Author Topic: Uncle Kitties Handbook of Spuriously Made Prestige Classes  (Read 99851 times)

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jojolagger

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #480 on: October 23, 2010, 06:27:17 PM »
I think I'd go for spell progression at six or seven of their levels
I'm thinking 6 to 8 range too.
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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 #481 on: October 28, 2010, 06:19:45 AM »
Abner is updated.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #482 on: October 30, 2010, 05:18:59 AM »
Abner updated.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #483 on: November 01, 2010, 04:40:58 AM »
ELF BREAKER


   
"Man, there's nuthin' so satisfying as crushing an Elf's skull, and watching his brains run out through his ears."

 The Elf Breakers are devotees of an ancient unarmed fighting art among the Goblinoids known as Demirel ('Iron Fist').  They practice channeling their rage (and in some cases psychosis) into their fighting style.  They prefer a hard striking, punishing combat form that allows them to hear their opponents bones break.  While they are well-liked in Goblin society for their deeds in the wars with Elves, privately most other citizens think they are barely restrained nutcases.

BECOMING AN ELF BREAKER
Most Elf Breakers go into the woods to study at various schools intended to bring out their inner beast.  In other words they start at barbarians.

 ENTRY REQUIREMENTS
   Race:  Any Goblinoid
   Class Abilities:  Rage
   Feats:  Improved Grapple, Improved Unarmed Strike, Superior Unarmed Strike
   Skills: Intimidate 8 ranks

Class Skills
 The Elf Breaker's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Intimidate (Cha), Jump (Str), Swim (Str), and Tumble (Dex).
Skills Points at Each  Level : 2 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Iron Skin, Iron Rage
2. +2    +3     +0     +0    Iron Fist
3. +3    +3     +1     +1    Iron Grasp
4. +4    +4     +1     +1    Iron Skin
5. +5    +4     +1     +1    Iron Fist
6. +6    +5     +2     +2    Iron Grasp
7. +7    +5     +2     +2    Iron Skin
8. +8    +6     +2     +2    Iron Fist
9. +9    +6     +3     +3    Iron Grasp
10.+10   +7     +3     +3    Iron Head

Weapon Proficiencies: Elf Breakers gain no new weapon or armor proficiencies.

Iron Skin (Ex): Dedicated body toughening exercises make you unnaturally tough.  Not very pretty, but tough.  At 1st level you gain DR 2/- (this stacks with similar DR from other Feats or Class Abilities).

At 4th Level DR increases to 4/-

At 7th Level DR increases to 6/-
 
Iron Rage: You Elf Breaker and Barbarian Levels stack for purposes of determining how many daily uses of Rage you get.

Iron Fist (Ex): Your unarmed strikes are fairly powerful.  At 2nd Level anything struck by your unarmed strike is immediately Checked, and receives a minus on all Concentration rolls equal to your Strength Modifier for the duration of the encounter.

At 5th Level if you successfully hit an opponent with your Unarmed Strike, you may inflict one of the following Conditions for 1 round if he fails a Fortitude Save (Save DC is 10 plus 1/2 HD plus Strength Modifier): Blinded, Deafened, Exhausted, Nauseated, or Stunned.

At 7th Level your opponent gets no Save against the Condition, but he can make a Fortitude Save (Save DC is 10 plus 1/2 HD plus Strength Modifier) if he is the same or smaller Size Class as the Elf Breaker to avoid being knocked Prone.

Iron Grasp (Ex): At 3rd Level you no longer take Size Penalties to Bull Rush, Grapple, and Trip Checks.

At 6th Level your opponent no longer gets Size Bonuses to Bull Rush, Grapple, and Trip Checks.

At 9th Level you if you successfully Pin an opponent in a Grapple he begins to Suffocate (see DMG for Suffocation rules).

Iron Head (Ex): At 10th Level you can no longer be Checked, Dazed, or Stunned.  You are also immune special attacks from Feats that require Stunning Fist as a prerequisite (such as Pain Touch).  When Raging you gain a +5 Circumstance Bonus on all damage rolls (+10 if your opponent is an Elf.

PLAYING AN ELF BREAKER
 You like to make people think you're crazy so they underestimate you.   Make them think you're harmless.  Unfortunately for you...you are crazy, and everyone knows it.  So there's no fooling anyone.  Granted they still don't know you're a skilled combatant, but you do have certain...issues.
 Combat: Elf Breakers like combat up close and personal.  They generally prefer to ensure the death of their opponents bare fisted. 
 Advancement: Elf Breakers tend to be psychopaths who enjoy the feel of tearing muscle and breaking bones under their hands.
Resources: Most Elf Breakers are dead broke, so unless they can bum money off rich friends, they're on their own.

ELF BREAKERS IN THE WORLD
"Do you sometimes think Urf is crazy?"
 Elf Breakers generally appear to be drunken reprobates passed out in the gutter or perusing the local women of the night.  Or they sometimes appear as homeless whackos.  But in wartime they are a pretty decent asset.
 Daily Life: Your life is mostly fighting, drinking, forcing yourself on women or inanimate objects in a drunken stupor, and waking up with no memory of the last 48 hours.  And you like it that way.
 Notables: The Iron Monkey (NE Male Hobgoblin Barbarian 6/Elf Breaker 5) is a fighter famous for his odd behavior, and conspiracy theories.
 Organizations: Most Elf Breakers belong to a training school, and they can count on their schoolmates or occasionally their Sifu to help them if desperate.

NPC Reaction
 You're a nut.  A powerful nut who can crush people's necks with your bare hands.  That doesn't imply "trust me".  Neither does your talking to forest animals, and pottery.

ELF BREAKERS IN THE GAME
 This class represents crazy loonies with anger management problems, and if you don't mind those in your campaign, it's okay.  Otherwise...
 Adaptation: Elf Breakers are meant for silly campaigns, but they can be adapted for serious ones.
 Encounters: Elf Breakers are mostly fond in times of war, at training camps way out in the woods, or getting drunk and strangling pigs because they think it's funny.

Sample Encounter
EL 12: The PC's have been hired to escort a famous Hobgoblin fighting champion to a match, since he has received death threats.  And the PC's can see why.  He spends his time in the trees naked, making odd cooing noises, and flinging his poo at passers by.  Privately he admits he does this to make himself seem crazy, and thus make people think he's a harmless kook as opposed to a famous killer.  He also admits privately that he talks to badgers, who have informed him that hummingbirds are spitting in the local water supply, so the PC's should drink only the wine.  Gonna be a loooooong assignment...


The Iron Monkey
NE Male Hobgoblin Barbarian 6/Elf Breaker 5
Init +0, Senses: Listen +1, Spot +1, Dark Vision 60'
Languages Common, Goblin, Orc
------------------------------------------------
AC , touch , flat-footed   ()
AC Raging , touch , flat-footed   (-2 Rage, )
hp 88,  (11 HD) 110 raging
Fort +11, Ref +5, Will +4 
Uncanny Dodge, Improved Uncanny Dodge
------------------------------------------------
Speed 40 ft. (8 squares)
Melee
Base Atk +11, Grp +14 (+16 Raging)
Atk Options Rage 4/day, Iron Fist, Iron Grasp
Combat Gear
-----------------------------------------------
Abilities Str 16 (20 Raging), Dex 10, Con 14 (18 Raging), Int 12, Wis 13, Cha 13
SQ Fast Movement, Trap Sense +2, DR 4/-
Feats Angry Fist, Improved Grapple, Improved Unarmed Strike, Superior Unarmed Strike
Skills Bluff +6, Climb +9, Concentration +7, Intimidate +10, Jump +12, Move Silently +4, Ride +9, Survival +10, Tumble +5
Possessions



EPIC ELF BREAKER

Hit Die: d10
Skills Points at Each  Level : 2 + int
Iron Skin Your DR increases by +2 at Level 21, and every three rounds thereafter.
Iron Fist At Level 22 Conditions caused by your Unarmed Strikes last for a number of rounds equal to your (Elf Breaker Level divided by 3).
Bonus Feats: The Epic Elf Breaker gains a Bonus Feat every 3 levels higher than 20th




Angry Fist
You unarmed strikes are more potent during Rage.
 Prerequisites: Rage, Iron Fist class abilities.
 Benefits: Whenever you enter into Rage you may announce you are using this Feats abilities (using the Feat is a Free Action).  For the duration of your Rage you take 2 points of non lethal damage per round (your DR does not protect from this damage).  In exchange you do one extra die of damage with your unarmed strikes.  In other words if you normally do 1d8, you now do 2d8.  If you do 2d6, it's now 3d6.


Frenzied Fist
Your unarmed strikes are more potent on a critical hit during Rage.
 Prerequisites: Angry Fist
 Benefits:  Whenever you enter into Rage you may announce you are using this Feats abilities (using the Feat is a Free Action).  For the duration of your Rage you take 1 point of non lethal damage per round (your DR does not protect from this damage).  In exchange your unarmed strikes threaten a Critical hit on a 19/20, and do x3 damage on a successfully confirmed critical hit.


Flying Fist
You get an extra attack per round with your unarmed strikes when raging.
 Prerequisites: Angry Fist
 Benefits:  Whenever you enter into Rage you may announce you are using this Feats abilities (using the Feat is a Free Action).  For the duration of your Rage you take 1 point of non lethal damage per round (your DR does not protect from this damage).  In exchange when making a Full Attack, you get one extra unarmed strike per round at your highest BAB.


Powerful Fist
Your unarmed strikes can send opponents flying.
 Prerequisites: Angry Fist, one other Feat requiring Angry Fist as a prerequisite
 Benefits: Whenever you enter into Rage you may announce you are using this Feats abilities (using the Feat is a Free Action).  For the duration of your Rage you take 1 point of non lethal damage per round (your DR does not protect from this damage).  In exchange whenever you make a successful unarmed strike on an opponent of the same Size Class or Smaller, you may immediately make a Bull Rush attack as a Free Action without provoking an Attack of Opportunity.


Spearing Fist
Your unarmed strikes can pierce armor.
 Prerequisites: Angry Fist, one other Feat requiring Angry Fist as a prerequisite
 Benefits: Whenever you enter into Rage you may announce you are using this Feats abilities (using the Feat is a Free Action).  For the duration of your Rage you take 1 point of non lethal damage per round (your DR does not protect from this damage).  In exchange your unarmed strikes ignore Shield and Armor Bonuses to AC.


Epic Fist
Your kung fu is strong.
 Prerequisites: Rage, Iron Fist class abilities, Angry Fist, 2 other Feats requiring Angry Fist as a prerequisite, Con 25+
 Benefits: When using Angry Fist or any Feat requiring it as a prerequisite you no longer take nonlethal damage each round.  You automatically get the benefits of those Feats whenever you enter Rage.
« Last Edit: November 05, 2010, 06:49:00 AM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #484 on: November 05, 2010, 07:35:01 AM »
Birds Hate Me and the Ranger Substitution Levels are up.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #485 on: November 13, 2010, 10:07:10 AM »
Finished the new flaws and feats and the class prereqs for Abner

konner09

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #486 on: November 15, 2010, 04:29:20 AM »
I like the elf breaker pointy ear gremlins
[spoiler] Every generation has a teen heartthrob made for 16 and Tiger Beet magazine.

You can go back many years and there was a guy named Donny Osmond who probably every male teenager wanted to kick the crap out of. Leif Garrett, David Cassidy, The Mmm Bop kids, Justin timberlake, on and on.

This Bieber kid is just another of many over-hyped kids created? by the music machine geniuses to give them someone to grace the covers of 16 magazine and to get little teen girls excited. Random Youtuber [/spoiler]

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bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #487 on: November 15, 2010, 05:45:43 AM »
No thoughts on Abner?

GOBLIN HASHISHIN


   
“Remorse for what? You people have done everything in the world to me. Doesn't that give me equal right?”

 The Goblins have raised a very special kind of assassin.  They take the most vicious of their younglings, and train them from birth to hate the Elves and other races, ensure their devotion to Maglubiyet's eternal war with religious fanaticism, and put them through hellish training programs.  They also feed them alchemical potions to help them lose the last aspects of what could be considered their humanity or self control.  The result is controlled berserker.  An assassin of stealth and guile who is expert in avoiding traps and patrols, and saving his fury for the right moment.  Once his assigned target is in reach he goes berserk, flailing at the mark in a frenzy until one of them is dead.

BECOMING A GOBLIN HASHISHIN
Obviously a few levels each of Rogue and Barbarian will do you.

 ENTRY REQUIREMENTS
   Class Abilities:  Rage, Trap Sense +1, Trapfinding
   Race:  Goblin
   Feats:  Instantaneous Rage, Telling Blow
   Skills:  Climb 4 ranks, Disable Device 4 ranks, Hide 4 ranks, Move Silently 4 ranks, Open Lock 4 ranks



Class Skills
 The Goblin Hashishin's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Disable Device (Int), Disguise (Cha), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local, Nobility)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each  Level : 6 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +0    Quiet Rage
2. +1    +0     +3     +0    Sneak Attack +1d6
3. +2    +1     +3     +1    Espionage
4. +3    +1     +4     +1    Quiet Rage
5. +3    +1     +4     +1    Sneak Attack +2d6
6. +4    +2     +5     +2    Espionage
7. +5    +2     +5     +2    Quiet Rage
8. +6    +2     +6     +2    Sneak Attack +3d6
9. +6    +3     +6     +3    Espionage
10.+7    +3     +7     +3    Master Assassin

Weapon Proficiencies: A Goblin Jihadi gains no new armor or weapon proficiencies.
 
Quiet Rage (Ex): At Levels 1, 4, and 7 you get an additional daily use of Rage.  Unlike normal Barbarian Rage, you may use all Dexterity based skills while Raging, and may make a DC 20 Willpower Check to use either the Concentration skill (or an ability requiring concentration) or an Int based skill as a Free Action.

Sneak Attack (Ex): This is identical to, and stack with, the Rogue Ability of the same name.

Espionage (Ex): At 3rd Level you can move at any speed without taking penalties on Hide or Move Silently checks.

At 6th level you get lucky when it comes to traps.  If you fail a roll and cause a trap to go off, make a separate Level Check.  If this Check beats the Traps DC, it malfunctions slightly and doesn't effect you.  Everyone else is still vulnerable.  If it would normally only effect you it goes off once you have left it's area of effect.

At 9th Level if you beat the Traps DC by 5, you can rig it to go off up to 1 minute after you leave or you can harmlessly reset it.

Master Assassin (Ex): When you successfully use your Sneak Attack on an opponent choose one of the following Conditions, and that opponent is affected by it for a number of rounds equal to your Sneak Attack Dice: Confused, Deafened, Nauseated or Stunned.

PLAYING A GOBLIN HASHISHIN
 You were born to die.  All beings are, and most of them will die forgotten and without purpose.  You have been groomed from birth to die for a specific purpose: the destruction of your races enemies. 
 Combat: Hashishin are expected to worm their way into enemy palaces or forts, avoid any traps or security, and  then quietly murder their target.  Escaping with their own lives is optional.  Therefore they are not so much expert warriors as murderers.  If you have to kill someone quickly and quietly it's better to do so when they're vulnerable as opposed to facing you fully armed.
 Advancement: Hashishin are expected to be top notch assassins.  If they fall behind in their skills, their superiors kill them.  If they fail an assignment or try to quit, their superiors kill them.  That's pretty big incentive to keep on top of things, and always looking to increase one's skill level.
Resources: Hashishin are given what their superiors believe they need at the beginning of their assignment, and they are expected to rely on their ingenuity if anything else is needed.

GOBLIN HASHISHIN IN THE WORLD
"We need some more magical defenses against these guys.  Nothing else has worked so far."
 You're a recluse.  The only living beings you speak to are your superiors or coworkers for the most part, and the Gods only know when one of them is going to be required to put you down for reasons you don't know and may not understand.  You actually begin to crave assignments because it gets you out on your own away from them.  Of course you can't speak to anyone else because you know you're being watched, and they'd kill you if you did.
 Daily Life: Your days are spent in training, scoping out targets, or making your move to eliminate them.  Besides escaping it's all you do.  The burnout rate for survivors of your profession is quite high.
 Notables: Number 4 (LE Male Goblin Barbarian 2/Rogue 4/Hashishin 6) is a moderately experiences assassin whose time may be up if he can't pull off a job blaming foreigners for the killing of a local Elf Lord.
 Organizations: The Hashishin are a religious organization of assassins.  While it is rumored they live on a mountain fortress, this has never been proven, and is likely a lie spread by them to confuse the Elven military who are looking for them.

NPC Reaction
 NPC's just think of you as 'that quiet guy', or something similarly harmless.  If they knew who you were they'd freak out completely.  The day you wake up to what kind of hell your life is becomes a nightmare for everyone.  Because once you leave or become exposed everyone will want you dead, and you'll need to kill just about everyone you know/come in contact with.

GOBLIN HASHISHIN IN THE GAME
 This class assumes you are a blind religious fanatic who kills people in the name of Maglubiyet.  Not only that but you're willing to lose your own life to destroy the target.  Could be difficult for PC's to pull off without the party nixing them
 Adaptation: This is meant for serious campaigns.  Really serious espionage/noir type stuff.
 Encounters: Ideally no one is supposed to encounter a Hashishin.  They're supposed to hit quietly during the night and disappear.  If someone sees them or interferes that's the worst possible outcome.

Sample Encounter
EL 12: The PC's have been arrested for the murder of a high ranking Elven official.  The only living witness claims it was a lone Goblin, so the PC's get released, but then the witness is murdered the same day.  They don't have long to find out what the hell is going on.


Number 4
LE Male Goblin Barbarian 2/Rogue 4/Hashishin 6
Init +8, Senses: Listen +9, Spot +9, Dark Vision 60'
Languages Common, Goblin
------------------------------------------------
AC , touch , flat-footed   (+1 Size, +4 Dex, )
hp 78 (12 HD)
Fort +8, Ref +13, Will +4 
Uncanny Dodge, Improved Uncanny Dodge, Evasion
------------------------------------------------
Speed 40 ft. (8 squares)
Melee
Base Atk +9, Grp +6
Atk Options Quiet Rage 3/day, Sneak Attack +4d6,
Combat Gear
-----------------------------------------------
Abilities Str 13, Dex 18, Con 14, Int 10, Wis 12, Cha 6
SQ Fast Movement, Trapfinding, Trap Sense +1, Espionage
Feats Improved Initiative, Instantaneous Rage, Mad Foam Rager, Silencing Blow, Telling Blow
Skills Balance +8, Climb +5, Disable Device +8, Disguise +2, Gather Information +2, Hide +12, Jump +5, Knowledge (Local, Nobility) +4, Listen +9, Move Silently +12, Open Lock +12, Ride +8, Spot +9, Survival +5, Tumble +8, Use Magic Device +2
Possessions


EPIC HASHISHIN

Hit Die: d8
Skills Points at Each  Level : 6 + int
Quiet Rage You gain an additional daily use of Rage at Level 21, and every 4 levels thereafter.
Sneak Attack You gain an additional die of Sneak Attack at Level 22, and every 3 levels thereafter.
Bonus Feats: The Epic Hashishin gains a Bonus Feat every 4 levels higher than 20th



Silencing Blow
Your sneak attacks render foes unable to speak.
Prerequisites: Sneak Attack+2d6, Move Silently 8 ranks, BAB +6
Benefits: If you successfully Sneak Attack an opponent, he is unable to speak for a number of rounds equal to your Sneak Attack Dice.

Monotremeancer

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #488 on: November 15, 2010, 11:40:49 AM »
Birds hate me could use an "birds with an INT lower than X" for trying to kill you while the ones above just dislikes/hates you but can stay in control enough to let you live, should they actually wish/see the need to.
Who cares for realism when you can be awesome?

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #489 on: December 11, 2010, 08:45:44 AM »
Redneck Asskicker is finally updated.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #490 on: December 22, 2010, 08:55:06 AM »
Abner updated

Agita

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #491 on: December 22, 2010, 12:23:26 PM »
So do the Pissed Off Bonuses stack each time you're damaged?
It's all about vision and making reality conform to your vision. By dropping a fucking house on it.

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bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #492 on: December 22, 2010, 08:55:55 PM »
So do the Pissed Off Bonuses stack each time you're damaged?

Nope.  FIxed th text too.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #493 on: January 04, 2011, 09:20:04 AM »
BLOOD PRIEST


   
"The Blood is the Life."

 Blood Priests are the elite clergy of Itzil, and Orcish God of war and slaughter.  They sacrifice prisoners of war to him in exchange for greater power.

BECOMING A BLOOD PRIEST
Blood Priests begin as Clerics of Itzil and if they survive training and are accepted by the other Blood Priests they may join their ranks.

 ENTRY REQUIREMENTS
   Domains: Must have access to at least one of the following Domains:   Destruction, Strength, War
   Patron: Must have Itzil as a Patron. 
   Feats:  Divine Cleansing, Divine Spell Power (see Complete Warrior and Complete Divine)
   Skills: Concentration 4 ranks, Heal 4 ranks, Knowledge (Religion) 4 ranks   
   Race: Orc


Class Skills
 The Blood Priest's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Heal (Wis), Knowledge (Arcana, History, Religion) (Int), and Spellcraft (Int).
Skills Points at Each  Level : 2 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +0     +2    Blood Sacrifice
2. +1    +3     +0     +3    Self Sacrifice, +1 Level of Divine Casting Class
3. +2    +3     +1     +3    Food of the Gods, +1 Level of Divine Casting Class
4. +3    +4     +1     +4    Blood Sacrifice, +1 Level of Divine Casting Class
5. +3    +4     +1     +4    Self Sacrifice, +1 Level of Divine Casting Class
6. +4    +5     +2     +5    Food of the Gods
7. +5    +5     +2     +5    Blood Sacrifice, +1 Level of Divine Casting Class
8. +6    +6     +2     +6    Self Sacrifice, +1 Level of Divine Casting Class
9. +6    +6     +3     +6    Food of the Gods, +1 Level of Divine Casting Class
10.+7    +7     +3     +7    High Priest, +1 Level of Divine Casting Class

Weapon Proficiencies: A Blood Priest gains no new weapon or armor proficiencies.
 
Blood Sacrifice (Su): At 1st Level if you successfully kill an opponent and dedicate his death to your God (i.e. coup de grace a helpless victim or an opponent), the Save DC of your spells is increased by +2 for 24 hours.  Multiple sacrifices via this ability do not stack, but can increase the duration.  For example killing 5 victims wont increase the Save DC to +10, but it will last for 5 days.  To qualify as worthy of sacrifice the victim must have class levels in a PC class or more than 2 Hit Dice.

At 4th Level you also increase your caster level by +2 for the same period of time.

At 7th Level you may also cast a spell with a Metamagic Feat without increasing the spell level a number of times equal to your Wisdom Modifier within that same 24 hours.

Self Sacrifice (Su): At 2nd Level the Blood Priest can voluntarily lose hit points to make a spell or attack more damaging.  As a Move equivalent action he can sacrifice 10 hit points to do maximum damage with the next attack or damaging spell that is successful. 

At 5th Level he can also use this ability to automatically threaten a critical as well.  If he sacrifices 20 hp he can do maximum damage and a critical.

At 8th Level he can sacrifice 10 hp in a similar manner, and his opponent gets no Saving Throw against the next spell he casts.

Food of the Gods (Su): At 3rd Level if you successfully kill an opponent and dedicate his death to your God (i.e. coup de grace a helpless victim or an opponent), your deity devours his soul and he cannot be resurrected.  Using this ability stacks with Blood Sacrifice. 

At 6th Level your God also rewards you.  You may now cast Resurrection once within the next 24 hours without the material or XP components.  This particular ability does not stack with Blood Sacrifice.

At 9th Level you gain one additional spell per day, but you can only access it if you sacrifice an opponent in the usual manner.  You can use it for any spell of any level on your spell list. or any spell from another spell list at least 2 levels lower than the maximum spell level you can cast (i.e. if you can cast 6th level Cleric spells, you can cast a spell of 4th level or lower from any other list).

High Priest (Su):  Your Domain spells are now part of your Cleric spell list if they weren't already.  Your type changes to Outsider with the Orc and Native Subtypes.  You become immune to Wounding and similar abilities that cause continued hit point loss due to bleeding, and you automatically stabilize when below 0 hit points.

PLAYING A BLOOD PRIEST
 Itzil demands sacrifice, and sacrifice he will be given.  Obviously it's preferable if those sacrifices aren't Orcs since they are needed to carry out the eternal war against the other humanoids, so prisoners of war are sacrificed along with slaves.  And the God is hungry so many prisoners must be taken...
 Combat: Blood Priests generally prefer to sit at the back ranks of battles helping with their magic.  They are considered too important to risk losing in casual fights, so they tend to join in the melee only if it's necessary, or their God demands, or if the battle is too important to lose.
 Advancement: Itzil and his priesthood are both fairly strict so once one becomes a part of it their future is pretty much decided for them.
Resources: Blood Priests have access to the Church's resources when on missions for them, which are not bad considering they have almost total control of Orc society.  Priests asking to use those resources had better be successful however.

BLOOD PRIESTS IN THE WORLD
"Sometimes I don't think Itzil is hungry so much as those bastards just enjoy killing people."
 Blood Priests are feared and hated, even by their own people.  They decide who lives and who dies after all.  If they want they can claim anyone for sacrifice to the God.  If any form of trouble or problem is made known to them, sacrifice is their preferred means of solving it, so no one really bothers to trouble them unless they are absolutely desperate.
 Daily Life: Much of your daily life is taken up by religious observances and chores, including the many sacrifices needed by your God.  There are also battles, and training.
 Notables: Tecuixin (CE Male Orc Cleric 6/Blood Priest 6) is a bloodthirsty lunatic hellbent on sacrificing just about everything in his path to Itzil.
 Organizations: The Blood Priests are their own Organization, being the upper hierarchy of the clergy of Itzil.  They have enough power to order the death of the leader of the Orcish nation if need be.

NPC Reaction
 NPC's fear and hate you even more than most Orcs given your reputation.  Even other Orcs pretty much consider you a necessary evil (the accent there being on evil).

BLOOD PRIESTS IN THE GAME
 This PrC assumes you are playing an Evil PC, and that the other PC's are likely going to be Evil Orcs as well.  Which kinds of limits it's use amongst players...
 Adaptation: This is definitely meant for a serious, grim, messed up campaign.
 Encounters: Blood Priests can be encountered when the Orcs have gone to war, or making sacrifices on the field just after.  Otherwise they will have to be tracked down to their temple strongholds if one wishes to contact them.

Sample Encounter
EL 12: The local Orcs seem unusually bloodthirsty, and as they are foreigners (and therefore expendable) the PC's have been volunteered to go rescue kidnap victims who are intended for sacrifice.  If they win they get paid,  If they lose...well they also probably get sacrificed.


Tecuixin
CE Male Orc Cleric 6/Blood Priest 6
Init +0, Senses: Listen +3, Spot +3, Dark Vision 60', Light Sensitivity
Languages Common, Orc
------------------------------------------------
AC , touch , flat-footed   ()
hp 66 (12 HD)
Fort +11, Ref +4, Will +13 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +9
Atk Options Rebuke Undead 4/day
Combat Gear
Spells Per Day 0: 6 (DC 13)
1st: 5 (DC 14)
2nd: 5 (DC 15)
3rd: 4 (DC 16)
4th: 3 (DC 17)
5th: 2 (DC 18)
Caster Level 10th
-----------------------------------------------
Abilities Str 12, Dex 10, Con 12, Int 11, Wis 16, Cha 12
SQ Domains (Strength, War), Blood Sacrifice, Self Sacrifice, Food of the Gods
Feats Divine Cleansing, Divine Spell Power, Extra Turning, Improved Blood Sacrifice, Improved Self Sacrifice
Skills Concentration +6, Heal +6, Knowledge (Arcana, History, Religion) +4, Spellcraft +6
Possessions



EPIC BLOOD PRIEST

Hit Die: d8
Skills Points at Each  Level : 2 + int
Spells Your caster Level continues to improve with Epic Levels, but you do not gain extra spells per day.
Bonus Feats: The Epic Blood Priest gains a Bonus Feat every 3 levels higher than 20th



Improved Blood Sacrifice
You may now sacrifice others to help your Allies as opposed to yourself.
Prerequisites: Blood Sacrifice, Wisdom 15+
Benefits:  You may now use your Blood Sacrifice ability to enhance an Ally within 30' as opposed to yourself.  You may do this to one Ally at a time, but you can do it at will.

Improved Self Sacrifice
You may now sacrifice others to help your Allies as opposed to yourself.
Prerequisites: Self Sacrifice, Wisdom 15+
Benefits:  You may now use your Self Sacrifice ability to enhance an Ally within 30' as opposed to yourself.  You may do this to one Ally at a time.
« Last Edit: January 06, 2011, 09:07:22 AM by bhu »

konner09

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #494 on: January 04, 2011, 09:51:40 AM »
damn
[spoiler] Every generation has a teen heartthrob made for 16 and Tiger Beet magazine.

You can go back many years and there was a guy named Donny Osmond who probably every male teenager wanted to kick the crap out of. Leif Garrett, David Cassidy, The Mmm Bop kids, Justin timberlake, on and on.

This Bieber kid is just another of many over-hyped kids created? by the music machine geniuses to give them someone to grace the covers of 16 magazine and to get little teen girls excited. Random Youtuber [/spoiler]

I became insane, with long intervals of horrible sanity. - edgar allen poe

Nanshork

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #495 on: January 04, 2011, 12:40:50 PM »
I approve!
My babies - A thread of random builds I've come up with over the years.
Notes to self

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #496 on: January 15, 2011, 09:05:26 AM »
BUGBEAR SERGEANT


   
"Sneaking up on people and stabbing them is the high part of my night."

 Bugbear Sergeants are team leaders of mercenary assassins who sneak into enemy camps and kill targets.  Any targets, they aren't picky as long as they're paid promptly, and have a chance at killing what they're supposed to.  They aren't as stupid as Bugbears are supposed to be. 

BECOMING A SERGEANT
Generally you just have to be a Bugbear and go through the necessary training.  Which means you'll need a few levels of Marshall. 

 ENTRY REQUIREMENTS
   Race:  Bugbear
   Marshall Auras:  Motivate Dexterity
   Sneak Attack:  +2d6
   Skills:  Bluff 6 ranks, Hide 6 ranks, Intimidate 6 ranks, Move Silently 6 ranks
   Feats:  Leadership


Class Skills
 The Sergeant's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Local, War)(Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), and Survival (Wis)
Skills Points at Each  Level : 6 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +2    +1d6 Sneak Attack, Auras
2. +1    +0     +3     +3    Special Aura
3. +2    +1     +3     +3    Bonus Feat
4. +3    +1     +4     +4    +1d6 Sneak Attack
5. +3    +1     +4     +4    Special Aura
6. +4    +2     +5     +5    Bonus Feat
7. +5    +2     +5     +5    +1d6 Sneak Attack
8. +6    +2     +6     +6    Special Aura
9. +6    +3     +6     +6    Bonus Feat
10.+7    +3     +7     +7    Master Sergeant

Weapon Proficiencies: A Sergeant gains no new weapon or armor proficiencies.
 
Sneak Attack (Ex): At Levels 1, 4, and 7 the Bugbear Sergeant gains an additional die of Sneak Attack damage (see PHB page 50).  This stacks with Sneak Attack dice gained from other sources.

Auras: Your Bugbear Sergeant and Marshall Levels stack for purposes of determining how many Major and Minor Auras he knows.

Special Aura (Su): At Levels 2,5, and 8 you gain an Aura unique to the Bugbear Sergeants from the following list:

Aura of Ambushing (Prerequisites: Sneak Attack +2d6): All Allies within range gain +1d6 Sneak Attack (see PHB page 50), and this stacks with Sneak Attack gained from other sources.  This may be taken multiple times.   For example if taken at levels 2 and 5 this grants +2d6 Sneak Attack.

Aura of Evasion (Prerequisites: Evasion): All Allies within range gain the Evasion Ability (see PHB pg 50), or Improved Evasion if they already have Evasion.

Aura of Dodging (Prerequisite: Uncanny Dodge): All Allies within range gain the Uncanny Dodge Ability (see PHB pg 50), or Improved Uncanny Dodge if they already have Evasion.

Aura of Fear (Prerequisite: Intimidate 8 ranks): Allies gain Frightful Presence.  Whenever they Flank or successfully Sneak Attack or confirm a Critical hit on an opponent whose Hit Dice is equal to or less than theirs the opponent must make a Willpower Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or be Shaken for the rest of the encounter.

Aura of Speed (Prerequisite: Grant Move Action 1/day): All Allies within range can Feint in combat as a Swift Action.

Motivate Stealth: Bonus on Hide and Move Silently Checks (Bonus is same as Major Aura).
 
Bonus Feat: At Levels 3, 6, and 9 you get a Bonus Feat from the Following List: Additional Major Aura, Additional Minor Aura, Additional Move Action, Battlefield Commander, Enhanced Major Aura, Enhanced Minor Aura, Enhanced Move Action, Multiple Major Auras, Multiple Minor Auras, Persistent Aura, Squad Commander, Stacking Auras, Supernatural Aura.


Master Sergeant (Su): All opponents withing 10' of you are considered Flat-Footed if they fail a Willpower Save (DCis 10 plus 1/2 HD plus Charisma Modifier).

PLAYING A SERGEANT
 You are a leader of...well not men.  Males to be certain, but men implies humans, and you've always thought of them as small and weak.  A mongrel race.  You enjoy killing them in the night.  Even if Maglubiyet and Hruggek didn't order it you'd probably do it anyway.  Granted you don't get you hands dirty so often, but you're always present when it's done.
 Combat: The Bugbears under your command sneak in with you nearby giving them support.  The goal is to get in, cut people in their sleep, and get out.  You don't do stand up toe to toe fighting.  Not unless you have to.  Guerrilla fighting is more your style. 
 Advancement: For most Sergeants advancement depends on the mercenaries under their command, as they tend to tailor their auras to make best use of what they have.
Resources: Sergeants tend to be paid pretty decently, but between jobs your resources are limited to what you can steal.

SERGEANTS IN THE WORLD
"Gentleman...we appear to have a problem."
 Sergeants don't like for their face to be seen or known.  Proxies do their dealing for them so they never meet clients face to face.  They actually take an interest in killing anyone who does.  It's the mark of a professional they say.
 Daily Life: Your time is spent planning missions, or angling for clients for new missions, or taking out rivals.  The usual for a minor criminal figure.  Or not so minor if you're lucky.
 Notables:
 Organizations: Sergeants belong to small mercenary bands of thieves and assassins.  Sometimes they may be employed by a larger organization if they do well, but this is rare as people tend not to like them or trust them.

NPC Reaction
 NPC's probably don't know you exist, and if they do it means they're marked for death.  So it's probably best to say they don't exactly like you.

SERGEANTS IN THE GAME
 This class assumes the Sergeant is a leader of a band of killers.  He really won't be satisfied with anything else which may cause conflict.
 Adaptation: This is probably best for serious campaigns, but in theory it could be adopted to humor easily enough.  Think of a Bugbear Moriarty.
 Encounters: Sergeants are only encountered during a mission.  Beyond that they stay out of sight.

Sample Encounter
EL 13: The PC's are hired by a suspicious but famous Elven merchant woman who claims Bugbear Assassins want her dead.


Name
CE Male Bugbear Marshall 2/Rogue 3/Bugbear Sergeant 4
Init +2, Senses: Listen +13, Spot +13, Dark Vision 60'
Languages Common, Goblin, Orc
------------------------------------------------
AC , touch , flat-footed   (+2 Dex, +3 Natural)
hp  (12 HD)
Fort +7, Ref +12, Will +12 
Evasion
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +9
Atk Options Sneak Attack +2d6
Combat Gear
-----------------------------------------------
Abilities Str 12, Dex 14, Con 12, Int 13, Wis 14, Cha 16
SQ Trapfinding, Trap Sense +1, Minor Auras (Master of Opportunity, Master of Tactics, Motivate Dexterity), Major Auras (Motivate Ardor, Motivate Attack)
Feats , Skill Focus: Diplomacy (B)
Skills Bluff +13, Climb +8, Diplomacy +12, Gather Information +10, Jump +8, Hide +13, Intimidate +13, Listen +13, Move Silently +13, Search +12, Sense Motive +13, Spot +13
Possessions



EPIC SERGEANT

Hit Die: d6
Skills Points at Each  Level : 6 + int
Auras You get an additional Minor Aura at Level 21 and every 3 Levels thereafter.
Sneak Attack You gain an additional +1d6 Sneak Attack at Level 22 and every 4 Levels thereafter.
Bonus Feats: The Epic Sergeant gains a Bonus Feat every 4 levels higher than 20th



Squad Commander
Prerequisites: Must know at least 1 Major Aura
Benefits: The range of your Aura increases from 60' to 90'.

Battlefield Commander
Prerequisites: Squad Commander, 6th Level
Benefits: The range of your Aura increases from 90' to 120'.

Additional Minor Aura
 Prerequisites: Must know at least 2 Minor Auras
Benefits: You get to choose one additional Minor Aura.

Additional Major Aura Prerequisites: Must know at least 2 Major Auras
Benefits: You get to choose one additional Major Aura.

Enhanced Major Aura  Prerequisites: Must know at least 1 Major Aura
Benefits: The Bonus provided by one of your Major Auras is equal to your Charisma Modifier or it's regular Bonus (whichever is higher).  This may be taken multiple times, choose a different Aura each time.

Enhanced Minor Aura Prerequisites: Must know at least 1 Minor Aura
Benefits: This may be chosen multiple times, choose a different Minor Aura each time.  That Aura's Bonus is +2 higher than normal.

Additional Move Action Prerequisites: Grant Move Action class ability
Benefits: You can grant one additional Move Action per day.

Enhanced Move Action Prerequisites: Additional Move Action
Benefits: As well as Move Actions your Class Ability may now also be used to grant extra Swift or Immediate Actions.

Multiple Minor Auras
Prerequisites: Must know at least 3 Minor Auras
Benefits: You may now project up to 2 Minor Auras at once, and projecting an Aura is a Free Action.

Multiple Major Auras
Prerequisites: Must know at least 3 Major Auras
Benefits: You may now project up to 2 Major Auras at once, and projecting an Aura is a Free Action.

Persistent Aura
Prerequisites: Supernatural Aura
Benefits: Your Allies get the benefit of your Auras even if you are Dazed, Unconscious, Stunned, or Paralyzed.

Stacking Auras
Prerequisites: Must know at least 6 Minor Auras.
Benefits: The Circumstance Bonuses from your different Auras stack now.

Supernatural Aura
Prerequisites: Must be able to cast spells/manifest psionics or have a Spell-Like or Supernatural Ability, Level 6
Benefits:  Your Allies to not need to speak your language or understand you or even be intelligent to gain the benefit of the Auras you project.  They can even be Mindless, and do not need to hear you.  If you choose to use your Auras in this manner they become Supernatural Abilities.
« Last Edit: January 22, 2011, 02:40:43 AM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #497 on: January 19, 2011, 10:05:13 AM »
Any thoughts on the Marshal Feats?

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #498 on: January 22, 2011, 04:39:57 AM »
Bugbear Sergeant and Redneck asskicker now have capstones if anyone wishes to weigh in.

jojolagger

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #499 on: January 22, 2011, 09:01:30 AM »
Veteran of a Thousand Divorces (Ex): At 10th Level you've seen it all, married it all in a drunken stupor, and subsequently divorced it all in an emotional (and sometimes physical) bloodbath shortly after.  Choose any one somewhat poorly defined category you can convince your DM to accept ('my ex wives', 'buddhists', 'ex patriot Italians', 'puerto rican geisha assassins who get off on being choked during sex', 'the goddamn birds', whatever).  Try not to make it too limiting.  When facing something that can, at least in theory, be supposed to belong to this group you gain a certain experienced toughness.  A number of times per day equal to your Constitution you can choose to succeed on one Saving Throw when they are responsible for you having to roll for one.
'The Gawds'
You now make you're saves agaisnt all Divine magic CON times per day, in addition to if you should ever need to actually save agaisnt a god.
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]