Author Topic: Uncle Kitties Handbook of Spuriously Made Prestige Classes  (Read 99961 times)

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Prak, the Mad

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #340 on: January 09, 2010, 01:35:43 PM »
Cool, I'm glad I was able to help.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #341 on: January 11, 2010, 01:43:25 PM »
BATU'S DISCIPLES


   
"Nothing will end war unless the people themselves refuse to go to war."

 Orcs who choose the path of the Binder usually find themselves relentlessly pursued by Gruumsh's priests.  It is inevitable that they discover Batu and learn to Bind him.  Almost all Orcish Binders eventually become one of the Disicples, so long as they reject the typical ways of Orc society. 

BECOMING A DISCIPLE
Being born an outcast in Orc society who becomes a Binder is all that's really required.  Most Binders who are Orcs find their way to Batu eventually, almost as if they are drawn to him.

 ENTRY REQUIREMENTS
   Race:  Any Orcish
   Special:  Cannot worship the Orcish pantheon
   Binding:  Must be able to Bind Batu
   Skills:  Bluff +4, Diplomacy +4, Knowledge (History) +4
   Feats:  Favored Vestige (Batu)


Class Skills
 The Disciple's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Knowledge (Arcana, Geography, History, Religion, The Planes)(Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), and Survival (Wis).
Skills Points at Each  Level : 2 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +0     +2    Atheist
2. +1    +3     +0     +3    Diplomat
3. +2    +3     +1     +3    Reluctant Warrior
4. +3    +4     +1     +4    Atheist
5. +3    +4     +1     +4    Diplomat
6. +4    +5     +2     +5    Reluctant Warrior
7. +5    +5     +2     +5    Atheist
8. +6    +6     +2     +6    Diplomat
9. +6    +6     +3     +6    Reluctant Warrior
10.+7    +7     +3     +7   Herald


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

Atheist (Su): Whenever you Bind Batu the ability he grants to resist Divine Magic gradually increases in power.  Beginning at 1st level you gain Spell Resistance equal to 10 plus your Disciple Level plus your Charisma Modifier, but only against Divine Magic.

At 4th level whenever your Spell Resistance is successful in stopping a Divine Magic spell, you magically heal hit points equal to the spells level x2.

At 7th level if you are required to make a Save against a Divine Magic spell to halve damage (or if it has a partial effect with a successful Save), you take no damage (or effect) on a successful Save.

Diplomat (Su): Whenever you Bind Batu, the abilities he grants you to influence others is increased.  At 2nd level the range of your Batu's Calming Influence Ability is increased to 20'.  It increases again to 40' at level 5, and 60' at level 8.

Reluctant Warrior (Su):  Batu's Disciples prefer to avoid combat, but are not by any means pacifist.  Beginning at level 3, whenever they have Batu bound, they gain a +2 Enhancement Bonus to all attack and damage rolls against any opponent who initiates a fight against them without provocation.  At level 6 they also gain a +2 Deflection Bonus to AC against these same foes.  At level 9 the Bonuses increase to +4.

Herald (Su): When Binding Batu, your opponents no longer get a Saving Throw against the Calming Influence he grants you, and you can reroll an Attack or Damage roll a number of times per day equal to your Charisma Modifier against any opponent who initiates a fight against you.
 
PLAYING A DISCIPLE
 You hate your brother Orcs.  They've mistreated and hounded you for all your life calling you a weakling.  Calling you useless.  And what happens the moment you discover a little bit of power?  They accuse you of apostasy and use it as an excuse to hunt you like a dog.  Jealous, all of them.
 Combat: Except for your enemies you try to avoid combat.  Your enemies of course being worshipers of the Orcish Pantheon (and to an extent any worshiper of the Gods really).  Them you'll fight, but preferably from ambush or using traps.  They do vastly outnumber you after all.
 Advancement: Disciples value knowledge above all, as well as the building of a safe homeland for the Orcs who do not wish to participate in Grummsh's endless war against the other races. These two ideals drive virtually all their decisions.
Resources: The Disciples really only have each other to rely on, and quite honestly none of them are wealthy (most are dirt poor). 

DISCIPLES IN THE WORLD
"HEATHENS!"
 The Disciples want peace for their kin, but realize most won't accept it.  For now they are content to be living in exile hiding from their brethren.  But as t heir numbers increase that will not be possible, and they have no other allies in the world.  Life will become increasingly tough for them.
 Daily Life: Much of your time is spent studying the art of Binding in secret, and spying on the outside world.  Past events have shown many of you that allies outside your own circle are unreliable, so rarely do you offer aid to others or seek it from them.  You are neutral observers waiting for the right moment.  The right moment for what you're unsure of, but you hope you recognize it when it comes.
 Notables: Singh (CN Male Orc Binder 6/Batu's Disicple 6) is the local leader of a cell of Disciples.  He finds himself in the unenviable position of being allowed to stay within the walls of a human fortress as long as he can advise them on dealing with the local Orc threat (i.e. the tribe most of his people left behind). 
 Organizations: The Disciples are their own organization, and one horribly underfunded and with little political or temporal power.  There are much more powerful organizations dedicated to opposing both them (the Church of Gruumsh) and Binders (The Order of Seropaenes).

NPC Reaction
 NPC's are usually frightened by your abilities, especially if religious.  The Orcs hate you, many Paladins are sworn to hunt you down, and your only allies are the few rejects who don't fit into mainstream Orc society.

DISCIPLES IN THE GAME
 Being as they are Binders, and of a stereotypically Evil race, the Disciples are in for a hard life.  make sure players know this when they become one.
 Adaptation: This is probably better off for darker campaigns where the Orcs are  a significant presence.
 Encounters: Disciples can sometimes be found raiding Orc villages to free their kindred or like minded individuals.  Other than that they try to stay in hiding unless desperate.

Sample Encounter
EL 12: The PC's have been asked to bodyguard for an Orc who will be trying to negotiate with the Orc horde surrounding the city.


Singh
CN Male Orc Binder 6/Batu's Disicple 6
Init +0, Senses: Listen +0, Spot +0, Dark Vision 60'
Languages Common, Orc
------------------------------------------------
AC 23, touch 13, flat-footed 23 (+10 Armor, +3 Deflection)
hp 78 (12 HD)
Fort +12, Ref +5, Will +10 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +3 Morningstar +13/+8 (1d8+5)
Base Atk +8, Grp +10
Atk Options Reluctant Warrior (+2)
Combat Gear 3 Potions of Cure Serious Wounds
-----------------------------------------------
Abilities Str 14, Dex 10, Con 14, Int 10, Wis 11, Cha 14
SQ Soul Binding, Pact Augmentation (2 Abilities), Suppress Sign, Soul Guardian (Immune to Fear), Atheist (SR 18), Diplomat (40'),
Feats Favored Vestige (Batu), Armor Proficiency (Medium)(B)
Skills Bluff +8, Diplomacy +8, Gather Information +5, Hide +3, Intimidate +7, Knowledge (History) +4, Listen +3, Move Silently +3, Sense Motive +4 (+14 w/Mask)
Possessions +5 Breastplate, +3 Defending Morningstar, +3 Ring of Protection, Crystal Mask of Discernment, 3 Potions of Cure Serious Wounds, 92 GP



EPIC BATU'S DISCIPLE

Hit Die: d8
Skills Points at Each  Level : 2 + int
Atheist Your Spell Resistance continues to increase with Epic levels.
Bonus Feats: The Epic Disciple gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: January 17, 2010, 01:54:06 PM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #342 on: January 12, 2010, 01:48:54 PM »
Minor updates to Cryptozoologist and Disciple.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #343 on: January 14, 2010, 12:59:13 PM »
Minor update to Cryptozoologist, Disciple now has all abilities cept Capstone

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #344 on: January 16, 2010, 02:39:49 PM »
Cryptozoologist now has all abilities cept capstone, Disciple is done.  Any thoughts?

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #345 on: January 17, 2010, 02:26:19 PM »
Okay after this one there may be an Epic PrC or two as I have promised them to Eikonos (among others)

THE HORNS OF AMON


   
"The sun has not yet set for all time."

 Not all Orc Binders who reject Gruumsh's plan for their race end up as Disciples of Batu.  Many meet a Vestige more to their liking long before they learn to Bind him.  Amon is a violent, angry Vestige, which is appealing to the Orc heart.  Just because one disagrees with Gruumsh doesn't imply that he is a pacifist, or has given up violence as a way of solving problems if it is necessary.  The Horns of Amon are well versed in violence...

BECOMING A HORN
Being an Orc Binder able to Bind Amon and being accepted by the Cult is all that's necessary.

 ENTRY REQUIREMENTS
   Race: Orcish
   Binding:  Must be able to Bind Amon, Cannot Suppress Amon's Sign when Binding him (if you do, you cannot Bind him again for 24 hours)
   Feats:  Favored Vestige (Amon), Favored Vestige Focus, Rapid Recovery
   Skills:  Knowledge (Arcana, Religion) 4 ranks


Class Skills
 The Horn's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Decipher Script (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (Arcane, History, Religion, The Planes)(Int), and Sense Motive (Wis).
Skills Points at Each  Level : 2 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +0     +2    Breath of the God, +1 Effective Binder Level
2. +1    +3     +0     +3    Wisdom of the God, +1 Effective Binder Level
3. +2    +3     +1     +3    Protection of the God, +1 Effective Binder Level
4. +3    +4     +1     +4    Breath of the God, +1 Effective Binder Level
5. +3    +4     +1     +4    Wisdom of the God, +1 Effective Binder Level
6. +4    +5     +2     +5    Protection of the God, +1 Effective Binder Level
7. +5    +5     +2     +5    Breath of the God, +1 Effective Binder Level
8. +6    +6     +2     +6    Wisdom of the God, +1 Effective Binder Level
9. +6    +6     +3     +6    Protection of the God, +1 Effective Binder Level
10.+7    +7     +3     +7   Priest of the God, +1 Effective Binder Level


Weapon Proficiencies: A Horn of Amon gains no new armor proficiencies, but does become proficient with any one martial weapon.
 
Breath of the God (Su): At 1st level when Binding Amon you need only wait 3 rounds to use the Fire Breath ability he grants, and the range increases by +10'.

At 3rd level you need only wait 2 rounds to use the Fire Breath ability he grants, and the range increases by +20'.

At 3rd level the damage of the Fire Breath ability changes from Fire to untyped.

Wisdom of the God (Su): At 2nd, 5th, and 8th levels you gain access to a Domain.  You can cast one Domain spell of each level you have access to as a Cleric of your Binder level (you choose at the beginning of the day which Domain it comes from).  You gain access to the Fire Domain at 2nd level, the Sun Domain at 5th, and the Wrath Domain at 8th.

Protection of the God (Su): At 3rd level you no longer suffer from Light Sensitivity, and gain Fire Resistance 3.

At 6th level your Fire Resistance increases to 5, and you are immune to being Blinded.

At 9th level you become immune to Fire and heat damage.

Priest of the God (Su): Whenever you Bind Amon now, your type becomes Outsider with the Fire, Native, and Chaos subtypes.  His BAB also increases to become equal to his HD, and all his Saves become good Saves until Amon is no longer bound.

PLAYING A HORN
The Horns of Amon have it in their heads that by converting enough beings to his worship they can resurrect the former God from his Vestige status.  Obviously they haven't thought this through very well considering Amon has significant anger management issues, not to mention it would lead the Order of the Seropaenes to believe their worst fears were justified...
 Combat: You rely on your granted abilities in combat, fighting with weapons only if you must.  Until the cult gains more members and societal influence you actually wish to avoid fighting.  no sense drawing attention to yourself.
 Advancement: Being religious fanatics of a sort, the Horns of Amon devote themselves to being better priests of the God they wish to resurrect.
Resources: The Horns of Amon are basically a small cult among the Orcs as of this moment.  They have whatever resources their individual members can pool together (which isn't much).

HORNS IN THE WORLD
"Shan likes fire a little too much for my taste."
 The other Orcs consider you misguided at best, and a heretic needing death if they discover what you're really up to.  To other humanoids outside the tribe...well you're still just a filthy Orc rapist.  Basically getting people to trust you isn't easy.  You're hanging out with Vestiges doesn't help much.
 Daily Life: Your day is taken up by various activities for the cult, much of which requires you to go on various errands.  And what better way to disguise what you're up to than by hooking up with an adventuring party going the same way as your goal.
 Notables: Shan (CN Male Orc Binder 6/Horn of Amon 6) is an outcast from the Orc tribes trying to make it in the outside world as a mercenary.  He's had some success, but must stay a step ahead of a great deal of enemies.
 Organizations: The Horns of Amon are a small cult, and as of now they only have a very few members among the Orc race.  It's possible they'll expand to the other humanoids someday, but for now it's current members have difficulty trusting non Orcish Humanoids.

NPC Reaction
 Your an Orc.  Even worse you're an odder Orc than usual.  Everyone assumes you were cast out for the Gods know what unmentionable deeds.  So take the usual hesitance/disgust shown towards Orcs and magnify that.

HORNS IN THE GAME
 The Horns will have a lot of enemies who want them dead.  And their 'God' will want them to do 'holy missions'.  Translation: They may end up dominating play time if you let them since everyone will constantly have to fend off attacks meant to kill them.
 Adaptation: This is possibly meant for a dark campaign best depending on how you as a DM play Amon.
 Encounters: The Horns can be found almost anywhere on bizarre errands for Amon.  They have no diea what they're doing or why, just that they need to.

Sample Encounter
EL 12: A local mercenary company has been devastated, and the PC's need cash.  You can see where this is going.  They sign up, and one of the few surviving members is one of the oddest Orcs they've ever seen...


Shan
CN Male Orc Binder 6/Horn of Amon 6
Init +3, Senses: Listen +0, Spot +0, Dark Vision 60'
Languages Orc, Common
------------------------------------------------
AC 23, touch 12, flat-footed 23 (-1 Dex, +9 Armor, +3 Deflection, +2 Natural)
hp 78 (12 HD)
Fort +12, Ref +3, Will +10  
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Falchion +13/+8 (2d4+7 plus 1d6 Fire)
Base Atk +8, Grp +12
Atk Options Breath of the God
Combat Gear 4 Potions of Cure Serious Wounds, 1 Potion of Haste
-----------------------------------------------
Abilities Str 18, Dex 9, Con 14, Int 8, Wis 10, Cha 14
SQ Wisdom of the God (Fire and Sun Domains), Protection of the God (Fire Resistance 5, Immune to being Blinded, no longer has Light Sensitivity), Pact Augmentation (2 abilities), Soul Binding, Suppress Sign, Soul Guardian (Immune to Fear)
Feats Empower Supernatural Ability (Fire Breath), Favored Vestige (Amon), Favored Vestige Focus, Improved Initiative, Rapid Recovery, Martial Weapon Proficiency (Falchion)
Skills Concentration +6, Intimidate +3, Knowledge (Arcana, Religion) +3
Possessions +1 Charging Flaming Burst Falchion, +5 Chain Shirt, +3 Ring of Protection, +2 Amulet of Natural Armor, 4 Potions of Cure Serious Wounds, 1 Potion of Haste, 625 GP



EPIC HORNS OF AMON

Hit Die: d8
Skills Points at Each  Level : 2 + int
Binding Your Binder level continues to increase with Epic Level.
Bonus Feats: The Epic Horn gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: January 23, 2010, 11:40:49 AM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #346 on: January 19, 2010, 10:52:41 AM »
Got most of the Horns class abilities up, and a little of the fluff.  Still trying to decide on capstone for cryptozoologist and drawing a blank.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #347 on: January 21, 2010, 01:28:05 PM »
In theory the Horns are done.  How about a charisma related ability for the cryptozoologist to help him deal with cryptids?  A crytpid companion maybe?

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #348 on: January 28, 2010, 11:36:13 AM »
SCARRED VETERAN


   
Why have you come here?  It is well known that I do not wish to be disturbed."

"The Elven armies are marching out of the North Forests again.  Their Gods have demanded retribution for our recent raids."

"Raiding is a futile effort."

"We had no choice!  We needed the food!"

"And in the process you took more than their food I'd wager.  And enjoyed it as well.  The problem with raiding for food is that it doesn't solve your initial predicament, it just provides a short term fix while granting you new enemies.  You'd have done better to trade with them, or learn their agriculture"

"Trade?!? The Elves have been our enemies since the dawn of time! They have killed countless thousands of our people!  How can someone who is considered the hero of the Dawning Wars even speak of such a thing?"

"Listen to me well boy.  I am old.  Far older than any Orc has any right to be.  I have seen countless wars in Gruumsh's name, none of which furthered the cause of our people or brought us anything to show for the countless dead lost in them.  We created enemy after enemy, murdered everything in out path, and raped the women of other races in the hopes of breeding them out of existence.  Our people have created so much suffering in the world it is unlikely we will ever be forgiven.  You called me a hero.  I am not.  I am considered such because I am the only living thing to have survived the last battle of the Dawning Wars, and on that day I swore that I would never fight in the name of our Gods again.  Gods look after their own wants and needs, not those of mortals.  You would do better to put aside what Gruumsh demands of you, and make peace with the Elves while you can."

"I will not listen to such blasphemy!  I was sent here to get your help against an old foe, and I find you weak in your old age!  It is disgusting that you would turn your back on the enemies that murdered your fellow tribesmen!"

"The Elves did not kill anyone in the last battle."

"What?  How is that possible?  The elders say it is so?"

"Your elders repeat what has been told to them.  More specifically what I told them.  I knew the wars would never end, so I told them the Elves were too powerful.  The Elves didn't kill our warriors, I did.  And when I finished I butchered the Elves as well to ensure that they didn't press the issue and come out of the forests to pursue us.  Neither side had any warrior powerful enough to fight me.  The Elves didn't consider pursuing what was left of our tribe to be worth the cost, and our tribe thought the Elves were too strong to face again.  I created peace for what I hoped would be several generations.  Long enough for both sides to see the wars were pointless.  And in a few weeks time you have ruined that.  There is a price to pay for intruding on my solitude, and you will have paid it in spades before your spirit departs this realm boy.  And if you are lucky I will not send your family to the Abyss directly behind you..."


 Orcs live short lives.  With the constant fighting they're likely to die before seeing any kind of old age, and even if they don't die on the field they're just as likely to die being challenged by one of their own to a duel, being poisoned by a slave, or die from starvation or from eating tainted food because it's the only thing available. 

But some Orcs are lucky.  Lucky and smart, and incredibly tough.  They survive the wars, they beat all the challengers that come for them, and they're tough enough to eat any poison and come through it okay.  Their endurance comes at a price.  Living longer than other Orcs mean they learn much more.  They get to see some of the truth about the world around them, and their place in it.  It's inevitable most turn their back on the Orcs never ending racial war against the Elves and other Humanoids.  They know it will end in death.  They live on as protectors of their people, but they no longer identify with them.  They are lost souls who feel they have no place in the world, and they are very dangerous people...

BECOMING A SCARRED VETERAN
Simple survival is how most orc warriors achieve this class, and there are perhaps a handful in the world at any given moment.  Their tendencies to challenge Gruumsh inevitably get the better of them...

 ENTRY REQUIREMENTS
   Race:  Orc
   BAB:  +30
   Base Fort Save:  +22
   Damage Reduction:  DR 20/-
   Feats:  Extend Rage, Instantaneous Rage, Mad Foam Rager, Mage Slayer, Pierce Magical Protection
   Epic Feats: Damage Reduction x3, Epic Fortitude, Epic Reflexes, Epic Will, Extended Lifespan x 2
   Skills: Intimidate 30 ranks, Survival 30 ranks

Class Skills
 The Scarred Veteran's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (History, Local, War), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each  Level : 4 + int

Hit Dice: d12

   Abilities
1.   Legendary Killer
2.   Legendary Toughness
3.   Legendary Rage
4.   Legendary Killer
5.   Legendary Toughness
6.   Legendary Rage
7.   Legendary Killer
8.   Legendary Toughness
9.   Legendary Rage
10.  Godslayer


Weapon Proficiencies: A Scarred Veteran gains no new weapon or armor proficiencies.
 
Legendary Killer (Ex): Beginning at 1st level you threaten a critical with any attack which rolls a natural 12 or higher.  You also have a 50% chance to cause a critical hit on any creature immune to criticals if you confirm it successfully on one.

At 4th level you automatically threaten a critical with any successful hit, and may now critically hit any creature normally immune to critical hits.

At 7th level with any successful hit your opponent must make a Fortitude Save (DC is 10 plus 1/2 HD plus Strength Modifier for melee attacks or Dex modifier for Ranged attacks) or die.  If the Save is successful he automatically takes the maximum damage you could do (and it's doubled do to the successful critical).  You may now successfully critically hit deities (though they are still immune to the instant death effect).

Legendary Toughness (Ex): Beginning at 2nd level you are immune to disease, poison, sleep effects, stunning, or being dazed. 

At 5th level your DR affects all damage that isn't done by an energy source, not just weapon attacks.

At 8th level your DR changes to Invulnerability, and is subtracted from all damage (energy included) done to you. 

Legendary Rage (Ex): Beginning at 3rd level you are immune to Critical Hits and Death Effects while Raging.

At 6th Level you are immune to Mind Affecting Effects while Raging.

At 9th level you automatically succeed on all Fortitude Saves while Raging.

Godslayer (Ex): You now permanently gain the benefits of Rage with none of the drawbacks (i.e. AC penalty, limited actions, etc).  If you can actually personally slay a God in combat you may take his place as a Deity with Divine Rank 1.

PLAYING A SCARRED VETERAN
 You have seen every atrocity the world has to offer, and quite probably committed many of them yourself.  Nothing fazes you anymore, but after years of warfare your mind has taken more than it can handle.  Perhaps you find solace in remaining apart from everyone, performing your deeds in secret.  Some of you have become serial killers, seeking to lose the pain of their existence by taking the lives of others away from them.  Others are little more than feral beasts or delusional madmen.  A few have even taken it upon themselves to take down the very Gods responsible for creating your race.
 Combat: A Scarred Veteran is all about combat.  That's what you've done all  your life, and what you always believed you'd do in the afterlife.  You've learned enough of the world to realize that war isn't the best answer, but you yourself rarely use anything but violence to solve your problems.  Some say the long life of killing has unhinged you.  Others realize your insanity may be the reason you've made it this far.  You were simply a far better murderer than your fellow tribesmen.
 Advancement: Scarred veterans almost always fall foul of the clergy of the Orc Pantheon, usually because they've abandoned it's cause.  Or because they've made killing the Gods so the Orcs can get some peace a personal hobby.  Because good or evil, almost all Scarred Veterans have the same goal: personally killing Gruumsh, along with the rest of the Gods.
Resources: You have whatever wealth you have gained from a life of adventuring, or plundered in nonstop warfare in the name of your former gods.  A few of you may have even set yourselves up as minor kings among your kind, but usually the few existing Orc veterans are loners.

SCARRED VETERANS IN THE WORLD
"One day he'll come back to rescue us all and destroy the Elves.  You'll see."
 Scarred veterans have usually withdrawn from the world.  Alienated from their own kind, and shunned by everyone else they feel they have no place in the world.  Most are insane from the things they have witnessed or done.  They may help those they find worthy, or they may devour everything in their path if disturbed.
 Daily Life: Veterans are dangerously unstable, and many of them prefer the life of hermits.  And as long as everyone else accepts that, things will be fine.  If anyone disturbs them, and reminds them the world may not necessarily be willing to leave them alone however, bad things will happen.  Nearby villages will have to accept that the powerful warrior will be spending his days picking fruit in his garden, or picking his knives out of their dead and dying bodies.
 Notables: Tarn (CN Male Orc Barbarian 20/Epic Barbarian 20/Scarred Veteran 5) is a fairly unstable Orc who has achieved worldwide fame among his kind.  If they knew his secrets, he'd be famous for different reasons.
 Organizations: A few Scarred Veterans head their own organization, but most dislike belonging.  They're too independent to want to be tied down to a bureaucracy or chain of command. 

NPC Reaction
 NPC's tend to either worship Veterans as heroes, or fear them.  It's almost always the latter though.  The Veterans are too unpredictable for the hero worship to last once people realize they're not entirely sane.

SCARRED VETERANS IN THE GAME
 Make sure your players are comfortable with someone playing a lunatic.  A Veteran is crazy enough that if the player decides to kill all the other members of the team in their sleep, it wouldn't be out of character.  So this might be best as an NPC PrC.
 Adaptation: This is definitely meant for gritty campaigns, and is fairly high level.  High enough that most groups won't be playing one, though they may encounter one as an 'end boss' so to speak.
 Encounters: Scarred Veterans are rarely seen, and if they are it's most likely because the PC's have accidentally stumbled on their home.  At first they probably won't realize the old Orc fumbling about in his garden is any real danger.  If he gets angry that will change quickly.  The only other time they're encountered is when one of them finally loses it and decides to travel the Planes to personally challenge Gruumsh.

Sample Encounter
EL 45: The PC's have come across an Orc village burned to the ground a few days away from where they encountered a field littered with the corpses of an Elven battalion.  Eventually they find a small cottage in the woods with an old Orc male living there.  He seems to old to be a threat, and his memory is going.  They decide he's of no help and ride on.  At least until they notice the scare crow standing in his crops is the corpse of a young Orc warrior...


Tarn
CN Male Orc Barbarian 20/Epic Barbarian 20/Scarred Veteran 5
Init +4, Senses: Listen +34, Spot +1, Dark Vision 60'
Languages Common, Orc
------------------------------------------------
AC 44, touch 20, flat-footed 44 (+14 Armor, +10 Deflection, +10 Natural)
AC Raging 42, touch 18, flat-footed 42 (-2 Rage, +14 Armor, +10 Deflection, +10 Natural)
hp 517 (45 HD), 697 Raging
Fort +29 (+33 Raging, +39 w/Cloak, +43 w/Cloak and Raging), Ref +20 (+30 w/Cloak), Will +17 (+21 Raging, +27 w/Cloak, +31 w/Cloak and Raging)
Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +13, Indomitable Will
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +18 Greataxe +60/+55/+50/+45 (1d12+25, x3)
Melee Raging +18 Greataxe +64/+59/+54/+49 (1d12+31, x3)
Base Atk +37, Grp +42 (+46 Raging)
Atk Options Rage 11/day, Mighty Rage, Tireless Rage, Legendary Killer, Legendary Rage
Combat Gear 2 Potions of Cure Serious Wounds
-----------------------------------------------
Abilities Str 20 (28 Raging), Dex 10, Con 21 (29 Raging), Int 10, Wis 12, Cha 10
SQ Light Sensitivity, Fast Movement, Illiteracy, DR 20/-, Legendary Toughness
Feats Damage Reduction x3, Daylight Adaptation, Epic Fortitude, Epic Reflexes, Epic Will, Extended Lifespan x2, Extend Rage, Great Constitution x3, Improved Initiative, Instantaneous Rage, Mad Foam Rager, Mage Slayer, Pierce Magical Protection, Terrifying Rage
Skills Climb +23 (+27 Raging), Hide +10, Intimidate +30, Jump +23 (+27 Raging), Listen +34, Move Silently +10, Ride +18, Spellcraft +2, Survival +34, Swim +23 (+27 Raging)
Possessions +6 Greater Spell Resistance (SR 27) Negating Full Plate, +10 Ring of Epic Protection, +10 Cloak of Epic Resistance, +10 Amulet of Epic Natural Armor, +18 Greataxe, Ring of Rapid Healing, Winged Boots, 2 Potions of Cure Serious Wounds, 100 GP
« Last Edit: February 25, 2010, 12:49:55 PM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #349 on: February 02, 2010, 12:34:12 PM »
Any thoughts o nthe capstone for the Cryptozoologist?

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #350 on: February 08, 2010, 12:36:08 PM »
Scarred Veteran updated

Radmelon

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #351 on: February 09, 2010, 03:27:34 AM »
What is "Mad foam rager"?

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #352 on: February 09, 2010, 01:44:55 PM »
Once per rage or frenzy you can delay an attack or spell effect for a round.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #353 on: February 16, 2010, 01:35:25 PM »
OROG JUGGERNAUT


   
"Force is always the most effective diplomacy."

 The Orog Juggernauts are a specially trained military force designed to operate in siege situations to bring down walls, or on battlefields to wipe out massed troops.  Since they won't have the advantage of protective spells they train hard in ever heavier forms of armor to protect themselves.

BECOMING AN OROG JUGGERNAUT
Most Juggernauts receive training as Warmages by their races military, and the best among them progress to this class.

 ENTRY REQUIREMENTS
   Race:  Orog
   Feats:  Armor Proficiency (Heavy), Battle Caster, Extra Edge
   Skills:  Concentration +10 ranks, Intimidate +10 ranks, Knowledge (Arcana) +10 ranks
   Spells:  Must be able to cast 4th level Evocation spells without preparation.


Class Skills
 The Orog Jugernaut's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (Arcana, War)(Int), Spellcraft (Int), and Spot (Wis).
Skills Points at Each  Level : 2 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Unstoppable Force 1/encounter, +1 Level of Arcane casting class
2. +1    +0     +0     +3    Warmage Mail, +1 Level of Arcane casting class
3. +1    +1     +1     +3    Blaster training +1, +1 Level of Arcane casting class
4. +2    +1     +1     +4    Unstoppable Force 2/encounter, +1 Level of Arcane casting class
5. +2    +1     +1     +4    Warmage Mail, +1 Level of Arcane casting class
6. +3    +2     +2     +5    Blaster training +2, +1 Level of Arcane casting class
7. +3    +2     +2     +5    Unstoppable Force 3/encounter, +1 Level of Arcane casting class
8. +4    +2     +2     +6    Warmage Mail, +1 Level of Arcane casting class
9. +4    +3     +3     +6    Blaster training +3, +1 Level of Arcane casting class
10.+5    +3     +3     +7   Master Blaster


Weapon Proficiencies: A place to put the different proficiencies.
 Put all the different class abilities in here!
 
Unstoppable Force (Su) At 1st level, once per encounter as a Free Action the Juggernaut can declare that any opponents damaged by the spell he has just cast do not receive a Saving Throw.  This increases to twice per encounter at Level 4, and three times per encounter at Level 7.

Warmage Mail (Su): Beginning at 2nd level you may subtract your Warmage edge from the check penalty you take while wearing armor.  For example if the Armor Check penalty is -4, and your Warmage Edge is +3, you effectively have an Armor Check Penalty of -1. 

At 5th level you do not take Movement penalties in Armor while you have at least one spell slot left.

At 8th level as a Free Action you may forego using your 2nd level Warmage Mail ability, and instead gain an Enhancement Bonus to your Armor Class (or increase the one you already have if wearing magical armor) equal to your Warmage Edge.  This lasts until you switch it back as a Free Action (it cannot be changed back until the beginning of your next turn).

Blaster Training (Ex): At 3rd level you gain a +1 Competence Bonus to Attack rolls with spells.  This increases to +2 at level 6, and +3 at level 9.

Master Blaster (Ex): Yes.  It is a bad name.

At 10th level the Orog Juggernaut may choose any one Metamagic Feat she has currently taken.  A number of times per day equal to her Charisma Modifier she can apply it to a spell without it increasing the level of the spell cast.  For example a 3rd level spell cast with Explosive Spell (+2 level) would normally be a 5th level spell, but in this instance is still a 3rd level spell.

PLAYING AN OROG JUGGERNAUT
 You're bad.  And you know it.  You make sure everyone else knows it too.  You rely on force as the primary means of solving any problem, and are quick to blast anything or anyone with magic.  You're more restrained in battle situations because you're a professional soldier, but outside of war you can be a real screw-up.
 Combat: If something makes you made blast it.  If it's in your way blast it.  If it looks at you funny blast it.  If anyone disagrees with you blast them.  Not only is it good advice because it assures you that you're enemies are dead, but it burns off the massive stress you accumulate due to training and fighting.
 Advancement: Most Juggernauts simply wish to accumulate Arcane power, particularly destructive power.  How you get it isn't important, and if you feel the military can't take you any further, you won't feel the need to hang about once they've finished your basic training.
Resources: Being members of the Orog military special forces you can often request equipment or help as long as it benefits the military or you have reason to have it.

OROG JUGGERNAUTS IN THE WORLD
"His presence is a force on the battlefield.  It causes the other side to be nervous in anticipation.  that's where I want them."
 A brief description of how your class is persevered in the world and how he interacts with the world.
 Daily Life: You spend most of your days blowing stuff up.  Seriously, it's like you have a fetish for it or something.  Its like your the Evil Mad Bomber, What Bombs At Midnight, except you don't discriminate based on the time of day.
 Notables: Kaan (CN Male Orog Warmage 8/Orog Juggernaut 3) is a fairly unstable member typical of his profession.  Unlike most he is not as unrepentantly evil, and sometimes has guilt over his actions.  At least when he can see things clearly.
 Organizations: All Orog Juggernauts are members of their races military, or were at one time.  It's rare that a Juggernaut can be said to 'retire' without dying, however, and many join other organizations if they quit the army.

NPC Reaction
 NPC's do not like you.  At all.  Probably because you're responsible for their home bing a pile of ash and debris.  And you appear to be a bit unstable.  And lets not forget the whole 'orcish race' thingie...

OROG JUGGERNAUTS IN THE GAME
 The fluff for this PrC kind of infers that the Juggernauts are military special forces.  If you aren't running an Orog military campaign, you'll have to do some fiddling with the PrC or simply say it takes place after the PC escaped the army.
 Adaptation: Military campaigns generally imply a serious tone, but they don't have to.  Although a destruction happy madman is kind of hard to make funny in the long term.
 Encounters: Orog Juggernauts can be encountered in any situation involving the Orog armed forces.  About the only other time they're ever seen is if they've quit or been thrown out, and joined something or someone else.

Sample Encounter
EL 15: The PC's have been asked to man a lonely watchtower at the edge of civilization, and one day it blows up with them in it.  As they regain consciousness and/or their footing the PC's notice some odd orc like critters nearby...


Kaan
CN Male Orog Warmage 8/Orog Juggernaut 3
Init -1, Senses: Listen -1, Spot +5, Dark Vision 120'
Languages Orc, Undercommon
------------------------------------------------
AC 23, touch 12, flat-footed 23  (-1 Dex, +2 Natural, +9 Armor, +3 Deflection)
hp 58 (13 HD)
Fort +4 (+7 w/Cloak), Ref +2 (+5 w/Cloak), Will +8 (+11 w/Cloak)
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +2 Greatsword +11 (2d6+8/19-20)
Base Atk +5, Grp +9
Atk Options Unstoppable Force 1/Encounter, Blaster Training +1, Warmage Edge (+2)
Combat Gear 2 Potion of Cure Serious Wounds
Spells Prepared 0: 6 (DC 14)
1: 7 (DC 15)
2: 7 (DC 16)
3: 7 (DC 17)
4: 7 (DC 18)
5: 4 (DC 19)
Caster Level 11th
-----------------------------------------------
Abilities Str 19, Dex 8, Con 12, Int 14, Wis 8, Cha 18
SQ Energy Resistance 5 (Cold, Fire), Orc Blood, Light Blindness, Warmage Mail (-2), Armored Mage (Medium), Advanced Learning (Ray of Flame, Chain Missile)
Feats Armor Proficiency (Heavy), Battle Caster, Empower Spell, Extra Edge, Spell Focus (Evocation), Sudden Empower (B)
Skills Concentrate +15, Craft (Armorsmithing, Weaponsmithing) +9, Intimidate +18, Knowledge (Arcana) +13, Profession (Soldier) +0, Spellcraft +16, Spot +5
Possessions +1 Retaliation Greater Blurring Heavy Plate, +3 Ring of Protection, +2 Greater Dispelling Greatsword, +3 Cloak of Resistance, 2 Potion of Cure Serious Wounds, 500 GP



EPIC OROG JUGGERNAUT

Hit Die: d6
Skills Points at Each  Level : 2 + int
Spells Your caster level increases with Epic levels, but you do not gain additional spells per day.
Blaster Training Your Blaster Training Bonus increases an additional +1 at level 23 and every 3 levels thereafter.
Bonus Feats: The Epic Orog Juggernaut gains a Bonus Feat every x levels higher than 20th
« Last Edit: February 25, 2010, 12:13:55 PM by bhu »

Radmelon

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #354 on: February 17, 2010, 03:05:48 AM »
Got most of the Horns class abilities up, and a little of the fluff.  Still trying to decide on capstone for cryptozoologist and drawing a blank.
Dingdong, amon lady calling.  :P

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #355 on: February 21, 2010, 12:18:27 PM »
Just need to add capstone and Juggernaut s done.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #356 on: February 23, 2010, 01:19:15 PM »
Capstone is up. Thoughts on the Juggernaut?

jojolagger

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #357 on: February 25, 2010, 03:35:08 AM »
Change to only apply to damage dealing spells. It remains remains focused on blasting, and if you don't persistent spell abuse opens up.
Countdown to Zombie Apocalypse 97
When you see this, copy it into your sig and -1
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Quotes [spoiler]
In other words, he thinks there's a "correct" way to play D&D.  *sigh*
There is: Kill shit and loot the corpse!
When you use a tool the way it was designed for -- its intended function -- then it will work very well for you.

But it's not the tool's fault if you use it for something else and you fail utterly, such as trying to eat cereal with a butterknife, pounding nails with a screwdriver, blogging to voice your political opinions, and brushing your teeth with a hammer.
[/spoiler]

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #358 on: February 25, 2010, 11:48:29 AM »
Does the Warmage have any spells that arent?

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #359 on: February 25, 2010, 12:54:34 PM »
GAIJIN MARSHALL


   
"The true barbarian is he who thinks everything barbarous but his own tastes and prejudices."

 Bushido is a code prone to certain hypocrisies.  While the Samurai themselves are not allowed to commit certain acts, nor break the Code, it seems perfectly okay to order their subordinates to do so.  For this reason many hire foreign mercenaries that are largely considered barbarians by their people.  They can order the mercs to commit any act, and a terrified populace becomes even more terrified as the Daimyo who is normally allowed to murder them by law now has a sadistic monster he sends to perform that purpose.  A monster who can commit atrocities even their Lord could not.

BECOMING A GAIJIN MARSHALL
Be a warrior of a foreign country or of a minority race in the land you live in, and be pitiless enough and dangerous enough to attract the attention of a rich Daimyo who needs such a servant.

 ENTRY REQUIREMENTS
   Class Features:  Staredown
   BAB:  +6
   Alignment:  Lawful Evil
   Skills:  Intimidate 6 Ranks, Sense Motive 6 Ranks
   Feats:  Intimidating Strike, Kiai Shout


Class Skills
 The Gaijin Marshall's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (Local, Nobility)(Int), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str)
Skills Points at Each  Level : 2 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Glare
2. +2    +3     +0     +0    Cull the Weak 1/encounter
3. +3    +3     +1     +1    Quick Tempered 1/encounter
4. +4    +4     +1     +1    Mass Staredown
5. +5    +4     +1     +1    Cull the Weak 2/encounter
6. +6    +5     +2     +2    Quick Tempered 2/encounter
7. +7    +5     +2     +2    Improved Staredown
8. +8    +6     +2     +2    Cull the Weak 3/encounter
9. +9    +6     +3     +3    Quick Tempered 3/encounter
10.+10   +7     +3     +3    A Peon No More

Weapon Proficiencies: Gaijin Marshall's gain no new weapon or armor proficiencies.
 
Glare (Ex): Beginning at 1st level, if you successfully use your Staredown ability on an opponent he is -2 on all rolls, not just the ones listed on page 76 of the PHB.

Cull the Weak (Ex): Beginning at 2nd level the Gaijin Marshall may Cull an opponent once per encounter if he fits one of the following criteria: His Strength score is less than that of the Marshall's, his Hit Dice are less than the Marshall's, or he has failed a Save against the Marshall's Staredown ability.  The Culling must be announced before attempting a melee attack, and the strike gains a bonus to Attack and Damage rolls equal to your Gaijin Marshall level.  You gain an additional daily use at levels 5 and 8.

Quick Tempered (Ex): Beginning at 3rd level whenever you take damage you automatically threaten a critical on your next successful attack.  This ability may be used once per encounter (twice per encounter at level 6, three times at level 9).

Mass Staredown (Ex): Identical to the Samurai ability listed on page 10 of the Complete Warrior.

Improved Staredown (Ex): Identical to the Samurai ability listed on page 10 of the Complete Warrior.

A Peon No More (Ex): Beginning at 10th level you may now use your Cull the Weak ability on any opponent.  Any opponent subject to a Fear or Morale effect that is successfully hit by you must make a Fortitude Save (Save DC is 10 plus 1/2 HD plus Strength Modifier) or be Stunned for 1 round.

PLAYING A GAIJIN MARSHALL
 As long as you keep your Lord's favor, you can do just about anything you want.  And that's good, because he's probably going to ask you to do more than a few things even you don't like.  And you'd better do them because otherwise he'll have you tortured to death to keep you quiet and tie up loose ends.   
 Combat: It's rare that you have to engage in actual combat since you're usually sent to rape and murder peasants (or put down people barely armed and inexperienced).  You're an instrument of terror.  But your excesses (or more accurately the excesses ordered by your Daimyo) occasionally cause serious rebellions, so you'll need to keep those combat skills sharp. 
 Advancement: Advancement for you will depend on whether or not you wish to follow your Lord's wishes.  After all if you don't bad things will happen to you.  So he pretty much decides what you'll be doing (which will heavily influence what classes you'll be taking).
Resources: While on missions for your Lord you get whatever he assigns you.  And you can commandeer things in his name as long as you don't go overboard.  On personal missions you might be on your own as long as your interests don't overlap those of your patron.

GAIJIN MARSHALLS IN THE WORLD
"It sounds mercenary and it smacks of rats leaving the sinking ship. But get real, when everyone is bailing out, you don't want to be the last man standing."
 You pretty much interact with the world in one of two ways: A subordinate taking orders, or a brutal monster carrying them out.  You rarely have any 'off time' to be yourself, always having to maintain a certain facade of control.  It's little wonder you're capable of horrifying acts with that level of stress.
 Daily Life: Most of your day is spent performing whatever bloody act of retribution you've been ordered to do.  It's actually somewhat of a relief because if you weren't out raping and killing you'd have to be playing sycophant to your Daimyo telling him how he's always right.
 Notables: Crom (LE Male Hobgoblin Samurai 6/Gaijin Marshall 5) knows he is nothing more than a tool of his Daimyo.  A blunt force instrument of terror and represion, and he chafes at being used.  But he has a plan...
 Organizations: You pretty much belong to your Daimyo's household, which is effectively an organization even if you don't perceive every part of it.  You just know he's got some ninjas somewhere spying on you.

NPC Reaction
 NPC's are horrified by you, even the Daimyo's staff.  After all you're little more than a monster in their eyes, and should be a slave at best, yet you're the Daimyo's right hand man.  Theoretically he can order him to kill you, and what greater shame than being killed by a beast.

GAIJIN MARSHALLS IN THE GAME
 This is a pretty nasty piece of work, and it assumes the PC is willing to be a monster who kills for other monsters in human form.  You might wanna discuss it with your player before allowing this.
 Adaptation: This one is almost definitely for dark campaigns, especially tragic ones where good and evil isn't really easily decided.
 Encounters: Gaijin Marshalls are usually encountered performing work for the Daimyo.  In other words murdering innocents and putting down rebellions.  They can also be seen at court, being quietly intimidating.

Sample Encounter
EL 12: "The Daimyo has asked me to escort you to his presence.  You are to come now.  In pieces if necessary.  Get dressed."


Crom
LE Male Hobgoblin Samurai 6/Gaijin Marshall 5
Init +0, Senses: Listen +1, Spot +1, Dark Vision 60'
Languages Common, Goblin
------------------------------------------------
AC 27, touch 14, flat-footed 27 (+13 Armor, +4 Deflection)
hp 93 (11 HD)
Fort +12, Ref +3, Will +4 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +3 bastard Sword +16/+11/+6 (1d10+5/19-20)
Base Atk +11, Grp +13
Atk Options Quick Tempered +2, Cull the Weak 2/encounter, Two Swords as One, Kiai Smite 1/day, Staredown, Glare, Mass Staredown, Quick Tempered 1/encounter
Combat Gear 1 Potion of Cure Serious Wounds
-----------------------------------------------
Abilities Str 14, Dex 10, Con 16, Int 10, Wis 12, Cha 16
SQ
Feats Greater Kiai Shout, Intimidating Strike, Kiai Shout, Power Attack, Exotic Weapon Proficiency (Katana)(B), Quick Draw (B)
Skills Concentration +6, Intimidate +13, Knowledge (Local, Nobility) +3, Move Silently +4, Ride +3, Sense Motive +7
Possessions +5 Full Plate, +4 Ring of Deflection, +3 Bastard Sword, Cape of the Mountebank, 1 Potion of Cure Serious Wounds, 185 GP



EPIC GAIJIN MARSHALL

Hit Die: d10
Skills Points at Each  Level : 2 + int
Cull the Weak You gain an additional daily use at Level 22 and every 3 levels thereafter.
Quick Tempered The Bonus of this ability increases by an additional +2 at level 23 and every 3 levels thereafter.
Bonus Feats: The Epic Gaijin Marshall gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: March 09, 2010, 04:32:22 AM by bhu »