Author Topic: Uncle Kitties Handbook of Spuriously Made Prestige Classes  (Read 98482 times)

0 Members and 1 Guest are viewing this topic.

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #540 on: May 20, 2011, 09:18:01 AM »
so how do you feel about the prices for the other items?  appropriate? too high?

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #541 on: May 21, 2011, 09:45:18 AM »
Juggernaut Plate is revised and repriced. Any thoughts?

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #542 on: July 11, 2011, 12:19:49 AM »
Juggernaut Plate revised

Miner's Array Pieces and Abilities 

Code: [Select]
[B]Piece[/B]             [B]Body Slot[/B] [B]Price[/B]
[I]Miner's Helm[/I]     Head
[I]Miner's Mask[/I]     Face
[I]Miner's Pick[/I]     - (Carried)
[I]Miner's Toolbelt[/I]  Waist



Miners Array Collection Benefits

Code: [Select]
[B]Pieces Worn[/B]             [B]Collection Benefits[/B]
2 pieces worn   You no longer need air as long as you are wearing at least 2 pieces of the set (one piece must be mask).
4 pieces worn   You can cast Stoneskin upon yourself 3/day as an Immediate Action.

Miners Helm
 Price (Item Level): 60,360 GP
 Body Slot: Head
 Caster Level: 7th
 Aura: Moderate; (DC: 18) Divination
 Activation: Swift (Mental)
 Weight: 1/2 lb.

The Miner's Helm is a steel helmet with a golden disk prominently on the front.  It's wearer can cast Continual Flame at will. Three times per day he may cast Scrying, which is usually used to find missing miners in the event of cave-in's.

Prerequisites: Craft Magic Arms and Armor, Continual Flame, Scrying
Cost to Create: 15,180 GP, 60 days, 2,414 XP



Miners Mask
 Price (Item Level): 30,000 GP
 Body Slot: Face
 Caster Level: 5th
 Aura: Faint; (DC: 18) Abjuration
 Activation: - (Continuous)
 Weight: 1/2 lb.

This form fitting steel face mask provides it's wearer with air as long as it is worn, allowing him to breathe in any circumstances whether underwater or underground and making him immune to attacks based on gas or smoke.

Prerequisites: Craft Magic Arms and Armor, Gas Mask
Cost to Create: 15,000 GP, 15 days, 1,200 XP


Gas Mask
Abjuration
Level: Sor/ Wiz 3
Components: V, S, F
Casting Time: Swift Action
Range: Personal
Target: You
Duration: 1 Minute/Level

An invisible field of force covers your head providing you with oxygen and making you immune to tasks based on stench (Ghasts, Stinking Cloud), smoke, or gasses (including some breath weapon).  Focus is a miniature representation of a gas mask.



Miners Pick
 Price (Item Level): 73,446 GP
 Body Slot: - (Carried)
 Caster Level: 11th
 Aura: Moderate; (DC: 20) Transmutation
 Activation: Swift (Mental)
 Weight: 6 lbs.

The wielder of this +1 Heavy Pick can cast Move Earth 3/day.

Prerequisites: Craft Magic Arms and Armor, Move Earth
Cost to Create: 36,723 GP, 74 days, 2.938 XP



Miners Toolbelt
 Price (Item Level): 3,200
 Body Slot: Waist
 Caster Level: 1st
 Aura: Faint; (DC: 15) Universal
 Activation: Swift (Mental)
 Weight: 6 lbs.

This Toolbelt contains enchanted mining tools.  They provide a +4 Enchantment Bonus to Profession (Miner) Checks and Knowledge (Architecture and Engineering) Checks when used.

Prerequisites: Craft Magic Arms and Armor, 4 ranks in Profession (Miner) and Knowledge (Architecture and Engineering)
Cost to Create: 1,600 GP, 2 days, 128 XP


Lore
Characters who have Knowledge (Architecture or Engineering, Dungeoneering, History) or the Bardic Knowledge ability can research Miner's Arrays.  When a character succeeds on a Check the following Lore is revealed, including that from lower DC's:

DC 15 Long in the past a large mining consortium had a problem.  They wanted the mine too be profitable, so they skipped safety measures.  Cave-in's became inevitable, costing them large swathes of their Dekanter slaves when they died trapped underground.  So they had magic items designed that would allow for the survival of their slaves taskmasters (who would presumably use them to save their charges). 
DC 20  It worked fairly well for the mining companies for some time.  At least until escaped slaves brought word of the magic items back to the Goblin military.  Their use in underground warfare was obvious, and the slave rebellion was on.
DC 25 The military eventually codified the first true sets of Miner Arrays, making small elite groups all but immune to cave-in's.
DC 30 A check of 30 or higher reveals the location of another piece of the set.
« Last Edit: September 13, 2011, 01:57:45 AM by bhu »

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #543 on: July 11, 2011, 01:28:26 AM »
redoing the bloody tooth thing


[SIZE="4"]THE PRIMORDIAL WAY[/SIZE]

Unlike fighting styles from the sublime way, The Primordial Way has no set skill related to the style, and the style related weapons are whatever Natural Attacks or Special Attacks (that aren't Spell Like or Supernatural) that you possess.  It may only be taken by those with Levels in Primordial Killer or Primordial Defender.  Prerequisites for various Maneuvers/Stances are the attack they are based on (or other more unusual criteria).  For example an attack based on clawing an opponent will have the Claw or Talon Natural Attack listed as a Prerequisite.

1st Level
Bite Limb (Strike) If your Bite attack succeeds your opponent takes a -1 Penalty to all Attack rolls made using a specific limb or Natural Attack for several rounds.
Chase 'Em Down (Stance) You gain +1d6 Skirmish.
Claw Rush (Strike) You make a Charge Attack with your Claws, and your opponent gets no Dexterity Bonus to AC for this Attack.
Defensive Peck (Strike) You attack Defensively while attacking with your beak.  Your Attack Roll Penalty is lowered by -2 for this round.
Face Hugger (Strike) If you successfully grapple an opponent your tentacles cover his eyes and mouth temporarily blinding and muting him.
Focused Attack (Stance) You gain +2 to Attack rolls with one of your Natural Weapons, but are limited in the attacks you can make.
Intimidating Gore (Strike) Your Gore attack Demoralizes your opponent.
Lean Into It (Boost) Temporarily boost your Natural AC Bonus by +2.
Mild Adrenal Burst (Boost) Increase one Movement speed you possess by +10'.
Readied (Stance) You take no Penalty to AC when Readying a Charge Attack.
Rearing Blow (Strike) You rear up and strike your opponent with both forehooves for extra damage.
Stunning Slam (Strike) You Slam attack Stuns opponent for 1 round.
Tail Slap (Strike) Your tail attack temporarily dazes your opponent.

2nd Level
Ambush Predator (Stance)  Automatically threaten Critical against Flat-Footed opponent.
Flying Tackle (Stance) You perform a charging leap, crashing into your opponent, and knocking both of you to the ground.
Lunging Strike (Strike) Gain +5' Reach and do +1d6 damage.
Pack Tactics (Stance) Both you and Allies gain a cumulative Bonus to Attack rolls equal to the number of you attacking the same Enemy.
Pinning Stance (Stance) Gain a +4 Bonus to Grapple Checks meant to Pin a Foe.
Snake Stance (Stance) You gain a +4 Bonus to Initiative and Attack rolls with Bites.
Thick Skinned (Counter) Increase Natural AC Bonus by +4.
3rd Level
Flexible Attack (Boost) You may change your Initiative.
Retributive Strike (Counter) Any foe attacking you provokes an Attack of Opportunity.
Strong Venom (Strike) If your poison attack is successful, your Secondary damage gets a damage Bonus equal to your Con Modifier.

4th Level
Back Kick (Strike) You lash out behind you with both back legs, severely injuring your opponent.
Bash (Strike) Your Slam attack does +2d6 damage, and your opponent takes a -2 Penalty to all attack and damage rolls for 1 round.
Cripple (Boost) For the next three rounds the opponents you successfully attack have their Actions limited.
Eye Rake (Strike) You rake your opponents face, possibly blinding him.
Gore Toss (Strike) If your Gore attack is successful you toss your opponent over your back onto the ground.
Iron Grip (Boost) You get a Bonus to Grapple Checks with your tentacles.
Surprise Sting (Strike) Your Sting attack does +3d6 damage ifyour opponent is Flat-Footed or is Denied his Dexterity Bonus to AC>
Tail Whip (Strike) Your tail strike does +3d6 damage.
Takedown Bite (Strike) If you successfully hit with this Bite attack you can make a free Trip attack against your opponent without provoking an Attack of Opportunity (and if you fail he gets no Trip attempt in return).
Vein Peck (Strike) Your beak opens a vein causing it to bleed several rounds.

5th Level
Constricting Stance (Stance) You do +2d6 damage when using your Constriction Attack.
Open Up (Stance) Successful slashing or piercing strike continues to do damage due to blood loss.
Powerful Venom (Strike) If your venom attack is successful you can choose to make the Secondary damage Paralysis instead of it's normal effect.
Rapid Attack (Stance) You gain extra Attacks when making a Full Attack.
Shifting Stance (Stance) You can Feint as a Swift Action.

6th Level
Crushing Hoof (Strike) You rear up bringing both hooves down on a prone opponent for extra damage.
Disabling Gore (Strike) Your gore attack continues to make your opponent bleed while slowing his movement.
Enveloping Tentacles (Counter) If  you are attacked in melee you may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.
Eye Peck (Strike) You permanently blind one of your opponent's eyes.
Leaping Claw (Strike) You run at you opponent, gouging him with your claws for +2d6 damage before tumbling past him.
Locking Bite (Strike) If you successfully strike with a Bite Attack you may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.
Second Wind (Boost) You automatically succeed at your next Saving Throw without having to roll.
Shrug It Off (Boost) You may remove one status condition
Tail Sweep (Strike) Your tail attack can potentially Trip multiple foes.
Throat Sting (Strike) Your sting attacks renders your victime mute and causes penalties due to impaired breathing.
YAAAH! (Strike): Your charging Slam Attack does +4d6 damage and knocks your opponent back and prone.

7th Level
Death Machine (Boost) On your next Full Attack, you gain a Bonus on Attack and Damage rolls equal to half your Initiator Level.
Killing Blow (Boost) Your melee attacks do +3d6 damage.

8th Level
Bleak Venom (Strike) If you successfully hit with your poison attack the Initial and Secondary damage is Con damage instead of the normal effect.  If you already do Con damage the Secondary damage is death.
Blood Fury (Stance) You are temporarily immune to Daze, Stun, and similar status ailments.
Evasiveness (Stance) Gain a Dodge Bonus to AC equal to your Level.
Rip (Boost) You gain extra attacks per round against opponents who meet certain conditions such as Status Effects.
Savage (Stance) You automatically do maximum damage when attacking a Prone opponent.

9th Level
Body Crush (Strike) You can potentially crush someone to death with your tentacles while grappling them.
Disabling Slam (Strike) You potentially kill an opponent with your Slam Attack.
Femoral Artery Strike (Strike) You potentially kill an opponent with your Gore attack.
Heart Sting (Strike) You potentially kill an opponent with your Sting attack.
Killing Bite (Strike) You potentially kill an opponent with your Bite attack.
Raptor's Bite (Strike) You potentially kill an opponent with your Beak attack.
Skull Crush (Strike) You stomp on the skull of a prone opponent with your hoof potentially killing him.
Tail Smash (Strike) Tail attack Trips and Stuns opponent and does +50 damage.
Throat Claw (Strike) You potentially kill an opponent with your Claw attack.
« Last Edit: August 04, 2011, 05:22:11 AM by bhu »

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #544 on: July 19, 2011, 03:54:41 AM »
Primordial Way updated, looking for thoughts on it from others.

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #545 on: August 04, 2011, 05:21:05 AM »
I added the prices for the three items in the miners array I have prerequisites for.  I think the DMG is full of it some of these are way too expensive for what they do.

also updating primordial way

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #546 on: August 11, 2011, 04:49:15 AM »
Gas Mask
Abjuration
Level: Sor/ Wiz x
Components: V, S, F
Casting Time: Swift Action
Range: Personal
Target: You
Duration: 1 Minute/Level

An invisible field of force covers your head providing you with oxygen and making you immune to tasks based on stench (Ghasts, Stinking Cloud), smoke, or gasses (including some breath weapon).  Focus is a miniature representation of a gas mask.

OK here's the spell prerequisite for the Miner's Mask.  Any thoughts on level?

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #547 on: September 06, 2011, 08:16:34 AM »
PRIMORDIAL SHAMAN


   
"Be like the sun for grace and mercy. Be like the night to cover others' faults. Be like running water for generosity. Be like death for rage and anger. Be like the Earth for modesty. Appear as you are. Be as you appear."

 Primordial Shamans have some sort of connection to nature as they have realized they are more than a simple predator/prey animal.  Even after awakening many animals still continue to identify with those who are still beasts without considering the wider world around them.  While Primordial Shamans haven't rejected the natural world for civilizations set in stone they have definitely realized they are more than just a brute animal, and that the world offers them more than survival.

MAKING A PRIMORDIAL SHAMAN
 Primordial Shamans are mystics first, adventurers second.  This doesn't mean they can't be a great boon to a group of Awakened adventurer's.  Their healing and duffing abiilities make finding a decent (and willing) Shaman a focus of some parties.
 Abilities: You'll want a high Wisdom for spellcasting.  Dexterity and Constitution will come in handy due to your living in the wild and all, and not likely wearing any defensive armor.
 Races: Omnivores are slightly more common than predators and prey among the Primordial Shamans.  
 Alignment: Most Shamans trend towards true Neutrality.  Few venure towards Good or Evil or Lawful Alignments, and Chaos isn't really much more common.
 Starting Gold: Same as Druid.
 Starting Age: Same as Druid.

Class Skills
 The Primordial Shaman's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Geography, Nature)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Per Day at 1st Level : (4 + int)x4
Skills Per Day at Each Additional Level : 4 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Transitioning, Wild Empathy, Power
2. +1    +0     +0     +3    Natural Stealth
3. +1    +1     +1     +3    Natural Senses
4. +2    +1     +1     +4    Untouched by Nature
5. +2    +1     +1     +4    Wild Empathy
6. +3    +2     +2     +5    Natural Stealth
7. +3    +2     +2     +5    Natural Senses
8. +4    +2     +2     +6    Untouched by Nature
9. +4    +3     +3     +6    Wild Empathy
10.+5    +3     +3     +7    Natural Stealth
11.+5    +3     +3     +7    Natural Senses
12.+6    +4     +4     +8    Untouched by Nature
13.+6    +4     +4     +8    Wild Empathy
14.+7    +4     +4     +9    Natural Stealth
15.+7    +5     +5     +9    Natural Senses
16.+8    +5     +5     +10   Untouched by Nature
17.+8    +5     +5     +10   Wild Empathy
18.+9    +6     +6     +11   Natural Stealth
19.+9    +6     +6     +11   Natural Senses
20.+10   +6     +6     +12   Primordial Heirophant

Weapon Proficiencies: Primordial Shamans are proficient with their Natural Weapons.  They are not proficient with Armor or Shields.
 
Transitioning (Ex): Upon taking your first level as a Primordial Shaman you may "exchange" your Racial Hit Dice for levels of Primordial Shaman. You may exchange a number of Racial Hit Dice equal to your Constitution Modifier for levels in Primordial Shaman at 1st level. Whenever you gain enough experience to gain a new level in Primordial Shaman you may exchange 3 more Racial Hit Dice for levels of Primordial Shaman until they have all been converted. If you have no Racial Hit Dice this ability does nothing for you.

Power: All of the Primordial Shamans abilities are based on his Power score.  Every time he uses one of his Supernatural Abilities he uses one daily use of his Power.  His daily uses of his Power Score equal his Wisdom Modifier plus his Character Level.  Unlike other Supernatural Abilities these use Wisdom as you're casting stat.  Caster Level is equal to Character Level.

Wild Empathy (Su): At 1st level you can use the following as Supernatural Abilities: Beget Bogun, Calm Animals, Charm Animals, Speak with Animals, Summon Nature's Ally I, Wood Wose.

At 5th level you may get the following: Animal Messenger, Animal Trance, Dominate Animal, Hold Animal, One with the Land, Speak with Plants, Summon Nature's Ally II & 3, Train Animal.

At Level 9 you get the following: Awaken, Command Plants, Commune with Nature, Summon Nature's Ally IV & V.

At Level 13 you get the following abilities: Animate Plants, Liveoak, Stone Tell, Summon Nature's Ally VI and VII.

At Level 17 you get the following abilities: Control Plants, Mass Awaken, Shambler, Summon Nature's Ally VIII and IX.

Natural Stealth: At 2nd level you can use the following as Supernatural Abilities: Accelerated Movement, Camouflage, Hide from Animals, Obscuring Mist, Pass Without Trace, Remove Scent, Snow Shoes, Sure Footed Stride.

At 6th level you may get the following: Decoy Image, Displacement, Forestfold, Land Womb, Mass Camouflage, Meld into Stone, Misdirection, Nondetection, Reflective Disguise, Tree Shape.

At 10th level you may get the following: Cloak of the Sea, Mass Sure Footed Stride, Shadow Form, Swamp Stride, Tree Stride.

At 14th level you may get the following: Hide the Path, Mass Reflective Disguise, Master Earth, Mislead, Phantasmal Disorientation, Shifting Paths, Transport via Plants

At 18th level you may get the following: Screen, Superior Invisibility.

Natural Senses: At 3rd level you can use the following as Supernatural Abilities: Bloodhound, Critical Strike, Detect Animals or Plant, Detect Magic, Detect Poison, Detect Snares and Pits, Embrace the Wild, Hawkeye, Instant Search, Know Direction, Listening Lorecall, Living Prints, One with the Land, Scent, Spontaneous Search, True Strike.

At 7th level you may get the following: Blindsight, Chain of Eyes, Clairvoyance/Clairaudience, Deeper Darkvision, Detect Scrying, Find the Gap, Greater Blindsight, Implacable Pursuer, Know Vulnerabilities, Lay of the Land, Scrying, Weather Eye.

At 11th level you may get the following: Find the Path, Legend Lore

At 15th level you may get the following: Greater Scrying, Moment of Prescience, Vision

At 19th level you may get the following: Foresight

Untouched by Nature: At 4th level you can use the following as Supernatural Abilities: Align Fang, Barkskin, Bear's Endurance, Blinding Spittle, Bull's Strength, Cat's Grace, Delay Disease, Delay Poison, Earthen Grace, Endure Elements, Fins to Feet, Horrible Taste, Lesser Restoration, Lesser Vigor, Magic Fang, Resist Energy, Tiger's Tooth.

At 8th level you may get the following: Antiplant Shell, Attune Form, Blight, Contagious Touch, Contingent Energy Resistance, Dispel Magic, Freedom of Movement, Greater Magic Fang, Greater Resistance, Jagged Tooth, Junglerazer, Last Breath, Lion's Fang, Mass Align Fang, Mass Lesser Vigor, Mass Resist Energy, Neutralize Poison, Poison, Protection from Energy, Reincarnate, Remove Disease, Repel Vermin, Restoration, Sheltered Vitality, Superior Magic Fang, Vigor.

At 12th level you may get the following: Anticold Sphere, Greater Dispel Magic, Greater Vigor, Mass Bear's Endurance, Mass Bull's Strength, Mass Cat's Grace, Rejuvenation Cocoon, Stoneskin, Superior Resistance, Vigorous Circle.

At 16th level you may get the following: Antipathy, Aura of Vitality, Finger of Death, Greater Restoration, Heal, Regenerate, Sympathy, Word of Balance

Primordial Heirophant (Su): At 20th Level you have mastered  one of the great secrets of your art and may choose one of the following:

One With Nature: You effectively permanently have the benefits of a Sanctuary spell, but only against Animals, Elementals, Fey, Oozes, Plants, and Vermin.  The Willpower Save DC is 10 plus 1/2 Hit Dice, plus Wisdom Modifier instead of the normal DC.

Preternatural Gift: Choose one spell you can cast as a Supernatural ability to give to one Ally for 24 hours.  Your Ally may cast it 3 times per day as a Supernatural Ability.

Preternatural Healing: You may now expend 1 daily use of Power to cast a Maximized Cure Critical Wounds.

Preternatural Mimicry: Choose one Class Ability possessed by an Ally.  You gain the use of it for 24 hours.  For determining any effects based on Level you are considered to be your current Primordial Shaman Level minus 4.

Preternatural Reach: All Supernatural Abilities you may use that have a range of touch now have a range of Close (25 ft. plus 5 ft./2 levels).

PLAYING A PRIMORDIAL SHAMAN
 Understanding the world and your place in it is of utmost importance to you.  Politics and religion are of little importance to you, it's knowledge you are looking for (and wisdom too eventually).
 Religion: Primordial Shamans are sometimes prone to allying themselves with Neutral wilderness deities as they are seeking their place in the world.  The idea of a religion may appeal to them.  Most others tend to be reclusive mystics.
 Other Classes: Primordial Shamans are loners.  They don't like rabid bloodthirsty predators, nor do they love small minded fearful herd mentalities.  They will help others against common foes, or to prevent disasters, but otherwise are not team players.
 Combat: Shamans are not combat prone, and if it should happen they rely on their powers to defend themselves log enough to flee.  If pressed to the point it becomes necessary they will try spellcasting from a distance.
 Advancement: Advancement depends a lot on what the Shaman wishes to do in life, and what sort of path they choose to follow.  Most of them will focus in some way on their connection with the natural world, with some previous herbivores or carnivores using their powers to define their traditional roles.

PRIMORDIAL SHAMANS IN THE WORLD
"Have you understood anything he's said?"
 Primordial Shamans often fight with civilizations that burn or threaten the natural forests.  If left alone they merely pursue their studies to the exclusion of all else, and in the minds of some it is best to leave these sleeping giants alone.
 Daily Life: Most Shamans spend their time discovering and refining their abilities in the hopes they learn to greater discoveries.
 Notables:
 Organizations: Being dedicated recluses, Shamans rarely form more than temporary groups.  Some may join together if they were formerly herd animals out of instinct, some may form small schools to teach what they know, and some may join forces against a foe and remain together to keep watch for that foes reappearance.

NPC Reaction
 NPC's are often terrified initially because they assume you're a dangerous animal or monster, and slightly terrified afterwards because they can't understand you.

PRIMORDIAL SHAMANS IN THE GAME
 This class allows takers to trade in Racial Hit Dice for levels in a casting class.  That alone should scare you.
 Adaptation: Primordial Shamans work best in nature centric campaigns of Awakened animals, Magical Beasts, and wilderness races.
 Encounters: PC's will rarely realize they've encountered a Primordial Shaman as the Shaman can simply pretend to be an animal.  Usually they only make their homes in the most remote wild places.



EPIC PRIMORDIAL SHAMANS

Hit Die: d8
Skills Points at Each  Level : 4 + int
Power You continue to gain daily uses of Power with Epic Levels.
Spellcasting Your Caster Level increases with Epic Levels.
Bonus Feats: The Epic Primordial Shaman gains a Bonus Feat every 4 levels higher than 20th



Devoted Shaman
You have continued your study of Primordial Shamanism.
Prerequisites: Power class ability
Benefits: Choose any 1 spell on the Druid/Ranger spell lists you don't currently know.  It must be a spell you could cast at your level, and your effective Druid or Ranger Level is equal to your Primordial Shaman Level.  You may now use one daily use of Power to cast this spell as if it were one of your other Supernatural Abilities.  This Feat may be taken multiple times.

Bonded Summoning
You can share power with your Summoned creatures.
Prerequisites: Power class ability, Augment Summoning
Benefits: You may share spells with Summoned Creatures at a range of up to 30' in a manner similar to the Druid sharing spells with his Animal Companion.  You may cast spells with a range of Touch on them at close range instead.

Mass Summoning
You Summon more creatures than usual with your Supernatural Abilities.
Prerequisites: Power class ability, Augment Summoning
Benefits: When you use a Supernatural Ability that has the same effect as a Summon spell, you Summon one additional creature.

Primordial Metamagic
You have learned Flexibility in your abilities.  
Prerequisites: Power class ability, any Metamagic Feat
Benefits: By expending one extra Daily use of your Power you may apply the effects of any Metamagic Feat you know to one of your Supernatural Abilities mimicking the effects of a spell.

Primordial Power
You can use your magic more often.  
Prerequisites: Power class ability
Benefits: You gain 1 additional daily uses of Power.  This Feat may be taken multiple times.

Primordial Focus
Your abilities are more potent  
Prerequisites: Power class ability
Benefits: Your class abilities based off of your Power Pool gain a +2 Bonus to their Save DC if they have one.  This Feat may be taken twice increasing the Bonus to +4.

Bonded Bogun
You can share power with your Boguns.
Prerequisites: Power class ability, Wild Empathy
Benefits:  You may share spells with Boguns at a range of up to 30' in a manner similar to the Druid sharing spells with his Animal Companion.  You may cast spells with a range of Touch on them at close range instead.  In addition your Boguns are loyal and there is no percentile chance of them disobeying.

Mass Bogun
You create more Boguns than usual with your Supernatural Abilities.
Prerequisites: Power class ability, Wild Empathy
Benefits: When you cast Beget Bogun you create 1d6 Boguns.


Grow Bogun
You can feed your Boguns, increasing their size.
Prerequisites: Power class ability, Wild Empathy, Bonded Bogun
Benefits: This Feat may be taken twice.  The first time permanently increases your Bogun to Size Class Small.  The second to Size Class Medium.  Stats are below.  You may only choose one Bogun you are Bonded with to apply this Feat to.


Awaken Bogun
You can bring your Bogun to actual independent life instead of a semblance of it.
Prerequisites: Power class ability, Wild Empathy, Bonded Bogun, Level 6
Benefits:  Your Bogun becomes an independent self-aware being, and it can leave sight of it's creator, and you no longer take damage if it is destroyed.  Stats are below.  Effectively the Bogun is now your Cohort as if you had taken the Leadership Feat.  You may only choose one Bogun you are Bonded with to apply this Feat to.




EPIC PRIMORDIAL SHAMAN FEATS

Automatic Primordial Metamagic
des
Prerequisites: Primordial Metamagic, Spellcraft 30 ranks, ability to cast Summon Nature's Ally IX as a Supernatural Ability
Benefits: You can apply any Metamagic Feat you know without spending extra daily uses of Power to any of your Supernatural Abilities that mimic a spell of 4th Level or less.

Epic Primordial Casting
You can now use the most powerful abilities of your kind.
Prerequisites: Spellcraft 24 ranks, Knowledge (Nature) 24 ranks, ability to cast Summon Nature's Ally IX as a Supernatural Ability
Benefits: This is identical to Epic Spellcasting, except the Check DC for  your Seeds is +2 being that you're making Supernatural Abilities.

Epic Primordial Focus
Your abilities are more potent  
Prerequisites: Primordial Focus x2, ability to cast Summon Nature's Ally IX as a Supernatural Ability
Benefits: The Save DC of your Supernatural Abilities increases by an additional +2.

Epic Primordial Power
You have surpassed the abilities of most of your kind.
Prerequisites: Primordial Power, ability to cast Summon Nature's Ally IX as a Supernatural Ability
Benefits: You gain 3 additional daily uses of Power.  This may be taken multiple times.
« Last Edit: October 09, 2011, 08:21:51 AM by bhu »

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #548 on: September 13, 2011, 12:17:05 AM »
shaman updated.  capstone and new feats coming soon

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #549 on: September 19, 2011, 06:02:25 AM »
Shaman updated.  Some of the New Feats hopefully plug some of it's weaknesses compared to similar classes.

Is there a limit to how many Bogun's a Druid can make?  The spell compendium doesn't say, ad I'm thinking of making a few 'empower Bogun' feats...

Bozwevial

  • Organ Grinder
  • *****
  • Posts: 4497
  • Developing a relaxed attitude to danger.
Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #550 on: September 19, 2011, 06:49:07 AM »
I don't think so. Really, with all the work you put into making them, I don't see why there'd be a limit. Other spellcasters get a demiplane for a week of casting; druids get a little nature servant that doesn't always listen.

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #551 on: September 19, 2011, 08:11:23 AM »
I ask because the empower feats brings them up to animal companion or familiar level

Monotremeancer

  • Donkey Kong
  • ****
  • Posts: 685
    • Email
Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #552 on: September 19, 2011, 02:26:05 PM »
Edit: double-post
« Last Edit: September 24, 2011, 11:29:38 AM by Monotremeancer »
Who cares for realism when you can be awesome?

Monotremeancer

  • Donkey Kong
  • ****
  • Posts: 685
    • Email
Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #553 on: September 19, 2011, 02:33:34 PM »
According to the SpC they are pretty much a Druid homunculus and I would treat them as such, thus, no limit.
Who cares for realism when you can be awesome?

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #554 on: September 23, 2011, 10:02:27 AM »
shaman updated

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #555 on: September 27, 2011, 06:57:44 AM »
shaman updated again

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #556 on: October 01, 2011, 09:56:03 AM »
shaman has capstone

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #557 on: October 09, 2011, 08:18:38 AM »
Bogun
                      Small Construct
Hit Dice:             2d10+10 (21 hp)
Initiative:           +2
Speed:                20 ft. (4 squares), Fly 60 ft. (Good)
Armor Class:          14 (+1 Size, +2 Dex, +1 Natural), touch 13, flat-footed 12
Base Attack/Grapple:  +1/-3
Attack:               Nettles +2 melee (1d6 plus Poison)
Full Attack:          Nettles +2 melee (1d6 plus Poison)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Poison
Special Qualities:    Dark Vision, Low Light Vision, Construct traits, Telepathy with owner
Saves:                Fort +0, Ref +2, Will +1
Abilities:            Str 11, Dex 14, Con -, Int 8, Wis 13, Cha 10
Skills:               Hide +9, Move Silently +8
Feats:                Stealthy
Environment:          Any
Organization:         Solitary
Challenge Rating:     
Treasure:             None
Alignment:            Any Neutral
Advancement:          ---
Level Adjustment:     ---

Nettles (Ex): Injury, DC 11 Fortitude Save (Save DC is Constitution Based), Initial and Secondary damage is 1d8 Dexterity.

Bogun
                      Medium Construct
Hit Dice:             2d10+20
Initiative:           +1
Speed:                30 ft. (4 squares), Fly 60 ft. (Good)
Armor Class:          13 (+1 Dex, +2 Natural), touch 11, flat-footed 12
Base Attack/Grapple:  +1/+3
Attack:               Nettles +3 melee (1d6+2 plus Poison)
Full Attack:          Nettles +3 melee (1d6+2 plus Poison)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Poison
Special Qualities:    Dark Vision, Low Light Vision, Construct traits, Telepathy with owner
Saves:                Fort +0, Ref +1, Will +1
Abilities:            Str 15, Dex 12, Con -, Int 8, Wis 13, Cha 10
Skills:               Hide +8, Move Silently +7
Feats:                Stealthy
Environment:          Any
Organization:         Solitary
Challenge Rating:     
Treasure:             None
Alignment:            Any Neutral
Advancement:          ---
Level Adjustment:     ---


Nettles (Ex): Injury, DC 11 Fortitude Save (Save DC is Constitution Based), Initial and Secondary damage is 2d4 Dexterity.

For further notes on Boguns see page 26 of the Spell Compendium.  These stats are for Boguns enhanced with the Grow Bogun Feat.

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #558 on: October 15, 2011, 04:33:25 AM »
Awakened Bogun
                      Tiny Plant
Hit Dice:             2d8 (9 hp)
Initiative:           +3
Speed:                20 ft. (4 squares), Fly 50 ft. (Good)
Armor Class:          15 (+2 Size, +3 Dex), touch 15, flat-footed 12
Base Attack/Grapple:  +1/-9
Attack:               Nettles +4 melee (1d4 plus Poison)
Full Attack:          Nettles +4 melee (1d4 plus Poison)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Poison
Special Qualities:    Dark Vision, Low Light Vision, Plant traits, Telepathy with creator
Saves:                Fort +3, Ref +6, Will +1
Abilities:            Str 7, Dex 16, Con 10, Int 10, Wis 13, Cha 10
Skills:               Hide +8, Knowledge (Nature) +2, Move Silently +7, Survival +3
Feats:                Stealthy
Environment:          Any
Organization:         Solitary
Challenge Rating:     
Treasure:             Standard
Alignment:            Usually Neutral
Advancement:          By Character Class
Level Adjustment:     +2

[/B]Nettles (Ex):[/B] Injury, DC 11 Fortitude Save (Save DC is Constitution Based), Initial and Secondary damage is 1d8 Dexterity.


Awakened Bogun
                      Small Plant
Hit Dice:             2d8 (9 hp)
Initiative:           +2
Speed:                20 ft. (4 squares), Fly 60 ft. (Good)
Armor Class:          14 (+1 Size, +2 Dex, +1 Natural), touch 13, flat-footed 12
Base Attack/Grapple:  +1/+1
Attack:               Nettles +2 melee (1d6 plus Poison)
Full Attack:          Nettles +2 melee (1d6 plus Poison)       
Space/Reach:          5 ft./5 ft.
Special Attacks:      Poison
Special Qualities:    Dark Vision, Low Light Vision, Plant traits, Telepathy with creator
Saves:                Fort +3, Ref +5, Will +1
Abilities:            Str 11, Dex 14, Con 11, Int 10, Wis 13, Cha 10
Skills:               Hide +7, Knowledge (Nature) +2, Move Silently +6, Survival +3
Feats:                Stealthy
Environment:          Any
Organization:         Solitary
Challenge Rating:     
Treasure:             Standard
Alignment:            Usually Neutral
Advancement:          By Character Class
[/B]Level Adjustment:[/B]     +2

[/B]Nettles (Ex):[/B] Injury, DC 11 Fortitude Save (Save DC is Constitution Based), Initial and Secondary damage is 1d8 Dexterity.


Awakened Bogun
                      Medium Plant
Hit Dice:             2d8+2 (11 hp)
Initiative:           +1
Speed:                30 ft. (4 squares), Fly 60 ft. (Good)
Armor Class:          13 (+1 Dex, +2 Natural), touch 11, flat-footed 12
Base Attack/Grapple:  +1/+3
Attack:               Nettles +3 melee (1d6+2 plus Poison)
Full Attack:          Nettles +3 melee (1d6+2 plus Poison)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Poison
Special Qualities:    Dark Vision, Low Light Vision, Plant traits, Telepathy with creator
Saves:                Fort +4, Ref +1, Will +1
Abilities:            Str 15, Dex 12, Con 13, Int 10, Wis 13, Cha 10
Skills:               Hide +6, Knowledge (Nature) +2, Move Silently +5, Survival +3
Feats:                Stealthy
Environment:          Any
Organization:         Solitary
Challenge Rating:     
Treasure:             Standard
Alignment:            Usually Neutral
Advancement:          By Character Class
Level Adjustment:     +3

Nettles (Ex): Injury, DC 12 Fortitude Save (Save DC is Constitution Based), Initial and Secondary damage is 1d8 Dexterity.

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #559 on: October 15, 2011, 04:56:03 AM »
Bogun stats are up.  If you agree with LA I'll add the CR

PRIMORDIAL WEAVER


   
“Do not meddle in the affairs of Wizards, for they are subtle and quick to anger.”

 Despite being often derisively referred to as 'beast wizards', Primordial Weavers are often Awakened Animals or Magical Beasts who have a strange innate talent for arcane magic, much more like Sorcerers.  Most tend to follow a Path of some sort that defines where their talents lie (or at least are most well developed).

MAKING A PRIMORDIAL WEAVER
 You'll don't really consider yourself an adventurer, more like a potential future power in the world.  Your unusual abilities will put you in demand still, because they'll be necessary to pulling off the schemes of those who can't leave well enough alone.
 Abilities: You'll want to make your Primary casting stat a priority as usual, and Dex/Con important secondary concerns.  Not that much different from other arcane caster types.
 Races: The majority of weavers by far are carnivorous or omnivore species.
 Alignment: Like most Primordial classes Weavers tend to begin as Neutral and shift through their career.  Unlike many they have a pronounced disposition towards Chaos and Evil.
 Starting Gold: Same as Wizard.
 Starting Age: Same as Wizard.

Class Skills
 The Primordial Weaver's class skills (and the key ability for each skill) are....
Skills Per Day at 1st Level : (4 + int)x4
Skills Per Day at Each Additional Level : 4 + int

Hit Dice: d4

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Transitioning, Power, Path
2. +1    +0     +0     +3   
3. +1    +1     +1     +3   
4. +2    +1     +1     +4   
5. +2    +1     +1     +4   
6. +3    +2     +2     +5   
7. +3    +2     +2     +5   
8. +4    +2     +2     +6   
9. +4    +3     +3     +6   
10.+5    +3     +3     +7   
11.+5    +3     +3     +7   
12.+6    +4     +4     +8   
13.+6    +4     +4     +8   
14.+7    +4     +4     +9   
15.+7    +5     +5     +9   
16.+8    +5     +5     +10   
17.+8    +5     +5     +10   
18.+9    +6     +6     +11   
19.+9    +6     +6     +11   
20.+10   +6     +6     +12   

Weapon Proficiencies: Primordial Weavers have proficiency with their Natural Weapons, but no Shields or Armor.

Transitioning (Ex): Upon taking your first level as a Primordial Weaver you may "exchange" your Racial Hit Dice for levels of Primordial Weaver. You may exchange a number of Racial Hit Dice equal to your Constitution Modifier for levels in Primordial Weaver at 1st level. Whenever you gain enough experience to gain a new level in Primordial Weaver you may exchange 3 more Racial Hit Dice for levels of Primordial Weaver until they have all been converted. If you have no Racial Hit Dice this ability does nothing for you.

Power: All of the Primordial Weavers abilities are based on his Power score.  Every time he uses one of his Supernatural Abilities he uses one daily use of his Power.  His daily uses of his Power Score equal his Wisdom Modifier plus his Character Level.  Caster Level is equal to Character Level.

Path:
 
PLAYING A PRIMORDIAL WEAVER
 For some reason there are many things in the world you find obvious but that others find simply amazing.  You don't understand but somehow they weren't born like you.  They don't think like you, and they will never attain the same heights as you.  You try not to fault them for their handicaps even if it does make them seem like prey.
 Religion: You understand the concept of Gods, just not religion.  You can see what Gods get from it as they're obviously some sort of energy parasite, but you have to wonder if the benefits their priests so unevenly dispense are a worthy exchange.
 Other Classes: You're a loner by nature.  Other casters are considered rivals.  Most everyone else is far too limited in their abilities and thinking to be considered an equal.
 Combat: You have the capacity for fairly unlimited power and you know it.  Combat is trivial and best handled by more expendable resources.  After all you're the backbone of any organization.  If you fall so will they.
 Advancement: Advancement depends largely on the path you have chosen and the view you inherited from your original species.  Ambush predator weavers tend to have much different abilities than apes for example.

PRIMORDIAL WEAVERS IN THE WORLD
"Ain't nuthin' you can say will make me go to that jungle.  Nuthin'."
 You're a giant monster who can use magic.  You can pretty well guess how well that flies.  Or maybe you're just an animal.  How unsettling is a rabbit who can cast Phantasmal Killer?  Not many people get you, and those who do you consider to be a danger to you.
 Daily Life: Much of your time is spent in study, and trying to avoid getting drawn into the schemes of lesser beings.
 Notables:
 Organizations: Being that you tend to be loners, rare is the organization containing a Weaver in anything other than a leadership or temporary role.  You hate taking orders too much for it to be otherwise.

NPC Reaction
 Most people never really get used to you.  You understand things they never will.  You can do things they never will, and socially, ethically, and morally you have no common ground with them.

PRIMORDIAL WEAVERS IN THE GAME
 Much like with the Shaman this should be one you consider carefully because of the Racial HD trade-off.
 Adaptation: Primordial Weavers work best in nature centric campaigns of Awakened animals, Magical Beasts, and wilderness races.
 Encounters: PC's will rarely realize they've encountered a Primordial Weaver as the Weaver can simply pretend to be an animal.  Usually they only make their homes in the most remote wild places.



EPIC PRIMORDIAL WEAVER

Hit Die: d4
Skills Points at Each  Level : 4 + int
Class Ability
Class Ability.
Bonus Feats: The Epic Primordial Weaver gains a Bonus Feat every x levels higher than 20th
« Last Edit: October 19, 2011, 08:59:20 AM by bhu »