Author Topic: Uncle Kitties Handbook of Spuriously Made Prestige Classes  (Read 130703 times)

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Chemus

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #40 on: January 19, 2009, 07:14:52 PM »
I really like the Azure Nightmare! It's flavorful and nifty. Just nice.

The One Hit ability's description is misleading to me; if you get +1 to your critical multiplier for every 2 rounds, spending 5 rounds would net you x4 from an original x2 multiplier wouldn't it? ( x(2+2)= x4)

I recommend that you change all the abilities to reflect fighting defensively rather than using the total defense option. You have to wait, defending to the exclusion of all other attacks, for 3-6 rounds to deal the most damage. There's no economy of actions there; why would the opponent even bother attacking you rather than your party? He can't even interrupt your 'casting.' And what about the critters that are immune to crits? Suffers the same as the rogue does vs. many types of opponents.

The last bit is less of a problem for a lone assassin, and the stances and maneuvers help. But just dodging an opponent in a battle lets him go elsewhere rather than deal with you. You get no AoO's, nothing.

Don't get me wrong; I really like the the flavor of this class. So please correct me if I'm wrong here.
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bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #41 on: January 20, 2009, 07:36:13 AM »
The Nightmares have been edited  :D


LAB EXPERIMENT


   


Maybe you have an antelopes brain.  Maybe you have a few new arms grafted on, or a reinforced exoskeleton.  Maybe you were just lobotomized and now grow a luxuriant coat of wool.  Either way, some yahoo with more knowledge than common sense decided to try out some pretty whacky theories on you.  Without your consent of course.  God forbid anyone ever ask you if you wanted your spleen to be able to strangle opponents independently from your body.

BECOMING A LAB EXPERIMENT ENTRY REQUIREMENTS
   Race:  Any Goblinoid
   Saves:  Any 1 Base Save at +5
   Feats:  Endurance, Diehard
   Slills:  Survival 6 Ranks
   Special:  Must have unwillingly gone magical or alchemical surgeries and transformations at the hands of a sadistic madman hellbent on world domination.


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

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +0     +2    We Need To Toughen You Up
2. +1    +3     +0     +3    My Fist Says You're Wrong
3. +2    +3     +1     +3    Mutation
4. +3    +4     +1     +4    You’re STILL Hurt by Pitchforks?
5. +3    +4     +1     +4    My Fist Says He's Wrong Too
6. +4    +5     +2     +5    Mutation
7. +5    +5     +2     +5    Why Doesn't Anyone Listen To The Fist?
8. +6    +6     +2     +6    Just a Flesh Wound
9. +6    +6     +3     +6    Mutation
10.+7    +7     +3     +7    Final Mutation

Weapon Proficiencies: Lab Experiments gain no new weapon or armor proficiencies.
 
We Need To Toughen You Up (Ex):  Your Natural Armor Bonus to AC increases by an amount equal to your Lab Experiment level. 

Mutation: At 3rd, 6th, and 9th level you may pick a mutation from the following list.  Theses represent experimental surgeries you are subjected too, or mutations from prior procedures.

Resistant (Ex): You have a +4 Bonus on a specific type of Saving Throw (choose Fortitude. Reflex, or Willpower).  This can be taken multiple times, choosing a different type of Saving Throw each time.

Improved Resistance (Ex): (Prerequisite: Resistant) 3 times per day you may Take 10 on one of the Saving Throws you chose with Resistant.

Greater Resistance (Ex): (Prerequisite: Improved Resistance) 3 times per day you may reroll a Saving Throw result with whichever Save you chose with Improved Resistance.

Energy Resistance (Ex): You gain Energy Resistance 5 to one energy type (acid, cold, electricity, fire, or sonic).  This may be taken multiple times, you choose a new energy type each time.

Improved Energy Resistance(Ex): (Prerequisite: Energy Resistance) One of the Energy Resistances you have chosen increases to 10.

Greater Energy Resistance(Ex): (Prerequisite: Improved Energy Resistance) One of the Energy Resistances you have chosen with Improved Energy Resistance increases to 15.

Skilled (Ex): You gain a +4 Racial Bonus to one skill.  This may be taken multiple times, increasing a different skill each time. 

Improved Skills (Ex): (Prerequisite: Skilled) 3 times per day you may take 10 on one of the skills you improved with Skilled.

Greater Skills (Ex): (Prerequisite: Improved SKill) 3 times per day you may reroll a result of 1 on a skill check with one of the skills you chose with Improved Skills.  You must keep the results of the reroll.

Fast Healer (Ex): You gain Fast Healing 3.

Improved Healing (Ex): (Prerequisite: Fast Healer) Your Fast Healing increases to Fast Healing 5.

Regeneration (Ex): (Prerequisite: Improved Healing) Your Fast Healing now becomes Regeneration 5 (you may be killed by fire or acid normally).

Aquatic (Ex): You gain a swim move equal to your land move, a +8 Racial Bonus 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 breathe air and water.

Improved Aquatic (Ex): Swim move increases +10 ft, and you are immune to nonlethal damage from cold or pressure caused by the ocean depths.

Greater Aquatic (Ex): Swim move increases another +10 ft., and you gain Blindsense 40 ft. while underwater.

Burrower (Ex): You gain a Burrow speed equal to your Land speed.

Improved Burrower (Ex): Your Burrow speed improves by +5 feet, and you gain Tremorsense 50'.

Greater Burrower (Ex): Your Burrow speed improves by an additional +5 feet, and you gain Tremorsense 100'.

Wings (Ex): You gain a Fly speed equal to your land speed, maneuverability is Clumsy.

Improved Wings (Ex): Fly Speed increases +20 ft., maneuverability becomes Average.

Greater Wings (Ex): Fly Speed increases an additional +20 ft., maneuverability becomes Good.

Brute (Ex): You gain Improved Grab.  Whenever you successfully hit with an Unarmed Strike you may immediately attempt a Grapple check as a Free Action without provoking an Attack of Opportunity.

Improved Brute (Ex): You gain Constrict.  You may do (double your unarmed strike damage plus double your Strength Modifier) with a successful Grapple check.

Greater Brute (Ex): You gain the Powerful Build ability (see page 12 of the Psionics book).

Scary (Ex): An opponent you are fighting in melee must make a Willpower Save (DC is 10 plus half hit dice plus Charisma Modifier) or be Shaken 1d6 rounds.  If he succeeds he is immune to your ability for 24 hours.

Improved Scary (Ex): An opponent you are fighting in melee must make a Willpower Save (DC is 10 plus half hit dice plus Charisma Modifier) or be Shaken 2d6 rounds.  If he succeeds he is immune to your ability for 24 hours.

Greater Scary (Ex): An opponent you are fighting in melee must make a Willpower Save (DC is 10 plus half hit dice plus Charisma Modifier) or be Frightened 1d6 rounds.  If he succeeds he is immune to your ability for 24 hours.


My Fist Says You're Wrong : You gain Improved Unarmed Strike as a Bonus Feat.

:  You Gain DR x/-.  X is equal to your Lab Experiment level divided by 2.

My Fist Says He's Wrong Too : You gain Superior Unarmed Strike as a bonus Feat.

Why Doesn't Anyone Listen To The Fist? : Your Unarmed Strike attacks do x3 damage on a successful Critical hit.

Just A Flesh Wound (Ex): You are immune to critical hits.

Final Mutation : You have either evolved or over time or been experimented upon more.  They have finally succeeded in making you look like something an Aberration pooped out on a rock.  You hope the bastards are happy...Choose one life altering power from the following list:

Trained Attack Organ (Ex): You may unleash one of your internal organs for up to 5 minutes as a Standard Action.  It can spy for you, fight, etc.  If destroyed you regenerate a new one within 1 month.  You are immune to critical hits.

Absorbant (Su): Choose 1 energy type (Acid, Cold, Electricity, Fire, or Sonic). The first 10 points of damage from any source you take of this energy type is absorbed instead.  Choose one of the following effects when you get this ability (it may not be changed afterwards):

You convert the energy damage you absorb into temporary hit points for 1 minute.

You convert the (energy damage divided by 5) into one physical or mental stat (choose which one at creation) bonus for 1 minute (i.e. 10 points of damage is a +2 bonus to any 1 stat).

You may absorb a maximum of 50 points of damage at any 1 time.

Rechargeable (Su): If you are dead, and a spell of effect does electrical damage equal to half your total hp you are resurrected as per the spell.

Brain Transplant (Ex): You have a brain from something not of your species.  Aside from possible massive identity issues, you are immune to mind affecting effects as the wiring in your brain has had to make compromises due to problems.  Your also probably a delusional madman, but hey no one's perfect.

Psychic Trap (Su):  Opponents attempting to target you with psionic powers must spend an extra 5 power points to make the power manifest. Any opponent touching you automatically loses their Psionic Focus if they have any.

Stitchy (Su): Parts of you were dead once upon a time.  A time before they were sewed onto you.  You are immune to death effects, negative energy effect, energy drain, and ability drain/damage.

I Think I'm Gonna Be Sick (Su): You spew bile, microbes, and the gods alone know what in a 60' cone as a Full Round Action. Anything in that area must make a Fortitude Save (DC is 10 plus half Hit Dice plus Constitution Modifier) or be Nauseated for 2d6 rounds.

Charged (Su): Your Unarmed Strike attacks do +2d4 energy damage (choose acid, cold, electricity, fire, or sonic).

Smashin' Fists (Ex): You can make Sunder attempts with your Unarmed Strikes, and are not subject to an attack of opportunity when doing so.  The Hardness of objects you attempt to Sunder is halved.

Zap (Ps): You can fire an energy beam from some part of your body.  This is identical to the psionic power Energy Ray (but you can only manifest 1 specific energy type chosen when you get this power), and your Manifester Level is 10th.

Psychic Armor (Ex): You gain Spell Resistance equal to 10 plus half your level plus your Constitution Modifier.

Big Freaky Eyes (Su): Gaze Attack, 30', Hold Person, Will Save negates.

Anger Management Issues (Ex): If you take damage you gain a +2 Morale Bonus to all rolls for 8 rounds. You are fatigued afterwards for 1 minute.  You also have difficulty discerning friend from foe. While using this ability you must make a DC 20 Willpower Save to tell if the nearest creature is friend or foe after you have killed your current opponent.  If you fail you smash away until something else attacks you and does more damage than they are.





PLAYING A LAB EXPERIMENT
At some point you were captured by/sold to/arrested/procured by a psychotic megalomaniac with delusions of world conquest.  You were to be his ultimate super soldier. Or maybe a cog in the grand design.  Or maybe just a table ornament or food for his experimental cannibal whales.  Either way you feel a sudden need to leave before he kills you with experiments, or the locals storm the place and stick a pitchfork in your butt.
 Combat: Combat options will vary greatly depending on the mutations you have, and what class you originally were.  Most all Lab Experiments seem to be tough melee fighters.  Apparently imagination is limited among the megalomaniacal world dominating kind.
 AdvancementResourcesLAB EXPERIMENTS IN THE WORLD
Daily Life: Most of your days will be spent undergoing tests (torture), experiments to enhance you (more torture), mobs storming the dwelling you reside in (a potential end to the torture), or laughing maniacally while your former owner is killed (and you take advantage of the distraction to run like hell).
 NotablesOrganizations: Most organizations will be devoted to cutting you open and seeing what color your organs are.  Very few are actually helpful.

NPC Reaction LAB EXPERIMENTS IN THE GAME
Due to the player picking random mutations this class holds the possibility of throwing the DM a surprise or two.  You may wish to plan ahead.
 AdaptationEncountersSample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12Project Spankenstein
NE Male Bugbear Rogue 2/Lab Experiment 6)
Init +1, SensesLanguages Common, Goblin
------------------------------------------------
AC 28, touch 11, flat-footed 27 (+1 Dex, +9 natural, +8 Armor)
hp 91 (11 HD)
Fort +9, Ref +9, Will +7 
Evasion
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Unarmed Strike +12/+7 (1d8+5)
Melee w/belt Unarmed Strike +15/+10 (1d8+7)
Melee +1 Greatclub +13/+8 (1d10+13/19-20)
Melee w/belt +1 Greatclub +16/+11 (1d10+16/19-20)
Base Atk +7, Grp +12 (+14 w/belt)
Atk Options Sneak Attack +1d6, Improved Grab, Constrict 2d8+10
Combat Gear 3 Potions of Remove Disease, 3 Potions of Remove Blindness/Deafness, 3 Potions of Cure Serious Wounds, 3 Potions of Neutralize Poison, 3 Potions of Lesser Restoration, 1 Potion of Remove Paralysis
-----------------------------------------------
Abilities Str 21 (27 w/belt), Dex 12, Con 16, Int 8, Wis 13, Cha 10
SQ Trapfinding, DR 3/-, Mutations (Brute, Improved Brute)
Feats Endurance, Diehard, Improved Toughness, Power Attack, Improved Unarmed Strike (B), Superior Unarmed Strike (B)
Skills Climb +13 (+15 w/belt), Hide +9, Intimidate +12, Jump +8 (+10 w/belt),  Listen +9, Move Silently +9, Search +7, Spot +9, Survival +7
Possessions +1 Impact Collision Greatclub, +5 Studded Leather, Belt of Giant Strength +4, Bag of Holding I, Hat of Disguise, 3 Potions of Remove Disease, 3 Potions of Remove Blindness/Deafness, 3 Potions of Cure Serious Wounds, 3 Potions of neutralize Poison, 3 Potions of Lesser Restoration, 1 Potion of Remove paralysis, 20 GP


                      Trained Attack Organ
                      Diminutive Aberration
Hit Dice:             Same HD as "owner" (hp always equal to half the "owners", rounded down)
Initiative:           +7 or +6 if Tiny(or "owners" if it is higher)
Speed:                 20 ft. (4 squares)
Armor Class:          17 (+4 Size, +3 Dex), touch 17, flat-footed 14
Armor Class if Tiny:          17 (+2 Size, +3 Dex, +2 Natural), touch 15, flat-footed 14
Base Attack/Grapple:  Identical to "owners"
Attack:               See below
Full Attack:          See below
Space/Reach:          1 ft./0 ft.
Special Attacks:      See below
Special Qualities:    Blindsight 30', Regeneration 1 (vulnerable to fire), Immune to Acid, Shared Abilities, Dodge Bonus
Saves:                Saving Throws identical to "owners"
Abilities:            Str 2, Dex 16, Con 15, Int 5, Wis 12, Cha 2
Abilities if Tiny:            Str 4, Dex 15
Skills:               Hide  +19 (+14 if Tiny), Listen +4, Move Silently +7 (+6 if Tiny), Search +1, Spot +5 (or use "owners" bonus for these skills if it's higher)
Feats:                Alertness, Anklebiter, Danger Sense, Dodge, Improved Initiative, Mobility
Alignment:            Always Neutral
Level Adjustment:     ---

Feats and skills are based on the Lab Experiment being at least 16th level to get a Trained Attack Organ.

Special Attacks: Trained Attack Organs have a special attack based on which organ they are replacing:

Vorpal Spleen: The Spleen may cast Inflict Light Wounds at will as a Spell Like Ability.

Blaster Pancreas: The Pancreas may cast Lesser Orb of Acid at will as a Spell Like Ability.

Terror Liver: Livers may cast Grease at will as a Spell Like Ability.  They are Size Class Tiny.

Bellows Lungs: The Lungs may cast Gust of Wind 5 times per day as a Spell Like Ability. Lungs are Size Class Tiny.

Stone Gallbladder: The Gallbladder may cast Magic Stone at will as a Spell Like Ability.

Brain Spy: You can see and hear anything the Brain sees and hears as long as it is within 1 mile.  it has a +4 Racial Bonus on all Listen, Search, and Spot checks. You are always in telepathic contact with the Brain up to 5 miles.

Killer Stomach: The Stomach can cast Melf's Acid Arrow 5 times per day as a Spell Like Ability.  Stomachs are Size Class Tiny.

Attack Heart: The Heart can cast Delusions of Grandeur 5 tmes per day as a Spell Like Ability.

Caster Level in all cases is equal to your effective character level.

Shared Abilities (Ex): Any mutations the Lab Experiment "owner" has are also possessed by the Trained Attack Organ.

Dodge Bonus (Ex): The Trained Attack Organ gains a Dodge Bonus to AC equal to half it's Hit Dice.


EPIC LAB EXPERIMENT

Hit Die: d10
Skills Points at Each  Level : 4 + int
We Need To Toughen You Up The Epic Lab Experiments AC continues to increase with Epic Levels, but it's +1 per 2 levels now.
The Epic Lab Experiments DR continues to increase with Epic Levels, but it's +1 per 4 levels now.
Mutation At Level 22 the Lab Experiment may choose 1 Epic Mutation.  He does not gain further mutations past this level.
Bonus Feats: The Epic Lab Experiment gains a Bonus Feat every 4 levels higher than 20th


Epic Mutations

Epic Resistance (Prerequisite: Greater Resistance): The Resistance Bonus of the Saving Throw you chose for Greater Resistance increases to +8.

Epic Energy Resistance (Prerequisite: Greater Energy Resistance): You become immune to the Energy Type you chose with Greater Energy Resistance.

Epic SKillz (Prerequisite: Greater Skills): You may always Take 10 with the SKill you chose for Greater Skills.

Epic Regeneration (Prerequisite: Regeneration): You now have Regeneration 8.

Epic Aquatic (Prerequisite: Greater Aquatic): Your Swim Move increases and additional +10 ft., and your Blindsense range is now 60'.

Epic Burrower (Prerequisite: Greater Burrower): Your Burrow Move increases an additional +5 feet, and your Tremorsense range is now 150'.

Epic Wings (Prerequisite: Greater Wings): Fly speed increases an additional +10 feet, and Maneuverability becomes Perfect.

Epic Brute (Prerequisite: Greater Brute): You gain a Bonus to Grapple Checks equal to half your Lab Experiment level (including Epic Lab Experiment levels).

Epic Scariness (Prerequisite: Greater Scary): An opponent you are fighting in melee must make a Willpower Save (DC is 10 plus half hit dice plus Charisma Modifier) or be Frightened 2d6 rounds.  If he succeeds he is immune to your ability for 24 hours.

Epic Spleen (Prerequisite: Trained Attack Organ): Your Trained Attack Organ becomes an Epic Trained Attack Organ, and it may remain separate from your body as long as you wish.  You always know it's location as long as it's on the same Plane.

Epic Absorbancy (Prerequisite: Absorbant): You may now absorb a second Energy Type.

Epic Rechargability (Prerequisite: Rechargeable): You may now be resurrected by as little as 1 point of electricity damage per Hit Die you have, and do not lose any Constitution from it.

Epic Personal Issues (Prerequisite: Brain Transplant): Due to permanent hallucinations and mild scizophrenia you have a +4 Resistance Bonus against all Illusion or Enchantment spells.

Epic Trap (Prerequisite: Psychic Trap): Opponents attempting to target you with psionic powers must spend an extra 5 power points, and take a Full Round Action to make the power manifest. Any opponent touching you automatically loses their Psionic Focus and 1d4 power points if they have any.

Epic Stitches (Prerequisite: Stitchy):  You have Resistance 10 against negative energy effects.

Epic Bile (Prerequisite: I Think I'm Gonna Be Sick): Your Bile attack now does 1d6 Constitution damage if your opponent fails his Fortitude Save in addition to the Nausea. 

Epic Joy Buzzer (Prerequisite: Charged): If you successfully confirm a Critical hit with your Unarmed Strike you do an additional +3d4 energy damage of the type you chose.

Hammer Fists (Prerequisite: Smashin' Fists): Your Unarmed Strikes are considered Adamantine for purposes of overcoming Damage Reduction, and do an additional +1d6 damage.

Epic Taser (Prerequisite: Zap): You may now Manifest Energy Ray or Energy Bolt, and Manifester Level is equal to your Character Level.  You may still only Manifest one type of energy damage.

Epic Psychic Armor (Prerequisite: Psychic Armor): You gain a +4 Deflection Bonus to Armor Class.

Epic Googly Eyes (Prerequisite: Big Freaky Eyes): Gaze Attack, 60', Hold Monster, Willpower Save Negates.

Epic Anger Issues (Prerequisite: Anger Management Issues): Your Bonus for using your Anger Management Issues is now +4.



Epic Trained Attack Organ
                      Diminutive Aberration
Hit Dice:             Same HD as "owner" (hp always equal to half the "owners", rounded down)
Initiative:           +9 or +8 if Tiny(or "owners" if it is higher)
Speed:                 30 ft. (6 squares)
Armor Class:          19 (+4 Size, +5 Dex), touch 19, flat-footed 14
Armor Class if Tiny:          18 (+2 Size, +4 Dex, +2 Natural), touch 16, flat-footed 14
Base Attack/Grapple:  Identical to "owners"
Attack:               See below
Full Attack:          See below
Space/Reach:          1 ft./0 ft.
Special Attacks:      See below
Special Qualities:    Blindsight 50', Regeneration 3 (vulnerable to fire), Immune to Acid, Shared Abilities, Dodge Bonus
Saves:                Saving Throws identical to "owners"
Abilities:            Str 2, Dex 20, Con 18, Int 8, Wis 12, Cha 6
Abilities if Tiny:            Str 4, Dex 18
Skills:               Hide  +22 (+17 if Tiny), Listen +5, Move Silently +10 (+8 if Tiny), Search +5, Spot +5 (or use "owners" bonus for these skills if it's higher)
Feats:                Alertness, Anklebiter, Danger Sense, Dodge, Epic Reflexes, Improved Initiative, Mobility, Spring Attack
Alignment:            Always Neutral
Level Adjustment:     ---

Feats and skills are based on the Lab Experiment being at least 22nd level to get an Epic Trained Attack Organ.

Special Attacks: Trained Attack Organs have a special attack based on which organ they are replacing:

Vorpal Spleen: The Spleen may cast Inflict Serious Wounds at will as a Spell Like Ability.

Blaster Pancreas: The Pancreas may cast Acid Breath (See Spell Compendium) at will as a Spell Like Ability.

Terror Liver: Livers may cast Stinking Cloud at will as a Spell Like Ability.  They are Size Class Tiny.

Bellows Lungs: The Lungs may cast Capricious Zephyr (See Spell Compendium) at will as a Spell Like Ability. Lungs are Size Class Tiny.

Stone Gallbladder: The Gallbladder may cast Giant's Wrath (See Spell Compendium) at will as a Spell Like Ability.

Brain Spy: You can see and hear anything the Brain sees and hears as long as it is within 5 miles.  it has a +4 Racial Bonus on all Listen, Search, and Spot checks. You are always in telepathic contact with the Brain as long as it's on the same Plane.

Killer Stomach: The Stomach can cast Orb of Acid (See Spell Compendium) 5 times per day as a Spell Like Ability.  Stomachs are Size Class Tiny.

Attack Heart: The Heart can cast Bear's Endurance at will as a Spell Like Ability.

Caster Level in all cases is equal to your effective character level.

Shared Abilities (Ex): Any mutations the Lab Experiment "owner" has are also possessed by the Trained Attack Organ.

Dodge Bonus (Ex): The Trained Attack Organ gains a Dodge Bonus to AC equal to half it's Hit Dice.
« Last Edit: January 24, 2009, 08:07:28 AM by bhu »

Prak, the Mad

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #42 on: January 22, 2009, 04:20:05 PM »
What, no ability named "Obey the fist!"?

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #43 on: January 23, 2009, 05:48:42 AM »
What, no ability named "Obey the fist!"?

I ran out of levels  :embarrassed

EDIT: Actually while doing the Epic Levels your post gave me an idea...

I'll be editing it in.
« Last Edit: January 23, 2009, 08:34:21 AM by bhu »

Prak, the Mad

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #44 on: January 23, 2009, 09:05:57 PM »
I love this class. Like most of your ideas it has a great flavour and carries that flavour through to the abilities. Now, there've been a couple misses, but really those are few and far between. Plus, this class is perfect for a campaign I've been running, and it's a goblin class, that's great, there aren't enough of those.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #45 on: January 23, 2009, 10:34:24 PM »
I love this class. Like most of your ideas it has a great flavour and carries that flavour through to the abilities. Now, there've been a couple misses, but really those are few and far between. Plus, this class is perfect for a campaign I've been running, and it's a goblin class, that's great, there aren't enough of those.

Mind telling me what you thought the misses were?  There's several of these I think could be better, and I'd like to redo them if anyone is interested.

Chemus

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #46 on: January 23, 2009, 10:47:29 PM »
I too love these PrC's bhu. They're just really fun! However, I only really chime in when I see something that I think needs fixing and I have a partial solution. Sorry.
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bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #47 on: January 24, 2009, 08:14:06 AM »
BUGBEAR ENFORCER


   
BECOMING A BUGBEAR ENFORCER ENTRY REQUIREMENTS
   Race:  Bugbear
   Class Abilities:  Sneak Attack +2d6
   Maneuvers:  Any 3 Shadow Hand Maneuvers
   Skills:  Hide 8 Ranks
   Feats:  Improved Unarmed Strike, Improved Grapple


Class SkillsSkills Points at Each  Level : 6 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +0     +2     +2    Choke
2. +2    +0     +3     +3    +1d6 Sneak Attack
3. +3    +1     +3     +3    Stealth (+2)
4. +4    +1     +4     +4    Improved Choke
5. +5    +1     +4     +4    +2d6 Sneak Attack
6. +6    +2     +5     +5    Stealth (+4)
7. +7    +2     +5     +5    Neck Snap
8. +8    +2     +6     +6    +3d6 Sneak Attack
9. +9    +3     +6     +6    Stealth (+6)
10.+10   +3     +7     +7    Silent Death

Weapon Proficiencies: Bugbear Enforcers gain no new weapon proficiencies.

Maneuvers: At each odd numbered level you gain a new Maneuver from the Shadow Hand discipline.  You must meet the Maneuver's prerequisite's to take it.  You add your full Bugbear Enforcer 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.
 
Choke: When you successfully Grapple an opponent now, he cannot speak regardless of whether you have him Pinned or not.  You may deal lethal damage equal to your Unarmed Strike damage without taking any penalties to grapple checks.

Sneak Attack (Ex): This is identical to the Rogue ability listed on page 50 of the PHB, and stacks with Sneak Attack gained from other levels in other classes.

Stealth (Ex): At 3rd level you get a +2 Competence Bonus to Hide and Move Silently checks.  This increases to +4 at level 6, and +6 at level 9.

Improved Choke: If you can Pin an opponent successfully he begins to suffocate (see DMG page 304) with one difference.  The DC of the FOrt Save is equal to 10 plus the damage done on your successful grapple check, and he begins making Saves the first round you do damage with the grapple, and each round it is maintained.

Neck Snap: When you successfully grapple an opponent and do damage, you now add your Sneak Attack damage.

Silent Death (Ex): If you successfully Grapple an opponent who is flat-footed he must make a Fortitude Save (DC is 10 plus half hit dice plus Strength Modifier) or die.  If he succeeds in making the Saving Throw, he takes damage as normal.

PLAYING A BUGBEAR ENFORCER Combat: You try not to show off your abilities.  You want them to be a surprise.  You prefer to attack from ambush with surprise (and several friends) on your side.  Between teamwork and getting the drop on your opponent you hope to make combat as quick as possible.
 Advancement: Most Enforcers concentrate on concealment of their activities and stealth over raw power.  There are ways of dealing with more physically intimidating opponents.  Many also try to find some way of dealing with magical opponents as well.
Resources: A Bugbear Enforcer can always ask his employers for equipment or help, or from friends he has made in the crime community (usually other Bugbear Enforcers).

BUGBEAR ENFORCERS IN THE WORLD
Daily Life: Bugbear Enforcers spend their days training for the next mission, executing a mission, or pretending to be honest citizens (or at least as close to honest as Bugbears get).
 Notables: Black Bear (NE Male Bugbear Rogue 3/Swordsage 3/Bugbear Enforcer 2) is the top killer for hire in his home town.  His name is whispered in the streets, and no one is really sure of his true appearance.  But he is known as being the person to contact if you need some problems solved.
 OrganizationsNPC Reaction BUGBEAR ENFORCERS IN THE GAME
If you want Bugbears taken a little more seriously, making them hit men instead of  cheap muscle is the way to go.  As long as you make them competent hitmen.
 AdaptationEncountersSample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12Black Bear
NE Male Bugbear  Rogue 3/Swordsage 3/Bugbear Enforcer 2
Init +3 (Quick to Act), Senses: Listen +5, Spot +5, Dark Vision 60'
Languages Common, Goblin
------------------------------------------------
AC 23, touch 14, flat-footed 23 (+2 Dex, +2 Wis, +3 Natural, +6 Armor)
hp 43 hp (11 HD)
Fort +6, Ref +13, Will +9
Evasion
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Unarmed Strike +12/+7 (1d8+5)
Melee +1 Short Sword +13/+6 (1d6+6)
Base Atk +7, Grp +12
Atk Options +3d6 Sneak Attack, Discipline Focus (Weapon Focus: Shadow Hand), Choke, Improved Choke
Combat Gear
Maneuvers Known 1st: Charging Minotaur, Clinging Shadow Strike, Counter Charge, Mighty Throw, Shadow Blade Technique, Stone Bones, Sudden Leap
2nd: Cloak of Deception, Drain Vitality
Initiator Level: 5
Stances Known 1st: Child of Shadow, Island of Blades
-----------------------------------------------
Abilities Str 20, Dex 14, Con 16, Int 10, Wis 15, Cha 6
SQ Trapfinding, Trap Sense +1, Stealth
Feats Extra Readied Maneuver, Improved Unarmed Strike, Improved Grapple, Superior Unarmed Strike
Skills Balance +8, Concentration +9, Disable Device +6, Hide +15, Jump +11, Knowledge (Local) +6, Listen +5, Martial Lore +6, Move Silently +14, Open Lock +8, Sense Motive +8, Spot +5
Possessions Sword of Subtlety, +6 Bracers of Armor, Ring of Invisibility, Masterwork Thieve's Tools, Powder of the Black Veil, Necklace of Warning, Belt of One Mighty Blow, Bag of Holding Type I, 840 GP



EPIC BUGBEAR ENFORCER

Hit Die: d8
Skills Points at Each  Level : 6 + int
maneuvers The Epic Bugbear Enforcer's Initiator Level is equal to his Character Level, but he doesn't gain additional maneuvers/Stances past 20th level.
Stealth The Epic Bugbear Enforcer's Competence Bonus to Hide and Move Silently checks increases an additional +2 at level 23 and every 3 levels thereafter.
Sneak Attack The Epic Lab Experiment gains an additional die of Sneak Attack at level 21, and every 3 levels thereafter.
Bonus Feats: The Epic Bugbear Enforcer gains a Bonus Feat every 4 levels higher than 20th
« Last Edit: January 26, 2009, 09:50:17 AM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #48 on: January 26, 2009, 09:54:25 AM »
DAI-BAKEMONO


   


Occasionally a Shogun trains a Dekanter or Bakemono slave in the Sublime Way.   It is difficult given the limitations of the Bakemono, but when they have been trained in fighting unarmed they provide their master with endless amusement in the arena, and an excellent assassin.

BECOMING A DAI-BAKEMONO
You were a toy of your master, and now have been trained to be a pawn.  Slavers fetch the most promising of your kind to be trained to fight in the arena.  And your masters promise you freedom if you do well.  Freedom and the chance to kill whoever they point out as a target.

 ENTRY REQUIREMENTS
   Race:  Bakemono or Dekanter
   BAB:  +6
   Maneuvers:  3 Stone Mountain and 3 Tiger Claw Maneuvers, 2 of which must be Bone Crusher and Flesh Ripper
   Feats:  Improved Unarmed Strike, Superior Unarmed Strike
   Skills:  Balance 4 Ranks, Jump 4 Ranks


Class Skills
 The Dai-Bakemono's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Martial Lore (Int), and Swim (Str).
Skills Points at Each  Level : 4+ int

Hit Dice: d12

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Tigers Bite +2
2. +2    +3     +0     +0    Dragonskin +2
3. +3    +3     +1     +1    Stone Power +2
4. +4    +4     +1     +1    Tigers Bite +4
5. +5    +4     +1     +1    Dragonskin +4
6. +6    +5     +2     +2    Stone Power +4
7. +7    +5     +2     +2    Tigers Bite +6
8. +8    +6     +2     +2    Dragonskin +6
9. +9    +6     +3     +3    Stone Power +6
10.+10   +7     +3     +3    Tiger Dragon

Weapon Proficiencies: Dai-Bakemono gain no new weapon or armor proficiencies.
 
Tigers Bite (Ex):  At 1st level you gain a +2 Bonus to damage when successfully using a Tiger Claw maneuver.  This increases to +4 at level 4, and +6 at level 7.

Dragonskin (Ex): At 2nd level your Natural Armor Class Bonus increases by +2.  This increases to +4 at level 5, and +6 at level 8.

Stone Power (Ex): At 3rd level the Save DC's of Stone Dragon Maneuvers you use increase by +2.  This increases to +4 at level 6, and +6 at level 9.

Tiger Dragon (x): At 10th level the Dai-Bakemono may choose 1 Stone Dragon or Tiger Claw Maneuver he knows of 5th level or lower at the beginning of each day.  For the next 24 hours that Maneuver is always considered Readied.

Maneuvers: At each odd numbered level, you gain a new Maneuver from either the Tiger Claw or Stone Dragon Discipline (you must meet a Maneuver's prerequisites to take it). You add your full Dai-Bakemono level 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.

PLAYING A DAI-BAKEMONO CombatAdvancementResources
Daily LifeNotablesOrganizationsNPC Reaction
The Dai-Bakemono assume your running a fairly brutal campaign world.  It's meant for a dark, gritty campaign, and may make some people uncomfortable.
 AdaptationEncountersSample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12Mog
CE Male Bakemono Warblade 6/Dai-Bakemono 5
Init +5, Senses: Listen +1, Spot +1
Languages Common
------------------------------------------------
AC 28, touch 12, flat-footed 27 (+1 Size, +1 Dex, +10 Natural, +6 Armor)
hp 104 (11 HD)
Fort +12, Ref +6, Will +6 
Uncanny Dodge
-----------------------------------------------
Speed 30 ft. (6 squares)
Melee 1 Bite +20 (1d8+8) and 2 Claws +15 (1d6+5)
Melee Unarmed Strike +20/+15/+10 (1d8+8)
Base Atk +11, Grp +13
Atk Options Tigers Bite +4
Combat Gear
Maneuvers Known:1st: Charging Minotaur, Stone Bones
2nd: Mountain Hammer, Rabid Wolf Strike
3rd: Bonecrusher, Flesh Ripper, Soaring Raptor Strike
4th: Overwhelming Mountain Strike
5th: Pouncing Charge
6th: Irresistible Mountain Strike
Stances Known: 1st: Blood in the Water, Stonefoot Stance
Initiator level 11, Maneuvers Readied 5
-----------------------------------------------
Abilities Str 22, Dex 13, Con 16, Int 3, Wis 12, Cha 4
SQ Battle Clarity (+0), Weapon Aptitude, Battle Ardor (+0), Dragonskin (+4)
Feats Improved Unarmed Strike, Martial Study (Soaring Raptor Strike), Sudden Recovery, Superior Unarmed Strike, Improved Initiative (B)
Skills Balance +6, Intimidate +1, Jump +11
Possessions +2 Amulet of Mighty Fists, Ring of Invisibility, +6 Bracers of Armor, +2 Cloak of Resistance, Ioun Stone (clear spindle)



EPIC DAI-BAKEMONO

Hit Die: d8
Skills Points at Each  Level : 6 + int
Tiger's Bite The Epic Dai-Bakemono's Damage Bonus with Tiger Claw Maneuvers increases by +2 at level 21, and every 3 levels thereafter.
Dragonskin The Epic Dai-Bakemono's Natural AC Bonus increases by +2 at level 22, and every 3 levels thereafter.
Stone Power The Save DC's of the Epic Dai-Bakemono's Stone Dragon Maneuvers increases by +2 at level 23, and every 3 levels thereafter.
Bonus Feats: The Epic Dai-Bakemono gains a Bonus Feat every 5 levels higher than 20th
« Last Edit: January 28, 2009, 09:01:07 AM by bhu »

Nanshork

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #49 on: January 26, 2009, 01:05:07 PM »
Bugbear Enforcer is actually very nice, can make grappling much more viable. 
My babies - A thread of random builds I've come up with over the years.
Notes to self

Prak, the Mad

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #50 on: January 27, 2009, 01:01:36 AM »
huh... maybe I'm thinking of the wrong thread... I coulda sworn I remembered some kind of amazon that was less than particularly flavourful. The Orc sergeant and pirate were, eh, but not too bad.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #51 on: January 27, 2009, 02:58:14 AM »
There is a race of orc amazons in the critter thread.

I get that a lot about the sergeant and the pirate.  I really need to do something with those two

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #52 on: January 30, 2009, 07:23:03 AM »

IRONHEART CRUSADER


   


Hobgoblins claim to have created the Iron Heart style, and there is ample proof to back their claim.  Even those who become Crusaders, championing their people are loath to study he Sublime Way without including Iron heart.

BECOMING AN IRONHEART CRUSADER
Ironheart Crusaders begin as Crusaders who spend extra time studying to gain use of the Iron Heart style as well.

 ENTRY REQUIREMENTS
   Race:  Hobgoblin
   Class Abilities:  Smite, Steely Resolve
   Feats:  Martial Study (must be used to gain Ironheart Maneuver), Martial Stance (must be used to gain Ironheart Stance), Ironheart Aura
   Skills:  Balance 4 Ranks, Intimidate 4 Ranks
   Maneuvers:  Must have at least 3 Devoted Spirit Maneuvers or Stances


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

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Iron Strength (+4)
2. +2    +3     +0     +0    Iron Technique (1/day)
3. +3    +3     +1     +1    Iron Will (+2)
4. +4    +4     +1     +1    Iron Strength (+6)
5. +5    +4     +1     +1    Iron Technique (2/day)
6. +6    +5     +2     +2    Iron Will (+4)
7. +7    +5     +2     +2    Iron Strength (+8)
8. +8    +6     +2     +2    Iron Technique (3/day)
9. +9    +6     +3     +3    Iron Will (+6)
10.+10   +7     +3     +3    Iron Soul

Weapon Proficiencies: Ironheart Crusaders gain no new weapon or armor proficiencies.
 
Maneuvers: At each odd numbered level you gain a new Maneuver from the Devoted Spirit, Iron Heart, Stone Dragon, or White Raven discipline.  You must meet the Maneuver's Prerequisite to learn it.  You add your full Ironheart Crusader 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.  When taking additional Crusader Levels you may now also choose Iron Heart Maneuvers and Stances.

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

Iron Strength (Su):  At 1st level you gain a +4 attack bonus when using Iron Heart Surge instead of the normal +2.  This increases to +6 at level 4, and +8 at Level 7.

Iron Technique (Ex): Once per day you may swap a readied Maneuver you haven't expended for an Iron Heart Maneuver you haven't expended (or optionally when you get a withheld Maneuver at he end of your Turn in combat you may choose for it to be an unexpended Iron Heart Maneuver).
You may do this twice per day at 5th level, and 3 times per day at eighth level.

Iron Will (Su): At 3rd level you gain a +2 Bonus to the rerolled Saving Throw you get using Iron Heart Focus.  This increases to +4 at level 6, and +6 at level 9.

Iron Soul (Su): 3 times per day you may add your Ironheart Crusader level to any one Saving Throw as a Morale Bonus.

PLAYING AN IRONHEART CRUSADER
 Ironheart Crusaders are living symbols of Hobgoblin nationalism and racial superiority.  They are the defenders of the tribe who put personal politics aside for the racial good.  A bit of an oddity for an evil race, but remember they are also Lawful.  And many of them also get more than a few personal rewards and fame for what they do, so perhaps it's merely an unusual route to power.
 Combat:Most of your PrC bonuses come from the Iron Heart style Maneuvers, so make sure to learn as many as you can.
 Advancement: Most Ironheart Crusaders devote their lives to perfecting and teaching the Iron Heart style.  Beyond that their development proceeds in whatever direction their Gods choose to prod them.
Resources: Ironheart Crusaders can always count on each other for help, and most Hobgoblins will do what they can to help them (especially the peasants).  They're the closest thing most Hobgoblins will meet to an acceptable Paladin in their societies view.

IRONHEART CRUSADERS IN THE WORLD
"How does he do that?"
 You are almost always on a mission, either for the gods, the government, or just to protect your people from the other, lesser, humanoids.  Everything you do, in every way, is to benefit yourself or your people, and you take very few chances since so many are depending on you.
 Daily Life: The daily life of an Ironheart Crusader will vary greatly depending on their current mission.  It will usually involve combat in some manner, since the Hobgoblins seem obsessed with it, and Ironheart Crusaders in particular delight in showing off their martial prowess.
 Notables: Zeveg the Dead (LN Male Hobgoblin Crusader 6/Ironheart Crusader 5) is a champion of the Hobgoblin people.  A great warrior, a diplomat, and a hero.  He is also a nigh well emotionless burnout, scarred so badly after years of non stop warfare that it could be said he had lost his humanity of he were human.  Zeveg is a shadow of his former glory, staring always ahead with dead, soulless eyes.  Crossing him is generally considered unwise.
 Organizations: The Brothers of the Iron Sword are an organization devoted to training and supporting Ironheart Crusaders.  They also provide standard military training, and they run many of the better military schools in Hobgoblin society.

NPC Reaction
 NPC's reserve the same amount of respect and adoration for Ironheart Crusaders that they normally reserve for Blackguards, and Liches.  Which is to say, they usually crap themselves and run in fear.  Except for Hobgoblins who tend to treat them like rock stars.

IRONHEART CRUSADERS IN THE GAME
 Ironheart Crusader allows a Crusader access to Stances and Maneuvers they normally wouldn't be able to get.  For that reason alone it might be something you want to watch closely.
 Adaptation: This is an interesting idea for a Paladin-like NPC Hobgoblin to oppose your PC's.  Or if you allow Evil campaigns, it makes for a nice defender of your tribal people.
 Encounters: PC's will usually encounter an Ironheart Crusader when he has been sent on a mission by one of the Goblin Gods, or if they attack a Hobgoblin settlement.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: A lone hobgoblin has been raiding caravans and coaches as a highwayman.  The PC's have been hired to stop him, and after some time they will notice a pattern.  All of the targets have the same home town in common (or some connection to it), and aren't necessarily wealthy.  Richer targets are being passed up for these people.  The truth is that the town is waging a campaign of extinction against a small Hobgoblin tribe.  Zeveg has come to put an end to it by simply slaughtering anyone trying to leave the help, or bringing aid to it.  The caravans he's hit have been carrying supplies or weapons.  He appears to be alone but he has aid from the shadows as he only wishes his face to be seen, that way anyone targeting the raiders will only know his face.


Zeveg the Dead
LN Male Hobgoblin (Crusader 6/Ironheart Crusader 5)
Init +0, Senses: Listen +1, Spot +1, Dark Vision 60'
Languages Common, Giant, Goblin
------------------------------------------------
AC 23, touch 10, flat-footed 23 (+9 Armor, +4 Shield)
hp 104 (11 HD)
Fort +13, Ref +3, Will +5
Indomitable Soul, Zealous Surge
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Longsword +14/+9/+4 (1d8+4/19-20)
Base Atk +11, Grp +14
Atk Options Furious Counterstrike, Smite 1/day (+1 Hit/+6 damage)
Combat Gear2 Potions of Heroism, 2 Potions of Haste, 2 Potions of Cure Serious Wounds
Stances Known 1st: Iron Guard's Glare, Martial Spirit, Punishing Stance
3rd: Absolute Steel Stance
Maneuvers Known  1st: Crusaders Strike, Douse the Flames, Steel Wind, Stone Bones, Vanguard's Strike
2nd: Foehammer, Wall of Blades
3rd: Bonecrusher, Ironheart Surge, Revitalizing Strike
5th: Iron Heart Focus
-----------------------------------------------
Abilities Str 16, Dex 10, Con 18, Int 10, Wis 12, Cha 13
SQ Steely Resolve 10, Iron Strength +6, Iron Will +4, Iron Technique 2/day
Feats Ironheart Aura, Martial Study (Steel Wind), Martial Stance (Punishing Stance), Vital Recovery
Skills Balance +11, Concentration +11, Diplomacy +12, Intimidate +12, Knowledge (Religion) +4, Martial Lore +6, Ride +6
Possessions+1 Devoted Spirit Iron Heart Mighty Smiting Longsword, Earthplate Armor, +2 Styptic Heavy Steel Shield, 2 Potions of Heroism, 2 Potions of Haste, 2 Potions of Cure Serious Wounds, 385 GP

EPIC IRONHEART CRUSADER

Hit Die: d10
Skills Points at Each  Level : 4 + int
Iron Strength The Epic Ironheart Crusader's Attack Bonus gained by this ability increases by +2 at level 21, and evert 3 levels thereafter.
Iron Technique The Epic Ironheart Crusader gains 1 additional daily use of this ability at level 22 and every 3 levels thereafter.
Iron Will The Bonus to your Saving Throw gained when using this ability increases by +2 at level 23 and every 3 levels thereafter.
Bonus Feats: The Epic Ironheart Crusader gains a Bonus Feat every 5 levels higher than 20th
« Last Edit: January 31, 2009, 07:56:08 AM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #53 on: January 31, 2009, 08:02:32 AM »
IRONHEART BERSERKER


   
BECOMING AN IRONHEART BERSERKER
Ironheart Berserkers begin as Warblades, and end up devoting themselves to the Iron Heart style almost exclusively.

 ENTRY REQUIREMENTS
   Race:  Hobgoblin
   Class Abilities:  Battle Ardor
   Maneuvers: Any 3 Iron Heart Maneuvers and Iron Heart Surge
   BAB:  +6
   Skills:  Balance 8 Ranks
   Feats:  Weapon Focus (Bastard Sword), Exotic Weapon Proficiency (Bastard Sword), Power Attack
   Special: Must have had a masterwork bastard Sword made of Cold Iron


Class Skills
 The Ironheart Berserker's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), and Martial Lore (Int).
Skills Points at Each  Level : 4+ int

Hit Dice: d12

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Sword of Iron +2
2. +2    +3     +0     +0    Iron Fury +1
3. +3    +3     +1     +1    Iron Smite 1/encounter
4. +4    +4     +1     +1    Sword of Iron +4
5. +5    +4     +1     +1    Iron Fury +2
6. +6    +5     +2     +2    Iron Smite 2/encounter
7. +7    +5     +2     +2    Sword of Iron +6
8. +8    +6     +2     +2    Iron Fury+3
9. +9    +6     +3     +3    Iron Smite 3/encounter
10.+10   +7     +3     +3    Iron Berserk

Weapon Proficiencies: Ironheart Berserkers gain no new weapon or armor proficiencies.

Maneuvers: At each odd numbered level you gain a new Maneuver from the Diamond Mind, or Iron Heart disciplines. You must meet the Maneuver's Prerequisite to learn it. You add your full Ironheart Berserker 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 Diamond Mind, or Iron Heart disciplines if you meet it's Prerequisites.

Sword of Iron (Ex): At 1st level the Ironheart Berserker gains a +2 Bonus to damage and Critical Confirmation rolls when using a weapon associated with the Iron heart Style to perform an Iron Heart Maneuver.  This increases to +4 at level 4, and +6 at level 7.  The weapon must be made of Cold Iron to receive this benefit.

Iron Fury (Ex): Beginning at 2nd level, when the Ironheart Berserker is in an Iron Heart Stance, he gains 1 extra Attack of Opportunity per round (this stacks with Feats like Combat Reflexes that give you extra Attacks of Opportunity per round). This increases to 2 extra attacks at level 5, and 3 extra attacks at level 8.  The Ironheart Berserker takes a penalty to his AC the next round if he uses this ability (penalty is equal to the number of extra Attacks of Opportunity granted by this ability that he actually used).

Iron Smite (Su): Beginning at 3rd level, once per encounter the Ironheart Berserker can declare he is using an Iron Smite before making his attack roll. If the attack successfully hits, it is considered untyped damage and ignores Damage Reduction.

This can be used twice at 6th level, and 3 times per encounter when at 9th level.
To use it the Ironheart Berserker must be wielding a sword made of Cold Iron.

Iron Berserk (Ex): At 10th level whenever the Berserker is in an Ironheart Stance he does +3d6 damage whenever he successfully strikes an opponent, but loses his Dexterity Bonus to Armor Class.

PLAYING AN IRONHEART BERSERKER
 Money means nothing to you.  Knowledge means nothing to you, unless it is knowledge you deliberately seek (or that will keep you alive).  Aside from your brother Berserkers, the world could hang itself and die for all you care.  And you're willing to help it into oblivion, one person at a time if necessary.
 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: Ironheart Berserkes almost always follow the same path in slightly different ways: refining their skill at the Iron Heart style.  Depending on which Feats they take, their direction may each go in slightly different ways, but each has the same goal.
Resources: Ironheart Berserkers have the school that trained them as Warblades, and their fellow Berserkers to call on as well.  They are a tight knit group, and would betray their own clan before each other.

IRONHEART BERSERKERS IN THE WORLD
"See that sword he's carrying boy?  It means he's one of the Berserkers.  Leave him well enough alone..."
 Ironheart Berserkers are thought of by outsiders as little more than thug mercenaries.   Few realize that many are fairly well educated, and not just a brute with little skill other than a strong arm.  The Berserkers play up their ferocity over their intelligence, knowing it may give them an advantage if their opponents underestimate them. 
 Daily Life: Your daily life consists of obsessive training, or research into your chosen discipline.  Unless there's a mission, or you have personal business (i.e. someone hasn't paid you, or has broken a deal). 
 Notables: Nanzad (LE male Hobgoblin Warblade 6/Ironheart Berserker 5) is a mercenary for hire, though he prefers assignments that will let him broaden his knowledge over ones with high pay (which probably entail problems he won't be told about until it's too late).
 Organizations: The Brothers of the Iron Sword train many Ironheart Berserkers, and are a growing force in Hobgoblin society.  Fairly free of the religious politics that blight other military organizations among their people, they exist only to refine the Iron Heart style, and research it's lost secrets.  many hire out as mercenaries if they believe they may find lost knowledge of the Iron Heart style, or merely to support the Brothers.

NPC Reaction
 NPC's generally crap themselves, the way they would once they saw any inhuman mercenary (especially a Hobgoblin one).

IRONHEART BERSERKERS IN THE GAME
 If you want to play a Hobgoblin fighter that isn't primarily religious, or devoted to the racial cause, this is one way to go.
 Adaptation: Ironheart Berserkers are a tough breed to play.  They tend to foment war, which will make them frowned upon.  They also tend to disassociate themselves from the church so they have the freedom to pursue their own interests, which causes some problems with their own people as well.
 Encounters: PC's will find Ironheart Berserkers in mercenary bands as usual, but it will become quickly obvious there's something different about them.  They're looking for more than money, and aren't the usual impulsive, illiterate criminals they are stereotyped as.

Sample Encounter
EL 12: The PC's have been hired to guard a caravan escorting a powerful magical weapon to it's destination.  Among their number is a suspicious Hobgoblin who is more than he appears to be.  The weapon is Kamate, the legendary Iron Heart sword.  Once the PC's know this, they will obviously suspect Nanzad if they have the Martial Lore skill. 


Nanzad
LE Male Hobgoblin Warblade 6/Ironheart Berserker 5
Init +1, Senses: Listen +, Spot +, Dark Vision 60'
Languages Common, Giant, Goblin, Orc
------------------------------------------------
AC 23, touch 11, flat-footed 22 (+1 Dex, +9 Armor, +3 Natural)
hp 104 (12 HD)
Fort +12, Ref +4, Will +3 
Battle Clarity +2
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +2 Bastard Sword +16/+11/+6 (1d10+5/17-20)
Base Atk +11, Grp +14
Atk Options Battle Ardor +2, Weapon Aptitude, Sword of Iron +4, Iron Fury +2, Iron Smite 2/day
Combat Gear 4 Potions of Cure Serious Wounds
Maneuvers Known 1st: Moment of Perfect Mind, Sapphire Nightmare Blade, Steel Wind
2nd: Wall of Blades, Emerald Razor
3rd: Iron Heart Surge
4th: Mithral Tornado
5th: Iron Heart Focus
6th: Iron Heart Endurance
Stances Known 1st: Blood in the Water, Punishing Stance
5th: Dancing Blade Form
-----------------------------------------------
Abilities Str 16, Dex 13, Con 16, Int 14, Wis 10, Cha 12
SQ Improved Uncanny Dodge, Uncanny Dodge
Feats Exotic Weapon Proficiency (Bastard Sword),Combat Reflexes, Power Attack, Weapon Focus (Bastard Sword), Blade Meditation (B)
Skills Balance +15 (+26 in armor), Concentration +17, Intimidate +15, Knowledge (History, Local) +16, Move Silently +5, Martial Lore +16
Possessions +4 Greater Balance Breastplate, +2 Keen Cold Iron Bastard Sword, +3 Amulet of Natural Armor, Deathstrike Bracers, 4 Potions of Cure Serious Wounds, 200 GP



EPIC IRONHEART BERSERKER

Hit Die: d12
Skills Points at Each  Level : 4 + int
Sword of Iron The Epic Ironhear Berserkers Bonus with it's Sword of Iron ability increases by +2 at level 21, and every 3 levels thereafter.
Iron Fury At level 22 and every 3 levels thereafter the Ironheart Berserker gains an additional Attack of Opportunity while in Ironheart Stance.
Iron Smite At level 23 the Ironheart Berserker gains 1 additional use of it's Iron Smite ability per encounter, and an additional use every 3 levels thereafter.
Bonus Feats: The Epic Ironheart Berserker gains a Bonus Feat every 5 levels higher than 20th.
« Last Edit: February 01, 2009, 09:58:42 AM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #54 on: February 02, 2009, 07:54:40 AM »
GRAY SUNS


   


The Nomadic Gray Orcs rarely encounter a student of the Sublime Way.  But the Setting Sun style left an impression on some of them, and now there is a monastery out in the desolate lands where young Grays learn the art.

BECOMING A GRAY SUN
The Gray Suns adopt the most promising practitioners of the Setting Sun style to join them.

 ENTRY REQUIREMENTS
   Race:  Gray Orc
   Maneuvers:  Must have at least 3 Setting Sun Maneuvers or Stances
   Feats:  Improved Unarmed Strike, Stunning Fist, Falling Sun Attack
   Skills:  Bluff 4 Ranks, Hide 4 Ranks, Sense Motive 4 Ranks
   Special:  Cannot have any Maneuvers or Stances from a style other than Setting Sun or Shadow Hand.


Class Skills
 The Gray Sun's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Sense Motive (Wis), and Tumble (Dex).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +2    Improved Trip
2. +1    +0     +3     +3    Takedown Mastery
3. +2    +1     +3     +3    Improved Feint
4. +3    +1     +4     +4    Improved Grapple
5. +3    +1     +4     +4    Grappling Mastery
6. +4    +2     +5     +5    Feint Mastery
7. +5    +2     +5     +5    Improved Disarm
8. +6    +2     +6     +6    Disarming Mastery
9. +6    +3     +6     +6    Deadly Feint
10.+7    +3     +7     +7    Self Defense Master

Weapon Proficiencies: Gray Suns gain no new weapon or armor proficiencies.
 
Maneuvers: At each odd numbered level you gain a new Maneuver from the Setting Sun, or Shadow Hand discipline. You must meet the Maneuver's Prerequisite to learn it. You add your full Gray Sun 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 Setting Sun, or Shadow Hand disciplines if you meet it's Prerequisites.

Improved Trip: The Gray Sun gains the Improved Trip Feat as a Bonus feat at 1st level.

Takedown Mastery (Ex): At 2nd level the Gray Sun gains a Competence Bonus to all Trip attempts (including ones made as part of a Maneuver) equal to half your Gray Sun level.

Improved Feint: The Gray Sun gains the Improved Feint Feat as a Bonus feat at 3rd level.

Improved Grapple: The Gray Sun gains the Improved Grapple Feat as a Bonus feat at 4th level.

Grappling Mastery (Ex): At 5th level the Gray Sun gains a Competence Bonus to all Grapple attempts (including ones made as part of a Maneuver) equal to half your Gray Sun level.


Feint Mastery (Ex): At 5th level the Gray Sun gains a Competence Bonus to all Feint attempts (including ones made as part of a Maneuver) equal to half your Gray Sun level.

Improved Disarm: The Gray Sun gains the Improved Disarm Feat as a Bonus feat at 7th level.

Disarm Mastery (Ex): At 8th level the Gray Sun gains a Competence Bonus to all Disarm attempts (including ones made as part of a Maneuver) equal to half your Gray Sun level, and you may attempt to Disarm an armed opponent even if you are not armed yourself as you attack the limb wielding the weapon.

Deadly Feint (Ex): If you successfully Feint, and then successfully hit with your followup attack, you may add the result of your Bluff Check to the damage when performing a Setting Sun or Shadow Strike Maneuver. Successfully using Deadly Feint uses up a Readied Maneuver.

Self Defense Mastery (Ex): A number of times per day equal to your Wisdom modifier (minimum 1) you may automatically Take 10 on a Trip check made after an opponent fails to Trip you, or Grapple checks  made to escape/resist Grapples initiated by an opponent, or attack rolls made while fighting Defensively.

PLAYING A GRAY SUN
You do your best to appear as a normal Orcish nomad/gypsy.  You don't want outsiders to believe you are as much of a threat as you truly are, to the point of eschewing most obvious weapons.  You want to appear to be a non combatant.
 Combat: The Gray Sun's prefer to fight unarmed because it's easier to maintain the appearance of not being a danger.  Similarly most magic items they use are non descript. This doesn't mean they are any less lethal, just that they want to be quite and not so obvious.
 Advancement: Since the Gray Suns want to appear to be noncombatants, you would be well advised to concentrate on unarmed combat and Bluff.  You'll be using both a lot.
Resources: A Gray Sun may always count on his brothers for food or lodging.  Other help will depend on the situation at the time.  But he must always repay the favor he is shown whenever it is requested.

GRAY SUNS IN THE WORLD
Daily Life: The Gray Suns life is a monastic one until he has learned the basics of his art.  He is then told to go into the world, and make his mark upon it, and return when he has succeeded.  Exactly what qualifies as success depends on the individual monastery.  The Gray Suns are usually at a loss as to what to do without their usual daily routine, and most get into never ending trouble.
 Notables: Brother Merth (CN Male Gray Orc Swordsage 6/Gray Sun 5) has left the monastery to make his way in the world.  While many others have long ago gone back, he still does not truly consider himself a success.
 Organizations: The Gray Suns themselves are an organization.  They have no real goals beyond the advancement of their craft, and the betterment of life for their members.  And occasionally the defense of their allies or people as well..

NPC Reaction
 NPC's tend to think of you as gypsy scum beneath their notice.  If you're perceived as a threat it's only because of your race.

GRAY SUNS IN THE GAME
 A sect of secretive Gray Orc enforcers should make most people nervous.  And while the Gray Suns aren't enforcers/assassins as such they do believe in protecting their people posthumously (i.e. revenge). 
 Adaptation: This PrC assumes that Gray Orcs are more similar to gypsy nomads than say desert nomads, but that shouldn't be much of a problem to tweak.
 Encounters: If the PC's have recently assaulted a gray Orc caravan, odds are they'll be receiving a visit from the Gray Suns. 

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: The PC's have been asked to raid a local monastery and steal a scroll by the authorities.  The deal smells bad.  Why are the authorities asking the PC's to raid a temple in their own city?  Why have they been told to beware of an Orc, whom the local populace speaks positively of.


Name
CN Male gray Orc Swordsage 6/Gray Sun 5
Init +3, Senses: Listen +4, Spot +4
Languages Orc, Common
Quick to Act +2
------------------------------------------------
AC 21, touch 15, flat-footed 20 (+1 Dex, +4 Wis, +6 Armor)
AC w/Periapt 24, touch 18, flat-footed 23
 (+1 Dex, +7 Wis, +6 Armor)
hp 60 (11 HD)
Fort +4, Ref +11, Will +13 
------------------------------------------------
Speed 40 ft. (8 squares)
Melee Unarmed Strike +9/+4 (1d8+6/1d8+9 with Periapt)
Melee +1/+1 Quarterstaff +10/+5 (1d6+3)
Ranged +1 Sling +10 (1d4+1)
Base Atk +7, Grp +9
Atk Options Discipline Focus (Shadow Sun, Weapon Focus, Insightful Strike +4/+7 w/Periapt), Feint Mastery (+2), Grappling Mastery (+2), Takedown Mastery (+2)
Combat Gear 3 Cure Serious Wounds Potions
Stances Known 1st: Child of Shadow, Step of the Wind
3rd: Assassin's Stance
6th: Shifting Defense
Maneuvers Known 1st: Clinging Shadow Strike, Counter Charge, Mighty Throw, Sudden Leap, Wind Stride
2nd: Baffling Defense, Clever Positioning, Cloak of Deception
3rd: Devastating Throw, Feigned Opening, Strength Draining Strike
4th: Obscuring Shadow Veil
5th: Soaring Throw
6th: Ballista Throw
-----------------------------------------------
Abilities Str 14, Dex 14, Con 13, Int 10, Wis 18 (24 w/Periapt), Cha 6
SQ Light Sensitivity, Orc Blood, Scent, Racial Weapon Proficiencies, AC Bonus
Feats Falling Sun Strike, Improved Unarmed Strike, Stunning Fist, Superior Unarmed Strike, Improved Feint (B), Improved Grapple (B), Improved Trip (B)
Skills Balance +8, Bluff +6, Climb +6, Concentration +5, Hide +11, Knowledge (Local) +6, Martial Lore +6, Move Silently +11, Sense Motive +13, Tumble +11
Possessions Periapt of Wisdom +6, +6 Bracers of Armor, +1 Quarterstaff, +1 Sling, 3 Cure Serious Wounds Potions, 600 GP


EPIC GRAY SUN

Hit Die: d8
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Gray Sun gains a Bonus Feat every 2 levels higher than 20th.
« Last Edit: February 04, 2009, 08:47:22 AM by bhu »

Nanshork

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #55 on: February 02, 2009, 11:51:11 AM »
You've got the Gray Sun learning a stance from the Setting Sun AND Shadow Hand disciplines, is that on purpose?
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bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #56 on: February 03, 2009, 06:06:23 AM »
It might have been at the time why?

veekie

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #57 on: February 03, 2009, 01:07:50 PM »
Most classes only learn one stance at a time is probably why. Is it an intentional break with convention or misphrased?
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]

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Nanshork

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #58 on: February 03, 2009, 02:58:34 PM »
Most classes only learn one stance at a time is probably why. Is it an intentional break with convention or misphrased?

That's why I asked.
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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #59 on: February 04, 2009, 08:45:03 AM »
Ah I see what you mean now.  Was a typo.  it's fixed.