Author Topic: Uncle Kitties Handbook of Spuriously Made Prestige Classes  (Read 99850 times)

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bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #60 on: February 04, 2009, 01:53:03 PM »
OROG KNIGHT


   
”I wouldn’t do that if I were you.”

It is rare that an Orog finds a teacher of the Sublime Way.  The few that have start their own orders of Crusaders in the depths of the Underdark.

BECOMING AN OROG KNIGHT
Orog Knights begin as Crusaders who have devoted themselves to defending their people.

 ENTRY REQUIREMENTS
   Race:  Orog
   BAB:  +6
   Maneuvers:  Must know at least 4 Devoted Spirit maneuvers, one of which must be Defensive Rebuke
   Feats:  Devoted Bulwark, Combat Reflexes (yes I know most Orog wont be able to make use of it)
   Skills:  Intimidate 8 Ranks


Class Skills
 The Orog Knight's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Armorsmithing, Weaponsmithing), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Local, History, Religion)(Int), and Martial Lore (Int).
Skills Points at Each  Level : 4+ int

Hit Dice: d10

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +0    Patient Strike
2. +2    +3     +0     +0    Improved Defensive Rebuke
3. +3    +3     +1     +1    Furious Defense
4. +4    +4     +1     +1    Patient Strike
5. +5    +4     +1     +1    Improved Defensive Rebuke
6. +6    +5     +2     +2    Protect the Fallen
7. +7    +5     +2     +2    Patient Strike
8. +8    +6     +2     +2    Improved Defensive Rebuke
9. +9    +6     +3     +3    Improved Zealous Surge
10.+10   +7     +3     +3    Rally The Troops


Weapon Proficiencies: Orog Knight’s gain no new weapon or armor proficiencies.
 
Maneuvers: At each odd numbered level you gain a new Maneuver from the Devoted Spirit or Stone Dragon disciplines. You must meet the Maneuver's Prerequisite to learn it. You add your full Tanarukk Firesword Levels to your Initiator Level to determine your total Initiator Level, and your highest level Maneuvers Known. At 3rd, 6th, and 9th levels you gain an additional Maneuver readied per day.

Stances Known: At 5th level you learn a new Stance from the Devoted Spirit or Stone Dragon disciplines if you meet it's Prerequisites.

Patient Strike (Ex): At 1st level whenever the Orog Knight attacks with a Readied Attack it gains a Circumstance Bonus equal to it's Charisma Bonus.

At 4th level the Orog Knight may do double damage with a Readied Attack three times per day.

At 7th level the Orog Knight automatically threatens a critical when it Readies against a Charge attack.

Improved Defensive Rebuke (Ex): At 2nd level whenever you use the Defensive Rebuke Maneuver you gain your Furious Counterstrike bonus on all Attacks of Opportunity you make that round.

At 5th level you gain your Furious Counterstrike bonus on all critical confirmation rolls for Attacks of Opportunity that round as well.

At 8th level if you Ready Defensive Rebuke against a Charging opponent, and hit successfully with it, he must make a Fortitude Save (DC is 10 plus half your hit dice plus Strength Bonus) or be Stunned that round.

Furious Defense (Ex): At the beginning of your turn as a free action you may announce you are foregoing the use of your Furious Counterstrike ability until next round as a Free Action and use this ability instead.  For that round you may make a number of Attacks of Opportunity equal to your Furious Counterstrike Bonus.

Protect the Fallen (Ex): If an attack from an opponent brings an Ally of yours to 0 hit points or less, you immediately get to make up to a 5 foot step and can make an attack of opportunity against that foe if he is within reach.

Improved Zealous Surge (Ex): You may now use the Crusader's Zealous Surge 3 times per day if you have it.

Rally The Troops (Su): Whenever you successfully perform a Devoted Spirit Maneuver all Allies within 60' heal hit points equal to double your Orog Knight level.

PLAYING AN OROG KNIGHT
 Orog Knights are the Paladins of their society.  Whereas many Orog warriors concentrate on being effective killers of other races, the Knights prefer to concentrate on defending their people and their homelands. 
 Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
 Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: The Orog Knights have their own Orders resources to draw upon, and when it's for the defense of the realm they can call upon a great deal of wealth from their people's leaders.

OROG KNIGHTS IN THE WORLD
"Watch out for the heavily armored ones."
"They ALL have heavy armor Jim.  They're Orogs.  It's what they do."
 The Orog Knights generally only interact with the surface world in brief violent moments, or as occasional diplomats.  For that matter they only tend to interact with underdark races that aren't Orogs in brief, violent moments as well.  Being the primary defenders of their people means outsiders usually only get to see the business end of their weapons (they aren't called upon as diplomats very often you see).
 Daily Life: The Knights train nonstop.  It's their life.  It's all they know.  If they aren't training they're on assignment from their superiors.  Many are also proficient smiths.
 Notables: Merrik (CE Male Orog Crusader 6/Orog Knight 3) is a fairly recent addition to the Order, but has recently proved valuable in dealing with the surface world.
 Organizations: The Orog Knights are an organization unto themselves.  They have several different chapters, but all of them report to a head organization which is fairly high up in both the Orog government and religion.

NPC Reaction
 NPC's react to the Knight's the same way they react to any other Orc warriors.  Which can generally be described as "oh crap".

OROG KNIGHTS IN THE GAME
 It's rare to meet a diplomatic Orc, so members of this PrC will be considered exotic at best.  The reputation of the Orc race will make your secondary purpose as a diplomat troublesome at best. 
 Adaptation: This shouldn't be too hard to adapt.  It's basically a holy warrior type class, and the Orogs have those already.
 Encounters: PC's will generally encounter an Orog Knight when assaulting an Orog village or stronghold, or when the Orog's wish to talk and send one as a diplomat.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: A strange race of Orc like creatures have been swarming up from tunnels in the mountains and conducting raids on the local villages.  They have offered parley, and the local nobility has hired the PC's to guard the kingdom's top diplomat, and the Orc representative at the talks.  Who will have guards of his own of course.


Merrik
CE Male Orog Crusader 6/Orog Knight 4
Init -2, Senses: Listen +0, Spot +0, Dark Vision 120'
Languages Orc, Undercommon
------------------------------------------------
AC 25, touch 10, flat-footed 25 (-2 Dex, +2 Natural, +2 Deflection, +13 Armor)
hp 75 (10 HD)
Fort +11, Ref +2, Will +8
Indomitable Soul, Zealous Surge
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +4 Greatsword +18/+13 (2d6+11/19-20)
Ranged +2 Throwing Axe +9 (1d6+7)
Base Atk +9, Grp +14
Atk Options Furious Counterstrike, Smite 1/day (+4)
Combat Gear 3 Potions of Cure Serious Wounds
Stances Known 1st: Iron Guard's Glare, Martial Spirit
Maneuvers Known 1st: Bolstering Voice, Crusaders Strike, Leading the Attack, Stone Bones, Vanguard Strike
2nd: Foehammer
3rd: Defensive Rebuke
4th: Divine Surge
5th: Doom Charge
-----------------------------------------------
Abilities Str 20, Dex 7, Con 14, Int 10, Wis 10, Cha 18
SQ Light Blindness, Fire Resistance 5, Cold Resistance 5, Orc Blood, Steely Resolve 10
Feats Adaptive Style, Combat Reflexes, Devoted Bulwark, Extra Granted Maneuver
Skills Balance +8, Concentration +6, Craft (Armorsmithing, Weaponsmithing) +6, Diplomacy +12, Intimidate +14, Knowledge (Religion) +6, Martial Lore +6
Possessions +5 Full Plate, +4 Greatsword, +2 Returning Throwing Axe, +2 Ring of Protection, 3 Potions of Cure Serious Wounds, 442 GP


EPIC OROG KNIGHT

Hit Die: d10
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Orog Knight gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: February 28, 2009, 10:03:17 AM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #61 on: February 05, 2009, 11:55:20 AM »
TANARUKK FIRESWORD


   
”Fire is the answer to all of life’s problems.”!

Given their bizarre and unholy parentage it’s odd to think of the Tanarukk taking up the art of the Swordsage, but their affinity for fire seems to make them naturals at the Desert Wind style.

BECOMING A TANARUKK FIRESWORD
Tanarukk Fireswords begin as Swordsages, if they can find a teacher.

 ENTRY REQUIREMENTS
   Race:  Tanarukk
   Maneuvers:  Any 3 Desert Wind maneuvers, one of which must do Fire Damage.
   Feats:  Desert Wind Dodge, Scorching Sirocco
   Skills:  Tumble 6 Ranks
   Class Abilities:  Discipline Focus (Desert Wind)


Class Skills
 The Tanarukk Firesword's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Knowledge (Religion)(Int), Listen (Wis), Martial Lore (Int), and Tumble (Dex).
Skills Points at Each  Level : 4+ int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +2    Holocaust Sword (Flaming)
2. +1    +0     +3     +3    Fiendish Heritage
3. +2    +1     +3     +3    Control Flame (Delayed Blast Fireball)
4. +3    +1     +4     +4    Holocaust Sword (Flaming Burst)
5. +3    +1     +4     +4    Fiendish Heritage
6. +4    +2     +5     +5    Control Flame (Fire Storm)
7. +5    +2     +5     +5    Holocaust Sword (Flaming Blast)
8. +6    +2     +6     +6    Fiendish Heritage
9. +6    +3     +6     +6    Control Flame (Blackfire)
10.+7    +3     +7     +7    Demonic Transformation


Weapon Proficiencies: Tanarukk Fireswords gain no new weapon or armor proficiencies.
 
Maneuvers: At each odd numbered level you gain a new Maneuver from the Desert Wind or Stone Dragon disciplines. You must meet the Maneuver's Prerequisite to learn it. You add your full Tanarukk Firesword Levels to your Initiator Level to determine your total Initiator Level, and your highest level Maneuvers Known. At 3rd, 6th, and 9th levels you gain an additional Maneuver readied per day.

Stances Known: At 5th level you learn a new Stance from the Desert Wind or Stone Dragon disciplines if you meet it's Prerequisites.

Holocaust Sword (Su): At 1st level whenever you wield a Desert Wind weapon it is considered to be a Flaming weapon (see DMG page 224).

At 4th level it becomes a Flaming Burst weapon (see DMG page 224).

At 7th level whenever you successfully critical everyone within 15' takes the excess fire damage (except of course yourself).

Fiendish Heritage (Su): Beginning at second level the Tanarukk begins to develop the powers of it's Fiendish legacy.  At 2nd level it gains Energy Resistance 10 to both Cold and Electricity.

At 5th level it becomes Immune to Fire and Poison.

At 7th level it gains both the Chaotic and Evil Subtypes, and the Save DC of all Desert Wind Maneuvers it uses are increased +2.

Control Flame (Sp): Over time the Tanarukk's control over flame increases rapidly.  At 3rd level the Firesword may cast Delayed Blast Fireball once per day as a Spell-Like Ability.

At 6th level he may cast Firestorm once per day as a Spell-Like Ability.

At 9th level he may cast Blackfire once per day (see Spell Compendium) as a Spell-Like Ability.

Demonic Transformation (Su):  At 10th level the Firesword begins to fully manifest his demonic ancestry.  He becomes an Outsider with the Native Subtype, and gains DR 10/Cold Iron. 

PLAYING A TANARUKK FIRESWORD
 Fire is the answer to all of your problems.  Even against opponents immune to flame you might be able to do sufficient nearby structural damage to give yourself an advantage.  If that fails you can always rely on your fellow mercenaries (i.e. cannon fodder) to get between you and the good guys by fleeing.  Better to live to carry on your fight another day than die now. How will you live to see the world burn if you get killed fighting inconsequential would be heroes?
 Combat: Tanarukk Fireswords tend to rely on fire.  Against opponents immune to fire they are at something of a loss, and simply flail away with their Falchions or make their escape as best they can.
 Advancement: Tanarukk Fireswords are obsessed with gaining more power over fire, using it to cause holocausts, burning cities and fields.  Most are avid pyromaniacs and will do anything to get better at manipulating flame.  Some are addicted to setting fires, which is one reason many never live to see hte 10th level of this PrC.
Resources: Tanarukk Fireswords can count on each other in times of trouble, and often can gain temporary help from either the Orc tribes, other demonic cultists, or even other Fiends.

TANARUKK FIRESWORDS IN THE WORLD
"Them damn monsters are back again.  Burned down Brother Amos' barn yestiday.  They'll pay someday.  Oh how they'll pay!"
 Tanaruk Fireswords are little better than rabid dogs, eager to do the bidding of their masters.  Hungry for blood and destruction they need little excuse or provocation to begin burning whatever is within reach. 
 Daily Life: The daily life of a Firesword consists of practice, setting numerous fires, and wanton slaughter.  Sometimes it's an assignment, sometimes its out of boredom, sometimes it's because they aren't bored but feel the need to live up to their rep.
 Notables: Selkirk (CE Male Tanarukk Swordsage 3/Tanarukk Firesword 3) is an infamous mercenary for hire, specializing in arson.
 Organizations: The Tanarukk Fireswords are an organization of sorts, dedicated to spreading worship of their Demonic parents among the other Orc races.  This causes them some problems as the Priesthood of Gruumsh doesn't take to it so kindly.   

NPC Reaction
 Since the Fireswords are militant arsonists who get their jollies by setting things on fire, most NPC's don't like them.  Running in terror screaming is a common reaction. 

TANARUKK FIRESWORDS IN THE GAME
 This classes entire attack is based on fire, meaning putting them against a lot of opponents immune to fire is kinda cheap, and mean to your PC.  Plus fire is kewl.
 Adaptation: Every campaign has a demon cult of some kind (well almost every).  If you like the traditional fiery critters, this is perfect for you.
 Encounters: PC's will probably encounter Tanarukk Fireswords as they go on burning rampages to show appreciation to their Fiendish lords, or on assignment from one Demon or another.

Sample Encounter
EL 12: The PC's have been hired to find out who has been burning down small villages by a local Countess.  Eventually they track down a cult of demon worshippers that are obsessed with fire led by a strange Orc like creature.  But in the days to come they will see this same creature chatting with the Countess.  If they know each other why did she hire the PC's to track down the source of the fires if she already knows it?  Especially if that source leads back to her?


Selkirk
CE Tanarukk Swordsage 3/Tanarukk Firesword 3
Init +3, Senses: Listen +10, Spot +10, Dark Vision 60'
Languages Orc, Abyssal, Undercommon, Common
Quick to Act +1
------------------------------------------------
AC 30, touch 21, flat-footed 28 (+2 Dex, +4 natural, +2 Wis, +9 Armor, +3 Deflection)
hp 60 (11 HD)
Fort +7, Ref +12, Will +12 
------------------------------------------------
Speed 20 ft. (4 squares)
Melee +3 Falchion +16/+11 (2d4+9+1d6 Fire/15-20)
Base Atk +9, Grp +13
Atk Options Discipline Focus: Desert Wind (Weapon Focus), Holocaust Sword (Flaming Burst), Control Flame (Delayed Blast Fireball and Firestorm 1/day)
Combat Gear 4 Potions of Cure Serious Wounds, 4 Potions of Haste
Stances Known 1st: Blood in the Water, Step of the Wind
Maneuvers Known 1st: Blistering Flourish, Burning Blade, Charging Minotaur, Counter Charge, Distracting Ember, Stone Bones, Wind Stride
2nd: Burning Brand. Flashing Sun
3rd: Death Mark
Initiator Level: 6, Maneuvers Readied: 4
Supernatural Abilities Control Flame
-----------------------------------------------
Abilities Str 18, Dex 14, Con 13, Int 10, Wis 15, Cha 4
SQ Cold/Electricity Resistance 10, Spell Resistance 20, Orc Blood,  AC Bonus, Immune to Fire and Poison
Feats Adaptive Style, Blade Meditation (Desert Wind), Desert Wind Dodge, Scorching Sirocco,
Skills Concentration +7, Hide +10, Intimidate +5, Knowledge (Religion) +4, Listen +10, Martial Lore +6, Move Silently +8, Search +8, Spot+10, Tumble +10
Possessions +3 Keen Falchion, +5 Chain Shirt, Cloak of the Salamander, +3 Ring of Protection, 4 Potions of Cure Serious Wounds, 4 Potions of Haste, 375 GP


EPIC TANARUKK FIRESWORD

Hit Die: d8
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Tanarukk FIresword gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: February 28, 2009, 10:03:42 AM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #62 on: February 06, 2009, 12:22:17 PM »
TIGERSKIN BERSERKER


   
"Do not underestimate me based on appearance."

It's a rare Orc warrior who gets initiated into the Sublime Way, and most who do seem drawn to the Tiger Claw style.  It meshes well with their Rage.

BECOMING A TIGERSKIN BERSERKER
Most Tigerskin Berserkers begin as simple orc warriors before being adopted by a teacher of the Sublime Way.

 ENTRY REQUIREMENTS
   Race:  Any Orcish
   Class Abilities:  Rage, and at least Tiger Claw Stance and 3 Tiger Claw Maneuvers
   BAB:  +6
   Feats:  Rapid Assault, Tiger Blooded
   Skills:  Jump 8 Ranks
   Special: May only have Tiger Claw Maneuvers and Stances.

Class Skills
 The Tigerskin Berserker's class skills (and the key ability for each skill) are Climb (Str), Intimidate (Cha), Jump (Str), Knowledge (Local), Listen (Wis), Martial Lore (Int), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each  Level : 4 + int

Hit Dice: d12

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +0    Raging Tiger
2. +2    +3     +0     +0    Pouncing Tiger
3. +3    +3     +1     +1    Tigers Wisdom
4. +4    +4     +1     +1    Raging Tiger
5. +5    +4     +1     +1    Pouncing Tiger
6. +6    +5     +2     +2    Tigers Wisdom
7. +7    +5     +2     +2    Pouncing Tiger
8. +8    +6     +2     +2    Raging Tiger
9. +9    +6     +3     +3    Tigers Wisdom
10.+10   +7     +3     +3    Tiger's Rage


Weapon Proficiencies: A Tigerskin Berserker gains no new weapon or Armor Proficiencies.

Maneuvers: At each odd numbered level you gain a new Maneuver from the Tiger Claw discipline if you meet the prerequisites for it.  You add your Tigerskin Berserker levels to your initiator level to determine your total initiator level and your highest level maneuvers known.  At 3rd level you gain an additional maneuver readied per day.

Raging Tiger (Ex): At 1st level a Tigerskin Berserkers Class levels stack for determining how many times per day he can Rage.  For example a Barbarian 1/Warblade 5/Tigerskin Berserker 5 is considered to be a 11th level Barbarian and can Rage 3 times per day.

At 4th level while Raging and using any Tiger Claw stance you do not take the -2 Armor Class penalty normally gained while Raging.

At 8th level while Raging you may perform any Tiger Claw maneuver that has a penalty to AC without receiving that penalty.  For example, if you performed Rabid Wolf Strike while Raging you would not receive the -4 AC penalty. 
 
Pouncing Tiger (Ex):  At 2nd level you may expend 1 daily use of Rage to add half your Tigerskin Berserker level to the Bonus you get from your Battle Ardor ability as a Swift Action.  This lasts the same number of rounds as your Rage does.

At 5th level you may expend 1 daily use of your Rage to do double your normal weapon damage with a successful charge attack (i.e. you decide to expend the Rage after the to hit roll is made).

At 7th level you may expend 1 daily use of Rage to add damage equal to your character level on a successful hit with a Tiger Claw maneuver.  Your opponent must also make a Fortitude Save (DC is 10 plus half hit dice plus Strength Modifier) or be Stunned 1d3 rounds.


Tigers Wisdom (Ex): At 3rd level the Battle Axe and Orc Double Axe are considered associated weapons for your Tiger Claw maneuvers. You get a +2 Competence Bonus to Damage with weapons associated with the Tiger Claw style.

At 6th level you gain a +4 Competence Bonus when making an opposing roll against an opponents Disarm or Sunder attempts.

At 9th level you may always Take 10 on a Jump check.

Tigers Rage (Ex):  When Raging, all of your maneuvers known are considered readied.  When you drop out of Rage, none of them are.

PLAYING A TIGERSKIN BERSERKER
Tigerskin Berserkers specialize in the Tiger Claw style.  Most are obsessed with perfecting it, and proving that Orcs can be something other than dull witted barbarians who run screaming into combat.
 Combat: Ideally you'll go into Rage as quickly as possible to take advantage of your class abilities.
 Advancement: Most Orcs wield the Greataxe since it's the Tiger CLaw weapon they're most familiar with.  Some do go the route of trying to be more exotic, but they are truly exemplary warriors.
Resources: Tigerskin Berserkers can usually call upon their teacher or fellow students unless they were cast out for a constant loss of temper.

TIGERSKIN BERSERKERS IN THE WORLD
"Hey Bob.  You mind helping me pull this Kukri out of my left buttock.  The Orc down the road is feeling merciful today."
"What makes you  say that Joe?"
"Because he didn't put one in the other cheek too."
Tigerskin Berserkers tend to be respected mercenaries in the world outside their tribe, but their taste of a different life and different philosophy alienates many of them from their fellows. They want something better than to just be a simple raider.  Which means becoming a warchief and leading he tribe down a different path, or leaving for better places.
 Daily Life: Tigerskin Berserkers are always training, always looking for that edge, that way to prove to the world that their people can be better than just a brute with an axe. 
 Notables: Baggi (CN Orc Female Barbarian 1/Warblade 5/Tigerskin Berserker 6) has violated one of the prime tenets of Orc society by becoming a warrior.  Cast out from her tribe she now wanders as a mercenary pondering what to do with her life.
 Organizations: Tigerskin Berserkers usually help one another, but they really have no formal organizations.

NPC Reaction
Tigerskin Berserkers fare about as well among NPC's as the average Orc Barbarian.  Which is to say there's the usual screaming and pointing of fingers...

TIGERSKIN BERSERKERS IN THE GAME
Tigerskin Berserkers might gain Orcs slightly more respect.  People may begin to think of them as competent warriors as opposed to screaming savages.  Which unfortunately might mean they get attacked more once they get taken seriously.
 Adaptation: Tigerskin Berserkers will always be odd men out.  Too civilized for other Orcs, not civilized enough for other races.
 Encounters: Being as they tend to be mercs or killers for hire, PC's will often encounter a Tigerskin Berserker as an opponent hired by some organization.

Sample Encounter
EL 12: The local Thieve's Guild is being murdered one by one.  They've hired mercs to bolster their manpower, and Braggi is one.  Told to be on the lookout for suspicious people, what could be more suspicious than 4 heavily armed drifters walking into town with loads of money.


Baggi
CN Orc Female Barbarian 1/Warblade 5/Tigerskin Berserker 6
Init +2, Senses: Listen +6, Spot +0, Dark Vision 60'
Languages Orc, Common
------------------------------------------------
AC 21, touch 12, flat-footed 19 (+2 Dex, +5 Armor, +4 Natural Armor)
AC Raging 19, touch 10, flat-footed 17 (-2 Rage, +2 Dex, +5 Armor, +4 Natural Armor)
hp 90 (12 HD), 114 hp Raging
Fort +12, Ref +7, Will +3 
Battle Clarity +2, Uncanny Dodge
------------------------------------------------
Speed 40 ft. (8 squares), 30 ft. in Armor
Melee +2 Greataxe +17/+12/+7 (1d12+6)
Melee Raging +2 Greataxe +19/+14/+9 (1d12+9+1d8)
Base Atk +12, Grp +15 (+17 in Rage)
Atk Options Battle Ardor +2 (+4 w/Pouncing Tiger), Rage 4/day, Raging Tiger, Pouncing Tiger, Tiger's Wisdom
Combat Gear 3 Potions of Cure Serious Wounds
Maneuvers and Stances Known: 1st: Blood in the Water, Gnawing Hyena, hunter's Sense, Hyena's Bite, Hyena Strike, Sudden Leap
2nd: Claw at the Moon
3rd: Flesh Ripper, Soaring Raptor Strike
4th: Death from Above
5th: Pouncing Charge
-----------------------------------------------
Abilities Str 16 (20 Raging), Dex 14, Con 13 (15 Raging), Int 14, Wis 10, Cha 6
SQ Illiteracy, Fast Movement
Feats Tiger Blooded (B), Rapid Assault,
Skills Climb +9 (+11 Raging), Concentration +7 (+9 Raging), Craft (Weaponsmithing) +8, Intimidate +6, Jump +11 (+13 Raging), Listen +6, Martial Lore +8, Survival +6
Possessions Tigerskin Armor, +2 Brash Berserker Greataxe, Cloak of Predatory Vigor, +4 Amulet of Natural Armor, Boots of Jumping, 3 Potions of Cure Serious Wounds, 430 GP





Hyena Strike
 Tiger Claw (Strike)
 Level: Swordsage 1, Warblade 1
 Initiation Action: 1 Standard Action
 Range: Melee Attack
 Target: 1 Creature

You must fight with a two handed weapon to use this maneuver.  You add double your Strength Modifier to the damage of this Strike.


Gnawing Hyena
 Tiger Claw (Strike)
 Level: Swordsage 1, Warblade 1
 Initiation Action: 1 Standard Action
 Range: Melee Attack
 Target: 1 Creature

You must fight with a two handed weapon to use this maneuver. You make a Sunder attempt against your opponents weapon without provoking an attack of opportunity.  If it successful and the weapon is damaged instead of broken, it takes  -2 penalty on to hit rolls until it is repaired.


Hyena's Bite
 Tiger Claw (Strike)
 Level: Swordsage 1, Warblade 1
 Initiation Action: 1 Standard Action
 Range: Melee Attack
 Target: 1 Creature

You must fight with a two handed weapon to use this maneuver.  If you hit successfully and your opponent is flat-footed or denied his Dexterity Bonus to AC he is Dazed for 1 round.

EPIC TIGERSKIN BERSERKER

Hit Die: d12
Skills Points at Each  Level : 4 + int
Maneuvers: Your Initiator Level is equal to your Character Level, but you gain no new Maneuvers after the 20th level.
Bonus Feats: The Epic Tigerskin Berserker gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: February 28, 2009, 10:04:14 AM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #63 on: February 08, 2009, 12:16:02 PM »
Okay I edited in the 3 maneuvers.  I haven't made any before, so I'd like some feedback if possible.  I just need 3 1st level Tiger Claw maneuvers because of the PrC's prereqs.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #64 on: February 10, 2009, 12:37:42 PM »
and now for something different:




CRYPTID


   
"Yorp?"

Cryptids are animals or hominids that may or may not exist but have been seen by many people.

BECOMING A CRYPTID
You don't really become a cryptid you're pretty much born one. 

 ENTRY REQUIREMENTS
   Type:  Any Animal or Vermin, Any Magical Beast with an Intelligence of 2 or less, Any Giant, Humanoid, or Monstrous Humanoid with a Racial Intelligence Penalty.
   Special:  Must have ranks in Hide or Move Silently OR a Feat giving bonuses with one of those 2 skills OR a Racial Bonus to one of those skills.
   

Class Skills
 The Cryptid's class skills (and the key ability for each skill) are Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Wis), Spot (Wis), Survival (Wis), and Swim (Str).  They also have any skills listed in their monster entry not included here as a class skill.
Skills Points at Each  Level : 2 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +2     +0    Size is No Problem
2. +1    +3     +3     +0    Camouflage
3. +2    +3     +3     +1    Only A Legend
4. +3    +4     +4     +1    Speed is No Problem
5. +3    +4     +4     +1    Hide In Plain Sight
6. +4    +5     +5     +2    Bigfoot Is a Commie
7. +5    +5     +5     +2    Ambush
8. +6    +6     +6     +2    I Am As One With the Bushes
9. +6    +6     +6     +3    OMG Bigfoot Is An Alien
10.+7    +7     +7     +3    Obfuscation


Weapon Proficiencies: Cryptids gain no new weapon or armor proficiencies

Size Is No Problem (Ex): Cryptids take no Size Class Penalty to Hide Checks.

Camouflage (Ex): Identical to the ability listed on page 51 of the PHB.

Only A Legend (Ex): Myths and rumors about you have become so obfuscated in the retelling, that all Knowledge skill checks made to gain information about you (i.e. Knowledge:Nature if you're an animal) take a -4 Penalty.

Speed Is No Problem (Ex): Cryptids take no penalties to Hide or Move Silently checks regardless of how fast they move.

Hide In Plain Sight (Ex): Identical to the ability listed on page 51 of the PHB.

Bigfoot Is A Commie (Ex): The penalties to Knowledge skill checks from Only A Legend raise to -8.  Opponents with Bardic Knowledge or similar type abilities have a -4 on those rolls now too.

Ambush (Ex):  If you are successfully hidden or concealed and your opponents cannot see you, you can spring from hiding and let out a huge roar while you charge as a Standard Action.  Any opponent capable of perceiving you must make a Willpower Save (DC is 10 plus half your Hit Dice plus Charisma Modifier, +4 for every Size Class bigger you are than your opponent) or be Panicked for 2d6 rounds.  If they succeed they are Shaken for the rest of the encounter (mostly from the embarrassment of having their bowels release).

I Am As One With The Bushes (Ex): You can always Take 10 on Hide and Move Silently checks, regardless of the circumstances you find yourself in.

OMG Bigfoot Is An Alien (Ex): Knowledge checks made against you (unless it happens to be Knowledge: Your specific Cryptid) automatically fail to provide any useful information.  Bardic Knowledge type checks are now at -8.  People just seem to invent total gibberish about you.

Obfuscation (Su): People you encounter now cannot remember things correctly.  Any being encountering you must make a Willpower Save (DC is 10 plus half hit dice plus Charisma modifier plus 4 for every Size Class bigger you are than them).  If they succeed, they cannot remember details exactly.  For example if you are a bigfoot they will disagree on color, or size, or minor details.  Some might even believe you are a wolfman or bear man, or an animal.  But they will have the gist of the encounter right.

If they don't succeed things get fun.  They disagree wildly on what they saw/experienced.  For 1d6 days after the event whenever it is mentioned or someone inquires about it they will become hysterical, either brutally rationalizing anything and everything they saw ("swamp gas.  Hadda be."), or spew the most delirious, psychedelic nonsense they can muster.  Either way they won't come across as a believable witness.  Even after the 1d6 days are up they still won't agree on what they saw, but it'll be less nutzoid. This is a Mind-affecting effect.

Paladin: "Okay, so let's run through this again.  You were 'adventuring' outside our city, when an unknown thing attacked you.  What did it look like again?"

The Dwarf: "It was a bear.  Just a bear.  Musta been hopped up on potions or somethin'..."

The Halfling: "IT CAME FROM THE SKY!!!! IT CAAAMME FROOM THE SKYYYYYYYYYYYYY!!!!!"

The Human: "It had 14 mouths and 16 buttocks, and a tongue in it's eyeballs!"

The Elf: "It was a multiheaded, lightning spewing, anthropomorphic Buttwhale with flaming testicles of DOOM!!"

Paladin: "You uh...you wouldn't be out here in the woods sampling the local mushrooms would you?  They're bad stuff."

Dwarf: "No sir, we aren't drug users."

Paladin: "Cause I can't help but notice all the mushrooms over in your camping site..."

Halfling: "The Squirrel left those after he ate Bob's brain."

Paladin: "The...squirrel...."

Human: "Yeah a squirrel ambushed us with some mindblasts after that thing attacked.  He dropped the shrooms after fleeing with Bob's head."

Paladin: "Just for my own personal edification...what does a squirrel look like?"

Dwarf: "They're kinda tall purple people with tentacles on their face, and ..."

Paladin: "THATS A MINDFLAYER YOU IDIOT!!"

Elf: "No, Mindflayers are littly fuzzy forest critters with foofy tails that store nuts for the winter."

Paladin: "You people are nuts.  Unless I get some straight answers and you tell me where this thing went someone is getting this +2 Holy Flaming Bastard Sword right up their.."

Elf: "THAT WAY!! It went that way!"

2 minutes later

Dwarf: "You know darn well it didn't go that way."

Elf: "I hadda get rid of the Paladin so we could flee.  They're one step removed from being serial killers you know."



PLAYING A CRYPTID
You are a legendary being that may or may not be real.  So don't show up very often, hide as much as possible.  Show yourself only to drunks, or people who are alone, or who would be stigmatized by their society.  If you get spotted by someone believable lay low for a while.
 Combat: You really only enter into combat when you're one on one with someone you can take (it furthers your legend when the body is found), or you have no choice.
 Advancement: Most cryptids advance as creatures of their type after they have maxed out the levels of this PrC.
Resources: Cryptids only available resource will be members of their own species.  And maybe a few friendly cryptozoologists.  Others will want to kill them for a variety of reasons.

CRYPTIDS IN THE WORLD
"Ah knows there's a critter or sumpin' up on Black Rock!  Knows it ah tell ye!'
Cryptids are rarely seen by civilized people, usually by accident.  And for good reason.  Civilized people are nuts.  They poop everywhere, throw trash around, and keep trying to put an arrow in you because "thet thar pelt'd look good by the fahr".
 Daily Life: Your daily life isn't any different than any animals or primitive hominids really.  Other than the occasional hunter determined to prove your existence.
 Notables: Bob (N Male Sasquatch/Cryptid 9) is a noted prankster among his people.
 Organizations: Most organizations will be determined to find and expose Cryptids as real.  Whether or not they want to help you or sell Nessie burgers is a different story...

NPC Reaction
General reactions can be described as "HOLY SHIT IT'S A SKUNK APE!!!!!!!!!!!!!!!!!!MAH!!MAH!!!GIT MAH APE KILLIN' BOW!!!!"

CRYPTIDS IN THE GAME
Monsters with the Cryptid template will be a good deal more sneaky and crafty than they would usually.  This template also assumes that whatever critter you apply it to is a possibly legendary not well known beast in your campaign world.
 Adaptation: As can be expected this is a not entirely serious PrC.  So it would do best in goofy campaigns.
 Encounters: PC's will usually encounter a Cryptid at random somewhere on the outskirts of civilization.

Sample Encounter
EL 12:

DM: "Okay as you come to the clearing you notice a large hairy hominid.  He appears to be wearing a shirt saying "I am NOT the transvestite father of Elvis' mutant space child."

Player 1: "How does he look?"

DM:  "He's smiling.  You notice he's carrying a rock..."

Players 2-4: "Awwwwwww shit..."


Bob
N Male Sasquatch/Cryptid 9
Init +0, Senses: Listen +5, Spot +5, Dark Vision 60', Scent
Languages Sasquatch
------------------------------------------------
AC 11, touch 9, flat-footed 11 (-1 Size, +2 Natural)
hp 93 (12 HD)
Fort +10, Ref +9, Will +7 
------------------------------------------------
Speed 40 ft. (8 squares)
Melee Unarmed Strike +12/+7 (1d4+4) or Spear +12/+7 (1d8+4)
Base Atk +9, Grp +17
Atk Options  Ambush (DC 14 plus possible size modifiers)
-----------------------------------------------
Abilities Str 18, Dex 10, Con 16, Int 6, Wis 12, Cha 7
SQ Size Is No Problem, Camouflage, Only A Legend, Speed Is No Problem, Hide In Plain Sight, Bigfoot Is A Commie, Ambush, I Am As One With The Bushes, OMG Bigfoot Is An Alien
Feats Alertness, Improved Unarmed Strike, Simple Weapon Proficiency (Spear), Stealthy, Toughness
Skills Climb +5, Hide +6, Intimidate +1, Listen +5, Move Silently +4, Spot +5, Survival +2
Possessions Spear, or maybe a rock...

Note: I used Raptorial's version of Sasquatch from the Wizards boards.

EPIC CRYPTID

Hit Die: d8
Skills Points at Each  Level : 2 + int
Bonus Feats: The Epic Cryptid gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: February 28, 2009, 10:04:44 AM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #65 on: February 11, 2009, 12:01:11 PM »
KOBOLD MAMA


   
”YIPYAP!! NO SLOUCHING!!STOP TEASING YOUR SISTER NOBBY!!WHO LEFT THIS ON THE FLOOR!?!?!”

Kobolds are a diligent and hardworking race, and while the menfolk are out trapping and mining and such the women are left to defend the eggs and children.  Woe be unto he who faces down a pack of irate Kobold mothers…

BECOMING A KOBOLD MAMA
Becoming a Kobold Mother is pretty easy.  Simply be a female Kobold, and have children.  Well, and gain a little experience.  Adrenaline fueled rage will provide the rest.

 ENTRY REQUIREMENTS
   Race:  Kobold
   Gender:  Female
   Skills:  Intimidate 8 Ranks
   Feats:  Skill Focus (Intimidate)
   Base Save:  Must have 1 Base Saving Throw at +5
   Special:  Must have given birth and be in the process of raising your children.


Class Skills
 The Kobold Mama’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Local) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), and Spot (Wis).
Skills Points at Each  Level : 6 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +0     +2    Using The Mom Voice
2. +1    +3     +0     +3    Dont Push Your Luck
3. +2    +3     +1     +3    I Must Protect The Children
4. +3    +4     +1     +4    Apparently You Cant Hear Me...
5. +3    +4     +1     +4    You Have Officially Unleashed The Fury
6. +4    +5     +2     +5    I Must Protect The Children
7. +5    +5     +2     +5    Say Hello To My Relatives In Hell
8. +6    +6     +2     +6    Don't Make Me Say It Again
9. +6    +6     +3     +6    I Must Protect The Children
10.+7    +7     +3     +7   Beware The Power Of A Mother Scorned


Weapon Proficiencies: Kobold Mama’s gain no new weapon or armor proficiencies.
 
Using The Mom Voice (Ex): You gain a +4 Circumstance bonus on Intimidate checks, and once per day you may reroll any roll of "1" when making an Intimidate check.

Dont Push Your Luck (Ex): You have become amazingly proficient with hitting people with whatever is at hand.  You take no penalty when using improvised weapons and may actually take Feats such as Weapon Focus (Improvised Weapon).

I Must Protect The Children: At 3rd level you may are considered to be flanking an opponent so long as there is a child or Kobold in any square adjacent to him.

At 6th level you gain a Circumstance Bonus to all rolls when defending children.  The bonus is equal to the number of children you are defending (maximum possible bonus equal to half your Kobold Mama level).

At 9th level you may Smite Adventurer 1/day.  You must declare this attack before rolling the dice, and if the attack misses it is still used.  The attack adds your Kobold Mama level to the damage done.  You may smite anyone attacking a child, or anyone you choose while defending a child.

Apparently You Cant Hear Me...(Ex): As a move action you may speak so loudly you are capable of being heard up to 1 mile away.  Good for getting people's attention, or shouting warnings.

You Have Officially Unleashed The Fury (Ex): At 5th level when in defense of a child you may go into a Fury.  This lasts 3 rounds plus 1 round per point of Constitution modifier.  You may enter a Fury 1/day at 5th level, and 2/day at 7th level.  The effects are identical to the spell "Tenser's Transformation".

Say Hello To My Relatives In Hell(Ex): When fighting to defend children the critical threat range of any attack the Kobold Mama makes increases by 1 (i.e. if it normally criticals on a 20, it now criticals on a 19-20, etc), and she gets a +2 Circumstance modifier to damage rolls.

Don't Make Me Say It Again:  You may always reroll any result of "1" on Intimidate checks.  If you successfully use Intimidate in a Duel of Wills or to Demoralize an opponent, his penalties last the rest of the encounter instead of 1 round.

Beware The Power Of A Mother Scorned: When you enter your Fury you now are considered to have Powerful Build, and may wield unconscious/helpless/dead foes as an improvised weapon.  Bodies are considered to be 2 handed weapons unless they are 2 Size Classes smaller than the Mama.  They do Bludgeoning damage for an improvised weapon of their size.  If still living they take 1d6 damage plus the Kobold Mamas Str Bonus every time they are successfully used to hit something. While in your Fury you gain DR x/-.  x=the number of children within 60' you are defending (max DR 10/-).

PLAYING A KOBOLD MAMA
You take no sass, and you expect others to do as they’re told.  You know best after all.  Best for the kids, best for yourself, and best for that stupid Paladin.  He needs to find a nice reptilian woman to wake him up to the realities of life.  You’ll have to tell that dragoness down the road about him.
 Combat: You aren’t the most powerful of combatants.  Unless the kids are threatened.  Then people need to run.
 Advancement: Mama’s tend to advance down the road they always have, unless forced into a different life because she and her children are the only members of the tribe not wiped out.
Resources: Kobold Mama’s have their husbands, and their friends (possibly other Mama’s) to rely on.  Well sometimes.  Every so often one of them just pisses you off.

KOBOLD MAMAS IN THE WORLD
"Aw man!! Aw man that's Yipyap's Mom!! Run before she sees us!"
A Kobold Mama only wants what’s best for her children.  Then herself, then her husband.  She’s willing to make a deal as long as you back off from hurting the kids, but otherwise it’s gonna be a long day for you.
 Daily Life: Cooking, cleaning, disciplining children, disciplining errant husbands, checking the pit traps for victims...  A woman’s work is never done.
 Notables: Yipyap’s Mom (LE Female Kobold Rogue 6/Kobold Mama 6).  The  Kobold known as Yipyap's Mom is an enigma.  She showed up at the gates of Greyhawk one year demanding entry, and began looking for a job to support her infant. It was difficult to find a job given the prejudice against her species but after a short period of poisoning, blackmail, and murder she found a job as a bar server.  She eventually became the bouncer after proving remarkably capable of making the occasional example of someone who picked on her son.  Very few people have died by being impaled on a brick, but somehow she pulled it off and made it happen.  To this day no one knows her name, but everyone knows who you're talking about when you say Yipyap's Mom.
 Organizations: Kobold mama’s tend to stick together against outsiders, but are remarkably divisive otherwise.  If they have an outside foe to confront, they’re a solid unit.  If not, they bicker and squabble.

NPC Reaction
Most NPC’s will either be accepting or hateful depending on how they view your race.  Some will still have pity cause your just a mom struggling to raise a family.  An evil family, but a family nonetheless…

KOBOLD MAMAS IN THE GAME
PC’s will definitely learn to leave the Kobold “non-combatants” alone if you introduce this PrC. 
 Adaptation: Not an entirely serious PrC, but it has some fun potential.  Imagine that Paladin being spanked by a Kobold hausfrau.  Enjoyable isn’t it?
 Encounters: PC’s will generally encounter Kobold Mamas when raiding a Kobold village or stronghold.  Assuming of course that they’re attacking even the eggs and children to exterminate the Kobold’s once and for all.  And iff they are, they have to get by the Mama’s…

Sample Encounter
EL 12: Your husband is late coming home.  Again.  He’ll probably blame the local humans.  Again.  But you know better.  Oh yes.  Wait!  There’s a human now!  And he’s cornered little Yipyap!!!  The time has come to unleash the fury…


Yipyap’s Mom
LE Female Kobold Rogue 6/Kobold Mama 6
Init +5 (+7 during Fury), Senses: Listen +4, Spot +5, Dark Vision 60'
Languages Common, Draconic
------------------------------------------------
AC 27, touch 20, flat-footed 22 (+1 Size, +5 Dex, +1 Natural Armor, +4 Deflection, +6 Armor)
AC during Fury 31, touch 20, flat-footed 26 (+1 Size, +5 Dex, +5 Natural Armor, +4 Deflection, +6 Armor)
hp 60 (12 HD), 84 during Fury
Fort +8 (+14 during Fury), Ref +12 (+14 during Fury), Will +7 
Evasion, Uncanny Dodge
------------------------------------------------
Speed 30 ft. ( squares)
Melee +1 Impact collision Club +11/+6 melee (1d4+6/19-20)
Melee during Fury +1 Impact collision Club +15/+10 melee (1d4+8/19-20)
Base Atk +8 (+12 during Fury), Grp +4 (+10 during Fury)
Atk Options I Must Protect The Children, You Have Officially Unleashed the Fury 1/day, Dont Push Your Luck, Sneak Attack +3d6
Combat Gear
-----------------------------------------------
Abilities Str 10 (14 during Fury), Dex 20 (24 during Fury), Con 12 (16 during Fury), Int 8, Wis 10, Cha 13
SQ Using the Mom Voice, Apparently You Can't Hear Me, Trap Sense +2, Trapfinding
Feats Brutal Strike, Daylight Adaptation, Intimidating Strike, Skill Focus (Intimidate), Power Attack
Skills Climb +4 (+6 during Fury), Craft (Trapmaking) +5, Disable Device +3, Hide +17 (+19 during Fury), Intimidate +13, Knowledge (Local) +3, Listen +4, Move Silently +9 (+11 during Fury), Open Lock +9 (+11 during Fury), Search +5, Sense Motive +4, Spot +5, Tumble +9 (+11 during Fury)
Possessions +4 Ring of Protection, +6 Bracers of Armor, +1 Collision Impact Club, Belt of One Mighty Blow, 200 GP


EPIC KOBOLD MAMA

Hit Die: d8
Skills Points at Each  Level : 6 + int
You Have Officially Unleashed the Fury: You may enter Fury an additional time per day at level 21, and every 3 levels thereafter.
Bonus Feats: The Epic Kobold Mama gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: February 28, 2009, 10:05:17 AM by bhu »

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #66 on: February 12, 2009, 12:33:22 PM »
KOBOLD RUNT


   
"Sure I get picked on by my own people cause I'm small. Sure the adventures kick me around like a hockey puck.  Sure I get beaten daily cause I can't fight back."




"But I've been drinking milk..."

There are runts in every culture.  The little guys who get picked on and pushed around.  Even among Kobolds.  And at some point those runts always lose it and seek revenge if they haven't been killed...

BECOMING A KOBOLD RUNT
Just about any class can become a Kobold Runt (some just get kicked around longer than others).

 ENTRY REQUIREMENTS
   Race:  Kobold
   Feats:  Dodge, Improved Unarmed Strike, Superior Unarmed Strike
   Flaws:  Must have one of the following Flaws: Feeble, Frail, Meager Fortitude, Noncombatant, Pathetic, or Vulnerable.
   Class Features:  Must have one of the following: Evasion, Uncanny Dodge, a Base Reflex Save of +5
   Special:  Must have spent your formative years getting the unholy living crap beat out of you daily by your peers.  And been approached by a mysterious relative who offers you a potion that will help cure your problem.


Class Skills
 The Kobold Runts class skills (and the key ability for each skill) are Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Spot (Wis), and Swim (Str).
Skills Points at Each  Level : 2 + int

Hit Dice: d10

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +2     +0    +2 Str, Wiry
2. +1    +3     +3     +0    +2 Str, Super Punch
3. +1    +3     +3     +1    +2 Str, Hard Punch
4. +2    +4     +4     +1    +2 Str, Cured
5. +2    +4     +4     +1    +2 Str, Super Punch
6. +3    +5     +5     +2    +2 Str, Death Punch
7. +3    +5     +5     +2    +2 Str, Super Punch
8. +4    +6     +6     +2    +2 Str, Milk! It Does A Body Good!
9. +4    +6     +6     +3    +2 Str, Awesome Punch
10.+5    +7     +7     +3   +2 Str, Haymaker


Weapon Proficiencies: Kobold Runts gain no new weapon or armor proficiencies.
 
Wiry (Ex): At 1st level the Kobold Runt gains both Slight Build and Powerful Build if he does not already have them. Your Unarmed Strike damage is the same as a creature 1 Size Class larger than yourself.

Super Punch (Ex): Your melee attacks do massive damage.  At 2nd level your melee attacks Critical on a roll of 18-20.  This does not stack with other effects that increase critical threat range.

At 5th level they do x3 damage with a successful Critical.

At 7th level your melee attacks are so powerful your opponent must make a Fortitude Save (DC is 10 plus 1/2 your Hit Dice plus your Strength Modifier) or be Stunned for 1 round.

Hard Punch (Ex): At 3rd level you automatically threaten a critical if you roll a 20 on the to hit roll with a melee attack.  You don't need to roll to confirm.

Cured (Ex): At 4th level the Kobold Runt loses his Flaw (he retains the Bonus Feat gained by taking it at 1st level).

Death Punch (Ex): Your melee damage becomes untyped, effectively bypassing Damage Reduction.

Milk! It Does A Body Good! (Ex):  At 8th level the Kobold Runt gains a Bonus to all Bull Rush, Grapple, Overrun, Sunder, Trip, or Strength checks (including Strength based skill checks) equal to half his Kobold Runt level.

Awesome Punch (Ex): At 9th level you are considered to have the Awesome Blow Feat whether you meet the prerequisites or not.

Haymaker (Ex): At 10th level you can make 1 melee attack as a Standard Action, and it is considered a Touch Attack.

PLAYING A KOBOLD RUNT
The world is now your chew toy.  All your life they made you miserable and now the _____________ must PAY!!!!  And you aren't gonna kill em either.  Oh no.  They didn't kill you. But now you get to dish out the pain!  You get to hand people their own _____!  You get to beat Rangers to death with their own animal companions!! Did you say that last part out loud? Oopsie...
 Combat: You learned the hard way that getting respect means being able to beat people up.  With your bare hands.  Weapons are for sissies, and you ain't no sissy anymore.  If they're at range...well shoot you'll just throw rocks or something till they get the idea.
 Advancement: Kobold Runts generally specialize in trying to get physically stronger, and better at whoopin' opponents using their new muscles.  They might be more powerful, but now they tend to be a bit more narrow in thinking.
Resources: Kobold Runts have themselves, and perhaps a few acquaintances who can sympathize with them.  Maybe their family too.  After being picked on for so long most have few social skills, and they're not any better now.

KOBOLD RUNTS IN THE WORLD
"Son that isn't milk I've been feeding you."
"What!?! But...but what the hell have I been drinking?"
"Steroids."
"Seriously??"
"Moose Steroids."
"Screw it.  As long as I can kick that Dwarf Barbarian's ___ for killing papa last week I'm good."

Despite your newfound strength respect is still hard to come by.  And your rabidly attacking anyone who insults you isn't helping.  That and the little things.  Like giggling while you talk in your sleep about how much fun it is to beat Dwarves to death with your bare hands.  While laying next to the party Dwarf.  Who is on guard duty.  Or maybe because you now open doors with a well placed kick. 
 Daily Life: You spend your days plotting and attempting many schemes of revenge, big and small, against nearly everyone you have ever known.  After years of pain you've gone a liiiiittle bit crazy now that you have the means of fighting back.
 Notables: Beezer (N Male Kobold, Rogue 6/Kobold Runt 6) was always small even for a Kobold.  Even his own family beat the crap out of him till his kindly old grandma gave him her 'special soup' to eat.  Now he beats the crap out of everyone else.  Except grandma.  She's been eating the soup for 60 years now, and has a head start on him.
 Organizations: There are rarely any organizations devoted to helping Kobold Runts.  There are people who know how to get you your powers, and apparently they do so freely.  Perhaps they were once picked on themselves.  But after that you're on your own.

NPC Reaction
NPC's generally spit on you and kick you out of the way, or treat you like some sort of pet.  Unless they've seen what you did to the last guy who did that.  Then they maintain a distance.

KOBOLD RUNTS IN THE GAME
Players definitely won't look at Kobolds the same.  Especially after having ther ankles broken.  Or taken that uppercut to the groin from out of nowhere.
 Adaptation: It's kind of a silly class, but it could be used in serious campaigns as some sort of alchemically enhanced super killer or something.
 Encounters: PC's will generally find Kobold runts anywhere Kobolds are minorities in society, or when raiding a lair.  Since runts are always wanting to prove how tough they are it wont be hard to find them, they'll find you...

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: It's a decent saturday night at the Farting Otyugh, when this scrawny little Kobold walks in.  He looks around, and gets tripped over by a northern barbarian.  While everyone is laughing he nad punches said Barbarian, throws him across the room, and lets out a shriek that sounds vaguely like a mongoose that's stoned on mushrooms being touched in an inappropriate manner by a Druid.  And then he looks at you.

For some reason you think you aren't going to get to drink the rest of your ale.


Beezer
N Male Kobold Rogue 6/Kobold Runt 6
Init +0, Senses: Listen +7, Spot +7, Dark Vision 60'
Languages Draconic, Common
------------------------------------------------
AC 26, touch 15, flat-footed 22 (+1 Size, +4 Dex, +7 Armor, +1 Natural. +3 Deflection)
hp 66 (12 HD)
Fort +8, Ref +14, Will +5 
Evasion, Uncanny Dodge
------------------------------------------------
Speed 20 ft. ( squares)
Melee Unarmed Strike +12/+7 (1d10+4/18-20,x3)
Melee +1 Morningstar +13/+8 (1d10+9/18-20,x3)
Base Atk +7, Grp +11
Atk Options Hard Punch, Death Punch, Sneak Attack +3d6
Combat Gear 4 Potions of Bulls Strength, 4 Potions of Cure Serious Wounds, 4 Potions of Heroism, 2 Potions of Haste
-----------------------------------------------
Abilities Str 19, Dex 18, Con 12, Int 10, Wis 12, Cha 14
SQ Wiry, Trap Sense +2
Feats Dodge, Improved Unarmed Strike, Superior Unarmed Strike,
Skills Bluff +11, Climb +10, Craft (Trapmaking) +6, Disable Device +4, Escape Artist +8, Hide +18, Intimidate +8, Listen +7, Move Silently +14, Open Lock +8, Profession (Miner) +2, Search +6, Sense Motive +5, Spot +7, Tumble +8, Use Magic Device +11
Possessions +1 Collision Maiming Morningstar, +5 Leather Armor, +3 Ring of Protection, Belt of One Mighty Blow, Bracers of Great Collision, 4 Potions of Bulls Strength, 4 Potions of Cure Serious Wounds, 4 Potions of Heroism, 2 Potions of Haste, 832 GP


EPIC KOBOLD RUNT

Hit Die: d10
Skills Points at Each  Level : 2 + int
Strength: The Kobold Runt's Strength increases by an additional +2 at each level.
Milk! It Does A Body Good!: The Bonus continues to increase by +1 every 2 levels.
Bonus Feats: The Epic Kobold Runt gains a Bonus Feat every 5 levels higher than 20th
« Last Edit: February 28, 2009, 10:05:52 AM by bhu »

Radmelon

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #67 on: February 13, 2009, 05:59:01 AM »
These are reposted right? why? although they are funny...  :lmao

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #68 on: February 13, 2009, 11:24:23 AM »
These are reposted right? why? although they are funny...  :lmao

All the PrC's I'm posting here have been posted somewhere else yes.  But I wanted more feedback on them, and I'm pretty sure some people here haven't seen them.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #69 on: February 13, 2009, 11:45:33 AM »
MOTHERS AGAINST DUNGEON DELVERS


   
"Our attorneys would like to have a few words with you."

Ever wonder what happens to the widows and orphans left behind when PC's go on a killing spree/"quest".  Well wonder no further.  They've organized, hired a few Fiendish attorneys, and they intend to sue you well into the afterlife. 

You can start running now...

BECOMING A M.A.D.D.
Usually your loved ones get offed by adventurers and you study the Dark Arts hoping to boil them in their own Spleen juices someday.  If you look promising M.A.D.D. will eventually come calling. Many also start as Rogues to get the skill points for the prerequisites.

 ENTRY REQUIREMENTS
   Gender:  Female
   Race:  Must be of a race not traditionally used for PC's in your campaign, but which is commonly used for enemies/token mooks.
   Special:  Must have had your husband/children/loved ones killed by PC's at some point in the past and be hellbent on revenge.  Must have been accepted by a current M.A.D.D. member, and be willing to sign a contract with Devils for their use as Attorneys.
   Spells:  Must be able to cast 3rd level Conjuration (Summoning) spells, one of which must be something that allows you to summon a LE Fiendish Animal or a Devil.
   Skills: Diplomacy 6 Ranks, Knowledge (Local) 6 Ranks

Class Skills
 The M.A.D.D.'s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (Int), Listen (Wis), Profession (Agitator, Attorney)(Wis), and Sense Motive (Wis).
Skills Points at Each  Level : 4 + int

Hit Dice: d4

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Paralegal, +1 Arcane Caster Level
2. +1    +0     +0     +3    Legal Feat, +1 Arcane Caster Level
3. +1    +1     +1     +3    Summon Legal Aid
4. +2    +1     +1     +4    Junior Partner, +1 Arcane Caster Level
5. +2    +1     +1     +4    Legal Feat, +1 Arcane Caster Level
6. +3    +2     +2     +5    Summon Attorney
7. +3    +2     +2     +5    Legal Feat, +1 Arcane Caster Level
8. +4    +2     +2     +6    Senior Partner, +1 Arcane Caster Level
9. +4    +3     +3     +6    Summon Legal Team
10.+5    +3     +3     +7   Executive, +1 Arcane Caster Level


Weapon Proficiencies: M.A.D.D.'s gain no new weapon or armor proficiencies.
 
Paralegal: Once per week you may call in a favor from someone you have done legal work for in the past.  At 1st level this is mostly an information gathering ability that gives you a +8 Bonus on any 1 Knowledge or Gather Information check.  Optionally you may ask for any service up to 5 GP (food, lodging, borrowing a few cheap items).

Legal Feat: At 2nd, 5th, and 7th levels the M.A.D.D. member gets a free Bonus Feat, whether she meets the prerequisites or not.  She may choose Feats from the following list: Augment Casting, Battlecaster Defense, Charming, Brew Potion, Combat Casting, Combat Charm, Eschew Materials, Extend Spell, Greater Spell Focus, Mobile Spellcasting, Practiced Spellcaster, Spell Focus, Sudden Extend,

Summon Legal Aid (Su): Once per day you can summon 1d4+1 Paralegal Imps.  This works like Summon Monster V, but the duration is 1 court case (the Imps will not participate in combat for you, but will defend themselves, or sting people to lower their Wisdom), you may not use this ability again until the duration from your prior use has expired.

Junior Partner: You may now ask for any service or item of up to 50 GP in value.

Summon Attorney (Su): Once per day you can summon 1 Devilish Attorney.  This works like Summon Monster VI, but duration is 1 court case (the Devilish Attorney will only participate in combat to defend itself or frame it's clients opponents).  You may not use this ability again until the duration from your prior use has expired.

Senior Partner: You may now ask for any service of up to 500 GP in value.

Summon Legal Team (Su): Once per day you can summon 1d4+1 Devilish Attorneys.  This works like Summon Monster VIII, but duration is 1 court case (The Devilish Attorneys will only participate in combat to defend themselves or frame their clients opponents).  You may not use this ability again until the duration from your prior use has expired.

Executive: You may now ask for any service of up to 5000 GP in value.

PLAYING A M.A.D.D.
You are damn sick and tired of never being able to go out looking for mushrooms or checking the pit traps without worrying that marauding bands of heavily armed drifters will be murdering your family.  Again.  It's time you took a stand.  It's time you showed them you aren't gonna take it anymore.  It's time they met your lawyer that nice Mr. Asmodeus.
 Combat: M.A.D.D. members themselves rarely participate in combat.  it makes them look violent which hurts their court case.  They have minions for that.  Summoned minions with pointy brow horns.
 Advancement: M.A.D.D. generally specialize in helping others believe it or not.  They like spells that buff or protect their minions or comrades, summoning for extra help, and utility spells  that allow them to get jobs done quicker and more efficiently.  Enchantment spells that help them with their court cases are good too.
Resources: M.A.D.D. always have their fellow members to draw on for support and help (and possibly a few Devils too depending on their level).

M.A.D.D. IN THE WORLD
"I'm being sued for helping the local village with it's Kobold problem???"
"No you're being sued for wiping out my family.  Or you can just come quietly.  Our lawyers will find you wherever you go."
You are, to put it nicely, the champion of the oppressed mooks of the world.  Most races viewed as cannon fodder look up to you and would gladly die defending you.  And since most of them are Evil they don't have a problem with you hiring Devils to represent you in court.  And it's always nice to see the looks on the Paladins face when he realizes he's being sued...
 Daily Life: You spend much time organizing things, or participating in court.  As a radical social activist there's always some kind of work that needs doing.
 Notables: Mother Hin (LE Female Kobold Rogue 3/Wizard 5/M.A.D.D. 4) is the local lawyer for the M.A.D.D. organization.  She specializes in preventing raids by adventurers by legal means, and getting restraining orders put against them.
 Organizations: M.A.D.D. is an organization unto itself.  You raise money by helping train warriors to be less token thug and more seasoned butt whooper.  And there are the trap sales, and bake sales.  And you raise lots of money with the poisoning classes.  There's always somebody wanting to poison someone.  You also provide homes for orphaned monsters and people and raise them to join the coming army which you will send against the elves and humans and dwarves of the world.  Who put them in charge anyway??

NPC Reaction
NPC reactions generally depend on what their race is, and if they're on the receiving end of a M.A.D.D. lawsuit.

M.A.D.D. IN THE GAME
Lawsuits will tend to make for sessions of little to no combat, but some possibly fun court scenes.  Depending on your group this can be good or bad...
 Adaptation: This is very obviously a goofy PC.  It's possible to adapt it to a serious campaign, but it'll take a little work.
 Encounters: PC's will generally encounter M.A.D.D. by being sued by them after wiping out an "infestation" of evil humanoids.  Or possibly even during.

Sample Encounter
EL 12:
Baalzebul: "As you can see your honor, the Paladin known as Solomon only holds legal powers to make arrests or take life if he remains in good stead as a Paladin.  We aim to prove that he has not, thusly meaning he willfully murdered the relatives of my clients."
Solomon: "What are you babbling about? I'm still a Paladin of St. Cuthbert!"
Baalzebul: "Bestiality is against the law.  You were caught 'frolicking' with a goat on the night of the 24th, a night before the murders."
Solomon: "Prove it."
Baalzebul: "Your honor I'd like to call the goat Hezekiah to testify."
Minutes later:
Baalzebul: "Are you or are you not the companion of the Paladin known as Solomon?"
Hezekiah: "Yup."
Baalzebul: "You see your honor he admits it!"
Hezekiah: "Nope. No such thing.  I'm an Awakened Goat, so I'm now a Magical Beast.  The Bestiality laws specify Animals."
Baalzebul: "What?"
Hezekiah: "Yup he's hasn't committed Bestiality by law."
Baalzebul: "Hmmm...."
Hezekiah: "And the pound of mushrooms we had that your about to mention are legal here too."
Baalzebul: "Man, Lawful Good has changed since the old days..."
Judge Bean: "Anything to add counsel? If not we'll have to let Solomon go."
Baalzebul: "YES!  Ahem...yes your honor.  I believe in the legal code, scroll 24, paragraph 30 it mentions that Furries are ineligible to be Paladins of St. Cuthbert.  I believe we can prove Solomon is a Furry."
Solomon: "Oh come on!!"

Mother Hin
LE Female Kobold Rogue 3/Wizard 5/M.A.D.D. 4
Init +2, Senses: Listen +4, Spot +2, Dark Vision 60'
Languages Draconic, Common, Undercommon
------------------------------------------------
AC 24, touch 17, flat-footed 22 (+1 Size, +2 Dex, +1 Natural, +6 Armor, +4 Deflection)
hp 33 (12 HD)
Fort +2, Ref +7, Will +9 
Evasion
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +2 Heavy Mace +8/+3 (1d6-1)
Base Atk +6, Grp -1
Atk Options +2d6 Sneak Attack
Combat Gear 3 Potions of Cure Serious Wounds
Spells Known 0 (DC 13, 4/day): All
1st (DC 13, 5/day): Alarm, Erase, Expeditious Retreat, Hold Portal, Mage Armor, Protection from Good, Shield, Summon Monster I
2nd (DC 13, 4/day): Arcane Lock, Blindness/Deafness, Detect Thoughts, Invisibility, Misdirection, Obscure Object, See Invisibility, Summon Monster II, Web, Whispering Wind
3rd (DC 13, 4/day): Arcane Sight, Clairaudience/Clairvoyance, Dispel Magic, Haste, Heroism, Hold Person, Illusory Script, Magic Circle Against Good, Nondetection, Secret Page, Shrink Item, Slow, Suggestion, Summon Monster III
4th (DC 13, 4/day): Crushing Despair, Detect Scrying, Dimension Door, Fear, Greater Invisibility, Lesser Globe of Invulnerability, Scrying, Solid Fog, Stoneskin
Caster Level 8.
Supernatural Abilities Summon Legal Aid
-----------------------------------------------
Abilities Str 4, Dex 14, Con 10, Int 16, Wis 13, Cha 14
SQ Trapfinding, Evasion, Snake Familiar (+3 Bluff), Paralegal,Junior Partner, Trap Sense +1
Feats Scribe Scroll (B)
Skills Appraise +6, Bluff +10, Concentration +6, Diplomacy +10, Forgery +8, Gather Information +10, Hide +11, Knowledge (Arcane) +8, Knowledge (Local) +11, Knowledge (Nobility) +7, Listen +4, Move Silently +7, Open Lock +4, Perform (Oratory) +7, Profession (Attorney) +9, Sense Motive +6, Spellcraft +4
Possessions +6 Bracers of Armor, +4 Ring of Protection, Rod of the Viper, 3 Potions of Cure Serious Wounds, 750 GP



EPIC M.A.D.D.

Hit Die: d4
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic M.A.D.D. gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: February 28, 2009, 10:06:32 AM by bhu »

wezylithyx

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #70 on: February 13, 2009, 11:51:45 AM »
Infinite props, bhu. I love this thread, as well as all your other similar threads I've seen.
Quote from: wezylithyx
Add Perform (weapon drill) to the fighter and swashbuckler lists of class skills

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

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #71 on: February 13, 2009, 01:01:36 PM »
Thanks  :D

Lemme know if you have any requests

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #72 on: February 16, 2009, 11:59:03 AM »
STYGIAN BLADE


   
"Nothing feels better than watching your opponents soul shrivel into dust in your hands."

 Goblinoids tend to have a certain finesse with Stygian powers.  Maybe it's because they allow them to kill things easier, or perhaps many Goblinoid psychics are due to the result of experimentation on their species which has left them, shall we say, bereft of that which many other races call sanity.

BECOMING A STYGIAN BLADE
Members of most psionic classes can become a Stygian Blade as long as they can gain access to the appropriate negative energy powers.

 ENTRY REQUIREMENTS
   Race:  Any Goblinoid
   Psionics:  Manifester Level 5th, must be able to Manifest at least 1 Stygian Power
   Feats:  Stygian Archon
   Skills:  Autohypnosis 4 ranks, Concentration 4 ranks, Knowledge (Psionics) 4 ranks


Class Skills
 The Stygian Blade's class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Hide (Dex), Intimidate (Cha), Knowledge (Psionics)(Int), Listen (Wis), Move Silently (Dex), Psicraft (Int), and Spot (Wis)
Skills Points at Each  Level : 4 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Stygian Power (+1)
2. +1    +0     +0     +3    Stygian Combat Style, +1 Level of existing Manifesting Class
3. +2    +1     +1     +3    Stygian Blade
4. +3    +1     +1     +4    Stygian Power (+2), +1 Level of existing Manifesting Class
5. +3    +1     +1     +4    Stygian Combat Style, +1 Level of existing Manifesting Class
6. +4    +2     +2     +5    Stygian Blade, +1 Level of existing Manifesting Class
7. +5    +2     +2     +5    Stygian Power (+4), +1 Level of existing Manifesting Class
8. +6    +2     +2     +6    Stygian Combat Style
9. +6    +3     +3     +6    Stygian Blade, +1 Level of existing Manifesting Class
10.+7    +3     +3     +7    Stygian Apotheosis, +1 Level of existing Manifesting Class


Weapon Proficiencies: Stygian Blades gain no new weapon or armor proficiencies.
 
Stygian Power (Ex): At first level the Save DC for all powers you Manifest that use negative energy increase by +1.  This stacks with Feats such as Psionic Endowment.  The Bonus increases to +2 at level 4, and +4 at level 7.

Stygian Combat Style: Beginning at level 2 you begin to choose a Combat Style involving your negative energy powers.  You get to choose one from the following list, and that power may not be changed once it is chosen. 

Stygian Touch (Prerequisite: Any power using negative energy with a Range of Touch): At second level your touch attack powers do +1d6 negative energy damage.  At 5th level this increases to +2d6.  At 8th level this increases to +3d6.

Stygian Attack (Prerequisite: Any power using negative energy that modifies a weapon, such as Stygian weapon): At 2nd level the Save DC of the attack increases by +1.  At 5th level it increases to +2.  At 8th level it increases to +4.  This stacks with the Stygian Power Class Feature.

Stygian Blast (Prerequisite: Any power using negative energy as a ranged attack): A 2nd level your ranged negative energy powers costs 1 point less to manifest.  At 5th level hey cost 2 points less.  At 8th level they cost 3 points less.

Stygian Power (Prerequisite: Any power using negative energy): At second level the duration of powers you Manifest using negative energy gain use of the Extend Power Feat without it expending your Psionic Focus.  At 5th level powers you Manifest using negative energy gain use of the Enlarge Power Feat without expending your Psionic Focus.  At 8th level powers you manifest using negative energy gain the benefit of the Knockdown Power Feat without expending your Psionic Focus.  This ability still requires the extra power points the Feat would use up.

Stygian Augment (Prerequisite: Lurk Augments): At second level you may convert your Sneak Attack damage to negative energy damage when attacking with your Lurk Augments.  You gain +1d6 at level 5, and +2d6 at level 8.

Stygian Rage (Prerequisite: Surging Euphoria): When using your Wild Surge ability for a power using negative energy, your Surging Euphoria Bonus increases by +1 at level 2, +2 at level 5, and +3 at level 8.

Stygian Blade (Su): At third level the Stygian Blade can manifest the class ability that gives the PrC it's name.  As a Move-equivalent Action the Stygian Blade can Manifest a long "blade" of negative energy.  This is a light melee weapon doing 1d6+(Manifesting stat modifier) negative energy damage (Criticals on a 19-20, x2 damage).  The Stygian Blade may take Weapon Feats for it's Stygian Blade as though it were a weapon, including Psionic Feats like Psionic Weapon. 

At 6th level the Blade does 1d8 damage, and criticals on an 18-20.  It may now be modified by Psionic Powers as though it was a weapon, and excess damage from Psionic Feats and Powers also becomes negative energy damage.

At 9th level the Blade does 2d6 damage, and gains the Profane and Profane Burst abilities (see Magic Item Compendium). 

Stygian Apotheosis: At 10th level you aren't quite goblin anymore.  You become immune to negative energy damage, death effects, energy drain, level drain, and ability drain/damage. 

PLAYING A STYGIAN BLADE
 You have learned to somehow manipulate negative energy without suffering any ill effects.  At least you see it that way.  Others can tell that there are subtle and increasing changes in your personality.  Changes they probably won't like.   
 Combat: Combat varies for Stygian Blades.  Psions/Wilders tend to concentrate on ranged attacks.  Psychic Warriors tend to concentrate on infusing their weapon attacks with negative energy as do Lurks.  Ardents and Divine Minds tend to use their negative energy powers to manipulate undead.
 Advancement: A lot of how a Stygian Blade advances depends on what class it originally was, as many of the Psionic classes have differing negative energy powers.  This means that many Stygian Blades are unalike, making them not as predictable as other organizations.
Resources: The Stygian Blades have their organization to draw on, and when serving the Goblin nobility may also likely call upon their money as well.

STYGIAN BLADES IN THE WORLD
"Don't trust that one Gorv.  He's a little too close to the grave for comfort."
 Stygian Blades interact with each other, and perhaps the dead, not so much the world.  Their close ties to the Negative Energy Plane causes them great mental stress, and many mental abnormalities, making daily interaction with others increasingly difficult.
 Daily Life: A great many Stygian Blades spend their days in their own heads.  Most have severe psychological problems that interfere with their daily existence.  For some this is because their connection to negative energy came from experimentation on them by some madman.  For others, they were born connected to the Negative Plane.  Talk about your warped childhoods...
 Notables: Svetozar (NE Male Goblin Ardent 5/Stygian Blade 7) is the local equivalent of a necromancer for his tribe. 
 Organizations: Stygian Blades sometimes form small organizations to achieve mutual goals, but there aren't enough of them to form large scale problems. 

NPC Reaction
 NPC's react to Stygian Blades in much the same way they would a Necromancer, or any other caster using negative energy: mind bending fear.

STYGIAN BLADES IN THE GAME
 This PrC  gives the Goblins some unexpected Necromantic backup.  The negative energy artillery it provides evens the odds a little when the PC's come arriving.
 Adaptation: Horror campaigns work best for this class, but traditional fantasy campaigns work too.
 Encounters: Stygian Blades may be sent to assassinate PC's, or someone they have been asked to protect.  Or perhaps they've been sent to soften up or sabotage communities before a raid.  Or they rob graves for cannon fodder.

Sample Encounter
EL 12: The local Orc tribe has become increasingly agitative lately.  They're attacking the towns with increasing frequency, and it seems as if they are almost driven.  A captured Orc warrior tells tales of horrifying dead things, and a shaman gone mad.  He claims the raids aren't made by choice.  The Shaman needs bodies for a plan...


Svetozar
NE Male Goblin Ardent 5/Stygian Blade 7
Init +2, Senses: Listen +10, Spot +10, Dark Vision 60'
Languages Goblin, Common, Giant, Orc
------------------------------------------------
AC 27, touch 17, flat-footed 25 (+1 Size, +2 Dex, +10 Armor, +4 Deflection)
hp 54 (12 HD)
Fort +4, Ref +5, Will +13 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Stygian Blade +1d8+4 (18-20)
Base Atk +8, Grp +2
Atk Options Stygian Blade +10 melee (1d8+4/18-20)
Combat Gear 4 Cure Serious Wounds Potions
Mantles Known Consumption, Death (Primary), Destruction (Primary), Evil, Pain and Suffering
Powers Known 1st: Dissipating Touch, Hungry Touch, Stygian Discernment
2nd: Death Knell (Psionic), Dissolving Touch, Dissolving Weapon, Stygian Ray
3rd: Speak with Dead Psionic,
4th: Power Leech
5th: Psychotic Break, Stygian Dominion
Manifester Level 10, Power Points 108
Stygian Power +2
-----------------------------------------------
Abilities Str 6, Dex 14, Con 13, Int 14, Wis 18, Cha 8
SQ Assume Psionic Mantle, Stygian Power (Enlarge Power, Knockdown Power)
Feats Combat Manifestation, Narrow Mind, Speed of Thought, Stygian Archon, Weapon Finesse
Skills Autohypnosis +12, Concentration +9, Diplomacy +5, Hide +8, Intimidate +5, Knowledge (Psionics, Religion) +10, Listen +10, Move Silently +12, Psicraft +8, Ride +6, Spot +10
Possessions +5 Breastplate, +4 Ring of Protection, Torc of Power Preservation, Third Eye Concentrate, Ring of Chameleon Power, 4 Cure Serious Wounds Potions, 950 GP


EPIC STYGIAN BLADE

Hit Die: d6
Skills Points at Each  Level : 4 + int
Manifester Level Manifester Level is equal t Character Level -3.  You gan no additional power points or powers after 20th level.
Stygian Combat Style Stygian Touch: At Level 21 and every 3 levels thereafter your touch attack powers do an additional +1d6 negative energy.
Stygian Attack: Save DC increases by +2 at Level 21 and ever 3 levels thereafter.
Stygian Blast: Ranged attack powers cost and additional 1 power point less to Manifest at Level 21 and every 3 levels thereafter.
Stygian Power: At level 21 and every 3 levels thereafter choose an additional Metapsionic Feat.  You may Manifest negative energy powers using that Feat without expending your Psionic Focus.
Stygian Augment: Gain an additional Sneak Attack die at level 21 and every 3 levels thereafter.
Stygian Rage: Your Surging Euphoria Bonus increases +1 at level 21 and every 3 levels thereafter.
Bonus Feats: The Epic Stygian Blade gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: February 28, 2009, 10:07:10 AM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #73 on: February 19, 2009, 01:23:02 PM »
FERAL PSYCHIC


   
"Don't make me angry..."

 Some Orc and Goblinoids can use their psychic powers to become juggernauts in physical combat.  Many are raised in the most primitive societies of their peoples.

BECOMING A FERAL PSYCHIC
Most Feral Psychics are Psychic Warriors, with sometimes a level in Barbarian, Ranger, or Scout.

 ENTRY REQUIREMENTS
   Race:  Any Orc or Goblinoid
    Manifester Level:  5th
    Feats:  Improved Unarmed Strike, Psionic Body, and either Psionic Fist or Psionic Weapon
   SKills:  Concentration 4 ranks, Survival 4 ranks


Class Skills
 The Feral Psychic's class skills (and the key ability for each skill) are Autohypnosis (Wis), Climb (Str), Concentration (Con), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Psionics), Listen (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +0     +0    Psychic Combat
2. +1    +3     +0     +0    Psychic Body
3. +2    +3     +1     +1    Empowered Psionic Feat
4. +3    +4     +1     +1    Psychic Combat
5. +3    +4     +1     +1    Psychic Body
6. +4    +5     +2     +2    Empowered Psionic Feat
7. +5    +5     +2     +2    Psychic Combat
8. +6    +6     +2     +2    Psychic Body
9. +6    +6     +3     +3    Empowered Psionic Feat
10.+7    +7     +3     +3    Psychic Brute


Weapon Proficiencies: A Feral Psychic gains no new weapon or armor proficiencies.
 
Manifester Levels: The Feral Psychics Manifester Class levels and Prestige Class levels stack for determining how many power points they get and their Manifester Level.  For powers known though they are considered to be 5 levels lower (i.e. assuming they are Psychic Warrior 5/other class ?, the first 5 levels of that class do not gain them new powers known.

Psychic Combat (Su): Feral Psychics can use their psionic powers to enhance the fighting abilities they already possess.  Psychic Combats actual effect varies depending on what fighting abilities you already have.  You may only spend power points on your Psychic Combat Style equal to your Manifester level just as if it were a power.

Psychic Rage (Prerequisite: Rage): At 1st level you can increase the duration of your Rage by spending Power Points as a Free Action.  It increases another 2 rounds per power point spent. 

At 4th level you may spend 5 Power Points to Rage an additional time per day after you have run out of daily uses of Rage.

At 7th level you may spend 5 power points as a Free Action when you Rage, and for the duration of your Rage you may not be Dazed or Stunned, and are immune to Morale Penalties.


Psychic Skirmisher (Prerequisite: Skirmish): At first level you can spend 2 power points as a Free Action to increase your Skirmish damage by +1d6, or 2 power points to increase your Skirmish AC Bonus by +1.  Every 2 additional power points increases it another +1d6 or +1 AC.  This effect lasts 1 round.

At 4th level spending another 2 power points makes the additional skirmish bonuses last 2 more rounds, and each additional 2 power points increases duration another 2 rounds.

At 7th level you can expend your Psionic Focus to automatically confirm a critical hit if you were using your Skirmish ability.


Psychic Slayer (Prerequisite: Favored Enemy): At 1st level, anytime you succeed in hitting a favored enemy with an attack you can spend power points to up the damage as a Free Action after the hit, doing +2 damage per power point. 

At 4th level you can expend your Psionic Focus to automatically confirm a critical hit against a Favored enemy.

At 7th level you can expend your Psionic Focus and spend 5 power points as a Free Action to automatically avoid a threatened critical by a Favored Enemy.


Psychic Ambusher (Prerequisite: Not having Favored Enemy, Rage, or Skirmish as Class Abilities): At 1st level you become able to Manifest Evade Attack.

At 4th Level you become able to Manifest Escape Detection.

At 7th level you become able to Manifest Detect Remote Viewing, and Remote Viewing.


Psychic Body (Su): Feral Psychics may also use their Psionic powers to enhance their physical form. Much like their Psionic powers you may only spend power points equal to your Manifester level. At levels 2, 5, and 8 you may choose one ability from the following:

Enhance Body: This ability may be taken multiple times.  Each time it is taken you may choose one of your physical ability scores (Str, Dex, or Con).  It costs 2 power points to Manifest as a Swift Action.  The chosen ability score gains a +4 Enhancement Bonus for 1 round.  The duration can be extended by 2 rounds per 1 power point.  The Enhancement Bonus can be increased by +1 per 1 power point.

Enhance Damage: You may spend Power Points to increase your weapon, natural weapon, or unarmed strike damage for the duration of the encounter as a Swift Action. You may increase your base unarmed strike (or weapon) damage (+1d4=1 power point, +1d6=3 points, +1d8=5 points, +2d6=7 points), can increase your Critical Threat Range by one (+5 points), and increase your Critical Multiplier by 1 (+5 points).  Your unarmed strikes or weapon attacks enhanced by this ability are considered magic for purposes of overcoming DR.

Enhance Defense: You may spend power points as a Swift Action to gain one of various bonuses to your Armor Class.  You may choose Armor, Deflection, Dodge, Insight, or Natural Armor.  Armor and Natural Armor are +1 per power point.  Dodge and Insight are +2 per 3 power points.  Deflection is +1 per 2 power points.  This lasts for the duration of the encounter.

Enhance Movement: As a Swift Action you may enhance or gain new forms of movement for 10 rounds.  You may increase any form of movement you already possess naturally by 10 feet per power point.  To gain a 30' Swim move costs 2 points.  To gain a 30' Climb move costs 2 points.  To gain a 30' Burrow move costs 3 points.  To gain a 30' (Poor) Fly Move costs 5 points.  Once the points are spent to gain a movement form, it may be increased for the same power point cost as forms of movement you already had.  To increase the maneuverability of Flight speed costs +3 points per increase (i.e. from Poor to Average, from Average to Good, etc.).

Enhance Skills: As a Swift Action you may spend power points to enhance any skill on the following list: Balance, Climb, Hide, Jump, Listen, Move Silently, Search, Spot, Survival, Swim, and Tumble.  The bonus lasts for 10 minutes, and it costs 1 power point to enhance one skill by +4.  Each additional +2 costs another power point as does each skill enhanced past the first.

Enhance Toughness: As a Swift Action you may enhance your Saving Throws, add temporary hit points as a damage buffer, or possibly even add Damage Reduction.  Duration is for the rest of the encounter.  Every 2 power points grants a +1 Resistance Bonus to one Saving Throw.  You may create a pool of temporary hit points by spending 1 power point per 5 hit points.  Damage is removed from this pool before it is removed from your own hit points, and if the pool is depleted this power ends.  Until then extra power points may be spent as a Swift Action to reinforce it.  Damage done to the pool is NOT subtracted from your own hit points once the spell ends.  Also you may gain Damage Reduction by spending 3 power points for every +2 DR/-.

Empowered Psionic Feat (Su): Feral Psychics are able to take more advantage than usual from some Psionic Feats.  Much like their Psionic powers you may only spend power points equal to your Manifester level on your enhanced Feats.  At levels 3, 6, and 9 they may choose 1 Feat to enhance from the following list if  they have it:

Aligned Attack: When using this Feat you may expend additional power points to increase the damage done.  1 power point increases the damage done by +1d6 for this round

Deep Vision: You no longer need to be Psionically Focused to gain the benefits of this Feat.

Focused Perception: Your Blindsight now lasts for an extra 3 rounds if you spend 1 power point.

Focused Sunder: When using this Feat you may expend 5 power points to ignore the weapons Hardness this round.

Ghost Attack: You may automatically hit Incorporeal creatures, you don't need to roll twice any longer.

Instinctive Consummator: By spending 5 power points you may increase your weapons critical multiplier by 1 (i.e. if it normally does x2 damage it now does x3).

Mental Juggernaut: You may use this Feat against any effect that would stun you, not merely magic/psionic ones, and may spend 1 power point to avoid expending your Psionic Focus.


Mental Leap: When using this Feat you may expend additional power points to increase the Jump Bonus (an additional +2 per power point spent) this round.

Psionic Dodge: When using this Feat you may expend additional power points to increase the Dodge Bonus to AC (+1 per 2 power points spent, lasts for the encounter).

Psionic/Greater Psionic Fist: By expending 2 power points whenever you make an applicable attack your unarmed strikes/natural weapons do +3d6 (+6d6 w/Greater Feat).

Unavoidable Strike: If you decide to use this Feat you may spend 5 power points instead of losing your Psionic Focus.

Psionic/Greater Psionic Shot: By expending 2 power points whenever you make an applicable attack your ranged weapons do +3d6 (+6d6 w/Greater Feat).

Fell Shot: If you decide to use this Feat you may spend 5 power points instead of losing your Psionic Focus.

Psionic/Greater Psionic Weapon: By expending 2 power points whenever you make an applicable attack your melee weapons do +3d6 (+6d6 w/Greater Feat).

Deep Impact: If you decide to use this Feat you may spend 5 power points instead of losing your Psionic Focus.

Speed of Thought: When using this Feat you may increase your landspeed by an additional +30 feet by expending 5 power points.  This lasts for the rest of the encounter.

Up the Walls: You no longer need to end your movement on a horizontal surface while using this Feat.

Wounding Attack: When using this Feat if you expend 5 power points you may do 1d4 Constitution damage instead of 1 point.


Psychic Brute (Su): At 10th level you gain the supreme ability available to the Psychic Brute:  Once per round as a Swift Action you may spend power points to ignore any damage taken in 1 round, or ignore a spell or effect that specifically targets you.  Each 3 power points spent delays the time before you suffer the effects by 1 round.

PLAYING A FERAL PSYCHIC
 You are insular, nervous, and always on edge.  You tend to react more from instinct or reflex than conscious thought, and sometimes people end up dead when they make sudden moves near you.  In other words sudden moves or loud noises near you are bad ideas.
 Combat: Feral Psychics tend to prefer ambushes to straightforward combat, as usually there won't be anyone to heal them up if they get really hurt.  This doesn't mean they won't stand toe to toe with someone, but being loners they prefer to have as much of an edge as they can.
 Advancement: The options of a Feral Psychic are pretty limited unless they can find a teacher.  Most simply try to excel at combat, and survival skills.
Resources: Feral Psychics generally have whatever resources they can provide themselves.  Misunderstood by their own people they try to be as self-reliant as possible. 

FERAL PSYCHICS IN THE WORLD
"The freaky one with the shark's eyes makes me nervous."
 You are primarily a hunter and fighter for the tribe.  You don't interact much with them or anyone else as you don't really understand civilization.  You'd honestly prefer living out in the wild on your own.
 Daily Life: You spend most of your time hunting for food or hunting your enemies.  Sometimes you do odd jobs for the tribe involving your woodland skills, such as gathering good firewood or finding medicinal herbs. 
 Notables: Burka (CN Male Orc Ranger 1/Psychic Warrior 5/Feral Psychic 6) is his tribes war chief.  Normally he wouldn't be allowed in such a position, but the former chiefs have all died in battle, and no one else was capable of taking their place.  Plus the tribe has prospered under his rule.
 Organizations: Feral Psychics don't really have any organizations bigger than an older Psychic teaching the younger ones.

NPC Reaction
 NPC's are as scared of you as any other Orc/Goblinoid.  Maybe a little moreso.  After all you look...different some how. 

FERAL PSYCHICS IN THE GAME
 Feral Psychics make a nice surprise for PC's who assume that all Goblins are token mooks and all Orcs are just thugs.  Perfect to spring on unsuspecting parties.
 Adaptation: Not sure this one would fit in most campaigns that don't have psionics as a common casting type.  Otherwise they make make a nice change of pace from the usual.
 Encounters: PC's will generally encounter Feral Psychics far from civilization, and they will usually only encounter one raiding their camp in the middle of the night for food.  Some have gone crazy from isolation though and murder anything that enters their territory.

Sample Encounter
EL 12: Burka has decided to restore the tribes shattered defenses, and has been raiding.  He's had bad luck though, and has accidentally slain the daughter of a priest of St. Cuthbert who is howling for revenge.  The PC's are asked to accompany said priest, but along the way they find him more disquieting than the Orcs as he wantonly slaughters anything that angers him.  Is it possible they can convince Burka to accept a more peaceful solution and simultaneously prevent the priest from killing anything in his path to get to the Orcs?


Burka
CN Male Orc Ranger 1/Psychic Warrior 5/Feral Psychic 6
Init +0, Senses: Listen +3, Spot +3, Dark Vision 60'
Languages Orc, Common
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AC 20, touch 10, flat-footed 20 (+10 Armor)
hp 78 (12 HD)
Fort +12, Ref +5, Will +5 
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Speed 30 ft. (6 squares)
Melee Unarmed Strike +12/+7 (1d10+4)
Base Atk +8, Grp +12
Atk Options Favored Enemy (Human), Psychic Combat (Psychic Slayer), Psychic Body (Enhance Defense, Enhance Skills), Empowered Psionic Feats (Greater Psionic Fist, Wounding Attack)
Combat Gear 2 Potions of Cure Serious Wounds
Powers Known 1st: Biofeedback, Bite of the Wolf, Grip of Iron
2nd: Body Adjustment, Body Purification
Caster Level 11 Power Points 47
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Abilities Str 18, Dex 10, Con 13, Int 8, Wis 14, Cha 10
SQ Light Sensitivity, Wild Empathy
Feats Greater Psionic Fist, Improved Unarmed Strike, Superior Unarmed Strike, Psionic Fist, Unavoidable Strike, Psionic Body (B), Speed of Thought (B), Track (B), Wounding Attack (B)
Skills Autohypnosis +6, Climb +6, Concentration +5, Heal +3, Hide +2, Jump +6, Knowledge (Geography, Nature) +0, Listen +3, Move Silently +1, Search +0, Spot +3, Survival +6, Swim +5
Possessions Skin of the Chameleon, +5 Shadow Silent Moves Breastplate, Bag of Boulders, Survival Pouch, Boots of Tracklessness, Cat's Eye Brooch, Devastation Gauntlets, Goggles of Day, Phoenix Helm, 2 Potions of Cure Serious Wounds, 450 GP



EPIC FERAL PSYCHIC

Hit Die: d8
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Feral Psychic gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: February 28, 2009, 10:07:42 AM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #74 on: February 20, 2009, 01:37:17 PM »
COMBAT NUN



”Now that I’ve promptly kneed your scrotum well into your chest cavity perhaps you’ll think twice about grappling a poor helpless nun.”

In the peaceful hills of De Da Pigu valley there is a temple for the training of female monks (nuns).  Unfortunately for them many of the surrounding city-states are at war with one another, and many soldiers stop by to get healed.  Or to get drunk and have their way with the women.  For the Pigu nuns are famous for both their rice wine (it’s how they support the temple’s costs), and their natural beauty.  And their being nuns make most believe that somehow they all have vows of chastity which isn’t the truth, but which makes them attractive to marauding bands of villains looking for a few innocents to plunder.  Naturally the nuns have become pretty proficient at kicking behind because of this. 

BECOMING A COMBAT NUN
Pretty much any woman spending time at the Pigu temple will become a member of this class, whether they want to or not.

ENTRY REQUIREMENTS
Gender: Female
Class Abilities: Unarmed Strike, Ki Strike
BAB: +4
Feats: Combat Expertise, Power Attack, Stunning Fist, Superior Unarmed Strike *
[BSKills:[/B] Jump 6 ranks, Sense Motive 6 ranks, Tumble 6 ranks

* Superior Unarmed Strike is in Tome of Battle

Class Skills
The Combat Nun's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Winemaking)(Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Religion)(Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), and Tumble (Dex).
Skills Points at Each Level: 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +2     +0    Monk Abilities, Combat Training
2. +2    +3     +3     +0    Iron Fist+1d6
3. +3    +3     +3     +1    Specialty Training
4. +4    +4     +4     +1    Combat Training
5. +5    +4     +4     +1    Iron Fist+2d6
6. +6    +5     +5     +2    Specialty Training
7. +7    +5     +5     +2    Combat Training
8. +8    +6     +6     +2    Iron Fist+3d6
9. +9    +6     +6     +3    Specialty Training
10.+10   +7     +7     +3   Butt Kickin’ Machine


Weapon Proficiencies: Combat Nuns become proficient in all Simple and Martial Bludgeoning Weapons.
 
Monk Abilities: Your Monk and Combat Nun levels stack for purposes of determining your Unarmed Damage and AC Bonus (and the number of times per day you may use Stunning Fist), and you may multiclass freely between this Prestige Class and Monk.

Combat Training (Ex): At levels 1, 4, and 7 you may choose a maneuver from the following list to learn and use in combat:

Spinal Tap:  If your opponent is unsuspecting (i.e. you are behind him, he’s distracted, etc) you like to brutally fisticate his spinal column in a manner intended to cause him massive personal injury.  Whenever your opponent is unaware of your presence, is flat-footed, or has lost his Dexterity Bonus to AC  you may attack with an Unarmed Strike as a Full Round Action.  If you are successful you do maximum damage with the strike and your opponent must make a Fortitude Save (DC is 10 plus half hit dice plus Strength Modifier) or die instantly.  This attack doesn’t work on creatures immune to Critical hits or without discernable anatomy, and is not available until Level 7.

Kneecapin’:  You stomp on your opponents knee, crushing the kneecap and bending his leg in a direction in a way it wasn’t meant to go.  As a Full Round Action you may make an Unarmed Strike.  If it hits successfully the opponent is Knocked Prone and his Movement rate is halved until he either is subject to a Cure Wounds spell or he gets medical attention (a weeks stay in a hospital).  They must also make a Fortitude Save (DC is 10 plus half hit dice plus Strength Modifier) or permanently lose the use of that leg (a Heal or Regeneration spell will fix this).  This attack doesn’t work on creatures immune to Critical hits or without discernable anatomy.

Chin Smash: You grab your opponents head and knee his lower jaw into his brain cavity.  As a Full Round Action you may make an Unarmed Strike.  If you hit successfully your opponent is Knocked Prone and Stunned 1 round.  They must also make a Fortitude Save (DC is 10 plus half Hit Dice plus Strength Modifier) or be knocked Unconscious 1 round, and be Confused (as per the spell) for the rest of the encounter.  This attack doesn’t work on creatures immune to Critical hits or without discernable anatomy.

De-groininator: You can knee your opponents groin so hard their pelvic bone shatters and flies into their heart killing them.  Well not yet, but you hope one day it’ll be that horrifying.  As a Full Round Action you may make an Unarmed Strike.  If you hit successfully your opponent is Knocked Prone, and Dazed 1 Round.  They must also make a Fortitude Save (DC is 10 plus half hit dice plus Strength Modifier) or instead they are Stunned 1 round, and Staggered for the rest of the encounter regardless of how many hit points they have.  This attack doesn’t work on creatures immune to Critical hits or without discernable anatomy.

Drop the Big Elbow:  If the Nun succeeds with a Trip Attack, she may immediately hit her opponent with an Unarmed Strike using her highest Attack Bonus as they lay prone as an Immediate Action (effectively dropping an elbow on their face as a nice follow-up to the trip).

Bad Chiropracty:  You know how to manipulate your opponent’s spine and joints in bad ways.  If you have your opponent successfully Pinned in a Grapple he must make a Fortitude Save each round the Pin is maintained (DC is 10 plus half hit dice plus Wisdom modifier) or be Paralyzed for 1d6 rounds.  This attack doesn’t work on creatures immune to Critical hits or without discernable anatomy.


Iron Fist (Ex): At second level whenever you confirm a critical hit against an opponent with an unarmed strike you add +1d6 damage.  This increases to +2d6 damage at level 5, and +3d6 damage at level 8.

Specialty Training (Ex): To keep the Temple’s nuns from being predictable the Head Nun decreed that they would all work on a special substyle of their own devising.  That way foes wouldn’t know what to expect.  At level 3 you get a Feat that simulates your particular substyle.  Depending on which Feat you choose, you also get another Feat at levels 6 and 9 as followup training:

Internal Hemmorhaging Kung Fu: Fists of Iron (3rd), Brutal Strike (6th), Improved Critical (Unarmed Strike)(9th).  (These Feats are in the Complete Warrior and PHB II)

Horny Moose Kung Fu: Reckless Charge (3rd), Powerful Charge (6th), and Greater Powerful Charge (9th).  (These Feats are in the Miniatures Handbook)

Lying Weasel Kung Fu: Combat Reflexes (3rd), Vexing Flanker (6th), Adaptable Flanker (9th). (These Feats are in the PHB II).

Psycho Squirrel Kung Fu: Flying Kick (3rd), Combat Acrobat (6th), and Acrobatic Strike (9th).  (These Feats are in Complete Warrior and PHB II).

Bad Touch Kung Fu: Pain Touch (3rd), Weakening Touch (6th), Freezing the Lifeblood (9th).  (These Feats are in the Complete Warrior).

Farting Yak Kung Fu: Fiery Fist (3rd), Fiery Ki Defense (6th), Ki Blast (9th).  (These Feats are in PHB II).

Rape Prevention Kung Fu: Dodge (3rd), Melee Evasion (6th), Defensive Strike (9th).  (These Feats are in Complete Warrior and PHB II). 

Huggy Bear Kung Fu: Improved Grapple (3rd), Earth’s Embrace (6th), Choke Hold (9th).  (These Feats are in Complete Warrior and Oriental Adventures).

Howler Monkey Kung Fu: Kiai Shout (3rd), Greater Kiai Shout (6th), Intimidating Strike (9th) (Feats are in Complete Warrior and PHB II).

Pointy Toe Kung Fu: Extra Stunning (3rd), Roundabout Kick (6th), Snap Kick (9th) (These Feats are in Tome of Battle and Complete Warrior).

Sissy Dragon Kung Fu: Unbalancing Strike (3rd), Falling Star Strike (6th), Pharaoh’s Fist (9th).  (These Feats are in Oriental Adventures and Sandstorm).

Butt Kickin’ Machine: Having long ago given up on transcendence or enlightenment, the Nuns have focused on whoopin’ butt instead.  At 10th level their Unarmed Strikes do +4d6 damage on a confirmed critical.  If they roll a natural ‘1’ on an attack roll with an Unarmed Strike they may spend a daily use of their Stunning Fist to reroll the attack as a Free Action (but they must accept the results of the second roll).  Nuns also gain a Competence Bonus on all opposed combat checks (Bull Rush, Disarm, Grapple, Trip, etc.) equal to their Wisdom Bonus.

PLAYING A COMBAT NUN
You joined the nunnery to learn a trade, get the local men to stop pestering you for marriage, and live peacefully.  It’s hard, but it’s a fulfilling life.  And one day when you spot a man with potential you’ll leave the Temple and settle down.  But till then you have to put up with bands of marauding brigands and soldiers.  Well actually you always had to do that, now you can just fight back is all.  You’d think the men would notice you for your wonderful devotion to the temple, your superb craftsmanship that enables you to produce the region’s best rice wine, etc.  But no.  All they notice is your magnificent ghetto bootay.  Friggin’ drunks.
Combat: Generally you specialize in putting the hurt on people as quickly and efficiently as possible.  The goal being not to kill them so much as make them wish you had.   That way they get the idea that picking on women is bad in general, and that some are capable of doing hideous damage by way of retribution.  Also it’s kinda hard to tell the butt kickin’ women from regular ones, so it’s best to give them all a pass…
Advancement: Most Combat Nuns tend to advance down pretty similar lines (mostly because they don’t often get much other choice).  Every time they try to branch out and do something different the Ogre’s show up in town demanding wine and women, and it’s right back to kicking butt.  Course if you ever have grandkids you’ll have some awesome stories to tell them about how you shoved your pinky finger through an Oni’s spine that one time…
Resources: A Combat Nun always has her fellow sisters to draw upon for aid, as well as many a thankful townsperson whom they have rescued from the usual drifting vagabonds who wonder into town robbing and killing as they go.  It’s like your life is a spaghetti western or something…

CLASS NAME IN THE WORLD
I like…Kung Fu…Nuns and I cannot Lie! You otha brothas can deny!”

You get along pretty well with the locals.  Outsiders not so much.  Outsiders think just cause you’re a Nun you can’t hold your own.  Well you’ll show em’.  A good swift blow to the spine changes most of their attitudes right quick.  Darn monsters wandering out of the mountains and grabbing you by the backside in the fields, who the hell do they think they are?  And who is this Asmodeus they keep talking about like it’s supposed to impress you?  The human brigands are just as bad.  At this rate you’ll need to stop bathing just to ensure you get some peace and quiet…
Daily Life: You spend much time teaching the local children, performing upkeep on the temple, tending the fields, and sundry other chores.  Your daily assignments vary.  But the one constant is Kung Fu training.  You need to be able to defend yourself and the local innocents.  Plus being able to beat up Trolls and call them sissies is awesome.
Notables: Pusheng Toy (LG Female Human Monk 6/Combat Nun 6) is a local Nun of promising caliber.  She has done well at her training and may even be ready for advancement to Headmistress status at the temple.  As long as she can do something about that pesky Death Slaad who keeps trying to get her to marry him.  Some alien demon frogs just don’t listen to the word “no”.
Organizations: The Combat Nuns pretty much are an organization.  They don’t have much in the way of political power, but the people love them more than the aristocracy so it’s wise for the nobility to listen to them if they don’t want the peasants ticked.  They also don’t have a lot of money, but since they are well respected they can sometimes manage to get what they need from admirers.

NPC Reaction
Presuming the NPC isn’t drunk, evil, or a monster they pretty much adore you.  You’re the holy lady who protects them after all.  If they are drunk and/or evil the reaction is pretty much “Hey baby” or something even less imaginative. 

COMBAT NUNS IN THE GAME
This class will definitely make the bad guys suspect women a bit more.  Or at least lead them to think that they aren’t as helpless as they may seem regardless of the situation.  But then there aren’t a lot of smart bad guys out there or there wouldn’t be a need for this class.
Adaptation: This is meant for not entirely serious campaigns, or more specifically ones with a bit of edgy humor.  Not that it can’t be easily enough adapted, but it’s generally not meant to be serious cause then the premise would be a little disturbing if it were realistic.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
EL 12: The PC’s are walking into a lovely local little village when they are greeted by the sight of a robed woman violently kneeing a soldier in the spine repeatedly before kicking him in the face and breaking his jaw.  The villagers appear to be cheering her on.  Might be wise not to pull any on games while you’re here…


Pusheng Toy
LG Female Human Monk 6/Combat Nun 6
Init +2, Senses: Listen +6, Spot +6
Languages Common
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AC 27, touch 19, flat-footed 25 (+2 Dex, +5 Wis, +6 Armor, +2 Natural, +2 Deflection)
hp 54 (12 HD)
Fort +12, Ref +14, Will +11
Evasion, Still Mind
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Speed 50 ft. (10 squares)
Melee Unarmed Strike +10/+5 (2d8+2) With Belt: +13/+8 (2d8+5)
Base Atk +8, Grp +10 (+13 w/Belt)
Atk Options Flurry +8/+8/+3 (2d8+2) (+11/+11/+6 2d8+5 w/Belt), Stunning Fist 12/day, Drop the Big Elbow, Kneecappin’, Iron Fist +2d6
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Abilities Str 14 (20 w/Belt), Dex 14, Con 10, Int 8, Wis 17, Cha 12
SQ Unarmed Strike, AC Bonus, Unarmed Speed Bonus, Ki Strike, Slow Fall 30’, Bad Touch Kung Fu
Feats Combat Expertise, Great Fortitude, Improved Disarm, Lightning Reflexes, Power Attack, Superior Unarmed Strike, Combat Reflexes (B), Improved Trip (B), Pain Touch (B), Stunning Fist (B), Weakening Touch (B)
Skills Hide +8, Jump +8, Listen +6, Move Silently +5, Sense Motive +9, Spot +6, Tumble +11
Possessions Belt of Giant Strength +6, Bracers of Armor +6, +2 Ring of Protection, +2 Amulet of Natural Armor


EPIC COMBAT NUN

Hit Die: d8
Skills Points at Each  Level : 4 + int
AC Bonus The Nun's AC Bonus when unarmored increases by +1 for every 5 levels over 20th.
[BStunning Attack[/B] Use the Nun's Class Level to determine the Save DC for this attack as normal.
Combat Training At level 21 and every 3 levels thereafter the Combat Nun gains a new combat maneuver.
Iron Fist The Nun's Iron Fist increases by +1d6 at level 22 and every 3 levels thereafter.
Bonus Feats: The Epic Combat Nun gains a Bonus Feat every 5 levels higher than 20th
« Last Edit: February 28, 2009, 10:08:42 AM by bhu »

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #75 on: February 21, 2009, 09:54:18 AM »
AZURE MASTER


   
"Size matters not."

 Azure Masters are a select handful of Blue Goblin Psions who have mastered the art of Telepathy.  They direct their fellow Goblins in various battles to increase what they claim will be the ascension of the Goblin race, but what is actually their own attempt to rise to power.

BECOMING AN AZURE MASTER
With their need for Telepathic abilities the Azure Masters are usually Psions or Erudites, or a similar Psionic Class with the Expanded Knowledge Feat.

 ENTRY REQUIREMENTS
   Race:  Blue
   Psionics:  Manifester Level 6th, and must be able to Manifest Escape Detection, and False Sensory Input
   Skills:  Autohypnosis 4 ranks, Concentration 8 ranks
   Feats:  Combat Manifestation, Narrow Mind, Psionic Meditation


Class Skills
 The Azure Master's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Gather Information (Cha), Intimidate (Cha), Knowledge (Local, Psionics)(Int), Psicraft (Int), and Sense Motive (Wis).
Skills Points at Each  Level : 2 + int

Hit Dice: d4

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Mark, Telepathy, +1 Level of Existing manifesting Class
2. +1    +0     +0     +3    Scrying, +1 Level of Existing manifesting Class
3. +1    +1     +1     +3    +1 Level of Existing manifesting Class
4. +2    +1     +1     +4    Telepathy, +1 Level of Existing manifesting Class
5. +2    +1     +1     +4    Scrying, +1 Level of Existing manifesting Class
6. +3    +2     +2     +5    +1 Level of Existing manifesting Class
7. +3    +2     +2     +5    Telepathy, +1 Level of Existing manifesting Class
8. +4    +2     +2     +6    Scrying, +1 Level of Existing manifesting Class
9. +4    +3     +3     +6    +1 Level of Existing manifesting Class
10.+5    +3     +3     +7    Unseen Master, +1 Level of Existing manifesting Class


Weapon Proficiencies: An Azure Master gains no new weapon or armor proficiencies.
 
Mark (Su): You may "mark" an individual within range of your telepathy as a Standard Action by expending your Psionic Focus.  The maximum number of individuals you have Marked at any one time is equal to your Intelligence modifier.  You may use your powers on a Marked individual even if he is not within range (but as long as he is on the same Plane) by spending an extra 5 power points.  You may also use him to see through by casting any scrying type powers (such as Remote Viewing) through them for an extra 5 power points.

Telepathy (Ps): At 1st level you gain Telepathy (see MM page 316) with a range of 100', and you can use Forced Sense Link, and Read Thoughts 3 times per day as a Psilike Ability (Manifester Level is equal to your normal Manifester Level).

At 4th level your Telepathy increases to a range of 1000', and you can use Mind Probe and Shatter Mind Blank 3 times per day as a Psilike Ability.

At 7th level your Telepathy increases to a range of 1 mile, and you can Manifest Co-opt Concentration once per day as a Psilike ability.

Scrying (Ps): You begin to gain new powers due to study at second level.  At second level you gain the ability to Manifest Remote Viewing.

At 5th level you gain the ability to Manifest Greater Precognition.

At 8th level you gain the ability to Manifest Hypercognition.

Unseen Master (Su):  You are now permanently invisible (as per the spell).  If you attack someone or use a power upon them you become visible to them, and cannot shield yourself from their view again until you spend a Standard action doing so.  If you become visible to 3 or more individuals this ability shuts off for the rest of the encounter or until you take a Full Round Action to restore it.

PLAYING AN AZURE MASTER
 Subtlety is the key.  Your powers let you communicate mentally with others without even having to ever see them.  You can run an entire business/tribe with no one knowing who you are.  Which is good.  With all the acts of evil you've ordered, it's probably best no one ever finds you.
 Combat: You don't fight.  Period.  Fighting means exposing yourself to the world, and they will know who you are.  Minions can take care of your fighting for you.
 Advancement: The goal of the Masters is power.  They will do whatever is necessary to accumulate wealth and more people under their domain.  While this generally means more powerful psionic abilities, some of them do go in more political directions.
Resources: If they're a tribal leader the Azure Master has his tribe's resources at his disposal.  If he's the leader of a criminal organization he has them.  Few Masters don't have something at their call.

AZURE MASTERS IN THE WORLD
"Leave those men alone son.  It's not worth your life to cross them or their boss."
 You interact through the world with telepathic messages, and bullying minions you hire to do your work for you.  If you're lucky no one will ever see your face or learn your identity.
 Daily Life: You have an organization to run, and powers to research.  There is no time for adventuring, you usually hire people to do that for you (i.e. this tends to be an NPC class).
 Notables: Cerul (NE Male Blue Psion 6/Azure Master 6) is the head of a Thieve's Guild.  Ruling his city with an iron fist, almost everyone knows his name, but nobody has ever seen him.  Rumor has it his orders just appear in people's minds.
 Organizations: Most Azure Masters are the head of their own organization.  Most of the time this will be a goblinoid tribe raiding civilized people's, or a criminal organization ruling a city from behind the scenes.

NPC Reaction
 NPC's are usually terrified of the Azure master's organization, they usually haven't ever seen him, nor do they know who he is.

AZURE MASTERS IN THE GAME
 If your players aren't any more intuitive than "I kick down the door and whack what's behind it", your campaign doesn't need this class.  They'll never figure out who the Azure Master is, let alone confront him.
 Adaptation: Azure Masters will usually be the secret heads of criminal organizations, or tribal leaders who are powers behind the thrones.
 Encounters: PC's will usually not encounter an Azure Master, they will encounter their minions.  It will take a great deal of work to find out who is behind the various thugs that seem to always know where they are...

Sample Encounter
EL 12: The PC's have just come into town, and immediately realize somethings wrong.  Very wrong.  People seem frightened of strangers.  And the man they're supposed to deliver a package too is apparently feared by everyone.  Whenever they ask for Cerul, people lose it and run away.  Except for the local thugs who get pushy and ask what the hell they think they're doing.  Leaving town suddenly seems like a good idea.


Cerul
NE Male Blue Psion 6/Azure Master 6
Init +1, Senses: Listen +2, Spot +2, Dark Vision 60'
Languages Common, Goblin, Draconic, Elven, Giant, Gnoll, Orc
------------------------------------------------
AC 20, touch 14, flat-footed 19 (+1 Size, +1 Dex, +2 Deflection, +6 Armor)
hp 42 (12 HD)
Fort +5, Ref +5, Will +12 (+16 w/Mask)
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Weapon +7/+2
Base Atk +6, Grp +1
Combat Gear 2 Potions of Cure Serious Wounds
Powers Known 1st: Detect Psionics, Empathy, Mindlink, Missive, Psionic Charm
2nd: Cloud Mind, Mass Missive, Psionic Suggestion, Read Thoughts
3rd: Cerebral Phantasm, Dispel Psionics, Escape Detection, False Sensory Input, Mind Trap
4th: Implanted Suggestion, Mindwipe, Psionic Dominate, Psionic Modify Memory, Remote Viewing
5th: Ethereal Agent, Mind Probe, Psionic True Seeing, Psychic Crush
6th: Greater Precognition, Mass Cloud Mind, Mind Switch, Psychometry

Manifester Level 12, Power Points 156

Psilike Abilities Forced Sense Link, Mind Probe, Read Thoughts, Shatter Mind Blank 3/day
-----------------------------------------------
Abilities Str 8, Dex 13, Con 12, Int 20, Wis 14, Cha 6
SQ Discipline (Telepath), Telepathy 1000'
Feats Combat Manifestation, Greater Power Penetration, Narrow Mind, Power Penetration, Psionic Meditation, Burrowing Power (B), Expanded Knowledge (Escape Detection) (B)
Skills Autohypnosis +16, Concentration +15, Diplomacy +8, Gather Information +8, Intimidate +8, Knowledge (Local, Psionics) +17, Move Silently +5, Psicraft +15, Ride +5, Sense Motive +12
Possessions Crystal Mask of Mindarmor, Ring of Invisibility, +6 Bracers of Armor, +2 Ring of Deflection, Scry Shroud, 2 Potions of Cure Serious Wounds, 500 GP



EPIC AZURE MASTER

Hit Die: d4
Skills Points at Each  Level : 2 + int
Powers The Azure Master gains no more power points after 20th level.  It gains a new power every 2 levels of any level it can Manifest.  Manifester level is equal to character level.
Bonus Feats: The Epic Azure Master gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: February 28, 2009, 10:09:49 AM by bhu »

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #76 on: February 24, 2009, 12:26:54 PM »
TANARRUK FIREBREATHER


   
"It's always so much fun to see things turn to ash.  I could spend all my life this way."

 The few Tanarruk that become Psions generally concentrate on fire based powers.  Or become obsessed with them more likely.  Their fiendish heritage makes them a little bit unstable.

BECOMING A TANARRUK FIREBREATHER
Unless you take the Expanded Knowledge Feat, you'll need to be a Kineticist Psion.

 ENTRY REQUIREMENTS
   Race:  Tanarruk
   Psionics:  Manifester Level 5th, must be able to Manifest Energy Cone
   Feats:  Maximize Power, Quicken Power
   Skills:  Concentration 6 ranks, Intimidate 10 ranks


Class Skills
 The Tanarruk Firebreather's class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Intimidate (Cha), Knowledge (Local, Psionics)(Int), Psicraft (Int), Search (Int), Spot (Wis), and Survival (Wis).
Skills Points at Each  Level : 4 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Fire Breath
2. +1    +0     +0     +3    Improved Flame Control, +1 Level of existing Manifester Class
3. +1    +1     +1     +3    Fireskin, +1 Level of existing Manifester Class
4. +2    +1     +1     +4    Fire Breath
5. +2    +1     +1     +4    Improved Flame Control, +1 Level of existing Manifester Class
6. +3    +2     +2     +5    Fireskin, +1 Level of existing Manifester Class
7. +3    +2     +2     +5    Fire Breath
8. +4    +2     +2     +6    Improved Flame Control, +1 Level of existing Manifester Class
9. +4    +3     +3     +6    Fireskin, +1 Level of existing Manifester Class
10.+5    +3     +3     +7    Flames of Hell, +1 Level of existing Manifester Class


Weapon Proficiencies: A Tanarruk Firebreather gains no new weapon or armor proficiencies.
 
Fire Breath (Su): At 1st level the Firebreather may spit a 30' Cone of Fire as a Standard Action.  Damage is 2d6, the opponent gets a Reflex Save for half damage (Save DC is 10 plus half Hit Dice plus Constitution Modifier).

At 4th level the damage increases to 4d6.

At 7th level the damage increases to 6d6.

Improved Flame Control (Su): At second level the Caster Level for the Tanarukk's Control Flame ability is equal to their Hit Dice.

At 5th level whenever the Firebreather Manifests a power doing Fire damage, his Manifester Level is equal to his Hit Dice.

At 8th level whenever the Firebreather Manifests a power doing Fire damage, the power Manifests as if he had spent 5 more power points than he has.

Fireskin (Su): At 3rd level your Fire Resistance increases to 20.

At 6th level you become immune to fire damage.

At 9th level you are so hot that anything hitting you with an unarmed strike or natural weapon takes 1d6 points of fire damage (their weapon takes it if they use a manufactured weapon), and your successful Grapple checks/Bites/Unarmed Strikes also do 1d6 points of fire damage. You may mentally initiate or suspend this power as a Swift Action (that way you don't set fire to everything around you 24 hours a day).

Flames of Hell (Su): At 10th level your Fire Breath and all powers you Manifest that do Fire Damage do an additional +3d6 Profane damage.

PLAYING A TANARUKK FIREBREATHER
 You're all about intimidation.   It keeps people away, and lets you go about your business of burning everything you come into contact with.  And it helps in fights too.  Keeps them hesitating just long enough for you to make things problematic for them.
 Combat: Since your resistant (and eventually immune to) fire, spreading it around as much as possible is the goal.  Opponents will hesitate o charge into open flames to get to you and that gives you time to make it just that much worse.
 Advancement: Most Tannaruk Firebreathers just continue to enhance their fire powers to their limit.  It's what they live for.
Resources: Firebreathers have whatever resources they can scrape up for themselves.  Their race isn't particularly well liked, and their tendency to start fires at every opportunity doesn't exactly make the allies come running.

TANARUKK FIREBREATHERS IN THE WORLD
"Them Devil Orcs burned my family alive.  Time they got what they had comin'."
 Firebreathers tend to spend much of their time setting fires, scouting places to set bigger and better fires, or doing odd arson jobs for money.  They rarely interact with others unless they've hired to do a job, or they can find a group of friends that don't mind their eccentricities.
 Daily Life: Firebreathers spend a lot of time hiding from the law, and practicing their abilities. 
 Notables: Surtur (LE Male Psion 5/Tanarruk Firebreather 2) is infamous locally.  Well sort of.  He's infamous for setting fires, but no one knows who he is.  The Law would kill to find him.
 Organizations: Firebreathers may belong to an organization of some kind, but there are none dedicated to them.

NPC Reaction
 NPC's would love to hang you by the neck if they could find you.  Your powers scare them, but the lives ruined by you makes them hate you enough to take the risk.

TANARUKK FIREBREATHERS IN THE GAME
 Since Firebreathers are uncontrolled lunatics hellbent on burning the world, this might be best as an NPC, or used in an all evil campaign.
 Adaptation: This is best used for darker campaigns.
 Encounters: PC's will likely encounter Firebreathers once they have been hired to capture one and bring him in, or stumble across him doing a job.

Sample Encounter
EL 12: The PC's are running from the City Guard, and they hide in an abandoned building.  Unfortunately a ticked off orc like creature is in the building with them, and he appears to be upset that they interrupted him doing...something.


Surtur
LE Male Psion 5/Tanarruk Firebreather 2
Init +2, Senses: Listen +10, Spot +10, Dark Vision 60'
Languages Abyssal, Orc, Common, Undercommon, Goblin
------------------------------------------------
AC 21, touch 12, flat-footed 19 (+2 Dex, +4 Natural, +5 Armor)
hp 66 (12 HD)
Fort +7, Ref +7, Will +10 
------------------------------------------------
Speed 20 ft. (4 squares)
Melee +2 Club +12/+7 (1d6+4 plus 1d6 electricity)
Base Atk +6, Grp +10
Combat Gear 3 Potions of Cure Serious Wounds
Powers Known 1st: Deflection Field, Energy Arc, Energy Ray, Inertial Armor, Matter Agitation
2nd: Energy Emanation, Energy Missile, Energy Push, Energy Stun
3rd: Energy Bolt, Energy Burst, Energy Cone, Energy Wall
Manifester Level 6, Power Points 44
Supernatural Abilities Fire Breath: 2d6 (DC 18), Improved Flame Control
-----------------------------------------------
Abilities Str 18, Dex 14, Con 14, Int 17, Wis 8, Cha 4
SQ Fire Resistance 10, SR 21, Control Flame, Orc Blood
Feats Combat Manifestation, Delay Power, Maximize Power, Quicken Power, Widen Power, Dazzling Energy (Fire)(B), Privileged Energy (Fire)(B)
Skills Autohypnosis +10, Concentration +13, Disable Device +6, Hide +13, Intimidate +11, Knowledge (Local, Psionics) +6, Listen +10, Psicraft +7, Search +14, Spot +10, Survival +3
Possessions +2 Shocking Burst Club, +5 Bracers of Armor, Ring of Invisibility, Ring of Mind Shielding, 3 Potions of Cure Serious Wounds, 450 GP


EPIC TANARRUK FIREBREATHER

Hit Die: d6
Skills Points at Each  Level : 4 + int
Powers The Tanarruk Firebreather gains no more power points after 20th level. 
Fire Breath: The Firebreathers fiery breath increases by +1d6 damage at Level 21, and every 3 levels thereafter. 
Bonus Feats: The Epic Tanarruk Firebreather gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: February 28, 2009, 10:10:20 AM by bhu »

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #77 on: February 25, 2009, 12:18:19 PM »
OROG BRUTE


   
"Being called a brute is a reflection of my physical, not mental, prowess."

 Orog Psionics tend to use their powers to enhance their physical abilities to better combat their people's enemies.

BECOMING A OROG BRUTE
Orog Brute's tend to begin as Psychic Warriors or Wilders, though some are Psions.

 ENTRY REQUIREMENTS
   Race:  Orog
   Psionics:  Manifester Level 5th, and must be able to Manifest Hustle
   Skills:  Autohypnosis 4 ranks, Concentration 4 ranks, Intimidate 4 ranks, Knowledge (Psionics) 4 ranks
   Feats:  Improved Sunder, Power Attack, Psionic Weapon


Class Skills
 The Orog Brute's class skills (and the key ability for each skill) are Autohypnosis (Wis), Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Knowledge (Psionics)(Int), Ride (Dex), and Use Psionic Device (Cha)
Skills Points at Each  Level : 2 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +0     +0    Psychic Smite 1/day
2. +1    +3     +0     +0    Psychic Riposte, +1 level of original Manifesting class
3. +2    +3     +1     +1    Psychic Endurance
4. +3    +4     +1     +1    Psychic Smite 2/day, +1 level of original Manifesting class
5. +3    +4     +1     +1    Psychic Riposte
6. +4    +5     +2     +2    Psychic Endurance, +1 level of original Manifesting class
7. +5    +5     +2     +2    Psychic Smite 3/day
8. +6    +6     +2     +2    Psychic Riposte, +1 level of original Manifesting class
9. +6    +6     +3     +3    Psychic Endurance
10.+7    +7     +3     +3    Unstoppable, +1 level of original Manifesting class


Weapon Proficiencies: Orog Brutes gain no new weapon or armor proficiencies.
 
Psychic Smite (Su) At first level you can declare any successful critical hit to be a Psychic Smite once per day.  You may declare after the critical confirmation roll, but before rolling for damage.  At 4th  level you may do this twice per day, at 7th level you may do this 3 times per day.  You may spend 8 power points to do maximum damage with your hit as a Free Action.  This only applies to your weapon damage, not magical enhancements like Flaming Burst, or Bonus Dice like Sneak Attack or Skirmish.

Psychic Riposte (Su) At second level if your opponent fails his attack roll in melee combat, you may make an attack of opportunity if you have one to knock him off balance.  You make an opposed level check against your opponent, and if you win he is -2 on all rolls the next round.

At 5th level if your opponent fails his attack roll in melee combat, you may make an attack of opportunity if you have one to make a Sunder attempt against his weapon.

At 8th level if your opponent fails his attack roll in melee combat, you may make an attack of opportunity to attack him.

All of these abilities require you to have at least 1 Power Point in reserve, and you must expend your Psionic Focus.

Psychic Endurance (Su): At 3rd level you may spend 5 power points to delay taking damage from any 1 hit for 2 rounds.

At 6th level you may instead delay any effect that requires a Saving throw for 2 rounds.

At 9th level if you are brought to -10 hit points you may delay your death one round per point of Constitution modifier by spending 5 power points.

Unstoppable (Su): You may now fight and act normally when at - to -9 hp.  If you are brought to -10 hp or less, or fail a Save or Die effect you may spend all your remaining power points and expend your psionic focus to become Unstoppable.  While Unstoppable you are immune to any effect allowing a Saving Throw, and can fight normally regardless of how much damage you take.  You may fight for 1 round per point of Intelligence modifier, and then die.  You automatically confirm all criticals while Unstoppable.  A minimum or 5 power points is required to use this ability.

PLAYING AN OROG BRUTE
 You are not a simple warrior.  And anyone who makes that mistake will pay for it.  Your fellow Orogs look up to you to back them up in a fight, and you don't disappoint.  In fact they usually end up being your backup.  Too bad your people's enemies can't see past their own stereotypes of race, or they'd find you less effective.
 Combat: Brute's soak damage while trying to get that critical that will allow them to put their opponent away.  They're almost classic tanks.
 Advancement: Brutes tend to focus on the ability to delay or shrug off hits and effects in order to keep getting in hits.  Eventually they can whittle the opponent to nothing.
Resources: Orog Brutes are usually members of the military, and can usually draw upon the resources of said military in times of trouble.

OROG BRUTES IN THE WORLD
"He touched me and my arm went numb!"
 Orog Knight's tend to view the world in terms of 'Orcs' and 'everything else'.  They tend to be raised by the military and their views tend to be warped by that childhood.  Many are far more xenophobic than even the average Orog.
 Daily Life: You train obsessively, awaiting the great war with the other humanoids which you hope will come within your lifetime.  When not training you are usually on assignment.
 Notables: Khe (CE Male Psychic Warrior 5/Orog Brute 5) has been leading caravan raids on the surface in preparation for a minor war.
 Organizations: The Brutes themselves have their own section within the military.  They train with each other almost exclusively.  Officially they don't really have a name other than what company they belong to.

NPC Reaction
 NPC's tend to think of you as another Orc, and generally Orc means bad.  When you bust out the psychic powers, it goes downhill swiftly from there.

OROG BRUTES IN THE GAME
 As with my other Orog classes this tends to present them as a more organized militaristic society than other Orcs.  Sort of implying they're major campaign bad guys.
 Adaptation: This assumes that Orogs are in your campaign and a major enough threat to have a standing developed military force as opposed to a horde of barbarians. 
 Encounters: PC's will encounter Orog Brutes during any Orog raid or military action.  They will also encounter them when raiding Orog cities.

Sample Encounter
EL 12: Raids are being conducted by Orogs swarming up from the Underdark at night, and a few of them seem to have supernatural abilities that put the local merchants caravans at a disadvantage.  The PC's have been hired to take these new Orogs out.


Khe
CE Male Orog Psychic Warrior 5/Orog Brute 5
Init +0, Senses: Listen +0, Spot +0, Dark Vision 120'
Languages Orc, Undercommon, Common, Dwarven, Gnome
------------------------------------------------
AC 28, touch 13, flat-footed 28 (+2 Natural, +13 Armor, +3 Deflection)
hp 55 (10 HD)
Fort +9, Ref +2, Will +2 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +4 Falchion +15/+10 (2d4+11/18-20)
Base Atk +6, Grp +11
Atk Options  Psychic Smite 2/day, Psychic Riposte
Combat Gear 1 Potion of Cure Serious Wounds
Powers Known 1st: Adrenaline Boost, Offensive Precognition, Offensive Prescience
2nd: Body Adjustment, Incite Bravery

Manifester Level: 7, Power Points: 22
-----------------------------------------------
Abilities Str 20, Dex 11, Con 12, Int 16, Wis 10, Cha 10
SQ Orc Blood, Light Blindness, Fire Resistance 5, Cold Resistance 5, Racial weapon proficiencies, Psychic Endurance
Feats Greater Psionic Weapon, Improved Sunder, Power Attack, Psionic Weapon
Skills Autohypnosis +10, Climb +11, Concentration +11, Intimidate +6, Jump +11, Knowledge (Psionics) +9, Ride +6, Search +9, Use Psionic Device +5
Possessions +5 Full Plate, +4 Falchion, Fiendhelm, +3 Ring of Protection, 1 Potion of Cure Serious Wounds, 125 GP




EPIC OROG BRUTE

Hit Die: d8
Skills Points at Each  Level : 2 + int
Psychic Smite: You gain an additional daily use of Psychic Smite at Level 21 and every 3 levels thereafter.
Bonus Feats: The Epic Orog Brute gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: February 27, 2009, 02:30:35 PM by bhu »

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #78 on: February 26, 2009, 01:18:11 PM »
KOBOLD MAINTENANCE MAN


   
"Awright...who left this fetid pile of ___ in the hall for me to clean up?"

You are a maintenance man, janitor, trapsmith, craftsman, and smuggler all rolled into one.

BECOMING A KOBOLD MAINTENANCE MAN
Most Kobold Maintenance Men start out in a class that has lots of skills (i.e. Rogue, but could be another class)

 ENTRY REQUIREMENTS
   Race:  Kobold
   Skills:  Craft (any 3) 4 Ranks, Disable Device 4 Ranks, Knowledge (Architecture and Engineering) 4 Ranks, Open Lock 4 Ranks, Profession (any) 4 Ranks, Use Magic Device 4 Ranks
   Feats: Jack of All Trades, Low Key ( http://mearls.com/cthulhu/coc_feats.html
)


Class Skills
 The Kobold Maintenance Man's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Knowledge (Architecture and Engineering, Local, Things Man Was Not Meant To Know)(Int), Listen (Wis), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Use Magic Device (Cha), and Use Rope (Dex).
Skills Points at Each  Level : 8 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +2    Alien Diplomacy
2. +1    +0     +3     +3    Wrench Warfare
3. +2    +1     +3     +3    "Clean That ____ Up"
4. +3    +1     +4     +4    A True Professional
5. +3    +1     +4     +4    Desperate Times
6. +4    +2     +5     +5    "We're Inhaling What?"
7. +5    +2     +5     +5    Duct Tape
8. +6    +2     +6     +6    Friends In Unusual Places
9. +6    +3     +6     +6    Hazmat Crew
10.+7    +3     +7     +7   Occupational Specialty


Weapon Proficiencies: Kobold Maintenance Men gain proficiency with one Exotic Weapon.
 
Alien Diplomacy (Ex): You are often exposed to odd cultures and individuals.  Some of them are...a little high strung.  Some think of you as food traditionally.  Some usually have no method of truly communicating with you under normal circumstances.  And some are homicidal psychopaths.  By making a DC 20 Diplomacy check against any being with an Intelligence higher than 3, you may stop it from immediately attacking (assuming none of your party members are racial enemies or completely stupid, or have attacked it already).  This doesn't mean it's an enemy.  It just means it realizes you are a bootlicking peon, and possibly of no real significant threat value, but might have some useful knowledge, or be persuadable to abandon your current master for it.  The Diplomacy check buys you one minute of peaceful negotiations, unless someone on your side attacks or is insulting (they should let you do the talking).

Wrench Warfare (Ex): You may wield Improvised Weapons without any penalty, and may take weapons Feats like Improved Critical for Improvised weaponry. 

"Clean That ____ Up"(Ex): You are used to being exposed to really nasty spills of god knows what.  You are now immune to Contact Poisons, and have Acid Resistance 3.

A True Professional (Ex): You are so used to giant monsters escaping and wreaking havoc, things blowing up, etc that you are now immune to Fear and Morale penalties.

Desperate Times (Ex): The boss has told you the new trap needs done tonight, or you and everyone you know is dead.  The time you require for Craft checks is halved.

"We're Inhaling What?"(Ex): You've graduated from cleaning up monster poo, corpses, and slime to chemical spills and gasses.  You are immune to Inhaled Poisons and any similar effect such as Ghast Stench and Troglodyte Stench.  Acid Resistance increases to 5.

Duct Tape (Ex): Out of desperation you can substitute whatever you have on hand, no matter how unlikely, to solve a problem temporarily.  Perhaps you need to plug a leak to prevent the boat from sinking.  Maybe you need to get a trap working in a hurry.  You can make a DC 20 Craft check to repair ANYTHING for 1d6 hours after which it will break down again.

Friends In Unusual Places (Ex):  Whenever you are captured by a bad guy, get into trouble with the law (or a noble), or basically have a run-in with anyone famous, there is a chance you have worked for them before, and done well (DC 20 Charisma check).  If the check is successful they remember you fondly and are inclined to let you go (You are +4 on all Diplomacy checks regarding them).  At 10th level this also applies to minions, token mooks, guards, etc as you have gottent heir bacon out of the fire with the boss a couple times. 

Hazmat Crew (Ex): You've cleaned up things that would make jesus puke.  You are now immune to disease (magical or otherwise), all poisons, and may make a Fortitude Save (DC is 10 plus damage dealt) to ignore Acid damage.

Occupational Specialty: You have practiced a specific specialty, and are now a leading member of your field.  You may request double the normal payment fro work you are asked to do.  Specialties include:

Plumber (Ex): You have long constructed water based traps, plumbing, aqueducts, and other such things.  You no longer take armor check or weight penalties to Swim checks, and may always Take 10 on a Swim check.  You may use the Run action while swimming in a straight line.  You may also speak Aquan, and hold your breath twice as long as normal before you risk drowning.   Prerequisites: Knowledge (Architecture and Engineering) 10 ranks.

Electrician (Su): You specialize in traps and equipment involving electricity. As a result of being blasted many times over the years you gain Energy Resistance 15 (Electricity), and a +4 Bonus on Saving throws vs all spells or effects involving electricity. Prerequisites: Use Magical Device 10 ranks

Carpenter (Ex): You are well known for creating stuff.  Despite the name you might be a Stonemason, a Carpenter, a Goldsmith, etc.  You are simply well known in your field (probably even famous).  You may make a DC 20 Craft check to repair broken or malfunctioning magic items if you have the appropriate craft skill (woodworking for most staves/wands, weaponsmith for weapons, etc.).  Prerequisites: Craft (Any) 6 ranks, Use Magic Device 6 ranks

Freak Wrangler (Ex): Your responsible for maintenance, care, feeding, etc of the various guard beasties.  You may use the Handle Animal skill on Abberations, Magical Beasts, Oozes, Plants, Undead, and Vermin that have an Int score of 3 or less.  If they are smarter then they're initial attitude towards you is no worse than Indifferent.  Prerequisites: Diplomacy 6 ranks, Handle Animal 6 ranks.

Exterminator (Ex): You keep the secret base of operations vermin free, and put down any escaped experiments as well.  You never need to worry about accidentally exposing yourself to poison as you are proficient with it's use.  Poisons you make have their Save DC's increased by +5.
Prerequisites: Craft (Poisons) 10 ranks.

Trapsmith (Ex): You are an expert trapmaker. When creating a trap you may add +5 to two of the following: the Search DC, the Disable DC, or the Saving Throw DC.  Prerequisites: Craft (Trapmaking) 10 ranks.

Alien Wrangler (Ex): Any time the bosses need something from the Far Realms or some obscure part of the universe cleaned, repaired, looked after, etc., you get the job.  When using your Use Magic Device skill you do not trigger  mishap if you fail by 10 or more, and do not trigger magic items or artifacts by being in close proximity or touching them.  You may handle Cursed items freely wit ha DC 25 Use Magic Device check to avoid being cursed by them.  Prerequisites: Knowledge (Things Man Was Not Meant To Know) 6 ranks, Use Magic Device 6 ranks.

PLAYING A KOBOLD MAINTENANCE MAN
You are the overworked, the underpaid, and the often overlooked.  You do a variety of thankless tasks no one else will touch, and never even get any thanks.   You get swindled by your bosses, railroaded by the unions, attacked by adventurers, and eaten by the experiments gone wrong of sadistic madmen.  And despite it all you still do your job.  Why?  Because you know all teh secrets of the BBEG's lair.  Because you built them.  And since he's a complete retard who got by on charisma instead of wisdom, he hasn't realized you're selling him out to the pair of adventurers who are the highest bidders.  And then backstabbing them by giving them the wrong information to keep the money.
 Combat: Your a tinker, not a fighter.  Other people do that.  Fighting isn't in the Union Contract.  If they want your help fighting they need to cough up some more money
 Advancement: Kobold Maintenance Men make excellent trapfinders and skill monkeys.  They can also be capable face men as many will need to know local laws to do their job, and usually try to network extensively.
Resources: There's always an organization supporting you.  They hire you out for maintenance, to make traps, to clean up messes they don't want to deal with, i.e. the lowly peon crap.  Meanwhile they never seem to notice what you're up to...

KOBOLD MAINTENANCE MEN IN THE WORLD
"Where's the runt?  I gotta fetid pile of ____ I need cleaned up by the Manshark tank."
You tend to be ignored and spat upon by your bosses till stuff goes wrong and only you can fix it.  Then, oh how you are showered with praise.  Use these moments to get the little things.  Like new tools, or better equipment.  Or just stick the uppity snobs for some money.  And if they refuse, screw 'em.  See how they like having to do the daily cleanup after the mansharks eat 4 kids with mayo in the public square.
 Daily Life: Most of your days will be busy work.  Cleaning, maintenance, fixing problems, putting up with crap form people who think they know better than you.  But every so often you get to build a new place, or do something fun like fix an adventurer problem because the Orc mercenaries have told the boss to shove it.
 Notables: Gordon Freewyrm (LN Male Kobold Rogue 6/Kobold Maintenance Man 6) is the local trapmaker of choice for most evil madmen (and a few non-evil madmen as well, but Gordon tries to not admit to that).
 Organizations: There are various Unions and Guilds devoted to your cause.  After all everyone needs fortress/secret hideout/laboratory design and maintenance help.  And that's where you come in.  The keep with beartraps dropping from the ceiling?  That was you.  The castle with the zombie catapults?  That was you.  The underwater castle defended by impertinent sexually deviant mansharks?  Well that wasn't you.  Not that your admitting anyway...

NPC Reaction
NPC's generally tend to love or hate you based on the amount of money they have to spend on your service (or are required to spend getting past them).

KOBOLD MAINTENANCE MEN IN THE GAME
This gives Kobolds a more prominent role than simple cannon fodder at the lowest end of the pecking order.  Which is where they should be.
 Adaptation: Despite being a comic PrC this one could be readily converted to a more serious campaign of sorts.  Every mad scientist needs an Igor.  Every megalomaniac needs a number 2.
 Encounters: Kobold Maintenance Men can often be found supervising or working on the construction or repair of the lairs of mad scientists, evil wizards, and BBEG's of all stripes.

Sample Encounter
EL 12: "So let me get this straight.  You 4 dust and blood covered drifters of ill repute, who may or may not have murdered the town mayor, who may or may not have been a Rakshasa, want me to build you a base of operations."

"Pilgrims...it's gonna cost ya..."


Gordon Freewyrm
LN Male Kobold Rogue 6/Kobold Maintenance Man 6
Init +3, Senses: Listen +8, Spot +8, Dark Vision 60'
Languages Draconic, Common, Undercommon
------------------------------------------------
AC 18, touch 14, flat-footed 15 (+1 Size, +3 Dex, +1 Natural, +3 Armor)
hp 42 (12 HD)
Fort +4, Ref +13, Will +7
Evasion, Uncanny Dodge
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Crowbar +8/+3 (1d4)
Melee +1 Wrench +8/+3 (1d6/19-20, x3)
Melee +1 Hammer +8/+3 (1d6, x3)
Base Atk +8, Grp +3
Atk Options Sneak Attack +3d6
Combat Gear 1 Potion of Cure Light Wounds
-----------------------------------------------
Abilities Str 8, Dex 16, Con 11, Int 15, Wis 10, Cha 8
SQ Trapfinding, Trap Sense +2, Light Sensitivity, Alien Diplomacy, Wrench Warfare, A True Professional, Desperate Times, Clean That ____ Up, We're Inhaling What?
Feats Jack of All Trades, Low Key, Exotic Weapon Proficiency (Repeating Heavy Crossbow, B)
Skills Appraise +6, Bluff +3, Craft (Alchemy, Blacksmithing, Carpentry, Stonemasonry) +10, Craft (Trapmaking) +12, Diplomacy +3, Disable Device +10, Forgery +6, Gather Information +3, Knowledge (Architecture and Engineering, Local) +10, Listen +8, Open Lock +7, Profession (Miner) +2, Profession (Trapsmith) +8, Search +12, Sense Motive +4, Sleight of Hand +7, Spot +8, Survival +4, Use Magic Device +7
Possessions Maintenance Toolbox (isn't fully loaded yet), Wrench of Nipple Twisting, Hammer of Bashing Things Till They Work, Crowbar of Bashing Things Till They Stop Working, Mop of Cleaning, Skeleton Key, Magic Multi-Tool, Daern's Instant Measuring Tool, Anti-Goober Sign, Arcane Thieve's Tools, 2 rolls of Duct Tape of Repair, +1 Fire Resistance Leather Armor, 1 Potion of Cure Light Wounds, 654 GP


EPIC KOBOLD MAINTENANCE MAN

Hit Die: d6
Skills Points at Each  Level : 8 + int
Bonus Feats: The Epic Kobold Maintenance Man gains a Bonus Feat every 2 levels higher than 20th




Maintenance Toolbox
 Price (Item Level): 10,000 GP
 Price with all items: 177,816 GP
 Body Slot: - (carried)
 Caster Level: 9th
 Aura: Moderate; (DC:19) Conjuration
 Activation: Swift (command)
 Weight: 25 lbs

This metal toolbox effectively functions the same as a Bag of Holding IV, but it is slightly different.  The toolbox comes pre-equipped with several items listed below, and living creatures may not be placed in it.  Al objects are shrunken into strange widgets, obly identifiable to the boxes owner (i.e. once they're in the box, you'll have to ask him or pull them all out at random to find them.  Only the most favored or well rewarded members of he Maintenance Department get one of these toolboxes.
Prerequisites: Craft Wondrous Item, Leomund's Secret Chest
Cost to Create: 5000 GP, 5 days, 200 XP


The box contains:

1 set of Arcane Thieves Tools (MIC page 150)
2 Blast Disks (MIC page 152)
5 Blessed Bandages (MIC page 152)
1 Daern's Instant Tent (MIC page 155)
1 Daern's Instant Coffee Pot
1 Daern's Instant Vending Machine
1 Superior Rope of Climbing (MIC page 176)
1 Wrench of Nipple Twisting
1 Hammer of Bashing Things Until They Work
1 Crowbar of Bashing Things Until They Stop Working
2 Rolls of Duct Tape of Repair
1 Mop of Cleaning
1 Skeleton Key
1 Magic Multi-Tool
1 Chainsaw of Fun
1 Daern's Instant Facemask
1 Daern's Mystic Measuring Tool
1 Daern's General Purpose Personal Defense Boomstick
1 Daern's Instant Shack
1 Jar of Dust of Dryness
1 pair of Goggles of Minute Seeing
1 Animated Shovel
1 Jar of Salve of Slipperiness
1 Jar of Sovereign Glue
1 Jar of Univesal Solvent
1 Anti-Goober Sign





Daern's Instant Coffee Pot
 Price (Item Level): 200 GP (2nd)
 Body Slot: - (carried)
 Caster Level: 1st
 Aura: Faint; (DC:15) Conjuration
 Activation: Standard (Command)
 Weight: 2 lbs.

3 times per day when you utter the correct command word, this pot (it looks like a thermos actually) fills with fresh coffee (black or with cream/sugar).

Prerequisites: Craft Wondrous Item, Create Water
Cost to Create: 100 GP, 1 day, 8 XP




Daern's Vending Machine
 Price (Item Level): 3600 GP (8th)
 Body Slot: - (carried theoretically)
 Caster Level: 5th
 Aura: Faint; (DC:17) Conjuration
 Activation: Standard (Manipulation)
 Weight: 400 lbs.

This 6' tall by 3' wide by 3' thick metal box has a display on front with pictures of foodstuffs and drinks (with prices listed next to them) that change on a random basis (sometimes by the hour, sometimes by the month).  By inserting up to 1 Silver in coins, you get enough food for one meal.  The machine does not provide change since the original creator was apparently an utter bastard.  Rumor has it the creators have made some machines that teleport the coins to their location as a means of earning a steady income.  The cost of making one of these machines tends to make this unlikely.

Prerequisites: Craft Wondrous Item, Coins to Food
Cost to Create: 1800 GP, 2 days, 72 XP



Coins to Food
Transmutation
Level: Sorcerer/Wizard 1
Components: V, S. M
Casting Time: 1 Minute
Range: Close (25 ft. plus 5 ft./2 levels)
Target: You
Duration: 24 hours

Material component is any coin of legal monetary value.  Even though it says 1 Silver piece to feed you for a day you may use any combination of coins that amount to 1 SP, or even more expensive coins like gold (you do not get change back).  You may sacrifice 4 copper pieces to get fed one meal.  Or 1 silver piece to eat for a day. The coins convert to food and drink of whatever sort you wish, but it is only good for 24 hours (except for water, it doesn't spoil).





Wrench of Nipple Twisting
 Price (Item Level): 18,312 GP
 Body Slot: - (carried)
 Caster Level: 7th
 Aura: Moderate; (DC:19) Transmutation
 Activation: - (Use-activated)
 Weight: 3 lbs.

This appears to be a normal +1 Wrench.  When striking a humanoid opponent that has nipples or some other soft body part the wielder gets to make an immediate Grapple Check as a Free Action without provoking an attack of opportunity.  If he succeeds with the Grapple Check, the Wrench latches on, animates, and violently twists the soft part of the body it has latched on to causing incredible pain.  This effect is identical to the Tweak Nipple spell.  Duration lasts until the victim makes a DC 20 Str check to pull the wrench free (Incidentally doing 1d6 damage in the process). 

Prerequisites: Craft Magic Arms and Armor, Tweak Nipple
Cost to Create: 9156 GP, 9 days, 366 XP



Tweak Nipple
Transmutation
Level: Sorcerer/Wizard 4
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. plus 5 ft./2 levels)
Target: One Creature
Duration: Concentration (up to 1 round/level)
Saving Throw: Will Negates
Spell Resistance: No

An invisible telekinetic force grabs hold of one of your opponents nipples, twists hard, and pulls.  Until it lets go he has a -4 penalty to all rolls.  This does not work on any creature with no discernable anatomy or that is immune to criticals.  Creatures who have no nipples but still don't qualify under the aforementioned conditions have some other part of their body harmed instead.




Wrench
One Handed Exotic Weapon
Cost: 12 GP
Dmg (S): 1d6
Dmg (M): 1d8
Critical: 19-20, x3
Weight: 3 lbs.
Type: Bludgeoning

Wrenches add a +2 Bonus to Str checks for loosening up bolts and such.






Hammer of Bashing Things Till They Work
 Price (Item Level): 8,312 GP
 Body Slot: - (carried)
 Caster Level: 5th
 Aura: Faint; (DC:17) Transmutation
 Activation: -
 Weight: 5 lbs.

This is to all intents and purposes a +1 Claw Hammer, though it is used more as a tool than a weapon.  It's true purpose is a result of the "if it doesn't work, just give it a whack" theory of mechanics.   By striking any mechanical device that has more than 2 moving parts (note mechanical does not imply metal, it can be made of wood or other substances except flesh) you get a Repair check.  You are attempting to beat a DC of 20, and your check is 10 plus the damage rolled on your striking the object with the hammer. If you successfully make the DC, the object begins functioning normally again for 2d6 hours (i.e. enough time to usually do a proper repair, or make it last a bit longer to get something specific done). If you don't make the DC, the object isn't damaged any further by the hammer as the dents from the strike magically heal instantly. 

Prerequisites: Craft Magic Arms and Armor, Craft Wondrous Item, Repair Serious Damage
Cost to Create: 4,156 GP, 5 days, 166 XP



Claw Hammer
One Handed Exotic Weapon
Cost: 12 GP
Dmg (S): 1d6
Dmg (M): 1d8
Critical: x3
Weight: 5 lbs.
Type: Bludgeoning OR piercing

Even though it has been sharpened to use as a weapon on its prying end, this can still function as a claw hammer.  It still gives a +2 to Strength checks for prying open doors/chests, shattering chains, etc.




Crowbar of Bashing Things Till They Stop Working
 Price (Item Level): 18,312 GP
 Body Slot: - (carried)
 Caster Level: 3rd
 Aura: Faint; (DC:16) Evocation
 Activation: - (and Free, Command)
 Weight: 5 lbs.

This is a +1 Breaking Crowbar.

Prerequisites: Craft Magic Arms and Armor, Shatter
Cost to Create: 9156 GP, 9 days, 366 XP



Breaking
 Price: +2 bonus
 Property: Bludgeoning melee weapon
 Caster Level: 3rd
 Aura: Faint; (DC:16) Evocation
 Activation Free (Command)

3 times per day as a Free Action a Breaking weapon may be used to immediately cast Shatter as a Free Action on any object it has just struck successfully.

Prerequisites: Craft Magic Arms and Armor, Shatter
Cost to Create: varies



Crowbar
One Handed Exotic Weapon
Cost: 12 GP
Dmg (S): 1d4
Dmg (M): 1d6
Critical: x2
Weight: 7 lbs.
Type: Bludgeoning OR piercing

Even though it has been sharpened to use as a weapon on its prying ends, and is heavier, this can still function as a regular crowbar.  It still gives a +2 to Strength checks for prying open doors/chests, shattering chains, etc.  Because of it's shape it also grants a +2 on opposed rolls to trip or disarm an opponent.





Duct Tape of Repair
 Price (Item Level): 450 GP (3rd)
 Body Slot: - (carried)
 Caster Level: 1st
 Aura: Faint; (DC:15) Transmutation
 Activation: Standard (Manipulation)
 Weight: less than a pound

This magic brand of duct tape can repair damaged objects and vehicles. When a 5-foot strip of the duct tape is applied to the damaged area, the duct tape disappears and the object regains 1d8+1 hit points instantly.

Duct tape of repair comes in a standard-size roll and can be used 14 times before the roll is exhausted.
Prerequisites: Craft Wondrous Item, Repair Light Damage
Cost to Create: 225 GP, 1 day, 18 XP
Original Concept by DebiHuman




Mop of Cleaning
 Price (Item Level): 500 GP (3rd)
 Body Slot: - (carried)
 Caster Level: 3rd
 Aura: Faint; (DC:17) Transmutation
 Activation: - (Use-Activated)
 Weight: 4 lbs.

This mop can clean virtually any substance up at the rate of one 5' square per round. It is unknown where the cleaned up fluids and other noxious substances go...
The mop can even clean up acid or toxic substances without problem, and can remove a Grease spell.

Prerequisites: Craft Wondrous Item, Neutralize Poison, Prestidigitation
Cost to Create: 250 GP, 1 day, 10 XP

Clean Water
Transmutation
Components: V, S, M
Level: Sor/Wiz 2
Casting Time: 1 minute
Range: Close (25 feet plus 5 ft./2 levels)
Target: 10-foot area/level
Duration: Instantaneous
Saving Throw:  None
Spell Resistance: No

This transmutation cleanses any flat surface area that has been corrupted by acid, poison, or other noxious substance by turning it into an equal amount of water. It cannot clean the air, and the liquid cannot be deeper than one foot. 

Material Component:
A few flakes of soap 
Spell by DebiHuman




Skeleton Key
 Price (Item Level): 5000 GP (9th)
 Body Slot: - (carried)
 Caster Level: 3rd
 Aura: Faint; (DC:16) Transmutation
 Activation: Swift (Manipulation)
 Weight: -

This key can be used to open any lock as a Swift Action, even if it is locked by the spell Arcane Lock.

Prerequisites: Craft Wondrous Item, Instant Locksmith, Knock
Cost to Create: 2,500 GP, 3 days, 100 XP




Magic Multi-Tool
 Price (Item Level): 1000 GP (4th)
 Body Slot: - (carried)
 Caster Level: 9th
 Aura: Moderate; (DC:19) Transmutation
 Activation: Swift (Command)
 Weight: 1 lb.

This 3' metal rod can become any masterwork tool as a Swift Action by uttering the command word.

Prerequisites: Craft Wondrous Item, Fabricate
Cost to Create: 500 GP, 1 day, 20 XP



SUMMON TOOL
Conjuration
Level: Sor/Wiz 1
Components: V, S, F
Casting Time: 1 Standard Action
Range: 0 ft.
Effect: Unattended, non magical object of non living matter
Duration: 1 hour per level
Saving Throw: None
Spell Resistance: No


You temporarily create one Masterwork tool of any kind, that can be held in the casters hands (i.e. no bigger than a sledgehammer or saw).  If you attempt to use this tool as a spell component or break it, the spell ends.  Focus is a 1' steel rod.



Chainsaw of Fun
 Price (Item Level): 25868 GP (16th)
 Body Slot: - (carried)
 Caster Level: 3rd
 Aura: Faint; (DC:17) Conjuration
 Activation: Standard (Manipulation)
 Weight: 5 lbs.

3 times per day this saw can become a Mordenkainen's Force Saw.

Prerequisites: Create Magic Arms and Armor, Craft Wondrous Item,
Cost to Create: 12934 GP, 13 days, 517 XP




Mordenkainen's Force Saw
Conjuration
Level: Sorcerer/Wizard 2
Components: V, S. F
Casting Time: 1 Standard Action
Range: Personal
Effect: 1 Chainsaw
Duration: 1 round per level
Saving Throw: No
Spell Resistance: No


When cast this summons a mystical chainsaw. It can cut through just about anything eventually. It cuts through 2 inches of any material of Hardness 5 or less in 1 round. It will cut through 1 inch of anything Hardness 6-8 in 2 rounds. It will cut through 1 inch of anything Hardness 9-15 in 3 rounds. It cannot cut through Hardness 16 or higher. If used as a weapon it is a Two handed +1 weapon that does 1d8 damage (plus Strength modifier) as a melee touch attack. Focus is a miniature pewter chainsaw.




Daern's Instant Face Mask
 Price (Item Level): 4,500 GP (9th)
 Body Slot: Face
 Caster Level: 5th
 Aura: Faint; (DC:17) Transmutation
 Activation: - (Use-Activated)
 Weight: -

While wearing this face mask the owner is immune to inhaled poisons, and can breathe whether or not there is oxygen available. The wearers eyes are also shaded from bright light, and he has a +4 circumstance bonus to Saves against being blinded by light.

Prerequisites: Craft Wondrous Item, Delay Poison, Eye Shades, Water Breathing
Cost to Create: 2,250 GP, 3 days, 90 XP





Eye Shades
Abjuration
Level: Sorcerer/Wizard 1
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 Minute/Level

For the Duration of the spell you have a +4 Bonus on all Saving Throws against spells or effects based on flashes of light that would temporarily Daze or Blind you.





Daern's Mystic Measuring Tool
 Price (Item Level): 100 GP (1st)
 Body Slot: - (carried)
 Caster Level: 1st
 Aura: Faint; (DC:15) Divination
 Activation: Standard (Command)
 Weight: 1 lb.

As a Standard Action you can automatically learn:

The distance between any 2 points within line of sight.
Measure any object (volume, weight, length, etc).
Mark a line between 2 points.
Effectively it's a measuring tape, level, ruler/marker, all in one.  If the wielder wishes it will generate a line of any color between 2 points permanently.

Prerequisites: Craft Wondrous Item, Arcane Mark, Daern's Instant Measurement
Cost to Create: 50 GP, 1 day, 2 XP



Daern's Instant Measurement
Divination
Level: Sorcerer/Wizard 1
Components: V, S, Focus
Casting Time: 1 Standard Action
Range: Close (25 ft. plus 5 ft. per level), but see below
Target: You
Duration: 1 Round/Level

For the duration of the spell you can measure any 1 object of any size within range.  You can learn height, length, weight, volume, etc.  Whatever measurement you require this spell will perform.  Optionally you may learn the exact distance between any two points you can actually see. Focus is a measuring device of any sort.



Daern's General Purpose Personal Defense Boomstick
 Price (Item Level): 30,000 GP (21st)
 Body Slot: - (carried)
 Caster Level: 7th
 Aura: Moderate; (DC:18) Conjuration
 Activation: Standard (Manipulation)
 Weight: 8 lbs.

This appears to be a long metal tube with a trigger at one end.  By pulling the trigger anyone holding the Boomstick can fire a blast that's equivalent to an Orb of Sound cast by a 7th level caster.  The Boomstick can be used 5 times per day.

Prerequisites: Craft Magic Arms and Armor, Create Wondrous Item, Orb of Sound, Use Magic Device 4 ranks
Cost to Create: 15,000 GP, 15 days, 600 XP




Daern's Instant Shack
 Price (Item Level): 15,000 GP (21st)
 Body Slot: - (carried)
 Caster Level: 7th
 Aura: Moderate; (DC:18) Conjuration
 Activation: Standard (Command)
 Weight: 1 lb.

Throwing this wooden cube to the ground and speaking the command word creates a small wooden shack with a sign on front that says "Maintenance: Knock before entering".  The shack is otherwise Identical to the dwelling created by the Leomund's Secure Shelter spell.  A different command word returns it to cube form, assuming there are no living beings inside.  It will remain in shack form till empty of life.  The cube takes 1 round to change forms. 

Prerequisites: Craft Wondrous Item, Leomund's Secure Shelter
Cost to Create:  7,500 GP, 8 days, 300 XP



Animated Shovel
 Price (Item Level): 9,312 GP
 Body Slot: - (carried)
 Caster Level: 11th
 Aura: Moderate; (DC:20) Transmutation
 Activation: Standard (Command)
 Weight: 8 lbs.

This appears to be an ordinary +1 Shovel.  When speaking the command word the shovel will animate by itself, and begin digging according to instructions (the effect is identical to the Move Earth spell). It will stop when the command word is repeated, or when the limits of the spell are reached.  It may be used in this manner 3 times per day.
 
Prerequisites: Create Magic Arms and Armor, Craft Wondrous Item, Animate Object, Move Earth
Cost to Create: 4656 GP, 5 days, 186 XP



Shovel
Two Handed Exotic Weapon
Cost: 12 GP
Dmg (S): 1d8
Dmg (M): 1d10
Critical: 19-20
Weight: 8 lbs.
Type: Bludgeoning OR Slashing



Anti-Goober Sign
 Price (Item Level): 3600 GP
 Body Slot: - (carried)
 Caster Level: 11th
 Aura: Moderate; (DC:21) Enchantment
 Activation: - (Use-activated)
 Weight: 1 lb.

Once per day as a Swift action the owner can command this sign to present any message of up to 25 words for 24 hours.  Any living creature viewing it will be compelled to obey the message of the sign (basically identical to the Suggestion spell) unless they succeed on one of 3 Will Saves.  All 3 are made upon reading the sign.  The owner is immune to the effects of the sign, as well as anyone he specifically designates to be immune from it (who must be present when he sets the signs message).

Prerequisites: Craft Wondrous Item, Illusory Script, Mass Suggestion
Cost to Create: 1800 GP, 2 days, 72 XP


Big Ole' Whackin' Wrench
Two Handed Exotic Weapon
Cost: 48 GP
Dmg (S): 1d8
Dmg (M): 1d10
Critical: x3
Weight: 12 lbs.
Type: Bludgeoning
« Last Edit: February 28, 2009, 10:12:01 AM by bhu »

Chemus

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #79 on: February 26, 2009, 09:15:43 PM »
The name of your kobold example now must be Gordon Freewyrm. Must.
*waves hand* This is not the sig you're looking for...
The freely downloadable and searchable 3.5 SRD I prefer (Web)
Camlen, Enniwey