Author Topic: Uncle Kitties Handbook of Spuriously Made Prestige Classes  (Read 98478 times)

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jojolagger

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #360 on: February 28, 2010, 01:15:58 AM »
Does the Warmage have any spells that arent?
I count three.
+ PH II Alternate Class feature Eclectic Learning. Any wiz/sorc spell, but it is one level higher than normal.
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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.

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bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #361 on: March 03, 2010, 01:21:58 PM »
most of Gaijin Marshall's abilities are up

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #362 on: March 08, 2010, 03:16:21 AM »
GM now has capstone.  Any thoughts?

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #363 on: March 10, 2010, 02:13:30 AM »
SWORDS OF ILNEVAL


   
“A good plan violently executed now is better than a perfect plan next week.”

 The Swords of Ilneval are war-priests who lead battles from the front.  They are expected to be brave and savage in battle while being more disciplined than their barbarian counterparts.  In times when it is necessary to unite the orc tribes to combat a common foe, they are expected to do the negotiating.  Needless to say it's not a stress free job...

BECOMING A SWORD OF ILNEVAL
Most Clerics of Ilneval take a few levels of Fighter before becoming this PrC.

 ENTRY REQUIREMENTS
   Race:  Any Orcish, particularly crossbreeds
   BAB:  +5
   Divine Casting:  Must have access to the War Domain
   Feats:  Combat Reflexes, Domain Focus (War), Power Attack
   Skills:  Diplomacy 4 ranks, Intimidate 4 ranks, Knowledge (Religion) 4 ranks


Class Skills
 The Sword of Ilneval's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (Arcane, History, Religion, War)(Int), Ride (Dex), and Spellcraft (Int).
Skills Points at Each  Level : 2 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +0     +2    Spellsword, +1 level of Divine Casting Class
2. +1    +3     +0     +3    Tactician, +1 level of Divine Casting Class
3. +2    +3     +1     +3    Strategist
4. +3    +4     +1     +4    Spellsword, +1 level of Divine Casting Class
5. +3    +4     +1     +4    Tactician, +1 level of Divine Casting Class
6. +4    +5     +2     +5    Strategist
7. +5    +5     +2     +5    Spellsword, +1 level of Divine Casting Class
8. +6    +6     +2     +6    Tactician, +1 level of Divine Casting Class
9. +6    +6     +3     +6    Strategist
10.+7    +7     +3     +7    Divine Weapon, +1 level of Divine Casting Class


Weapon Proficiencies: Swords of Ilneval gain no new weapon or armor proficiencies.
 
Spellsword (Su): At 1st level as a Move Action the Sword of Ilneval can 'cast' and spell he knows into his Longsword.  The spell effects the next target the Sword of Ilneval successfully attacks with his weapon (it only effects the target of the weapon even if the spell is normally Area of Effect).  The Sword can only store one spell at a time this way, and if it isn't discharged within 8 hours it disappears.

At 4th level the Sword of Ilneval can choose when to discharge the spell held in his sword, and can use it on any successful attack with his Longsword instead of just the next one.  In addition if the spell is normally an Area of Effect, it discharges in a 20' area centered on the Sword of Ilneval (who is immune to the spells effects).

At 7th level if the Sword of Ilneval successfully critically hits with his Longsword, and he chooses to discharge a spell it carries, the target gets no Saving throw against the spells effects.

Tactician (Ex): Beginning at 2nd level, whenever a foe would normally provoke an Attack of Opportunity from you, you may cast a spell whose casting time is a Swift or Immediate Action.

At 5th level you may instead cast a spell into your Longsword if it doesn't currently have one stored in it.

At 8th level you may instead cast a spell whose casting time is a Standard Action.

Strategist (Su): Beginning at 3rd level the Sword may choose to leave one spell of the highest level he can cast un-prepared.  He may use this spell slot to cast any spell he knows.  For example Harun (Fighter 2/Cleric 4/Sword of Ilneval 6) can cast up to 4th level spells, and he gets 2 of them per day.  He can leave one of those spells open to cast any Cleric spell he has access to.
He can leave an additional slot un-prepared ate levels 6 and 9.  Spells cast from un-prepared slots with a Metamagic Feat are cast as a Full Round Action.

Divine Weapon (Su): Beginning at 10th level you may now 'cast' a spell into your Longsword as a Swift Action.  Spell slots you leave unprepared may now be cast with their normal casting time if enhanced with a Metamagic Feat.  You also gain a Bonus on damage rolls on all spells that do damage equal to your Wisdom Modifier.

PLAYING A SWORD OF ILNEVAL
 Strive to avoid foolish choices.  Think before you speak and before you act.   Don't let your temper get the better of you.  Make sure you keep the team from arguing, and enforce a sense of cooperation.  Things are bad enough without giving your enemies divisions to exploit.
 Combat: Swords prefer to think while fighting, and make plans before hand.  They see all too often what simple chaotic charging into melee does to their people and realize their race will never win wars this way. 
 Advancement: Swords are usually torn between advancing as pure warriors and as priests, or some combination of the above.  Priest usually wins out in the end.  Their spells can accomplish more than simple force of arms. 
Resources: Being members of the second largest church in the Orc pantheon, and members of the military has quite the benefits.  You can often ask for help if you've done well in battle, or it coincides with the church's needs.

SWORDS OF ILNEVAL IN THE WORLD
“A soldier will fight long and hard for a bit of colored ribbon.”
 You're a bit of an odd one.  No less evil and destructive than any other Orc, you've had to learn to restrain the worst of your impulses when not in battle, and ironically people believes that means you may possibly be redeemable.  They may even be right.  You lose a lot of sleep thinking about it sometimes.
 Daily Life: The daily life of a Sword is busy.  Along with keeping up on your fighting skills and religious duties, you are one of the few Orcs expected to learn the art of diplomacy and social manipulation.  There's a lotta Orcs end up dying in that class...
 Notables: Harun (CE Male Orc Fighter 2/Cleric 4/Sword of Ilneval 6) is a diplomat currently in a bit of a predicament.
 Organizations: Almost all Swords of Ilneval are military officers or participants.  It would be odd to encounter one not working for the Orc armed forces.  They are expected to band together the warring tribes in times of need though, so they feel a higher calling than the heads of their own tribes fighting forces when it's necessary.

NPC Reaction
 NPC's are used to the leaders of Orc armies ordering atrocities worse than they're common soldiers would commit, so the Swords have...a somewhat blemished reputation among non Orcs.  Among their own kind they are often war heroes.

SWORDS OF ILNEVAL IN THE GAME
 This class pretty much assumes you are part of the Orc military, which can be a pain if the DM isn't running that sort of campaign.
 Adaptation: This is probably best for serious campaigns, but given their diplomatic duties you could put it in a comedy campaign based on keeping things from going to crap in the highly testy Orc kingdoms.
 Encounters: Swords of Ilneval tend to belong to the Orcish military, and as such are usually encountered during raids or times of warfare.

Sample Encounter
EL 12: An Orcish diplomat has contacted the PC's with an unusual request.  He's been framed for crimes against his Church, and he needs them to keep him alive long enough to clear himself.  In return, along with their pay, he'll negotiate a treaty with the Orcs to leave their city alone.


Harun
CE Male Orc Fighter 2/Cleric 4/Sword of Ilneval 6
Init +0, Senses: Listen +3, Spot +3, Dark Vision 60'
Languages Common, Orc
------------------------------------------------
AC 30, touch 10, flat-footed 30 (+13 Armor, +7 Shield)
hp 68 (12 HD)
Fort +13, Ref +3, Will +12 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +4 Longsword +19/+14/+9 (1d8+8/19-20)
Base Atk +11, Grp +15
Atk Options Turn Undead 1/day, Spellsword, Tactician
Combat Gear 2 Potions of Nondetection, 2 Potions of Cure Serious Wounds, 1 Potion of Heroism
Spells Prepared 0: 6 (DC 13)
1: 5 (DC 14)
2: 4 (DC 15)
3: 3 (DC 16)
4: 2 (DC 17)
Caster Level 8
-----------------------------------------------
Abilities Str 18, Dex 10, Con 13, Int 10, Wis 16, Cha 6
SQ Light Sensitivity, Strategist (2 spells)
Feats Cleave, Combat Reflexes, Domain Focus (War), Great Cleave, Power Attack, Power Critical (Longsword)(B), Weapon Focus (Longsword)(B)
Skills Diplomacy +4, Intimidate +6, Knowledge (Religion) +4, Ride +6
Possessions +5 Full Plate, +5 Heavy Steel Shield, +4 Longsword, 2 Potions of Nondetection, 2 Potions of Cure Serious Wounds, 1 Potion of Heroism, 115 GP



EPIC SWORDS OF ILNEVAL

Hit Die: d8
Skills Points at Each  Level : 2 + int
Spells Your Divine Caster level continues to increase with Epic levels, but you do not gain additional spells per day.
Strategist Beginning at level 23 and every three levels thereafter you gain an additional daily spell you can leave unprepared until you can leave all the spells of the highest level you can cast un-prepared.
Bonus Feats: The Epic Sword of Ilneval gains a Bonus Feat every 4 levels higher than 20th
« Last Edit: March 16, 2010, 06:14:29 PM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #364 on: March 12, 2010, 09:27:16 PM »
Swords has been updated

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #365 on: March 13, 2010, 11:34:34 PM »
Any thought on the Swords Strategy ability?

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #366 on: March 16, 2010, 06:23:29 PM »
RUST MONSTER HERDER


   
“Most children have a bug period, and I never grew out of mine.”

 While most Goblin children enjoy frolicking on the plains or getting into trouble, you often went off to explore the local caves, fascinated by the unusual flora and fauna there along with the various mineral formations.  Eventually you met the little larval bug who would change your life and put a new perspective on the world for you.  He would become your truest friend over the years, and eventually you would champion his kind, even over your own peoples wishes.  Nobody comes between you and lil' Goober.

BECOMING A RUST MONSTER HERDER
Generally you must have befriended a Rust Monster and have it become your companion.  And survive your attempts to feed it at what will likely be the parties expense.

 ENTRY REQUIREMENTS
   Race:  Any Goblinoid
   Feats:  Aberrant Companion (See below), Aberrant Magic (see below), Aberration Trainer (see Arms and Equipment Guide page 73), Companion Spellbond, Epic Companion (see below)
   Skills:  Handle Animal 20 ranks, Knowledge (Dungeoneering, Nature) 12 ranks, Survival 12 ranks
   Class Abilities:  Animal Companion, Wild Empathy


Class Skills
 The Rust Monster Herder's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (Dungeoneering, Geography, Nature)(Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each  Level : 6 + int

Hit Dice: d8

Code: [Select]
[b]    Abilities[/b]
1.   Rust Monsters Are Mah Fwiends
2.   Smite the Enemy
3.   Summon the Horde
4.   Rust Monsters Are Mah Fwiends
5.   Smite the Enemy
6.   Summon the Horde
7.   Rust Monsters Are Mah Fwiends
8.   Smite the Enemy
9.   Summon the Horde
10.  Master of Monsters

Weapon Proficiencies: Rust Monster Herders gain no new weapon or armor proficiencies.
 
Rust Monsters Are Mah Fwiends (Ex): At 1st level you may automatically Take 20 when making a Ride or Handle Animal Check against a Rust Monster or Annihilator.  All Rust Monsters/Annihilators initially treat you as friendly (even if you have metal).  You may also ride a Rust Monster into battle if you have trained it.  Also your Rust Monster Herder levels stack with your Ranger or Druid class levels for determining the level of your Animal Companions abilities.

At 4th level all spells you cast on a Rust Monster/Annihilator that would be beneficial are cast as though they were cast with the Empower Spell Feat (this does not increase the level of the spell, and is a Supernatural ability).

At 7th level all spells you cast on a Rust Monster/Annihilator that would be beneficial are cast as though they were cast with the Quicken Spell Feat (this does not increase the level of the spell, and is a Supernatural ability).

Smite the Enemy (Su): Beginning at 2nd level you may Smite anyone who attacks or threatens one of your Rust Monsters.  Declare you are making a Smite before rolling for the attack.  You gain an untyped Bonus on the Attack and Damage rolls equal to your Rust Monster Tender Level.

At 5th level if you are successful with your Smite Attack all Aberration Allies present at the encounter gain the same Bonus to Attack and Damage rolls against that same opponent for the duration of the encounter.

At 8th level if you are successful with your Smite Attack and any Aberration Allies happen to be flanking your opponent they get a free Attack of Opportunity.

Summon the Horde (Su): At levels 3, 6, and 9 you gain an additional Rust Monster as a Companion (or Annihilator if you wish to take the penalty, these are equal in power to your current Rust Monster Companion).  You also gain the ability to Summon up small hordes of Rust Monsters/Annihilators while underground.

At level 3 you can Summon 2d4+1 Rust Monsters three times per day.  They stay for the duration of the encounter and are equivalent in power to the Herders Aberrant Companion.

At level 6 you may instead summon 3d6+3 Rust Monsters, or 1d4 Annihilators.

At level 9 you may summon 4d8+4 Rust Monsters, 2d4 Annihilators, or 1 Dire Rust Monster.

Master of Monsters (Su): At 10th level, once per day, you may sacrifice one use of your Summon the Horde ability to enhance your Rust Monster Companions abilities for 10 rounds.  For those 10 rounds, you get your full level when determining your Animal Companions abilities.  For example: Crazy Bob (Goblin Ranger 20/Epic Ranger 3/Rust Monster Herder 2) has Goober, a Rust Monster Companion.  He is effectively Level 6 (Level 12 minus 6 because of taking a higher level companion).  For the duration of this ability he is Level 25.

PLAYING A RUST MONSTER HERDER
 You like bugs.  The weirder the better.  Some people say that makes you crazy, but they're the crazy ones.  The bugs will hide and protect you if need be.  And you will do your best to look out for them in turn.  Occasionally your people will ask you for help against their enemies, and if they can provide sufficient metal (or their enemies can) you will consider it.  After all it may make them rethink their view on buggy life forms.
 Combat: Combat is for fighter types.  You'd prefer to live in peace with your surroundings.  It's better for your friends that way.  But if need be, your carapaced friends can reduce the average team of adventurers to nudity in seconds.  Well near nudity anyways...
 Advancement: Rust Monster Herders have their aberrant friends in mind first and foremost, and will do what is necessary to protect them and see to it that they thrive.  This above all is present in their minds when they consider what paths to take in life.
Resources: Bug Monster Herders are usually social outcasts, so they only have their critters and a few like minded individuals to call upon for help.  Granted being an Epic level character means not many people are gonna go out of their way to provide you with trouble...

RUST MONSTER HERDERS IN THE WORLD
"You ever just know on meeting someone that there's something wrong with him?"
 You aren't well liked, and your rarely understood.  Nobody really 'gets' you, except your friends the Rust Monsters.  And that's fine by you.  You've always considered everyone else a pain in the behind anyway.
 Daily Life: Your daily life is spent tending to the needs of your friends and providing for their community.  Sometimes you also spend it educating like-minded youths in the hopes that others will follow the path you have chosen.  After all you won't live forever, and who will protect Goober and his family when you are gone if you don't raise responsible guardians?
 Notables: Crazy Bob (N Male Goblin Ranger 20/Epic Ranger 3/Rust Monster Herder 2) is a nutty hermit who lives in the nearby caverns.  The other goblins are scared spitless of him, but in times of need he can be a friend if they supply him with iron for his 'friends'.
 Organizations: Rust Monster Herders are hermits of a sort, and most belong to no organizations of any kind.  They stick to protecting their 'flock' for lack of a better term.

NPC Reaction
 Most people hate Rust Monsters.  They aren't fond of Goblins either.  Goblins devoted to raising and protecting Rust Monsters are in a class of loathing all to their own.  Which is a nice way of saying your friends among the talking people are few.

RUST MONSTER HERDERS IN THE GAME
 This class means you will be lugging around a lot of Rust Monsters.  Meaning your party will be one step shy of lynching you on most occasions.  Be careful.
 Adaptation: This is probably better for a silly campaign, but it could do well in a serious one too.  You could even spin it off into a horror story if done right.
 Encounters: Rust Monster Herders are usually found underground with their 'family', unless they've been convinced to take part in a battle or go on an adventure to help out their critters.

Sample Encounter
EL 25:


Crazy Bob
N Male Goblin Ranger 20/Epic Ranger 3/Rust Monster Herder 2
Init +5, Senses: Listen +11, Spot +11, Dark Vision 60'
Languages Common, Goblin
------------------------------------------------
AC , touch , flat-footed   (+5 Dex, )
hp 137 (25 HD)
Fort +15, Ref +19, Will +11 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +23, Grp +21
Atk Options Favored Enemy (Aberration +4, Magical Beast +4, Plant +4, Ooze +4, Undead +4), Smite the Enemy (+2)
Combat Gear
Spells Per Day 1st: 4 (DC 14)
2nd: 4 (DC 15)
3rd: 4 (DC 16)
4th: 3 (DC 17)
-----------------------------------------------
Abilities Str 6, Dex 20, Con 12, Int 10, Wis 16, Cha 11
SQ Wild Empathy, Woodland Stride, Swift Tracker, Camouflage, Hide in Plain Sight, Rust Monsters are Mah Fwiends
Feats Aberrant Companion, Aberrant Magic, Aberration Trainer, Companion Spellbond, 3, Endurance (B), Improved Precise Shot (B), Manyshot (B), Rapidshot (B), Track (B)
Skills Climb +6, Concentration +16, Handle Animal +28, Hide +17, Jump +6, Knowledge (Dungeoneering, Geography, Nature) +16, Listen +11, Move Silently +17, Ride +17, Search +9, Spot +11, Survival +15
Possessions



Aberrant Companion
You have exchanged your Animal Companion for something of a more dubious nature.
 Prerequisites: Animal Companion, Aberration Trainer, Favored Enemy (Aberration)
 Benefits: You may trade your Animal Companion for an Aberration from the following list (remember if playing a Ranger your level is halved for determining the power level of your Animal Companion as well as what alternates you can choose).  Your Wild Empathy now also works on Aberrations with an Int of 4 or less:

1st: Faux Spider, Landsquid, Omnicidal Furry, Squig
4th: Ant Gawd, Choker, Howler Wasp, Squid Bee (Level -3)
7th: Grick, Harpoon Spider, Lurker, Rust Monster (Level -6)
10th: Catoblepas, Carrion Crawler, Gibbering Mouther, Wyste (Level -9)
13th: Embrac, Man-Snail, Seryulin, Slasrath (Level -12)
16th: Chwidencha, Dread Harpoon Spider, Lodestone Marauder, Prismatic Roper  (Level -15)

If you have Epic Companion you may also get more powerful Aberrations at Epic Levels:

22nd:  Arachnoid 12 Headed Hydra, Faux Beholder (Level -21)
25th: Annihilator, Arachnoid Spinosaurus (Level -24)
28th: Arachnoid Nightmare Beast, Dire Rust Monster (Level -27)

The new critters can be found on the list here: http://www.giantitp.com/forums/showpost.php?p=4084055&postcount=26


Aberrant Magic
Your Ranger or Druid spells now affect more than just animals...
 Prerequisites: Must be able to cast spells from the Druid or Ranger List, Knowledge (Dungeoneering) 6 ranks
 Benefits: Any spells you may cast that specifically target Animal(s) may now target Aberrations as well.  For example Animal Growth can now be cast on Aberrations.


Epic Companion (Epic)
You have a truly legendary companion.
 Prerequisites: Animal Companion, Handle Animal 12 ranks, Level 21+
 Benefits: Your Animal Companion continues to gain benefits with Epic Levels:

Companion Abilities
[table=head]Level|Bonus HD|Natural Armor Adj.|Str/Dex Adj.|Bonus Tricks|Special
21-22|+14|+14|+7|8|Improved Link
23-24|+16|+16|+8|9|Improved Share Spells 10'
25-26|+18|+18|+9|10|Improved Devotion
27-28|+20|+20|+10|11|Improved Multiattack
29-30|+22|+22|+11|12|Improved Share Spells 20'
31-32|+24|+24|+12|13|Improved Share Spells 40'
33-34|+26|+26|+13|14|Improved Share Spells 80'
35-36|+28|+28|+14|15|Improved Share Spells 160'
37-38|+30|+30|+15|16|Improved Share Spells (any range)
39-40|+32|+32|+16|17|Improved Intelligence[/table]

Improved Link: The Druid or Ranger can Take 20 on Handle Animal Checks made against their Animal Companion.

Improved Share Spells: The Range of the Share Spells ability doubles at level 23.  It doubles again at level 29 and every 2 levels thereafter, until it works at infinite range at level 37.

Improved Devotion: The Animal Companion becomes Immune to Mind-Affecting Effects.

Improved Multiattack: The Animal Companion gets the Improved Multiattack Feat.

Improved Intelligence: The Animal Companion gets +4 Int, but still qualifies for as an Animal for purposes of Feats/Spells/etc (in other words if you have this Feat and Aberrant Companion you still have your Aberrant Companion despite the increased intelligence).
« Last Edit: April 16, 2010, 02:20:41 AM by bhu »

Radmelon

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #367 on: March 17, 2010, 01:30:00 AM »
This should prove interesting.  :rollseyes

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #368 on: March 17, 2010, 04:05:14 PM »
Hopefully he is not the next-door neighbour of the guy who herds the steel whool sheep

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #369 on: March 22, 2010, 06:36:50 AM »
I can use some input on prerequisites for this one if anyone has ideas.  I'm thinking of making some new feats and such.

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #370 on: March 22, 2010, 11:23:14 AM »
About the Swords, Strategist seems really powerful. Maybe too powerful? You do lose a whole CL for it... which in practice probably balances it. It might be more reasonable as one spell level lower than the highest you can cast.
« Last Edit: March 24, 2010, 02:42:22 AM by wezylithyx »
Quote from: wezylithyx
Add Perform (weapon drill) to the fighter and swashbuckler lists of class skills

You totally just fixed these two classes. I had no idea it would be so simple.

Bozwevial

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #371 on: March 24, 2010, 03:16:39 AM »
About the Swords, Strategist seems really powerful. Maybe too powerful? You do lose a whole CL for it... which in practice probably balances it. It might be more reasonable as one spell level lower than the highest you can cast.

It sounds fine to me. It's not like you can leave all your slots open, just a few. Compare it to...oh god, what is it...Uncanny Forethought.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #372 on: March 24, 2010, 07:16:11 AM »
Is there a Feat that would allow a Ranger to use spells that affect animals on an aberration?  Or do I need to make one?

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #373 on: March 27, 2010, 06:04:16 AM »
Herder updated

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #374 on: March 30, 2010, 07:07:37 AM »
I spent the evening perusing monster manuals for Aberrations of the appropriate CR of Int 4 or less.  Can anyone think of anything I missed?  The list is edited into the Aberrant Companion Feat in the Herder post.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #375 on: March 31, 2010, 05:44:16 AM »
Epic COmpanion Feat just needs abilities and the new feats will be done.  I was thinking of adding improved multiattack and improved evasion as those would continue the progression from regular levels.  Im stuck on what else to use though.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #376 on: April 03, 2010, 07:27:28 AM »
Herder has new ability, I edited in a few more aberrations for the Aberrant Companion Feat, and I'm including more at higher levels if you have the Aberrant Companion and Epic Companion Feats.  Hopefully I have the CR progression right.  I'd like there to be 4 options each for Aberration companions at lower levels so I need to make 4 at CR <1, two at CR 1-2, and one at CR 7-8.  The Higher CR's for the Epic Companions will need to be templated critters or new ones cause I'm not sure there's many Int 4 or less Abs that high in CR.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #377 on: April 07, 2010, 06:39:02 AM »
Herder updated

Radmelon

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #378 on: April 08, 2010, 01:32:43 AM »
Whats an annihilator again?  ???

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #379 on: April 09, 2010, 01:29:29 AM »
Its a Rust Monster that disintegrates stuff.  Its in Underdark.