Author Topic: Uncle Kitties Handbook of Spuriously Made Prestige Classes  (Read 99063 times)

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bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #380 on: April 10, 2010, 06:53:44 AM »
I redid one of the class abilities, and started adding the abilities for the Epic Companion Feat.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #381 on: April 12, 2010, 06:11:54 AM »
The Epic Companion Feat abilities are done except the last level.  Still tryin to decide on it.  Now, for the Summon the Horde ability: Would you prefer more of a summon, or multiple companions?

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #382 on: April 13, 2010, 01:48:01 AM »
Either.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #383 on: April 16, 2010, 02:23:06 AM »
Rust Monster Herder now has all class abilities. Epic Companion has the last ability for it (and the missing Epic tag), and I put up a link to the new Aberration critters (which are almost done).

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #384 on: April 17, 2010, 06:41:51 AM »
I added BAB +21 to the Herder prerequisites.  Whilst I figure out equipment and finish the monsters for the Aberrant Feat its long past time I started the Orc warrior class I promised Eikonos:

ORC SPEAR MASTER


   
"Bring me my spear."

 Orc Spear Masters are the elite warriors of their kind, one of the few that survive to high levels of any kind.  The name 'Spear Master' is a bit of a misnomer.  Spear Masters are masters of a specific weapon style, and usually wield Spears due to their devotion of Gruumsh.  But they can also be seen wielding the Battleaxe, Great Axe, Orc Double Axe, and Orc Shotput.  Most are famous Orcs running their own training schools.

BECOMING AN ORC SPEAR MASTER
Most Orcs attain this PrC by specializing in a specific weapon style, and actually surviving to see middle age or older.  The Feat intensive build means most of them will also need Fighter levels.

 ENTRY REQUIREMENTS
   Race:  Orc
   Feats: Cleave, Great Cleave, Improved Critical, Overwhelming Critical, Power Attack, Weapon Focus, any one Style Feat
   Skills:  Intimidate 24 Ranks
   BAB: +23


Class Skills
 The Orc Spear Master's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Intimidate (Cha), Jump (Str), Knowledge (Local, War) (Int), Listen (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each  Level : 4 + int

Hit Dice: d12

Code: [Select]
[b]  Abilities[/b]
1.     Style Maneuvers
2.     Defensive Training
3.     Enlightened Rage
4.     Style Maneuvers
5.     Defensive Training
6.     Enlightened Rage
7.     Style Maneuvers
8.     Defensive Training
9.     Enlightened Rage
10.   Master

Weapon Proficiencies: An Orc Spear Master gains no new weapon or armor proficiencies.
 
Style Maneuvers (Ex): At levels 1, 4, and 7 you get a special Maneuver used by your particular fighting style from the list below:

Harorox: Level1: At 1st level if you make a Charge Attack with a Battleaxe and hit successfully you automatically do maximum damage.
Level 4: At 4th level if you make a Full Attack with a Battleaxe you gain 2 additional strikes with it at your Highest BAB.
Level 7: At 7th level if you successfully confirm a critical hit with a Battleaxe, your opponent is considered to have Provoked an Attack of Opportunity and you gain an additional attack.

Pungrox: Level1: At 1st level when you make a Sunder attempt with a Greataxe you may ignore the objects Hardness.
Level 4: At 4th level if you Ready an Action to make an Attack with your Greataxe and are successful you do maximum damage.
Level 7: If you successfully confirm a Critical hit with a Greataxe, your opponent must make a Fortitude Save (DC is 10 plus 1/2 HD plus Strength Modifier) or be Denied his Dex Bonus to AC for 1d6 rounds.

Tveirox: Level1: From now on when using your Tveirox Style Feat, it only counts as one Attack of Opportunity, not two.
Level 4: Beginning at 4th level if you successfully confirm a critical with an attack with your Orc Double Axe, you automatically threaten a critical with the off hand weapon.
Level 7: If you successfully hit the same opponent more than three times with your Orc Double Axe you get a Disarm attempt as a Free Action.  This does not provoke an Attack of Opportunity, and if you fail your opponent doesn't get a Disarm attempt in return.

Atgeirr: Level1: At 1st level if your opponents movement provokes an Attack of Opportunity and you hit successfully, you may make an opposed Strength Check to force him back into the square he started in.  You get a +1 Bonus for every 5 points of damage your attack does, and your opponent can no longer move any more this round once your attack succeeds.  You must be armed with a Longspear to use this ability.
Level 4: When successfully using your 1st level ability your opponents turn now ends completely and he can take no further actions, including Immediate, Swift, or Free Actions.
Level 7: At 7th level if you successfully hit with a Longspear when making an Attack of Opportunity, your opponent continues to bleed and loses 1d6 hit points per round until it receives a successful Healing Check (DC is damage done), or magical healing.

Rettageirr: Level1: At 1st level you gain the Benefits of the Hurling Charge Feat with Spears, however if you have the ability to make multiple attacks at the end of a Charge via an ability like Pounce you get to keep those attacks.
Level 4: At 4th level when you make a ranged attack with a Spear it is considered to be a Touch Attack.
Level 7: At 7th level all attacks you make with a Spear are considered touch attacks, and you gain a +4 Bonus to critical confirmation rolls with Spear attacks when you Charge.

Jarnknottr: Level1: At 1st level you gain the Ranged Disarm Feat, but you can make a Disarm attempt at the full Range of Orc Shot Put.
Level 4: At 4th level you gain the benefits of the Ranged Sunder Feat, but you still gain the Bonus to the Sunder attempt from Improved Sunder if yyou have that Feat.
Level 7: Whenever you successfully confirm a critical hit with an Orc Shot Put your opponent must make a Fortitude Save (DC is 10 plus 1/2 HD plus Strength Modifier) or be Stunned 1d3 rounds.

Defensive Training (Ex): At 2nd level you gain a +4 Dodge Bonus to Armor Class.  

At 5th level you gain a +4 Competence Bonus to resist opposed Combat Checks (Grapple, Disarm, Trip, etc).

At 8th level there is a 50% chance you turn any successful critical hit into a normal hit instead.

Enlightened Rage (Su): At 3rd level you no longer take a Penalty to Armor Class when Raging.

At 6th level you also no longer takes penalties to Armor Class when using Frenzy, and you may use the Concentration Skill while Raging (you still can't use items or spells).

At 9th level you may use the Concentration Skill during Frenzy, and voluntarily end your Frenzy in the same manner as Rage.  If you successfully make a Saving Throw against any spell/power/effect that allows a partial effect on a successful Save, you take no effect instead.

Master (Ex): At 10th level you gain significant Combat Bonuses when using the weapon of choice for your style (Battleaxe for Harorox, Greataxe for Pungroox, etc.).  You gain a +8 Competence Bonus on all Opposed Combat Checks with it (Disarm, Trip, Sunder, etc), and your weapon gains a +8 Resistance Bonus to Saving Throws against effects targeting it while you hold it.   In addition rolls of '1' are not automatically misses with that weapon.  If the weapon is a Ranged Weapon you are considered to have the Far Shot Feat.  If you have the Far Shot Feat the range is increased an additional amount equal to the Feat (i.e. with the Feat you gain double the normal range increment for thrown weapons, with this and the Feat you get quadruple).

PLAYING AN ORC SPEAR MASTER
 You are a sad old Orc.  Your people waste themselves in eternal combat and throw their lives away uselessly.  If they simply fought more intelligently and put more emphasis on skill and training as opposed to strength and rage they might win more fights.  Even the more evil members of your profession know this is true, they just still believe in Gruumsh.
 Combat: Your combat abilities will largely depend on what weapon you choose with this class.  You generally build your fighting style around that weapon.
 Advancement: Spear Masters are obsessed with perfecting their art and ensuring their secrets are passed down to new generations in order to protect Orc society.
Resources: Spear Masters are usually well respected members of Orc society.  If they aren't current military, they still have ties to it by virtue of their training school (which most of them have).  It would take a serious betrayal of society for an Orc Spear Master to lose his fame and following.  Some Orcs would lay down their lives for one.

ORC SPEAR MASTERS IN THE WORLD
"No one can challenge the master."
 Orc Spear Master are no fools.  They've seen more of the world than most of their kind, and know how their race is perceived.  they also know more of war than the rest of their people, and know that the means Orcs use to fight now are a losing proposition.  Most know they can't really counter Gruumsh's influence entirely, but they do so by trying to convince their people to fight smarter not harder.  None of them voice their opinions to even their closest students, not until their death bed when they reveal the truth in the hopes their work will be carried on.
 Daily Life: Your daily life is spent training students if you have retired or on missions if you aren't.  If you really dare, much of it is also spent subverting Orc society from within.  You love your people, but know they need to mature past what they are now, or they will never be anything but savages.
 Notables: Hoon (CN Male Orc Barbarian 20/Epic Barbarian 5/Orc Spear Master 5) is the lead practitioner of Pungrox Style among his tribe.
 Organizations: Most Spear Master run their own training school.  Many are either high level members of the Orc military or government, or have retired from such (but are still available in emergencies).

NPC Reaction
 Orc NPC's practically worship the Spear Masters.  They're war heroes after all.  Which of course means the other Humanoid races don't feel quite as kindly disposed towards them...

ORC SPEAR MASTERS IN THE GAME
 This class assumes you are either a war hero, or a wizened master who has risen above savagery, and now hopes to convert his people.  Either one can make waves in a campaign.
 Adaptation: This is probably best suited for serious campaigns.
 Encounters: Spear Masters may be encountered only in the largest Orc cities (or perhaps running their own training center in remote areas), or in times of war leading the Orc forces.

Sample Encounter
EL 30: The PC's have been hired to provide protection for a decorated Orc war hero by his tribe.  Right from the beginning something seems wrong.  Why would Orcs hire outsiders to guard one of their own, let alone a popular hero?  And why does he seem to be...well, not the average Orc...


Hoon
CN Male Orc Barbarian 18/Fighter 2/Epic Barbarian 5/Orc Spear Master 5
Init +2, Senses: Listen +9, Spot +9, Dark Vision 60'
Languages Orc, Common
------------------------------------------------
AC , touch , flat-footed   (+2 Dex, +4 Dodge, )
hp 315 (30 HD), 435 Raging
Fort +23 (+26 Rage), Ref +13, Will +11 (+14 Rage)
Uncanny Dodge, Improved Uncanny Dodge, Indomitable Will
------------------------------------------------
Speed 40 ft. (8 squares)
Melee
Base Atk +25, Grp +30 (+33 Raging)
Atk Options Tireless Greater Rage 6/day, Style Maneuvers (Pungrox), Enlightened Rage
Combat Gear
-----------------------------------------------
Abilities Str 20 (26 Raging), Dex 14, Con 18 (24 Raging), Int 10, Wis 10, Cha 7
SQ Light Sensitivity, Trap Sense +8, DR 6/-, Fast Movement, Defensive Training
Feats Advanced Pungrox Style, Cleave, Defensive Sweep, Great Cleave, Hold the Line, Improved Critical, Overwhelming Critical, Power Attack, Pungrox mastery, Pungrox Style, Weapon Focus, Combat Brute (B), Combat Reflexes (B), Improved Sunder (B)
Skills Bluff +6, Climb +14 (+17 Raging), Intimidate +24, Jump +14 (+17 Raging), Knowledge (Geography, History, Local, War) +3, Listen +9, Ride +11, Sense Motive +9, Spot +9, Survival +9, Tumble +7
Possessions



Harorox Style
You prefer to use the Battleaxe as your weapon of choice.
 Prerequisites: BAB +4, Power Attack, Cleave
 Benefits:  Whenever you successfully perform a Cleave attack with a Battleaxe you get a +4 Bonus on Critical confirmation rolls.


Advanced Harorox Style
des
 Prerequisites: BAB +12, Harorox Style, Improved Bull Rush, Shock Troope
 Benefits:  When making a Bull Rush while wielding a Battleaxe you can make a regular damage attack as part of a Bull Rush.  If the Bull Rush is successful they take normal Battleaxe damage.


Harorox Mastery
des
 Prerequisites: BAB +24, Advanced Harorox Style, Cometary Collision, Overwhelming Assault
 Benefits:  Successful Attacks you make as part of your Cometary Collision or Overwhelming Assault Feats automatically threaten a critical if the attacks were made with a Battleaxe and do maximum damage whether you are successful at confirmation or not.


Pungrox Style
You prefer to use the Greataxe as your weapon of choice.
 Prerequisites: BAB +4, Power Attack, Improved Sunder
 Benefits:  When performing a Sunder attack with a Greataxe you do an extra die of damage (i.e. 2d12 instead of 1d12).


Advanced Pungrox Style
des
 Prerequisites: BAB +12, Pungrox Style, Combat Brute, Combat Reflexes
 Benefits: When performing an Attack of Opportunity with a Greataxe you do an extra die of damage (i.e. 2d12 instead of 1d12).


Pungrox Mastery
des
 Prerequisites: BAB +24, Advanced Pungrox Style, Hold the Line, Defensive Sweep
 Benefits: You automatically threaten a critical if you successfully hit an opponent with a Greataxe while using your Hold the Line Feat and do maximum damage whether you are successful at confirmation or not.


Tveirox Style
You prefer to use the Orc Double Axe as your weapon of choice.
 Prerequisites: BAB +4, Combat Reflexes, Two-Weapon Fighting
 Benefits:  If you successfully hit an opponent with your Orc Double Axe while making an Attack of opportunity you get another attack with the second end of the weapon at your usual bonuses.  This counts as two of your available Attacks of Opportunity.


Advanced Tveirox Style
des
 Prerequisites: BAB +12, Tveirox Style, Improved Two-Weapon Fighting, Two Weapon Pounce
 Benefits: If you successfully hit and kill an opponent with your Orc Double Axe while using your Two Weapon Pounce Feat, you may make a 5 foot step and attack another opponent as if you had the Cleave Feat.  This attack also gains the Charge Bonus.


Tveirox Mastery
des
 Prerequisites: BAB +24, Advance Tveirox Style, Greater Two-Weapon Fighting, Two-Weapon Rend
 Benefits: Whenever you successfully use your Two Weapon Rend Feat you automatically do maximum damage without having to roll (i.e. if you normally did 1d8+2 for each weapon head and 1d6+3 for the rend, you do 29 points of damage), this includes confirmed criticals.


Atgeirr Style
You prefer to use the Longspear as your weapon of choice.
 Prerequisites: BAB +4, Short Haft, Combat Expertise
 Benefits:  You gain a +4 Competence Bonus to Attack rolls and a +2 Competence Bonus to Damage rolls when Fighting Defensively with a Longspear.


Advanced Atgeirr Style
des
 Prerequisites: BAB +12, Atgeirr Style, Improved Trip, Spear Sweep
 Benefits: You gain a +4 Competence Bonus to Trip Attempts with a Longspear while Fighting Defensively (this stacks with the Improved Trip Feat).


Atgeirr Mastery
des
 Prerequisites: BAB +24, Advance Atgeirr Style, Greater Spear Sweep, Multiple Spear Sweep
 Benefits: When using your Multiple Spear Sweep Feat, you no longer take Penalties and make all rolls at your Highest BAB.


Rettageirr Style
You prefer to use the Spear as your weapon of choice.
 Prerequisites: BAB +4, Point Blank Shot, Power Attack
 Benefits:  When you successfully hit an opponent with a Spear while performing a Power Attack you do not take the penalty to critical confirmation rolls that you took on the attack roll.  If the critical is successful you add double the penalty to the damage.


Advanced Rettageirr Style
des
 Prerequisites: BAB +12, Rettageirr Style, Brutal Throw, Power Throw
 Benefits: If you successfully confirm a critical hit with a Spear, you do x4 damage instead of x3.


Rettageirr Mastery
des
 Prerequisites: BAB +24, Advance Atgeirr Style, Overwhelming Assault, Powerful Charge
 Benefits: If you successfully hit with a Spear when making a Charge Attack, you automatically threaten a critical hit and do maximum damage whether you confirm the critical or not.


Jarnknottr Style
You prefer to use the Orc Shot Put as your weapon of choice.
 Prerequisites: BAB +4, Point Blank Shot, Brutal Throw
 Benefits:  When successfully attacking an opponent at 30' or less with an Orc Shot Put you threaten a critical on a 17-20. 


Advanced Jarnknottr Style
des
 Prerequisites: BAB +12, Jarnknottr Style, Power Attack, Power Throw
 Benefits: If you successfully confirm a critical hit on an opponent with an Orc Shot Put he must make a Fortitude Save (DC is 10 plus 1/2 HD plus Strength Modifier) or be Stunned 1d3 rounds.


Jarnknottr Mastery
des
 Prerequisites: BAB +24, Advance Jarnknottr Style, Penetrating Shot, Precise Shot
 Benefits: If you successfully confirm a critical hit on an opponent with an Orc Shot Put and he is within 60' (the range for Stunning is now increased) he doesn't get to make a Save to avoid being Stunned as per your Advanced Jarnknottr Style Feat. 


Short Haft
You are adept at refocusing the reach of your weapon
 Prerequisites: Weapon Proficiency with any Reach Weapon.
 Benefits: Once per round, you may change the reach of your weapon from it's normal Reach to 5 ft. as a Free Action.


Spear Sweep
You may perform Trip attacks with the Spear or Longspear as if it were a weapon that allowed such.
 Prerequisites: Improved Trip
 Benefits: You may make a Trip attack with a Spear or Longspear in the same way you could with a Halberd.

Greater Spear Sweep
Your ability to trip up opponents with your Spear has improved.
 Prerequisites: Improved Trip, Spear Sweep
 Benefits: Your opponent no longer gets a Trip attempt if you fail a Trip Attempt with a Spear or Longspear.  You get a +4 Circumstance Bonus to the Trip attempt with the weapon if your opponents Size Class is larger than yours, or he has a negative Dex penalty.

Multiple Spear Sweep
You may trip multiple opponents with a spear now.
 Prerequisites: Improved Trip, Spear Sweep, Greater Spear Sweep
 Benefits: If you are surrounded by more than one opponent you may do a circling sweep with your Spear or Longspear and attempt to Trip all of them, but each trip attempt is your highest BAB with a cumulative -2 for every opponent you try to trip.  For example if you have a +10 BAB, and try to Trip 4 Orcs, your first attempt is +8, the second +6, the third +4, and the fourth +2.
« Last Edit: September 05, 2010, 09:32:15 AM by bhu »

jojolagger

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #385 on: April 18, 2010, 02:54:11 PM »
Weapon proficiency spear might be a good place to start. ;)
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Nanshork

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #386 on: April 18, 2010, 05:53:20 PM »
Weapon proficiency spear might be a good place to start. ;)

I think you have to know how to use spears before you can become a spear master.   :P
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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #387 on: April 19, 2010, 01:41:07 AM »
Weapon proficiency spear might be a good place to start. ;)

I think you have to know how to use spears before you can become a spear master.   :P

Pft, that's the powergaming way to do it. :P

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #388 on: April 19, 2010, 06:35:54 AM »
Got much of the fluff and prereqs up on the Spear Master.  Did I miss any Orc specific weapons?

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #389 on: April 20, 2010, 06:20:03 AM »
orc Spear Master fluff is done ,and I have the Style Feats listed along the bottom.  If you think the prerequisites for them are off lemme know (each style feat has two prereqs).

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #390 on: April 24, 2010, 07:50:41 AM »
Style Feats revised, I filled out the new spear feats, and am starting on class abilties.  Lemme know if you think the spear feats are too weak.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #391 on: April 28, 2010, 03:48:41 AM »
Enlightened Rage and Defensive Training are done. Maneuvers will have to wait until I get the Feats done. I started working for the Census today, so we'll see what my schedule brings.

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #392 on: May 08, 2010, 03:35:37 AM »
Okay I updated Tveirox style again, and added the capstone, I just need to get the maneuvers done.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #393 on: May 11, 2010, 07:00:44 AM »
Okay I've edited some of the Feats again.  It's time to start adding in the Maneuvers and finish this sucker up.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #394 on: May 12, 2010, 07:05:14 AM »
Got most of the maneuvers up under class abilities.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #395 on: May 14, 2010, 07:43:26 AM »
All the style maneuvers are up cept Tveirox.  Any thoughts?

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #396 on: May 15, 2010, 01:55:28 AM »
Looks good.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #397 on: May 15, 2010, 06:30:19 AM »
Spear Master is pretty much done.  I shall await feedback and the next Epic PrC will be started.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #398 on: May 18, 2010, 07:28:10 AM »
SAVASMAK


   
“All I want is a warm bed and and unlimited power.  Is that so wrong?”

 Savasmak are Warmage specialists, the living engines of destruction of the Hobgoblin army.  A single Savasmak can destroy small cites by himself at a leisurely pace, and at a great distance.  Thankfully for the world there are few enough of them, and most have retired from active warfare to pursue their studies and teach the next generation (okay so maybe it's not such a good thing).

BECOMING A SAVASMAK
Savasmak generally start as Warmages (and most take the class all the way to Epic levels).

 ENTRY REQUIREMENTS
   Class Abilities:  Warmage Edge
   Casting:  Must be able to cast 9th level Evocation spells
   Feats:  Battle Caster, Battlecaster Offense, Enhance Spell, Extra Edge, any two Metamagic Feats
   Skills:  Concentration 20 ranks, Intimidate 20 ranks, Knowledge (Arcana) 23 ranks, Knowledge (War) 10 ranks, Spellcraft 23 ranks
   Race: Hobgoblin

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

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1.   Powerful Evocation
2.   Long Range Killer
3.   Personal Defense
4.   Powerful Evocation
5.   Long Range Killer
6.   Personal Defense
7.   Powerful Evocation
8.   Long Range Killer
9.   Personal Defense
10.  Master Artillerist

Weapon Proficiencies: A Savasmak gains no new weapon or armor proficiencies.
 
Powerful Evocation: At 1st level the Save DC's of your damage dealing Evocation spells gain a Bonus equal to your Savasmak level.

At 4th level the maximum amount of damage dice your Evocation spells do increases by an amount equal to your Savasmak level.  For example a 3rd level Savasmak casting Fireball could do 13d6 damage.

At 7th level when you roll damage dice for your Evocation spells  you may re roll all 1's (and keep re-rolling until you don't have any 1's).

Long Range Killer (Ex): The range of your damage dealing Evocation spells is increased by 100% at Levels 2, 5, and 8.  This stacks with the Enlarge spell Feat.

Personal Defense (Su): At 3rd level you get a Deflection Bonus to your AC equal to the level of your highest uncast spell.  For example as long as you have an uncast 9th level spell you have a +9 Deflection Bonus.  If the Savasmak has Epic Level Spellcasting, and has Epic Spells uncast the Bonus is +15.

At 6th level you may as a Free Action switch your Warmages Edge Bonus from doing damage  to increasing your Deflection Bonus.  For example if you have 9th level uncast spells and a +6 Warmages Edge Bonus, you get a +15 Deflection Bonus.

At 9th level you may switch your Warmages Edge Bonus to a Resistance Bonus to Saving Throws instead of augmenting your Deflection Bonus.

Master Artillerist: At 10th level your opponents do not get a Saving throw against damage dealing Evocation spells you cast, nor do they get Spell Resistance.

PLAYING A SAVASMAK
 Your job is to blow things up from a distance.  And you're good at it.  So good in fact that everyone wants you dead, including your side.  Most of the time you live in seclusion which only spurs the various rumors about you.  You have to have your food tested for poison, your concubines checked for weapons and disease, etc.  They've even tried killing you by trying to bring down your house.
 Combat: You stay as far back as you can and lob magical bombs until everything is dust.  That's pretty much it.  You've trained your whole life for that so it's what you do.
 Advancement: You generally have focused narrowly on being magical artillery to such an exclusion you may as well keep going on that route.  No sense screwing things up now.
Resources: You're probably pretty darn rich by now.  If not you probably have the Hobgoblin military backing you assuming their paranoid leaders haven't tried to have you killed.

SAVASMAKS IN THE WORLD
"____!"
 You are usually sheltered from the world as you are considered too important to lose.  Even after you retire and become a teacher you have bodyguards, and food tasters, and personal emissaries from the government.  A government they are presumably loyal to over yourself.
 Daily Life: Your day is taken up by training new combat mages unless there's a war, in which case it's taken up by travel to your next bombing site.
 Notables: Kirku (LE Male Hobgoblin Warmage 20/Epic Warmage 3/Savasmak 2) is an infamous artillery mage.  So infamous in fact hat his rivals would like to see him dead, and often commit atrocities in his name so he can take the fall.
 Organizations: You probably now train at, or at least still help with, the magic school that taught you war magic.  

NPC Reaction
 This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

SAVASMAKS IN THE GAME
 This class assumes you were a member of the Hobgoblin military (or still are) which can complicate some aspects of a campaign.  For example finding a reason a military general would be traveling with heavily armed vagrants of other races.  You get the idea.
 Adaptation: This assumes you are or were a military man, and it's destructive nature makes it more suitable for serious campaigns as opposed to silly.
 Encounters: Savasmaks are generally only encounterd in wartime, or if the PC's are foolish enough to raid a military mage school in Hobgoblin lands. So in general most PC's won't be seeing them much.

Sample Encounter
EL 26: The PC's have been hired to take out an infamous blaster mage that's been destroying towns along the border with the Hobgoblin Khanates.


Kirku
LE Male Hobgoblin Warmage 20/Epic Warmage 3/Savasmak 2
Init +3, Senses: Listen +0, Spot +0, Dark Vision 60'
Languages Common, Goblin, Infernal, Draconic
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AC , touch , flat-footed   (+3 Dex, )
hp 112 (25 HD)
Fort +9, Ref +11, Will +14  
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Speed 30 ft. (6 squares)
Melee
Base Atk +13, Grp +12
Atk Options Warmage Edge +9
Combat Gear
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Abilities Str 8, Dex 16, Con 13, Int 16, Wis 10, Cha 19
SQ Armored Mage (Heavy), Advanced Learning ()
Feats Battle Caster, Battlecaster Defense, Chain Spell, Energy Substitution, Extra Edge, Heavy Armor Proficiency, Greater Spell Focus (Evocation), Spell Focus (Evocation), Spell Penetration, Enhance Spell (B), Sudden Empower (B), Sudden Enlarge (B), Sudden Maximize (B), Sudden Widen (B),
Skills Concentration +25, Intimidate +28, Knowledge (Arcana) +27, Knowledge (War) +17, Move Silently +7, Spellcraft +27
Possessions
« Last Edit: May 24, 2010, 06:46:45 AM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #399 on: May 21, 2010, 07:28:22 AM »
Savasmak updated, all it needs is a capstone