Author Topic: Uncle Kitties Handbook of Spuriously Made Prestige Classes  (Read 99080 times)

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bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #80 on: February 27, 2009, 10:29:01 AM »
Gordon Freewyrm??

Chemus

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #81 on: February 27, 2009, 10:39:53 AM »
A spoof of Dr. Gordon Freeman, a la the "Half-life" series of PC games. Dr. Freeman is a scientist at a secret underground facility and is one of the few survivors of the alien invasion there ensuing from their research. He must use tools and weapons that he finds in order to save the world. His trademark tool/weapon is a crowbar.

He is who I saw when I saw this class. Dr Gordon Freewyrm ('wyrm' being a singular dragon name like 'man', AFAIK)
*waves hand* This is not the sig you're looking for...
The freely downloadable and searchable 3.5 SRD I prefer (Web)
Camlen, Enniwey

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #82 on: February 27, 2009, 01:18:25 PM »
aaaah gotcha  :D

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #83 on: February 27, 2009, 02:40:45 PM »
LIL STABBITY KOBOLD


   
"I'm down here _______."

Being that they're quite short, many Kobolds tend to be stepped on accidentally, overlooked, pushed around, etc.  Some use this to their advantage.  Especially the spiteful, mean ones who like pointy things.

BECOMING A LIL STABBITY KOBOLD
Most Lil Stabbity Kobolds begin their careers as Scouts or Rogues for several levels before taking on the path to stabbitiness.

 ENTRY REQUIREMENTS
   Race:  Kobold
   Skills:  Hide 8 Ranks, Move Silently 8 Ranks
   Feats:  Achilles Fallen Arches ( http://www.giantitp.com/forums/showpost.php?p=4881120&postcount=184 )
   Class Abilities:  Sneak Attack, Sudden Strike, or Skirmish +3d6
   Special:  Must be sponsored and trained by another Lil Stabbity Kobold


Class Skills
 The Lil Stabbity Kobold's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Local, Nobility)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Tumble (Dex), and Use Rope (Dex).
Skills Points at Each  Level : 6 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +1    +0     +2     +0    Aim Low
2. +2    +0     +3     +0    Pre-emptive Revenge
3. +3    +1     +3     +1    Kneecapper
4. +4    +1     +4     +1    Aim for the Soft Bits
5. +5    +1     +4     +1    I'm Down Here
6. +6    +2     +5     +2    Veteran Kneecapper
7. +7    +2     +5     +2    Aim for the Knees
8. +8    +2     +6     +2    Or Maybe I'm Behind You
9. +9    +3     +6     +3    Don't Feel So Tall Now DO You?
10.+10   +3     +7     +3    Stickin' It To The Man


Weapon Proficiencies: Lil Stabbity Kobolds become proficient with all Simple and Martial weapons.  They gain no new armor proficiencies.

Aim Low (Ex): Choose 1 weapon to train with that you have proficiency in.  This must be a Light Melee weapon or the Club. That weapons critical threat range increases by (Lil Stabbity Kobold Levels divided by 3).  For example a Dagger held by a Rogue 6/Lil Stabbity Kobold 9 threatens a critical hit on a 16-20.  This bonus only applies to opponents of a larger Size Class than yourself and does not stack with other effects that increase critical threat range.

Pre-emptive Revenge (Ex): Lil Stabbity Kobolds gain an Insight Bonus to Initiative rolls against any creature of a Larger Size Class equal to their Lil Stabbity Kobold level divided by 3.  This stacks with effects such as the Improved Initiative Feat.

Kneecapper (Ex): As a Standard Action you may make a single melee attack against an opponent.  If it successfully does damage, you may automatically make a Trip Attack as a Free Action without provoking an Attack of Opportunity (and you take no Size Penalties to the Opposed check).

Aim for the Soft Bits (Ex): Choose 1 weapon to train with that you have proficiency in.  This must be a Light Melee weapon or the Club. That weapons critical multiplier increases by (Lil Stabbity Kobold Levles divided by 5).  For example a Dagger held by a Rogue 6/Lil Stabbity Kobold 5 does x3 damage on a successful critical hit.  This must be the same weapon you chose for Aim Low. This bonus only applies to opponents of a larger Size Class than yourself and does not stack with other effects that increase critical multiplier.

I'm Down Here (Ex): You are considered to be Flanking any opponent whose Size Class is larger than yours for the first round of combat if you have no allies, or for the entire combat as long as an ally is in melee with him regardless of your actual position (you must still be within melee range).

Veteran Kneecapper (Ex): When using your Kneecapper ability successfully, your opponent must now also make a Fortitude Save (DC is 10 plus half hit dice plus Dex modifier) or his movement is halved for 1 minute, and standing up from a Prone position during that time is now a Standard Action.

Aim for the Knees (Ex): When rolling to confirm a Critical hit with the weapon you chose for Aim Low, you take no penalties of any kind to the roll. This bonus only applies to opponents of a larger Size Class than yourself.

Or Maybe I'm Behind You (Ex): This works like the Hide in Plain Sight ability on page 48 of the PHB with 2 exceptions: It may only be used on opponents whose Size Class is larger than yours, and it may be used anywhere as opposed to just natural terrain.

Don't Feel So Tall Now DO You? (Ex): You gain a Competence Bonus on to hit and damage rolls against Prone opponents equal to half your Lil Stabbity Kobold Levels.

Stickin' It To The Man (Ex): When attacking a Prone opponent you add your Sneak attack damage whether you would normally qualify for using it or not.

PLAYING A LIL STABBITY KOBOLD
 Kobolds are generally born with a chip on their shoulder.  Unlike Gnomes and halflings they have a problem with the other races giving them crap about being short, and they lack the sense of humor the pinkies have.  So instead of dishing it back out verbally, they tend to hire themselves out as knee-capping assassins.  Some of them work cheap if the target is tall enough or doesn't like short folk.
 Combat: You tend to be better against foes who are a larger Size Class than yourself.  You're also pretty good at flanking or sneak attacks since being short many of the dumber big folk forget you're there in the heat of the combat.  Which really ticks you off, but thankfully you have a lot of knives on you.
 Advancement: Lil Stabbity Kobolds tend to stick with what they do best: whacking things taller than they are.
Resources: Most Lil Stabbity Kobolds belong to Assassin's Guilds of other short folk and midgets who want to prove to the world that big deaths can come in small packages.

LIL STABBITY KOBOLDS IN THE WORLD
"You got some healing potions Myrna? I don't know what it was but something put 7 knives in Mr. Winky."
Generally the world is oblivious to you, and considers you to be beneath notice due to your lack of height.  Usually after you've broken somebody's knees though he becomes all attentive like.  People forget afterwards, but that just means you have more of them to kneecap...
 Daily Life: If you aren't researching or stalking a target you're probably challenging tall people to fights in bars.  Partly to test yourself, but mostly because beating up drunk guys is fun.
 Notables: Stabbin' Bob (NE Male Kobold Rogue 6/Lil Stabbity Kobold 6) is a regular local celebrity.  He spends much time in bars for adventurers insulting people passing through town before humiliating them in a knife fight.
 Organizations: Many Lil Stabbity Kobolds are trained by the Screaming Midget Bastards Association, who find kindred souls in the small reptiles.  They get more recruits in the fight against the evil big folk, and the Kobolds get to say "Well...yeah I did stab him 45 times, but it's my job.   I don't come to your workplace and tell you how to do your job do I?  Is this because I'm short? Y'know people like you really ____ me off!"

NPC Reaction
 NPC's reactions depend a great deal on their height (Short people consider them heroes), and whether or not they have ever insulted a Lil Stabbity Kobold in the past...

LIL STABBITY KOBOLDS IN THE GAME
 This class might actually make Small melee types inspire nervousness more often.  Not that that's a bad thing.
 Adaptation: This fits humorous campaigns better obviously.  I mean lets face it, psycho-midgets training Kobold assassins certainly doesn't sound very serious....
 Encounters: PC's will generally encounter Lil Stabbity Kobolds the same way the rest of the world does: a sudden painful sensation in the knee or groin, followed by them hitting the ground.

Sample Encounter
EL 12: "HEY!! Hey you the fat human Barbarian! Do your people believe in bathing?  Is it against your weird pinky religion to not offend the rest of us with your horrifying miasma of body odor and general scabbiness?  How long has it been since you've seen your feat anyway?"


Stabbin' Bob
NE Male Kobold Rogue 6/Lil Stabbity Kobold 6
Init +5 (+7 if Medium against Medium or Bigger), Senses: Listen +8, Spot +9, Dark Vision 60', Light Sensitivity
Languages Draconic, Common
Pre-Emptive Revenge (+2)
------------------------------------------------
AC 21, touch 16, flat-footed 16 (+1 Size, +5 Dex, +1 Natural, +4 Armor)
hp 48 (12 HD)
Fort +4, Ref +15, Will +4 
Evasion, Uncanny Dodge
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Rapier +17/+12 (1d4/16-20, x3)
Base Atk +10, Grp +6
Atk Options Sneak Attack +3d6, Aim Low (Rapier), Kneecapper, Aim For the Soft Bits (Rapier), I'm Down Here, Veteran Kneecapper (DC 21)
Combat Gear 2 Potions of Cure Serious Wounds
-----------------------------------------------
Abilities Str 10, Dex 20, Con 10, Int 13, Wis 10, Cha 8
SQ Trapfinding, Trap Sense +2
Feats Achilles Fallen Arches, Flick of the Wrist, Giantbane, Quick Draw,
Weapon Finesse
Skills Balance +9, Bluff +4, Climb +4, Disable Device +6, Escape Artist +9, Gather Information +4, Hide +20, Intimidate +3, Knowledge (Local, Nobility) +5, Listen +8, Move Silently +20, Open Lock +10, Search +6, Sense Motive +5, Sleight of Hand +13, Spot +9, Tumble +10, and Use Magic Device +4
Possessions Robe of Blending, +1 Deadly Precision Maiming Rapier, Greater Boots of the Mountain King, +4 Bracers of Armor, 2 Potions of Cure Serious Wounds, 680 GP

EPIC LIL' STABBITY KOBOLD

Hit Die: d8
Skills Points at Each  Level : 6 + int
Bonus Feats: The Epic Lil' Stabbity Kobold gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: March 02, 2009, 08:38:07 AM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #84 on: February 28, 2009, 10:18:44 AM »
KOBOLD SWARMFIGHTER


   
"Leave now, or you're goin' down Pinkie."

"Yeah?  Whose gonna make me leave?"

Enter: 40 Kobolds

"We are."

 Kobolds often train in small packs to take advantage of their superior numbers vs their larger opponents. 

BECOMING A KOBOLD SWARMFIGHTER
Usually Kobold Swarmfighters are multiclassed Fighter/Rogue's. 

 ENTRY REQUIREMENTS
   Race:  Kobold
   Feats:  Combat Reflexes, Pack Tactics, Swarmfighting *
   Skills:  Hide 6 ranks, Intimidate 6 ranks, Move Silently 6 ranks
   Base Attack Bonus:  +5

* Pack Tactics is from the Dragon Magazine Compendium, Swarmfighting is from Complete Warrior.

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

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +2     +0    Team Feat
2. +1    +3     +3     +0    +1d6 Sneak Attack
3. +2    +3     +3     +1    Group Tactics
4. +3    +4     +4     +1    Team Feat
5. +3    +4     +4     +1    +2d6 Sneak Attack
6. +4    +5     +5     +2    Group Tactics
7. +5    +5     +5     +2    Team Feat
8. +6    +6     +6     +2    +3d6 Sneak Attack
9. +6    +6     +6     +3    Group Tactics
10.+7    +7     +7     +3    Superior Group Tactics


Weapon Proficiencies: Kobold Swarmfighters gain no new weapon or armor proficiencies.
 
Team Feat: At 1st, 4th, and 7th levels the Kobold Swarmfighter gains a Feat from the following list if he meets the Prerequisites: Close-Quarters Fighting, Formation Expert, Giantbane, Hamstring, Hold the Line (From Complete Warrior), Deft Opportunist, Expert Tactician (Complete Adventurer), Adaptable Flanker, Vexing Flanker (from PHB II).

Sneak Attack (Ex): At 2nd, 5th, and 8th levels the Kobold Swarmfighters Sneak Attack dice increase by 1 (this stacks with Sneak Attack dice gained from other levels).

Group Tactics (Ex): Due to intense study, the Kobold Swarmfighter gains one special attack from the following list at levels 3, 6, and 9:

Group Defense: You gain a Competence Bonus to Armor Class equal to the number of Allies within 60' who also have the Group Defense ability (or +1 if none of your Allies have this ability).

Group Mind: As long as there are Allies within 60' who have the Group Mind ability, none of you are considered Flanked unless all of you are.

Group Smiting: If one of you get an Attack of Opportunity against an opponent, all Allies within Reach who have this ability can make one as well.

Group Aid: 3 times per day when performing a skill check you may gain a Competence Bonus to the check equal to the number of Allies within 60' who also have this ability (or +1 if none of your Allies have  this ability).

Group Offense: When making opposed checks in combat (such as a Disarm, Trip, etc) or rolling to confirm a critical you gain a Competence Bonus equal to the number of Allies within 60' who also have this ability (or +1 if  none of your Allies have this ability).

Group Ambush: When successfully making a Sneak Attack, you may increase your Sneak Attack by +1d6 for each ally within melee striking range of the opponent who also have this ability (or +1d6 if none of your allies have this ability).

Group Spearwall: If you Ready an attack action against a charging opponent, you gain +1d6 damage on a successful hit for every Ally who also has this ability in adjacent squares.

Group Benefits: When using Teamwork benefits (See PHB II), the Task Leader requires 2 ranks less in each skill listed as a prerequisite, and a BAB of 1 less if it is listed as a prerequisite.

Superior Group Tactics (Ex): If you or an Ally with this ability successfully strike an opponent each successful hit after the first gains a cumulative +1d6 and his critical threat range increases by 1.  For example say 4 of you are surrounding one man and armed with spears (criticals on a 20).  You hit and do normal damage.  If Kobold number 2 hits, he does +1d6 and threatens a critical on a 19-20..  If Kobold number 3 hits he does +2d6 and threatens a critical on an 18-20. If Kobold number 4 hits he does +3d6 and threatens a critical on a 17-20.

PLAYING A KOBOLD SWARMFIGHTER
 Your battle brothers are closer than your own family.  You do everything together.  Everything.  Sometimes you can even complete each others sentences.   It makes dates pretty unnerving for your girlfriends though...
 Combat: Swarmfighters fight as a team and will take Feats meant to enhance that approach.  If one of them has a Feat, they all probably have it.
 Advancement: Due to this classes insistence on conformity, advancement tends to be cramped depending on what the majority of the group wants.
Resources: Kobold Swarmfighters are either mercenaries or employed by the military of their people.  They usually have some chain of command to draw on, and how stingy it will be will vary with the circumstances.

KOBOLD SWARMFIGHTERS IN THE WORLD
"Barkeep 6 Kobolds just bit my left buttcheek in unison.  Give me a whiskey.  A really, really big whiskey."
 Swarmfighters tend to interact with the world in stereo.  They eat together, crap together, go shopping together, etc.  Besides being a great fighting team, they are pretty damned annoying.
 Daily Life: Training, training, training.  A Swarmfighters life consists of nothing but training interspersed with brief fights with the evil Pinky humans.
 Notables: Yapyap's (LE Male Kobold Rogue 4/Fighter 2/Kobold Swarmfighter 6) band has recently achieved some small fame by taking out a local Paladin of St. Cuthbert.  They hope to take out a few more as well.
 Organizations: There are organizations (usually the Kobold military) devoted to training Swarmfighting, but not really much of any kind of support.  Once the group is trained they are their own small organization.

NPC Reaction
 NPC's look at Kobold Swarmfighters the way they would look at a swarm of rabid, undead mice.   Some disgust, and perhaps a small amount of fear.  A very small amount.  Until a bunch of spears start poking them. 

KOBOLD SWARMFIGHTERS IN THE GAME
 The Swarmfighter is kind of sort of intended to be played in a group of similar individuals.  In other words a party of all Kobold Swarmfighters.  If the party wants to do that it's all good, but if they don't you may wish to pick another PrC.  Optionally you can get Leadership and make all your followers take this PrC.
 Adaptation: Equally adaptable to serious or silly campaigns, the Swarmfighter definitely makes the Kobolds more of a military threat due to their intense teamwork and tactics.  Larger targets are in a world of trouble when they have to fight all the Kobolds at once...
 Encounters: PC's will encounter Swarmfighters when they intrude on Kobold territory and need to be warned off, during war, during the occasional raid, and sometimes just because the boys are out to prove themselves...

Sample Encounter
EL 12: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Yapyap
LE Male Kobold Rogue 4/Fighter 2/Kobold Swarmfighter 6
Init +5, Senses: Listen +12, Spot +12, Dark Vision 60'
Languages Draconic, Common
------------------------------------------------
AC , touch , flat-footed   (+1 Size, +5 Dex, +1 Natural, +8 Armor)
hp 46 (12 HD)
Fort +9, Ref +14, Will +5 
Evasion, Uncanny Dodge
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Spear +7 (1d6-2/x3)
Ranged +1 Sling +14 (1d3)
Base Atk +9, Grp +3
Atk Options +4d6 Sneak Attack, Group Tactics (Group Offense, Group Smiting)
Combat Gear 4 Cure Serious Wounds Potions, 4 Haste Potions, 4 Heroism Potions, 1 Remove Paralysis Potion
-----------------------------------------------
Abilities Str 6, Dex 20, Con 10, Int 13, Wis 14, Cha 8
SQ Trapfinding, Trap Sense +1
Feats Combat Expertise, Combat Reflexes, Improved Trip, Pack Tactics, Swarmfighting, Adaptable Flanker (B), Vexing Flanker (B)
Skills Balance +11, Bluff +5, Climb +8, Hide +15, Intimidate +8, Jump +6, Knowledge (Dungeoneering, Local) +7, Listen +12, Move Silently +15, Search +9, Sense Motive +8, Spot +12, Survival +10, Swim +6, and Tumble +13
Possessions +2 Deadly Precision Impaling Spear, +5 Studded Leather Armor, +1 Distance Precise Sling, Bag of Holding I, 4 Cure Serious Wounds Potions, 4 Haste Potions, 4 Heroism Potions, 1 Remove Paralysis Potion, 423 GP


EPIC KOBOLD SWARMFIGHTER

Hit Die: d6
Skills Points at Each  Level : 6 + int
Sneak Attack: At level 22 and every 3 levels thereafter you gain an additional Sneak Attack die.
Group Tactics: At level 23 and every 3 levels thereafter you gain an additional special attack from the Group Tactics list.
Bonus Feats: The Epic Kobold Swarmfighter gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: March 02, 2009, 08:38:38 AM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #85 on: March 01, 2009, 12:15:35 PM »
IRON KOBOLD


   
"You hit like a Pixie!"

Iron Kobolds have gone through painful and expensive magical augmentation to make their skin as hard as possible. They inject minute amounts of magically liquefied metals into their scales one at a time. This  painful process tends to produce erratic but powerful results. At least that's the current rumor. Former rumors include blood injections from an "adamantine dragon," skin transfusions from fiends, etc. They get worse every year.

BECOMING AN IRON KOBOLD
Most fighting type classes will allow you to become an Iron Kobold.

 ENTRY REQUIREMENTS
   Race:  Kobold
   Feats:  Diehard, Endurance, Great Fortitude
   BAB:  +6
   Base Fortitude Save:  +5
   Skills:  Concentration 4 ranks
   Special:  Must undergo a painful magical procedure each new level costing 1000 GP and lasting 24 hours.

Class Skills
 The Iron Kobold's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), and Survival (Wis).
Skills Points at Each  Level : 2 + int

Hit Dice: d12

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +0    Iron Skin +3
2. +2    +3     +0     +0    DR 1/-
3. +3    +3     +1     +1    Exceptional Toughness
4. +4    +4     +1     +1    Iron Skin +6
5. +5    +4     +1     +1    DR 3/-
6. +6    +5     +2     +2    Exceptional Toughness
7. +7    +5     +2     +2    Iron Skin +9
8. +8    +6     +2     +2    DR 5/-
9. +9    +6     +3     +3    Exceptional Toughness
10.+10   +7     +3     +3    Teensy Juggernaut


Weapon Proficiencies: Iron Kobold’s gain no new weapon or armor proficiencies.
 
Iron Skin (Ex): At first level the Iron Kobold's Natural Armor Bonus increases by 3.  This increases by another 3 at levels 4 and 7.

Damage Reduction (Ex): At second level the Iron Kobold gains DR 1/-.  This increases to DR 3/- at 5th level, and DR 5/- at 8th level.  This stacks with DR gained from Feats or other Classes.

Exceptional Toughness (Ex): At 3rd level the Iron Kobold has a 50% chance of ignoring a successful critical hit.  At 6th level the chance rises to 75%.  At 9th level the Iron Kobold is immune to Critical hits.

Teensy Juggernaut: At 10th level the Iron Kobolds transformation is final.  His DR increases to 8/-, and his Natural Armor Bonus increases another +1.  For this and every level after (even from other classes) the Iron Kobold gains maximum hit points per die, he doesn't need to roll.

PLAYING AN IRON KOBOLD
 You are bad.  The baddest of the bad.  There is no one you can't whoop.  Cept maybe dragons and some deities.  But that day is a' comin'.  Unlike many Kobolds you might not be of Lawful alignment.  It's all the stuff they juice you up with.
 Combat: Iron Kobolds tend to win fights through attrition.  In other words they try to outlast you through sheer number of hit points and toughness.  They aren't great tacticians, but they do have chutzpah.
 Advancement: Iron Kobolds usually just keep trying to get tougher.  It doesn't normally occur to them to branch out and diversify.
Resources: Iron Kobold's usually have the backing of their tribes military, so they have them to draw on, especially in times of trouble.

IRON KOBOLDS IN THE WORLD
"I can't believe I broke my sword on that things hide."
 The Iron Kobolds only see their trainers, backers, and  the mages who experiment on them.  On a lucky day they get to go out and fight the enemies of the tribe and vent their frustration.
 Daily Life: The daily life of an Iron Kobold is constant pain and training.  They are to be the elite of their tribe, an invincible super warrior.  They don't always end up that way, but they are experimental.
 Notables: Frak (LE Male Kobold Fighter 6/Iron Kobold 6) is an experimental super warrior for his tribe.  If he does well, the tribe will produce more Iron Kobolds. 
 Organizations: The Iron Kobolds themselves don't have organizations as such, but they are usually elite military units for their people.  So they do usually have backing of some sort.

NPC Reaction
 NPC's tend to look at Iron Kobold's the same as any other Kobold: a nuisance.  That is until they actually fight one...

IRON KOBOLDS IN THE GAME
 This class will tend to make PC's a little more paranoid about Kobolds (assuming their proficiency with traps hasn't done that already).
 Adaptation: This one could go in either serious or silly campaigns.  Silly probably works better though.
 Encounters: PC's will usually encounter Iron Kobolds when invading a Kobold nest, or when the experimental warrior is sent out to test his abilities by harassing the local pinkies.
Sample Encounter
EL 12: Frak is looking to make a name for himself and pondering on how to do that when he spots 4 humanoids trying to sneak through the Hall of Traps.  Eeeeexceellent...


Frak
LE Male Kobold Fighter 6/Iron Kobold 6
Init +1, Senses: Listen +1, Spot +1, Dark Vision 60'
Languages Draconic
------------------------------------------------
AC 35, touch 15, flat-footed 34 (+1 Size, +1 Dex, +7 Natural, +3 Deflection, +13 Armor)
hp 96 (12 HD)
Fort +13, Ref +5, Will +5 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Spear +12/+7/+2 (+13/+8/+3 w/Gauntlets) (1d6+6)(1d6+7 w/Gauntlets)
Base Atk +12, Grp +8 (+9 w/Gauntlets)
Combat Gear 1 Potion of Cure Serious Wounds
-----------------------------------------------
Abilities Str 10 (12 w/Gauntlets), Dex 12, Con 13, Int 10, Wis 13, Cha 12
SQ Light Sensitivity, DR 3/-, Exceptional Toughness 75%
Feats Diehard, Endurance, Enduring Life, Great Fortitude, Steadfast Determination, Improved Toughness (B), Intimidating Strike (B), Weapon Focus (Spear, B), Weapon Specialization (Spear, B)
Skills Climb +3, Concentration +11, Intimidate +7, Jump +3, Survival +5
Possessions +5 Full Plate, +1 Collision Returning Spear, +3 Ring of Protection, Dragonfang Gauntlets, Belt of One Mighty Blow, 1 Potion of Cure Serious Wounds, 185 GP




EPIC IRON KOBOLD

Hit Die: d12
Skills Points at Each  Level : 2 + int
Iron Skin At level 21 and every 3 levels thereafter the Iron Kobold's Natural Armor Bonus increases by another +3.
Damage Reduction At level 22 and every 3 levels thereafter the Iron Kobold's Damage Reduction increases by 1.
Teensy Juggernaut The Iron Kobold continues to receive maximum hit points per die.
Bonus Feats: The Epic Iron Kobold gains a Bonus Feat every 4 levels higher than 20th
« Last Edit: March 02, 2009, 08:43:33 AM by bhu »

Radmelon

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #86 on: March 02, 2009, 01:10:33 AM »
Do you like crap these out by the truckload or what? where do you get the ideas?  :D

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #87 on: March 02, 2009, 04:07:08 AM »
Do you like crap these out by the truckload or what? where do you get the ideas?  :D

In the case of the Goblinoid/Orc PrC's there was a project on the Wizards board to do a Races of the Horde style book that I sort of inherited from the original poster.  Ive always wanted more feedback on them so I started posting them here.  I also got requests for Kobold stuff, so I'm adding them too.

It'll slow down a lil eventually.  I made a list of about 100 ideas for orc/goblin PrC's.  I'm making them all eventually.

veekie

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #88 on: March 02, 2009, 06:21:33 AM »
Man this is gonna end up as big as your guide to the interwebz.
The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

[spoiler]
"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!
[/spoiler]

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #89 on: March 02, 2009, 08:36:53 AM »
Man this is gonna end up as big as your guide to the interwebz.

Speaking of which I just put up the miniatures and wargaming links in that thread.



THE KOBOLD SEDUCTRESS


   
"So is that a club in your pocket or are you happy to see me?  Cause if it's a club I gotta say you're missin' out bub."

 Eventually the Kobolds figured it was easier to trap the pinkies with kind words than it was with pits.  So they had several of their better female sorcerers undergo massive magical augmentation (i.e. plastic surgery) so as to appeal more to the humanoids.  Most reptilians and Dragons and such like em too.  Then after diplomatic training they become the official Kobold Ambassador (i.e. saboteur) to the humanoid races.  As opposed to the old version of diplomats who made the sky rain dead things till they got what they wanted or got killed.

BECOMING A KOBOLD SEDUCTRESS
Most Kobold Seductresses are some sort of spellcaster that specializes in Enchantment that are willing to agree to being altered.

 ENTRY REQUIREMENTS
   Race:  Kobold
   Gender:  Female
   Spells: Must be able to cast 3rd level spells, and know one Enchantment and Illusion spell of each level.
   Skills:  Bluff 8 Ranks, Diplomacy 8 Ranks, Sense Motive 8 Ranks
   Feats:  Spell Focus (Enchantment, Illusion)
   Special:  Must have gone through massive magical surgeries lasting 24 hours and costing 4000 GP


Class Skills
 The Kobold Seductresses class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Knowledge (Arcana, Local, Nobility)(Int), Listen (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skills Points at Each  Level : 4 + int

Hit Dice: d4

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Plastic Surgery (Biggie Size)
2. +1    +0     +0     +3    Political Training, +1 Level of Arcane Casting Class
3. +1    +1     +1     +3    Stealth Caster, +1 Level of Arcane Casting Class
4. +2    +1     +1     +4    Plastic Surgery (Musky)
5. +2    +1     +1     +4    Political Training, +1 Level of Arcane Casting Class
6. +3    +2     +2     +5    Stealth Caster, +1 Level of Arcane Casting Class
7. +3    +2     +2     +5    Plastic Surgery (Final Transformation)
8. +4    +2     +2     +6    Political Training, +1 Level of Arcane Casting Class
9. +4    +3     +3     +6    Stealth Caster, +1 Level of Arcane Casting Class
10.+5    +3     +3     +7    Local Celebrity, +1 Level of Arcane Casting Class


Weapon Proficiencies: A Kobold Seductress gains no new weapon or armor proficiencies.
 
Plastic Surgery (Ex): The initial magical surgery undergone by the Kobold slowly changes her over time.  At 1st level she loses her Racial Ability Adjustments (all stats are +0), her Light Sensitivity, and her Size Class becomes Medium.  Her tail shrinks somewhat, and her features soften, looking less "dragony", and more humanoid.

At 4th level the Seductress becomes a little more humanoid.  Her tail disappears entirely, her legs lose the extra joint, and her snout is all but gone.  She also begins to emit a mixture of pheromones that screw with the minds of those around her.  As long as there are no heavy winds, any creature spending 1 minute in her presence risks being poisoned.  Inhaled, Fortitude (DC is 10 plus half Hit Dice plus Constitution modifier), Initial and Secondary damage 1d3 Wisdom.  This musk is odorless.

At 7th level the Seductresses transformation is complete, and she appears to be a scaled human with beautifully patterned scales, and a mane of some fibrous material resembling hair.  Her poison now has a +2 Racial Bonus to it's Save DC, and does 1d6 Wisdom damage. She may now turn her musk off if she wishes.

Political Training (Ex): At 2nd, 5th, and 8th level the Kobold Seductress can choose any skill from the following list provided she has at least 8 ranks in that skill.  She may always Take 10 on that skill: Bluff, Diplomacy, Disguise, Forgery, Gather Information, Intimidate, Knowledge (Local, Nobility), Listen, or Sense Motive.

Stealth Caster (Ex): At 3rd level the Seductress can ignore the Verbal and Somatic components of Divination spells they cast a number of times per day equal to their Charisma Modifier.

At 6th level the Seductress can ignore the Verbal and Somatic components of Enchantment spells they cast a number of times per day equal to their Charisma Modifier.

At 9th level the Seductress can ignore the Verbal and Somatic components of Illusion spells they cast a number of times per day equal to their Charisma Modifier.

Local Celebrity (Ex): Turns out your "Final Transformation" wasn't so final.  Your scales could now rightly be called beautiful.  Their color and pattern is breathtaking, and they are so small it's hard to make out individual ones at any distance.  You are now pretty humanoid but for sharp teeth and nails, and exotic enough that people of all races seem to be curious about you.  Of course it might be your enhanced musk.  The Poison now does 2d6 Wisdom damage, and the Racial Bonus to it's Save DC increases to +4.  If an opponents Wisdom drops to 0, he becomes permanently Charmed (as per the Charm Monster spell) by the Seductress.  He will then recover his Wisdom with a full nights sleep, and is immune to the Seductresses Musk until the Charm is broken by a Remove Curse spell or something similar.

PLAYING A KOBOLD SEDUCTRESS
 You were the nerdy girl in your clutch.  Called ugly.  Looked down on because you were different.  Well look at you now! You are the perfect living example of scaly hawtness.  Lizardfolk are willing to kill for a hug from you.  Dragons send you flowers.  The occasional human turns furry (or is it scaly?) for you (mom was right, they are perverts!).  You get to go find old school chums, point at them, and laugh at them for not having the fame and power you do.  Oh and you get to do sabotage work for the community, blah, blah, blah...Screw that you're getting drunk and partying.
 Combat: You aren't meant for combat.  You're supposed to be charming people into doing your work indirectly.  If you're in a fight things have gone wrong.
 Advancement: Seductresses vary somewhat depending on their self control.  Many go wild once they're set free and indulge themselves, while others are devoted zealots determined to advance the cause of their people.  Some try to increase their magical abilities, while other concentrate on politicking.
Resources: Kobold Seductresses usually have a web of contacts among various groups and strata of society.  Theoretically you're an official Kobold Ambassador, and have some resources available from your government, and maybe even some from whatever government hosts you.  Plus whatever you're able to blackmail from people.  The blackmail resources are always the best ones.

KOBOLD SEDUCTRESSES IN THE WORLD
"That Napnap is such a nice lady.  She showed me how to poison my unfaithful husband.  He's been cheatin' on me for decades y'know."
 Kobold Seductresses are more liked than most other Kobolds.  They should be they were magically engineered to be well liked.   Plus they see nothing wrong in being nice since it just seems to get them more stuff, or more power.  It's also possible that the magic surgery whacked their brains out of place a little, so maybe they've turned softy on their peoples.  Nah prolly not.  The Pinkies are prolly just as dumb as the leaders claim they are.  On the other hand the Kobold Leaders never let you have Dwarven Vodka...
 Daily Life: Daily life revolves around diplomatic work theoretically.  It also revolves around ludicrous amounts of hedonism if your superiors aren't about.  In the old days you never got to drink wine, and sample ethnic cuisines, and dance, and party your behind off.  It's good to be the diplomat.
 Notables: Napnap (NE Female Kobold Beguiler 6/Kobold Seductress 6) is the newest Kobold diplomat to the city.  Formerly her family ruled her life with an Iron Fist, but they're far away now.  Excellent.  No more forced magical surgeries, no lessons to endure.  Some boring time spent doing official work and sabotage, but after that she gets to go to the local Dwarf bars and try that new Fire Ale they keep talking about.  Hopefully this time she doesn't end up naked, hanging from a tree, singing about Bahamut having a nice butt.  Took a loooooot of favors to make that go away last time...
 Organizations: Since your a diplomat you officially have some sort of a staff, but usually that's about the closest to an organization you get.

NPC Reaction
 Reactions kinda depend on the NPC.  Scaly reptilian ones would probably volunteer to wrestle a lava flow to suck your toes.  Other humanoids generally find you strange and exotic enough to pay attention to you.  Especially since your such a nice, kind lizardy person.  With bosoms.  Lets not forget the power of bosoms y'all...

KOBOLD SEDUCTRESSES IN THE GAME
 This assumes that there are large civilized city-states near the Kobold territories, and that the Kobolds are enough of a power that the humanoid races would rather ply them with diplomacy than all out war.  So obviously the Kobolds aren't assumed to be token mooks.
 Adaptation: Probably better for sillier campaigns, particularly ones heavy on intrigue and political machination.  Plus some fans of Kobolds in your group may be giving you the evil eye for this one...
 Encounters: PC's will usually be hired to protect or assassinate the Kobold Seductress, or possibly even her opponent.  Or if she's drunk enough she may make a pass at one.  18 glasses of Cognac in a short period of time makes one hallucinatory.  Depending on her memories of the event the PC may be a gentleman for not taking advantage of the situation, or an evil bastard who needs to be publicly crucified.  I guess we're saying avoid the diplomatic corps parties.

Sample Encounter
EL 12: The PC's are at a party in the new Diplomatic Headmaster's honor, when some drunk, scaly lady vomits on one of them.  When he pushes her away she freaks out and calls the guard to arrest him for putting his hands on her.  Turns out she's the head Kobold diplomat.  Better hide kid, or start polishing up on your own Diplomacy skills...


Napnap
NE Female Kobold Beguiler 6/Kobold Seductress 6
Init +1, Senses: Listen +13, Spot +7, Dark Vision 60'
Languages Draconic, Common, Dwarven, Gnome, Elven
------------------------------------------------
AC 22, touch 15, flat-footed 21 (+1 Dex, +1 Natural, +6 Armor, +4 Deflection)
hp 36 (12 HD)
Fort +4, Ref +5, Will +12 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Rapier +7/+2 (1d6/18-20)
Base Atk +6, Grp +5
Combat Gear 2 Potions of Cure Serious Wounds
Spells Per Day 0: 6 (DC 14)
1: 7 (DC 15)
2: 7 (DC 16)
3: 7 (DC 17)
4: 6 (DC 18)
5: 3 (DC 19)
Caster Level 10th
-----------------------------------------------
Abilities Str 8, Dex 12, Con 10, Int 18, Wis 13, Cha 14
SQ Armored Mage, Trapfinding, Cloaked Casting (+1 DC), Surprise Casting (Move Action), Advanced Learning (Serene Visage), Musk (DC 16), Political Training (Bluff, Diplomacy), Stealth Casting (Divination, Enchantment, 2/day)
Feats Greater Spell Focus (Enchantment, Illusion), Spell Focus (Enchantment, Illusion), Weapon Finesse, Silent Spell (B)
Skills Bluff +14, Concentration +8, Craft (Trapmaking) +2, Diplomacy +14, Gather Information +14, Hide +9, Knowledge (Arcana, Local, Nobility) +12, Listen +13, Move Silently +7, Profession (Miner) +3, Search +12, Sense Motive +13, Sleight of Hand +7, Spellcraft +10, Spot +7, Use Magic Device +10
Possessions +6 Bracers of Armor, +4 Ring of Protection, +4 Cloak of Charisma, +1 Rapier, 2 Potions of Cure Serious Wounds, 180 GP



EPIC KOBOLD SEDUCTRESS

Hit Die: d4
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Kobold Seductress gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: March 04, 2009, 10:12:41 AM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #90 on: March 04, 2009, 10:25:40 AM »
KOBOLD NIBBLER


   
"RRAAAAAWWRR!" *munch*

 Kobold Nibblers are tribal warriors who have been magically altered by an insane mage.  Eventually he was slain, and the tribe rescued their now half crazy brethren who were never quite the same.  And unfortunately their children inherited their condition.  Thankfully they love fighting so anytime there's a war or a raid they're first in line.  Keeps their numbers low. 

BECOMING A KOBOLD NIBBLER
Most Kobolds who take this are Barbarians all the way.  Some multiclass, but not very many (and if they do it's usually Ranger or Rogue).

 ENTRY REQUIREMENTS
   Race: Kobold
   Class Abilities: Rage
   BAB: +6
   Skills: Hide 4 ranks, Intimidate 4 ranks, Jump 4 ranks, Move Silently 4 ranks, Survival 4 ranks, Swim 4 ranks
   Feats:  Instantaneous Rage, Stealthy


Class Skills
 The Kobold Nibbler's class skills (and the key ability for each skill) are Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Nature)(Int), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each  Level : 4 + int

Hit Dice: d12

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +0    Enhanced Bite, Twitchy
2. +2    +3     +0     +0    Latch On
3. +3    +3     +1     +1    Sneak Attack+1d6
4. +4    +4     +1     +1    Enhanced Bite
5. +5    +4     +1     +1    Latch On
6. +6    +5     +2     +2    Sneak Attack+2d6
7. +7    +5     +2     +2    Enhanced Bite
8. +8    +6     +2     +2    Latch On
9. +9    +6     +3     +3    Sneak Attack+3d6
10.+10   +7     +3     +3    Baby Crocodile


Weapon Proficiencies: Kobold Nibblers become proficient with the Natural Weapons they gain.
 
Enhanced Bite (Ex): At 1st level the Kobold Nibbler's mutations begin to finally kick in.  Their musculature alters, making them more powerful, especially their neck and chest.  It makes their bite quite powerful, doing 1d6 plus double Strength Modifier, and their natural Armor Bonus increases to +2.  The Bite is their Primary attack, but the Kobold can wield weapons as secondary attacks if they use it (or they may opt to just make iterative attacks with their weapons).

At 4th level their bite does 2d4+double Strength Modifier, and Natural Armor Bonus increases to +4.

At 7th level their bite does 2d6+double Strength Modifier, and Natural Armor Bonus increases to +6.

Twitchy (Ex): Your Barbarian and Kobold Nibbler levels stack for purposes of determining how many times per day you can Rage.

Latch On (Ex): At 2nd level whenever the Kobold Nibbler is successful with a Bite Attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  It also no longer takes a Size Penalty to Grapple Checks.  This is equivalent to having Improved Grab for any Feat that requires it as a prerequisite,  but unlike Improved Grab may be used on any being up to 1 Size Class larger.

At 5th level your Strength is +6 while Raging, and you gain a +2 Racial Bonus to Grapple checks.

At 8th level your Strength is +8 while Raging, and you gain a +4 Racial Bonus to Grapple checks.

Sneak Attack (Ex): At 3rd level the Kobold Nibbler gains +1d6 Sneak Attack (this stacks with dice of Sneak Attack gained from other classes).  See PHB page 50 for ability description.

At 6th level this increases to +2d6, and at 9th level it increases to +3d6.

Baby Crocodile (Ex): You may now add your Sneak Attack damage to successful Grapple Checks as you thrash about, ripping and tearing your opponent.

PLAYING A KOBOLD NIBBLER
 You have a pretty darn big chip on your soldier.  The other Kobolds never let you forget they had to rescue you, and use your condition as an excuse to deny you opportunities.  But you're stronger than they are.  You'll show 'em one day.  And then they'll see who the real tough Kobold is...
 Combat: Nibblers prefer to hide, and ambush, just like other Kobolds are stereotyped as doing.  They wait until a victim comes into range, and explode from hiding simultaneously going into Rage.  Most of the pinkies don't see it coming...
 Advancement: Socially Nibblers are considered second class citizens, and are pretty limited in what they can do.  They're advancement in most Kobold cities will be limited to a combat brute.
Resources: Nibblers can draw upon the friendship of other like them, and a few regular Kobold sympathizers, but that's about it.

KOBOLD NIBBLERS IN THE WORLD
"See this here hunk 'o my thigh thats missin'?  Yup. Kobold did thet."
 The other humanoids despise you for being a Kobold, and your own kind despise you for being different (i.e. not Lawful).  Your enhanced temper doesn't help much, and if it weren't for them needing you to fight for the tribe you'd have been imprisoned or exiled.
 Daily Life: You're always hunting for food for the tribe in peace time, or fighting in war time.  You don't really get much other opportunity.
 Notables: Warup (NE Male Kobold Barbarian 6, Kobold Nibbler 6) is darn sick and tired of being a nobody, when he knows he's stronger than the other Kobolds. So he and his buddies have been raiding without permission to find a way to prove themselves (or at least get enough power to stage a coup).
 Organizations: There really aren't any organizations devoted to Nibblers, although some do form informal gangs.

NPC Reaction
 NPC's tend to be a bit more leery of you than the average Kobold.  After all you're bigger, and you look possibly crazy. 

KOBOLD NIBBLERS IN THE GAME
 This at least gives you an option to play a Kobold different than the sneaky trapmaker.
 Adaptation: This class does kind of bring up social issues like prejudice in the Kobold society.  That might make people uncomfortable.
 Encounters: PC's will tend to encounter Nibblers in combat situations, or may find a few off hunting for food.

Sample Encounter
EL 12: The PC's are quietly fishing by a forest river when all of a sudden Kobolds explode from the bushes and begin biting them furiously before running away.  Yeah it's gonna be one of those days...


Warup
NE Male Kobold Barbarian 6, Kobold Nibbler 6
Init +2, Senses: Listen +5, Spot +5, Dark Vision 60'
Languages Draconic
------------------------------------------------
AC 28, touch 14, flat-footed 26 (+1 Size, +2 Dex, +4 Natural, +10 Armor)
AC Raging 26, touch 12, flat-footed 24 (-2 Rage, +1 Size, +2 Dex, +4 Natural, +10 Armor)
hp 90 (12 HD), 114 Raging
Fort +11 (+13 Raging), Ref +6, Will +5 (+7 Raging) 
uncanny Dodge, Improved Uncanny Dodge
------------------------------------------------
Speed 40 ft. (8 squares)
Melee Bite +12 (2d6)
Melee Raging Bite +15 (2d6+6)
Melee +1 Spear +13/+8/+3 (1d6+1)
Melee Raging +1 Spear +16/+11/+6 (1d6+7)
Ranged +1 Spear +15 (1d6+1)
Base Atk +12, Grp +12 (+17 Raging)
Atk Options +2d6 Sneak Attack, Rage 4/day, Enhanced Bite, Latch On, Twitchy
Combat Gear 2 Cure Serious Wounds Potions, 1 Heroism Potion
-----------------------------------------------
Abilities Str 11 (17 Raging), Dex 15, Con 12 (16 Raging), Int 10, Wis 12, Cha 8
SQ Light Sensitivity, Fast Movement, Illiteracy, Trap Sense +2
Feats Extend Rage, Improved Natural Attack, Instantaneous Rage, Mad Foam Rager, Stealthy
Skills Climb +8 (+11 Raging), Craft (Trapmaking) +2, Hide +10, Intimidate +3, Jump +8 (+11 Raging), Listen +5, Move Silently +10, Profession (Miner) +3, Search +2, Spot +5, Survival +5, Swim +4 (+7 Raging)
Possessions +5 Silent Moves Shadow Breastplate, +1 Seeking Returning Axiomatic Spear, Ring of Invisibility, 2 Cure Serious Wounds Potions, 1 Heroism Potion, 595 GP



EPIC KOBOLD NIBBLER

Hit Die: d12
Skills Points at Each  Level : 4 + int
Rage The Kobold Nibbler gains an additional use of Rage at level 24 and every 4 levels thereafter.
Sneak Attack At level 23 and every 3 levels thereafter the Kolbold Nibbler's Sneak Attack increases by +1d6.
Enhanced Bite At Level 20 and every 3 levels thereafter the Epic Kobold Nibbler's Bite increases by another +1d6.
Bonus Feats: The Epic Kobold Nibbler gains a Bonus Feat every 4 levels higher than 20th
« Last Edit: March 07, 2009, 12:02:15 PM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #91 on: March 05, 2009, 01:19:12 PM »
GOBLIN SMUGGLER


   
"You want it WHERE?? In 2 days?? Yeah I can do that if you got enough money..."

 Some Goblin Psions specialize in Teleportation to enhance their criminal activities.  A Goblin Smuggler uses his powers for monetary gain.  He's not interested in taking over the world (or maybe not even saving it).  he just wants some bling.

BECOMING A GOBLIN SMUGGLER
Most Goblin Smugglers begin as Psions or Ardents.  There are some who use the expanded Knowledge Feat to qualify from other classes but they are rare.

 ENTRY REQUIREMENTS
   Race:  Any Goblinoid
   Psionics:  Manifester Level 7th, and must be able to Manifest Fly, Psionic
   Skills:  Concentration 6 ranks, Knowledge (Local, Geography, Psionics) 6 ranks
   Feats:  Speed of Thought, Up the Walls


Class Skills
 The Goblin Smuggler's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Knowledge (Geography, Local, Psionics)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), and Survival (Wis)
Skills Points at Each  Level : 6 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +2    Aport, +1 level of Manifesting Class
2. +1    +0     +3     +3    Teleport, +1 level of Manifesting Class
3. +1    +1     +3     +3    +1 level of Manifesting Class
4. +2    +1     +4     +4    Aport, +1 level of Manifesting Class
5. +2    +1     +4     +4    Teleport, +1 level of Manifesting Class
6. +3    +2     +5     +5    +1 level of Manifesting Class
7. +3    +2     +5     +5    Aport, +1 level of Manifesting Class
8. +4    +2     +6     +6    Teleport, +1 level of Manifesting Class
9. +4    +3     +6     +6    +1 level of Manifesting Class
10.+5    +3     +7     +7    Worldwalker


Weapon Proficiencies: A Goblin Smuggler gains no new weapon or armor proficiencies.
 
Aport (Su): At 1st level as a Standard action you can spend 3 power points to teleport any 1 unattended object that you can see within 60' that is no heavier than 5 pounds to your hand.  Or you can teleport any object no heavier than 5 pounds that you are holding to any location you can see within 60'.

At 4th level you can Aport up to 10 pound objects, and the range is increased to 120'.

At 7th level you can Aport any object up to your Light Load (or 15 pounds if your Light Load is less than that), and the range is increased up to 240'.

Teleport (Su): At second level when you use Psionic Teleport or similar powers you can increase the amount of equipment you carry with you by expending 1 power point per extra 100 pounds.

At 5th level you spend 2 power points less when Manifesting any power on the Nomad Discipline list.

At 8th level when you use Psionic Teleport or similar powers you can increase the amount of equipment you carry with you by expending 1 power point per extra 250 pounds.

Worldwalker (Su):  At 10th level you now spend 4 power points less when Manifesting any power on the Nomad Discipline list (minimum of 1 power point must be spent to still Manifest powers).  You have become extremely efficient in using your abilities to move about do to constant use.

PLAYING A GOBLIN SMUGGLER
 Only stupid people fight for money and glory.  if you have money you get glory by default.  And there are plenty of ways to make money besides fighting.  People will always need someone to move things around or make things disappear.  That's where you come in.
 Combat: Combat isn't your job.  Getting something from point A to point B, and keeping it safe in between is.  You have cohorts r friends for the fighting.  You have other skills they rely on.
 Advancement: Advancement varies for Goblin Smugglers depending on their personal goals, but they prefer to enhance their powers solely to make their illicit criminal activities easier.
Resources: Goblin Smugglers have friends in odd places.  Cross them, and you cross their customers too.  Most also belong to a Thieves Guild of some kind.  Mostly for protection.

GOBLIN SMUGGLERS IN THE WORLD
"Who is that Goblin?  I seem to see him everywhere I look these days?"
 Smugglers pretty much only interact with city officials, merchants, and criminals.  Which are all pretty much the same thing.  To them the world is and endless succession of officials they have to bribe, merchants willing to pay them, and contacts to help pull off jobs.  Normal people are like aliens to them.
 Daily Life: The daily life of a Smuggler involves constant busy work.  Scouting out the city he'll be working in (or the one he'll be taking goods too) and learning what he can about it will take up a good bit of his time initially.  Actually moving the goods without being caught comes next.  Smugglers are always busy doing something.
 Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
 Organizations: Most Smugglers will belong to an organization of some kind unless they're really small time.  It takes resources to smuggle cargo, especially if you're a member of a despised race.  Eventually the Smugglers powers will let him pursue more solo activities, but initially he'll be stuck with needing help.

NPC Reaction
 NPC's rarely notice Goblin Smugglers, and just assume they're thieves if they do.   Racial prejudice pretty much convinces everyone the Goblin Smuggler is up to no good, his powers just let him get away with it.

GOBLIN SMUGGLERS IN THE GAME
 Goblins in the sort of setting this PrC best works in are like immigrants everyone hates and fears, and they'll be pushed to do the most menial jobs for the smallest wages.  It virtually ensures they have to become criminals.
 Adaptation: This PrC kind of assumes Goblins are accepted in major human cities (albeit accepted as second class citizens).  Without thta this is kind of difficult to work unless they can disguise themselves.
 Encounters: PC's will usually encounter Goblin Smugglers raiding a caravan, trying to take it over from within, or be hired to figure out how they are getting goods into and out of a city.

Sample Encounter
EL 12: A goblin contacts the PC's.  he claims to be a smuggler whose powers give him a bit of an edge.  he also claims he's peeked in his latest cargo from a prominent city noble, and found something that disturbs him.  He wants the PC's to see it.  One wonders what could disturb a hardened Goblin thief?


Name
NE Male Goblin Psion 7/Goblin Smuggler 5
Init +3, Senses: Listen +5, Spot +5, Darkvision 60'
Languages Goblin, Gnoll, Orc
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AC 20, touch 14, flat-footed 16 (+1 Size, +3 Dex, +6 Armor)
hp 49 (12 HD)
Fort +4, Ref +9, Will +10 
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Speed 30 ft. (6 squares)
Melee +1 Shcoking Club +4 (1d6 plus 1d6 electricity)
Base Atk +5, Grp +0
Powers Known 1: Conceal Thoughts, Deceleration, Detect Teleportation, Distract, Know Direction and Location
2: Cloud Mind, Concealing Amorpha, Earth Walk, Psychoportive Shelter
3: Danger Sense, Dimension Twister, Telekinetic Force, Touchsight
4: Psionic Dimension Door, Psionic Freedom of Movement, Psionic Fly, Trace Teleport
5: Baleful Teleport, Ethereal Agent, Psionic Teleport, Teleport Trigger
6: Inconstant Location, Psionic Overland Flight, Retrieve
Manifester Level 12, Power Points 138
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Abilities Str 8, Dex 16, Con 12, Int 15, Wis 13, Cha 6
SQ Nomad Discipline, Aport, Teleport
Feats Dodge, Mobility, Sidestep Charge, Speed of Thought, Up the Walls, Extend Power (B), Quicken Power (B)
Skills Autohypnosis +5, Bluff +5, Concentration +7, Disable Device +6, Forgery +6, Hide +10, Knowledge (Local, Geography, Psionics) +8, Listen +5, Move Silently +10, Open Lock +7, Ride +10, Search +6, Sense Motive +5, Spot +5, Survival +5
Possessions Bag of Holding Type IV, Ring of Invisibility, Bracers of Armor +6, +1 Shocking Burst Club, Survival Pouch, 400 GP


EPIC GOBLIN SMUGGLER

Hit Die: d6
Skills Points at Each  Level : 6 + int
Bonus Feats: The Epic Goblin Smuggler gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: March 08, 2009, 11:11:05 AM by bhu »

Radmelon

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #92 on: March 06, 2009, 03:05:09 AM »
I've said it before, and I'll say it again: Damn you make these fast!  :D

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #93 on: March 06, 2009, 02:34:31 PM »
A question:

Dragonwrought Feat vs Dragontouched Feat.  If you're a Dragonwrought Kobold you lose the Dragonblood subtype.  If you take the Dragontouched Feat you gain the Dragonblood subtype.  A Kobold Dragonfire Adept gains both at 1st level.  So does he have the Dragonblood subtype or not?

veekie

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #94 on: March 06, 2009, 04:35:47 PM »
IIRC, Dragon type supercedes Dragonblood subtype, so...
The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

[spoiler]
"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

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Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!
[/spoiler]

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Nanshork

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #95 on: March 06, 2009, 04:42:24 PM »
All dragons qualify for anything requiring the dragontouched feat.

Edit: Also for anything requiring the dragonblood subtype.
« Last Edit: March 07, 2009, 08:32:15 PM by Nanshork »
My babies - A thread of random builds I've come up with over the years.
Notes to self

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #96 on: March 07, 2009, 02:20:33 PM »
eeeexcellent...  :smirk

Radmelon

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #97 on: March 08, 2009, 01:56:22 AM »
As an addition to what Nsnshork said, the dragonblood subtype pretty much means that it is a dragon, even if it's technecly not... just like how a 1/2 orc counts as an orc.  :thumb

Bozwevial

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #98 on: March 08, 2009, 02:07:35 AM »
Might want to reword the Goblin Smuggler's Aport ability to take into account attended/unattended items.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #99 on: March 08, 2009, 11:17:52 AM »
fixed Aport (thanks!)

BLUE MOON


   
"Do you know what I am?"

 Some Blue Goblins are born with a strange birthmark: a light bluish crescent moon shape over their right eye.  These Blues are odd from the moment of birth, darker of temperament than their fellows.  Many of them display odd powers, many of them decidedly non-psionic in nature.

BECOMING A BLUE MOON
Most Blues begin as some sort of Psionic Class (usually Charisma Based), and then multiclass into Hexblades for a few levels.

 ENTRY REQUIREMENTS
   Race:  Blue
   Class Abilities:  Hexblade’s Curse, Mettle, Wild Surge
   Skills:  Concentration 6 ranks, Knowledge (Arcane, Psionics) 6 ranks, Intimidate 6 ranks
   Feats:  Leadership, Power Penetration
   Special:  Must be accepted by another Blue Moon who agrees to train you.


Class Skills
 The Blue Moon’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Knowledge (Arcana, Local, Psionics)(Int), Listen (Wis), Psicraft (Int), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis).
Skills Points at Each  Level : 4 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Enhance Curse, +1 Level of Manifesting Class
2. +1    +0     +0     +3    Terror, +1 Level of Manifesting Class
3. +2    +1     +1     +3    +1 Level of Manifesting Class
4. +3    +1     +1     +4    Enhance Curse, +1 Level of Manifesting Class
5. +3    +1     +1     +4    Terror, +1 Level of Manifesting Class
6. +4    +2     +2     +5    +1 Level of Manifesting Class
7. +5    +2     +2     +5    Enhance Curse, +1 Level of Manifesting Class
8. +6    +2     +2     +6    Terror, +1 Level of Manifesting Class
9. +6    +3     +3     +6    +1 Level of Manifesting Class
10.+7    +3     +3     +7    Master of the Evil Eye


Weapon Proficiencies:A Blue Moon gains no new weapon or armor proficiencies.
 
Enhance Curse (Su): At first level you can psionically enhance the power of your Hexblade's Curse.  For every power point you spend the Save DC of your Curse is increased by +2.  If you have run out of daily uses of your Hexblade's curse you can still produce the effect by spending 3 power points.

At 4th level you can also increase the severity of the penalty your opponent suffers if he fails his Saving Throw.  For every 2 power points you spend you can increase the Curse's penalty by an additional -1 (i.e. instead of -2 on rolls they are -3 if you spend 2 pp).  The Maximum power points you can spend to increase the penalty is equal to your Blue Moon level.

At 7th level you can increase the duration or range of your curse.  Every power point spent increases the range by 5'.  By spending 2 power points the duration of the curse is up to 1 day.  By spending 5 power points the curse is permanent until removed by Remove Curse, Miracle, wish or a similar ability. 

Terror (Su): At second level the Blue Moon can Manifest a fear inducing gaze attack.  By spending 7 power points, he gets a Gaze Attack, 30', Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) negates, Fear (as per the spell).  The Blue Moons Gaze lasts for 1 round per Manifester level.

At 5th level the Fear effect lasts 1d4 rounds after the Gaze Attack ends.

At 8th level if the opponent fails his Willpower Save by rolling a "1", the Blue Moon can spend 6 power points as a Swift Action and the opponent dies instead as his heart gives way (creatures immune to fear or mind affecting effects are immune to this ability).

Master of the Evil Eye (Su): You no longer need to spend power points to Manifest your Terror ability, you permanently have a Fear Gaze Attack.  You may still spend 6 power points to kill your opponent if he rolls a 1.

PLAYING A BLUE MOON
 You are, of necessity, a criminal.   There are things you need to know, and need to have done, and they are too important to be done publicly, or for you to be squeamish about how they are accomplished.  You may employ criminals, and they may do criminal things, but the ends will justify the means.  You hope...
 Combat: Blue Moons are primarily debuffers and crowd control.  They either curse opponents or chase them away, and have their hired thugs fight them in their weakened state. 
 Advancement: Blue Moons generally tend to just accrue social  influence and power while researching their past.  They are obsessed wit htheir common abilities, and to what purpose they were given them.
Resources: You have the other Blues who trained you to draw upon, if what you are doing coincides with their interests.

BLUE MOONS IN THE WORLD
"Don't look at him! He's one of them! Don't even talk about them..."
 Blue Moons keep people from poking about in their business by intimidation.  Most of them employ a large amount of thugs they use as murderers to keep people quiet, and spies to keep tabs on the local area.  They rely on fear of them to keep people from talking as well.  Until they can find out what the purpose pf their birthmarks is, they try to gain and consolidate power, always sure they will need it for some unspecified future event.
 Daily Life: Whilst you inform your followers about the days events and what is expected of them, you eat breakfast and then go out to take care of business.  If anything that might be of use to the organization is discovered you pursue it ruthlessly.
 Notables: Bolgia (NE Male Blue Wilder 3/Hexblade 3/Blue Moon 6) is a local criminal lord.
 Organizations: The Blue Moons are an organization devoted to finding out the cause behind their mutual birth defect/powers.  And of course gaining power and wealth. 

NPC Reaction
 NPC's are terrified of the Blue Moons, whom they regard as being in league with Devils, or masters of the Evil Eye.  They aren't far off really considering the Blue Moons powers to curse others.

BLUE MOONS IN THE GAME
 This PrC assumes that the taker will be busy part time with running his own minor criminal endeavors, which means either the campaign revolves around that, or he gets distracted by it.  It might be better off as a NPC class.
 Adaptation: This is a good one for mystery or horror campaigns.  Trying to figure out whats going on can be a long term goal for the PC, and make for a neat espionage based setting.
 Encounters: PC's will generally encounter Blue Moons if they break up a criminal gang sponsored by them (they're usually the boss), if they come across information the Blues regard as important, or if they get in the way of some sort of scheme they are enacting.

Sample Encounter
EL 12: The PC's are in town to purchase a rare book at auction for a patron of theirs.  He's expecting trouble.  The book is stolen by goblins from the auction house, which means the PC's now have to find out where they've taken it.  But there are a lot of goblins in the cities slums...


Bolgia
NE Male Blue Wilder 3/Hexblade 3/Blue Moon 6
Init +5, Senses: Listen +8, Spot +8, Dark Vision 60'
Languages Common, Goblin, Draconic, Giant
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AC 18, touch 18, flat-footed 17 (+1 Size, +1 Dex, +3 Deflection, +3 Armor)
Elude Touch
hp 44 (11 HD)
Fort +3, Ref +4, Will +12 
Arcane Resistance, Mettle
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Speed 30 ft. (6 squares)
Melee +1 Sickle +9/+4 (1d4-1)
Base Atk +8, Grp +2
Atk Options Hexblade's Curse 1/day
Combat Gear 2 Potions of Cure Serious Wounds
Powers Known 1st: Energy Ray, Inertial Armor
2nd: Detect Hostile Intent
3rd: Dispel Psionics
4th: Correspond
Manifester Level 9, Power Points 85
-----------------------------------------------
Abilities Str 6, Dex 12, Con 10, Int 15, Wis 14, Cha 16
SQ Wild Surge +2, Psychic Enervation,
Feats Improved Initiative, Leadership, Power Penetration, Weapon Finesse
Skills Autohypnosis +8, Bluff +9, Concentration +10, Knowledge (Arcane, Local, Psionics) +10, Intimidate +11, Listen +8, Psicraft +8, Sense Motive +8, Spellcraft +8, Spot +8
Possessions Bracers of Armor +6, +1 Cursespewing Sickle, +3 Ring of Protection, 2 Potions of Cure Serious Wounds, 192 GP



EPIC BLUE MOON

Hit Die: d6
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Blue Moon gains a Bonus Feat every2 levels higher than 20th
« Last Edit: March 09, 2009, 11:44:00 AM by bhu »