you can summon a flaming scepter at will as a Free Action.  It is immaterial to all but you, and cannot be sundered or disarmed, but neither can you make sunder or disarm attempts with it.  You gain an additional attack each round at your highest Base Attack Bonus with it, and it does 2d6 fire damage.  If your opponent has the Sudden Strike, Skirmish, or Sneak Attack abilities, it does fire damage equal to the amount of dice they have in that ability instead to a minimum of 2d6 (i.e. if your opponent has +7d6 Sneak Attack, the scepter does 7d6 Fire damage on a successful hit).  The scepter can do critical hits against opponents with the Sudden Strike/Sneak Attack/Skirmish abilities on a roll of 20, doing double damage.  You may only use this ability while Marchosias is bound to you, and the scepter disappears as soon as this is not the case.  The scepter is considered a light weapon and you are considered proficient with it.

Master Killer (Su): At 5th level any opponent who has the Skirmish, Sudden Strike, or Sneak Attack abilities no longer gets a Save against your Crown of Flame ability.  If you successfully hit such an opponent with your Sword of Ash you always threaten a critical hit, even if the opponent is immune to criticals.

PLAYING AN ASHEN SWORD
 You are a paradox.  An assassin able to Bind (and some would say even befriend) a Vestige well known for his hatred of such.  Granted you'd swear Marchosias is up to something, you just have no idea what.  Until then the power he grants you is more than enough to make you take the risks associated with him.  Now if only you didn't have to make that yearly tithe...
 Combat: You prefer the assassins traditional method of combat: killing opponents who are unaware of you.  Why fight what you can ambush?
 Advancement: The Ashen Swords become obsessed with bettering their skills as assassins, and some may even take levels in more rogue-ish classes.
Resources: The Ashen Swords are a small but tight knit group, and are occasionally willing to help each other out so long as it isn't time for the tithe (at which point other members may consider you an applicable target).  They are fairly wealthy as there are always patrons for supernatural killers.

ASHEN SWORDS IN THE WORLD
"We do not speak of them.  Or at least I don't.  Ask someone else."
 The Ashen Swords interact with each other, not the world.  They kill their targets, and other assassins, and the rest of the world can jump off a cliff for all they care.
 Daily Life: Life is training and missions, and hiding from the retribution of others.  Seriously thats all you do.  Pretty much forever, or until you die, or Marchosias reveals whatever the hell he's up to.
 Notables: Dust (NE Male Goblin Binder 15/Ashen Sword 1) is a new member of the Ashen Swords eagerly looking for a target to prove himself.
 Organizations: The Ashen Swords are competing to be the best of the best in the assassination biz, and actively take out other Guilds and organizations in the same business.  They require members to make a yearly tithe of at least one individual in the business, the top targets being any members who have left the organization.  In general during the tithing week members avoid one another out of fear they may kill each other, whether they've done anything or not (because there is ample precedent for members settling scores without repercussion at this time, especially if they can't find any other assassins of a high enough CR).  members can feel free to take levels in other classes, but they are still considered members of the organization even then, and will be killed if they fail to remain in contact.

NPC Reaction
 Most NPC's have no idea the Ashen Swords exist, and wouldn't be too upset if they did.  They may be godless abominations worshiping vestiges, but they kill rogues and assassins.  No one else does that, so most common folk give them a buy. 

The rich and powerful crap themselves a lot though.

ASHEN SWORDS IN THE GAME
 This class will make the player a bit of a target.  Be sure they can handle the pressure.
 Adaptation: This is best for darker campaigns.  Or maybe not (see below).
 Encounters: Unless they're a qualifying target for the yearly tithe, or an Ashen Sword has been assigned to off him, it's rare that a PC will see an Ashen Sword unless he walks in on them doing a job.

Sample Encounter
EL 16: The PC's are calmly eating lunch on the patio of a local cafe when a goblin with a flaming head appears in a puff of smoke and violently beats to death a local drug lord with what appears to be a small sword made form ashes.  Either the local brew has some non-standard ingredients, or they've just seen something they shouldn't...


Dust
NE Male Goblin Binder 15/Ashen Sword 1
Init +6, Senses: Listen +1, Spot +1, Dark Vision 60'
Languages Common, Goblin
------------------------------------------------
AC 31, touch 18, flat-footed 29 (+1 Size, +2 Dex, +8 Armor, +5 Deflection, +5 Natural)
hp 104 (16 HD)
Fort +13, Ref +7, Will +10 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Sword of Ash +14/+9/+4 (1d6-1 plus 1d6 fire/19-20) or +1 Sickle +14/+9/+4 (1d4-1)
Ranged +3 Javelin +16 (1d4+1)
Base Atk +11, Grp +5
Atk Options Sword of Ash
Combat Gear
Supernatural Abilities Soul Binding (3 Vestiges), Pact Augmentation (3 abilities), Binder Level 16
-----------------------------------------------
Abilities Str 6, Dex 15, Con 14, Int 10, Wis 12, Cha 16
SQ Soul Guardian (Immune to Fear, Slippery Mind, immune to energy drain and negative levels), Suppress Sign
Feats Favored Vestige (Marchosias), Improved Critical (Longsword), Improved Initiative, Power Critical (Longsword), Weapon Finesse, Ignore Special Requirements (B), Skilled Pact making (B)
Skills Bluff +5, Concentration +4, Diplomacy +15, Gather Information +15, Hide +8, Intimidate +6, Knowledge (Arcana) +2, Move Silently +6, Ride +6, Sense Motive +4
Possessions +5 Ring of Protection, +8 Bracers of Armor, +5 Amulet of Natural Armor, +3 Returning Distance Seeking Javelin, +1 Wounding Sickle, Type 2 Bag of Holding, 393 GP



EPIC ASHEN SWORDS

Hit Die: d8
Skills Points at Each  Level : 2 + int
Effective Binder Level Your Effective Binder Level continues to increase with Epic levels
Pact Augmentation At 24th level, an Epic Ashen Sword gains a sixth ability from the pact augmentation list. She gains additional abilities from the list every 4 additional levels (7 at 28th, 8 at 32nd, and so on). This functions in all other ways as the ability of the same name described in the Tome of Magic.
Bonus Feats: The Epic Ashen Swords gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: December 28, 2009, 02:24:42 PM by bhu »

InnaBinder

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #325 on: December 16, 2009, 04:01:55 PM »
The "once per year" clause is a bit wonky compared to most prerequisites.  I'm curious what happens to an Ashen Sword who fails to manage this in a given year, since I don't see an 'ex-Ashen Swords" listing.  Does the "once a year" requirement continue after the character moves on to another class?
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I made a Handbook!?

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #326 on: December 17, 2009, 02:11:33 PM »
I edited in the rest of the fluff.  Should be self explanatory.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #327 on: December 19, 2009, 02:44:44 PM »
Got all the class abilities up cept the capstone

Bozwevial

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #328 on: December 20, 2009, 05:14:44 AM »
Out of curiosity, does the class intentionally not advance one's effective binder level?

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #329 on: December 20, 2009, 09:35:09 AM »
Was getting ready to ask about Binder levels after I do te capstone.

Chemus

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #330 on: December 20, 2009, 11:48:13 AM »
Nifty class (again!). Just needs small clarifications:

Sword of Ash (Su): At 1st level you can summon a longsword made of burning ash at will as a Free Action anytime you have successfully bound Marchosias.  It acts as a +1 Flaming Burst, Bane, Fiercebane (See Magic Item Compendium), Implacable (again, see MIC) Longsword.  The Bane and Fiercebane abilities work against any opponents with the Sudden Strike, Sneak Attack, or Skirmish abilities (or any opponent able to provide a Save or Die effect).
If you don't intend this to be permanent, this needs a clause preventing you from making one for everyone in the party like: "This weapon dissipates immediately upon unbinding Marchiosas, or one round after leaving your possession." Or somesuch. If you intend to prevent the binder from using two, or more, of them, make sure you say something to the effect of: "...can summon up to one longsword made of..."
Quote
Scepter of Flame (Su): At 4th level, any time you have Marchosias bound you can summon a flaming scepter at will as a Free Action.  It is immaterial to all but you, and cannot be sundered or disarmed, but neither can you make sunder or disarm attempts with it.  You gain an additional attack each round at your highest Base Attack Bonus with it, and it does 2d6 fire damage.  If your opponent has the Sudden Strike, Skirmish, or Sneak Attack abilities, it does fire damage equal to the amount of dice they have in that ability instead to a minimum of 2d6 (i.e. if your opponent has +7d6 Sneak Attack, the scepter does 8d6 Fire damage on a successful hit).  The scepter can do critical hits against opponents with the Sudden Strike/Sneak Attack/Skirmish abilities on a roll of 20, doing double damage.
What weapon proficiency is scepter? Is it a light, one-handed, or two handed weapon? Also needs a non-permanency clause, if that is the intent.
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bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #331 on: December 24, 2009, 01:37:30 PM »
Modified text and added capstone.  Thoguths on Binding levels?

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #332 on: January 01, 2010, 12:39:38 PM »
Batu, the Traitor (also called Batu the Atheist)
Batu was an Orc tired of endless warfare who led like-minded Orcs on a pilgrimage to find a new home.
Vestige Level: 3
Binding DC: 25
Special Requirement: Yes
Legend: Born blind in one eye and horribly disfigured, Batu was largely considered either blessed or cursed by Gruumsh (no one could ever really agree one way or the other initially).  Not well suited for war he was drafted into the priesthood at a young age, but showed little aptitude for it.  It was therefore quickly decided he was less blessed, and more of a wretched abomination.  Left to his own devices Batu became one of the least likely (and most looked down upon) professions in Orc society: a scholar.

Whenever his kin ransacked a town or city, Batu made sure to get all of the records.  He claimed it was to help do his part by seeing if he could find something useful, but in reality he was just curious and had nothing else to do to make himself look useful.  Eventually Batu found out about Vestiges, and began researching them as much as he could given his limited resources.  His travel down the path of the Binder began with his successfully summoning Naberius. 

With the aid of Naberius' powers, Batu quickly managed to accrue further knowledge, and each new vestige made his life easier.  Batu knew he was risking the wrath of the Orc church by summoning vestiges, but he was able to keep it concealed for quite some time.  At least until his own ego became his undoing.

Being somewhat outside the mainstream of Orc society looking in, Batu had been able to see what kind of harm Gruumsh's eternal war had cost his people.  He couldn't see the race surviving if they kept up the pace, and secretly he began to recruit like-minded followers (i.e. other societal outcasts), and fled, looking for a new homeland.  He intended to build a base of operations to increase his own knowledge and that of his followers (including Binding) while attempting to convert new recruits.

Obviously the church wouldn't stand for this.  Gruumsh's followers made it their obsession to destroy the traitor, and ironically Batu condemned himself and his followers to a long life of slaughter and flight instead of the peace they sought.  The Orcs pursued them where ever they went, killing them all one by one, eventually driving Batu mad.  Desperate to influence the world even after his death (which he knew was coming) Batu consulted all the vestiges he knew, and enacted a daring plan to set off a magical ritual that would not only annihilate Batu himself, but also the Orcs chasing him and what few followers he had left, while alienating the Gods as well.  Apparently the spell disrupted the souls normal progression in the afterlife, potentially robbing the Gods of followers.

Much to everyone's surprise it worked.  No God wanted Batu in their afterlife after his transgression, and not truly being Evil he couldn't be condemned to the lower planes in the afterlife either.  Gruumsh himself decided to crush Batu's soul in the end.  Batu, however, has had the last laugh.  As a vestige he still inspires Orc Binders to turn their back on the traditions of their society.

Special Requirement: Batu will not allow himself to be bound by anyone worships the Orcish pantheon, or anyone who has befriended someone who does.
Manifestation: The circle floods with blood as a screaming skeleton claws it's way up from the gore.  Tendons and other bits of flesh begin inching their way up the skeleton like some abnormal parasitic growth, eventually being covered over with skin and forming an incredibly deformed Orc.
Sign: Your right eye clouds over and appears to have been blind from birth (although you can see through it normally).
Influence: While under the influence of Batu hate the Gods, and are required to work against them.  You are only required to attack worshipers of the Orcish pantheon on sight.  Worshipers of other deities and pantheons don't require you to immediately physically attack them, but neither are you allowed to aid them.
Granted Powers: In life Batu was obsessed with knowledge, putting an end to the Orcs eternal War, and (eventually) opposing the Gods.  As a vestige he grants his followers similar abilities.

Batu's Scholarship: Upon Binding Batu choose any one Int-based skill you do not have ranks in, and you gain a +2 on Checks with that skill and may use it as though you were trained.

Batu's Calming Influence: Anyone coming within 10' of you when you have Batu bound to you that is using Rage or Frenzy (or subject to a similar condition such as the Rage spell) must make a Willpower Save (DC is 10 plus half HD plus Charisma Modifier) or come out of the Rage/Frenzy immediately.  If they have further daily uses of Rage/Frenzy they must make another Save to use one while they are within range, and even if they are successful each round they remain within range they must make another Save to avoid having it turned off again.

Batu's Hatred: You gain a +2 Bonus on all rolls made against followers of the Orcish Pantheon.

Atheism: You gain a +2 Resistance Bonus on all Saving Throws against Divine spells.
« Last Edit: January 09, 2010, 11:52:47 AM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #333 on: January 04, 2010, 12:54:13 PM »
Batu seem ok so far?

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #334 on: January 07, 2010, 11:14:02 AM »
THE CRYPTOZOOLOGIST


   
"Good Evening! And welcome to Mutual of Omaha's Wild Kingdom! I'm your host Marlin Perkins.  Tonight you'll be watching Jim in the field being maritally violated by the legendary Snake Woman of the Burning Hell Desert while I sit safely in my tent surrounded by steak, ale, and nubile Half-Elves."

 Cryptozoologists are individuals (usually with well developed woodcraft skills) who have encountered a cryptid and become obsessed with them, or perhaps they've simply heard of the encounters of others and gotten curious.  They lead lives of excitement and danger as they attempt to prove the existence of the most hidden and legendary beings of the natural world.  And sometimes of the not so natural world given that magic exists.  Many are also unfortunately derided as frauds and hustlers.

BECOMING A CRYPTOZOOLOGIST
The Cryptozoologist needs a great deal of skills if he wishes to survive and pursue his quest, let alone ever become successful.  Generally the requisite training and a desire to go out into the wilderness alone after potentially hostile critters capable of devouring you whole are the only requirements.

 ENTRY REQUIREMENTS
   Skills:  Climb 4 ranks, Gather Information 4 ranks, Knowledge (Nature) 4 ranks, Ride 4 ranks, Survival 4 ranks, and Swim 4 ranks
   Feats:  Exotic Weapon Proficiency (Net), Investigator, Track
   Base Saving Throw:  Any one Base Save at +5


Class Skills
 The Cryptozoologist's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Dungeoneering, Geography, History, Local, Nature)(Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Speak Language, Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skills Points at Each  Level : 8 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +2    See the Unseen
2. +1    +0     +3     +3    Lore
3. +2    +1     +3     +3    Toughness
4. +3    +1     +4     +4    See the Unseen
5. +3    +1     +4     +4    Lore
6. +4    +2     +5     +5    Toughness
7. +5    +2     +5     +5    See the Unseen
8. +6    +2     +6     +6    Lore
9. +6    +3     +6     +6    Toughness
10.+7    +3     +7     +7   A Hard Man to Fool

Weapon Proficiencies: Cryptozoologists gain no new armor or weapon proficiencies.
 
See the Unseen (Ex): At 1st level you gain a +4 Competence Bonus to Spot Checks, but only when you're making an opposed Spot vs. Hide Check. 

At 4th level the Bonus increases to +6, and if your opponent has the Camouflage ability he doesn't gain it against you.

At 7th level the Bonus increases to +8, and if your opponent has the Hide in Plain Sight ability he doesn't gain it against you.

Lore (Ex): By second level you've been traveling quite a bit and gain the Lore ability.  This is identical to the Bardic Knowledge ability on page 28 of the PHB.

At 5th level you no longer take penalties to Lore checks due to the Class or Special Abilities of opponents.

At 8th level you no longer take penalties (or suffer automatic failure) to Knowledge Checks due to the Class or Special Abilities of opponents.

Toughness (Ex): By 3rd level you have been bitten, stung, zapped, poisoned, and god knows what else by just about any critter imaginable.  And it's only gonna get worse from here.  You gain a +2 Resistance Bonus to Fortitude Saves.

At 6th level you can reroll a failed Fortitude Save a number of times per day equal to your Hit Dice divided by 5.

At 9th level you can reroll any failed opposed combat check a number of times per day equal to you Hit Dice divided by 5.  You've gotten used to wrasslin' uncooperative Bigfoots.

A Hard Man to Fool (Ex): Beginning at 10th level you may always track an opponent, even if they have the Trackless Step ability, or the benefit of a Pass Without Trace spell.  You also gain a Resistance Bonus to Willpower Saves against Illusion and Enchantment spells equal to you Wisdom Bonus.

PLAYING A CRYPTOZOOLOGIST
 Cryptozoologists are obsessed with proving Cryptids real, no matter how much crap they have to take form the uneducated masses.  A difficult task as most Cryptids only wish to be left alone, and their Prestige Class abilities make them fairly good at it.  Sometimes the two become unlikely allies temporarily (Cryptozoologists also tend to be lovers of nature, and don't like to see it despoiled), but they usually part ways again.   
 Combat: You really prefer to be a scholar more than a fighter.  This isn't to say that you can't fight if pressed, but you generally prefer not to if oyu can at all avoid it.  After all, if you die, someone else will become famous for proving Bigfoots existence, and that will not do.
 Advancement: Cryptozoologists enter many varied professions as part of their careers.  Most become scholars or intellectuals of some kind, or perhaps guides or scouts.  Pursuing cryptids is their side hobby, one which consumes them for most of their days.   A span of time which can be short if they ever actually encounter what they;re looking for...
Resources: You have the occasional curious wealthy patron or university backing you, but if results aren't quick and obvious in coming many don't have the patience to keep giving you funds.  Most cryptozoologists end up on their own with whatever they can scrape up.

CRYPTOZOOLOGISTS IN THE WORLD
"That feller down ta tha wizerds skewl keeps a 'sayin' Bigfoots don't plant their seed in wimmens bellies.  Well how does he 'splain mah dotter?"!
 You take a lot of grief for your beliefs.  The mind bending abilities of experienced Cryptids doesn't help much either.  One day you'll be more resistant to them, and not go all gibbery.  Hopefully your reputation isn't beyond repair by then.  On the other hand your tolerance for a diversity of cultures and beliefs does make for some friends in odd places.
 Daily Life: Much of your life is daily drudgery waiting for news of new sightings, while doing research in your spare time.  Occasionally there's some mild excitement such as a native uprising, or vampires trying to nibble you in your sleep, but mostly it's waiting in between quests to prove the existence of ever more improbable critters.
 Notables: Jim XIV (Neutral Good Human Male Scout 6/Cryptozoologist 6) is the latest in a long line of Jim clones created to serve the aging Wizard Marlin Perkins.  He hopes vainly to escape the fate of his predecessors.
 Organizations: Cryptozoological organizations are usually a band of like-minded individuals hoping to pool what little resources they have together in hopes of increasing their chances of success.You also know that when bad events happen, cryptids usually get the blame when there are much less exotic explanations (such as corrupt local nobles), and you do your best to look after them.

NPC Reaction
 NPC reactions vary.  After all you've been found naked in the woods babbling about were sheep before.  You've tried explaining that was a temporary mental aberration due to supernatural influences, but small minded people are difficult to reassure.  The Cryptids don't like you much better since you try to prove their existence, but you truly do believe they can live in peace with the rest of the world.

CRYPTOZOOLOGISTS IN THE GAME
 Cryptozoologists obsessions can lead them to hog the spotlight if cryptids aren't the subject of a campaign, or make them feel pointless if there are no cryptids at all.  So make sure the campaign has the appropriate theme if you wish to allow this class.
 Adaptation: This is mostly meant for silly campaigns, much like the Cryptid PrC.
 Encounters: Cryptozoologists are usually encountered in far off places in the weirdest of situations.  Usually with odd beings for company.

Sample Encounter
EL 12: "You see that old man laughing maniacally in the tent?  That's Marlin Perkins.  Wizard extraordinaire.  Help me please, he plans to kill me like he has all the other Jim clones.  We wrestle animals for his amusement you see."


Jim XIV
Neutral Good Human Male Scout 6/Cryptozoologist 6       
Init +4, Senses: Listen +6, Spot +6
Languages Comon, Goblin, Orc
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AC , touch , flat-footed   (+3 Dex, )
hp 66 (12 HD)
Fort +7, Ref +13, Will +9 
Uncanny Dodge, Battle Fortitude +1
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Speed 40 ft. (8 squares)
Melee
Base Atk +8, Grp +9
Atk Options Skirmish (+2d6, +1 AC)
Combat Gear
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Abilities Str 13, Dex 16, Con 14, Int 10, Wis 14, Cha 8
SQ Trapfinding, Fast Movement, Trackless Step, Evasion, Flawless Stride
Feats Endurance, Exotic Weapon Proficiency (Net), Improved Grapple, Improved Unarmed Strike, Investigator, Track, Improved Initiative (B),
Skills Balance +7, Bluff +5, Climb +5, Decipher Script +4, Diplomacy +5, Gather Information +7, Handle Animal +5, Hide +7, Jump +4, Knowledge (Dungeoneering, Geography, Nature) +4, Listen +6, Move Silently +7, Ride +7, Search +7, Spot +6, Survival +6, Swim +5, Use Rope +7
Possessions



EPIC CRYPTOZOOLOGIST

Hit Die: d6
Skills Points at Each  Level : 8 + int
Class Ability
Class Ability
Bonus Feats: The Epic Cryptozoologist gains a Bonus Feat every x levels higher than 20th
« Last Edit: February 02, 2010, 12:30:17 PM by bhu »

Bozwevial

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #335 on: January 08, 2010, 03:43:26 AM »
Batu seem ok so far?

I dunno, the vestige seems a bit underwhelming. Could just be me, but it needs a little more...crunch? If that makes sense?

Prak, the Mad

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #336 on: January 08, 2010, 09:02:41 AM »
Batu's story is interesting, I'm going to use him as an npc in my campaign, if you don't mind, though I need to know where Naberius is from...

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #337 on: January 08, 2010, 01:18:04 PM »
Naberius is a vestige from Tome of Magic.

I hear you on the underwhelming part.  I tried to keep the power level in line with the other 3rd level vestiges, but given what abilities he lent himself well to, he seems to be a lil bland.  I'm thinking of redoing him, or vastly expanding his potential abilties with the PrC

Prak, the Mad

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #338 on: January 08, 2010, 08:54:17 PM »
Ok, thanks, I must have missed Naberius the first time I looked.

I don't know much about binders, haven't ever looked much, but I can at least make some suggestions for additional abilities... bonuses to defense, tactics maybe, even though he didn't like the fighting, he seems the type to look at tactics when war's inevitable and ensure as many casualties are as possible are on the other side... The calming influence could be something that just plain shuts down barbarian rages, since that's something he'd have had to fight a lot. Maybe a binder using him radiates an aura of calm that, when entered by a raging barbarian, forces them to make a will save to remain in their rage, if they enter the aura when not raging they must make the save to use their rage within it at all...

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #339 on: January 09, 2010, 11:54:35 AM »
Ok, thanks, I must have missed Naberius the first time I looked.

I don't know much about binders, haven't ever looked much, but I can at least make some suggestions for additional abilities... bonuses to defense, tactics maybe, even though he didn't like the fighting, he seems the type to look at tactics when war's inevitable and ensure as many casualties are as possible are on the other side... The calming influence could be something that just plain shuts down barbarian rages, since that's something he'd have had to fight a lot. Maybe a binder using him radiates an aura of calm that, when entered by a raging barbarian, forces them to make a will save to remain in their rage, if they enter the aura when not raging they must make the save to use their rage within it at all...

I like this.  Consider it done.