Author Topic: Uncle Kitties Handbook of Spuriously Made Prestige Classes  (Read 130647 times)

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Prak, the Mad

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #100 on: March 09, 2009, 12:11:18 AM »
THE KOBOLD SEDUCTRESS

...ok I want play this... though I might modify it to a non-gender restricted class...

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #101 on: March 09, 2009, 07:49:19 AM »
KOBOLD MINER


   
"Pinky, I swear by my heathen God if you don't back off I'm gonna bury this Pick in your..."

 Kobold Miners are working class men turned siege engineers.  Their job is to dig underneath walls and cause them to collapse, or tunnel beneath defenses in times of war.  They also put their skills to mischievous use when not in wartime...

BECOMING A KOBOLD MINER
Generally any class with lots of skill ranks will be able to meet this classes skill requirements.

 ENTRY REQUIREMENTS
   Race:  Kobold
   Skills:  Craft (Alchemy) 6 ranks, Knowledge (Architecture and Engineering, Dungeoneering) 6 ranks, Profession (Miner) 6 ranks
   Feats:  Kobold Foe Strike (see Races of Dragon), Kobold Tunneler (new feat)


Class Skills
 The Kobold Miner's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Architecture and Engineering, Dungeoneering)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skills Points at Each  Level : 6 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +0     +0    Expert Tunneler +2, Poison Use
2. +1    +3     +0     +0    Tunnel Fighter
3. +2    +3     +1     +1    Pick Swingin' Fool
4. +3    +4     +1     +1    Expert Tunneler +4, Stonecunning
5. +3    +4     +1     +1    Tunnel Fighter
6. +4    +5     +2     +2    Pick Swingin' Fool
7. +5    +5     +2     +2    Expert Tunneler +6, Demolitionist
8. +6    +6     +2     +2    Tunnel Fighter
9. +6    +6     +3     +3    Pick Swingin' Fool
10.+7    +7     +3     +3    Suhprise! Suhprise!


Weapon Proficiencies: Kobold Miners gain proficiencies with all Picks and Hammers, and the Shovel (see the Kobold Maintenance Man).
 
Expert Tunneler (Ex): At 1st level the Kobold Miner gets a +2 Bonus on Profession (Miner) checks, and on Fortitude Saves made to avoid Fatigue/Exhaustion.  This Bonus increases to +4 at level 4, and +6 at level 7.  Whenever circumstances would cause the Kobold Miner to become Fatigued he can make a Fortitude Saving throw (DC 20) to avoid becoming Fatigued.  If circumstances would make him exhausted he can make a DC 20 Fortitude Save to become Fatigued instead.  You also know the Taps Language, a secret language known to the Miners made by tapping their tools on the mine walls.

Poison Use (Ex): Kobold Miners often use poison weapons against opponents, and never risk accidentally exposing themselves.

Tunnel Fighter (Ex): You do your best fighting in cramped tunnels.  At 2nd level you gain the Tunnel Runner Feat (See Underdark page 27) whether you meet the prerequisites or not.

At 5th level you gain the Tunnel Fighter Feat (See Underdark page 27) whether you meet the prerequisites or not.

At 8th level when you are in a Crawl Navigable space (See Underdark page 111) you no longer take the attack penalty for light or one handed piercing weapons, and do not lose your Dexterity Bonus to AC.

Stonecunning (Ex): Identical to the ability listed on page 14 of the PHB.

Pick Swingin' Fool (Ex): Due to your hours of digging swinging away with a pick or shovel, you've gotten pretty quick at using one.  At level 3 you gain an additional attack per round when making a Full Attack at your highest Base Attack Bonus with a pick or shovel, but all your attacks take a -2 penalty.

At 6th level you gain another attack per round at your highest Base Attack Bonus.

At 9th level you no longer take a -2 penalty to all your attacks when using this ability.

Demolitionist (Ex): The Kobold Miner can now make acid or explosives with Craft (Alchemy) despite not being a spellcaster.

Suhprise! Suhprise! (Su):  At 10th level Constructs and objects are vulnerable to critical hits if the Kobold Miner is using a Pick as a weapon, and the critical threat range of all picks is increased by 1 when he wields one (i.e. if it normally criticals on a 20, it now criticals on a 19-20).  This does not stack with other effects that increase critical threat range.  Attacks made by the Kobold Miner are now considered Adamantine for purposes of overcoming Damage Reduction.

PLAYING A KOBOLD MINER
 Your goal is to make assaults on the humanoid races safer for your people by undermining their defenses.  The boys in the infantry rely on you, since you do a dangerous occupation few are willing to enter into.  Tunnels frequently collapse killing Miners if they aren't careful.
 Combat: Kobold Miners generally concentrate on siege combat as opposed to personal combat, but there are melees in tunnel fights.  To offset their lack of brute force the Kobolds have developed many weapons to be used in the tunnels such as poison gasses which they blow towards the enemy with bellows.
 Advancement: Kobold Miners go down the path their employer wishes them to if they are employed by a formal military.  They have a little more leeway working for mercs or organized crime, but not much.
Resources: Since you will likely be employed by a mercenary company, Thieve's Guild, or Kobold Army, they will try to ensure you have whatever resources are necessary to pull of your job.  You're still expected to do that job one way or the other.

KOBOLD MINER IN THE WORLD
"Martha!! Call the exterminator! We got Kobold's in the root cellar!"
 A brief description of how your class is persevered in the world and how he interacts with the world.
 Daily Life: Much of your daily life is spent tinkering with inventions trying to figure out how to make ever deadlier weapons of war, or new ways to destroy fortifications.  Which means even when you aren't fighting your job is risky ("Hey Yak push this button, I wanna see what happens!").
 Notables: Blackie (LE Male Kobold Ranger 6/Kobold Miner 6) has made a bit of a name for himself by participating in a few wars.  And spending a lot of time covered in volcanic ash the native soil is composed of...
 Organizations: The military is generally the only organization teaching the skills your class needs.  Beyond them and the occasional organized criminal enterprise wanting to use you to tunnel into vaults, there aren't really any organizations devoted to you.

NPC Reaction
 NPC's tend to find you incredibly useful, and maybe even heroic (the ones on your side), or they think your vermin who should be killed (they're on the other side).

KOBOLD MINER IN THE GAME
 Miners tend to make standard military fortifications less useful, but Mages do too.  So they won't be an earth shattering addition to your campaign.
 Adaptation: This is primarily a military class, and will be played in a military or mercenary campaign.  Or if the Kobold is a criminal, he'll be playing a tunneler trying to get to treasure vaults.  If your campaign isn't based on these themes, he'll be a bit left out.
 Encounters: PC's will usually encounter Miners in wars, or be hired to stop their thefts.

Sample Encounter
EL 12: The PC's are sitting calmly in their favorite bar, when an explosion opens a hole in the floor.  A few ash covered Kobolds pop out, swear in their language, and dive back in.

The bartender is unhappy.

He's offering a reward for anyone bringing him the heads of the Kobolds.


Blackie
LE Male Kobold Ranger 6/Kobold Miner 6
Init +1, Senses: Listen +9, Spot +9, Dark Vision 60'
Languages Draconic, Undercommon, Taps
------------------------------------------------
AC 22, touch 12, flat-footed 21 (+1 Size, +1 Dex, +1 Natural, +9 natural)
hp 90 (12 HD)
Fort +13, Ref +5, Will +5 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Light Pick +10/+5 (1d3+6)
Melee +1 Light Pick +8/+8/+8/+3 (1d3+6)
Base Atk +10, Grp +6
Atk Options Pick Swingin' Fool, Poison Use, Tunnel Fighter
Spells Per Day 1st: 2 (DC 12)
-----------------------------------------------
Abilities Str 10, Dex 12, Con 16, Int 12, Wis 13, Cha 8
SQ Light Sensitivity, Favored Enemy (Human +4, Gnome +2), Expert Tunneler +4, Stonecunning, Wild Empathy, Animal Companion (Medium Viper)
Feats Diehard, Improved Critical (Light Pick), Improved Favored Enemy (see Complete Warrior), Kobold Foe Strike, Kobold Tunneler, Kobold Endurance (B), Improved Two Weapon Fighting (B), Track (B), Two Weapon Fighting (B)
Skills Balance +7, Climb +6, Craft (Alchemy) +9, Disable Device +9, Hide +13, Knowledge (Architecture and Engineering, Dungeoneering) +9, Listen +9, Move Silently +9, Profession (Miner) +9, Search +9, Spot +9, Tumble +6, Use Magic Device +7
Possessions 2 +1 Collision Light Picks, +5 Chain Shirt, Blindhelm, 4 Exploding Spikes, Spool of Endless Rope, 1 Sleeping Spike, 242 GP



EPIC KOBOLD MINER

Hit Die: d6
Skills Points at Each  Level : 6 + int
Expert Tunneler At level 21 and every 3 levels thereafter this Bonus increases by another +2.
Bonus Feats: The Epic Kobold Miner gains a Bonus Feat every 3 levels higher than 20th


EPIC KOBOLD MINER

Hit Die: d8
Skills Points at Each  Level : 6 + int
Expert Tunneler: The Bonus increases by an additional +2 at level 21, and every 3 levels thereafter.
Bonus Feats: The Epic Kobold Miner gains a Bonus Feat every 3 levels higher than 20th


Kobold Tunneler
You thrive fighting in small narrow spaces.
 Prerequisites: Kobold, Profession (Miner) 6 ranks
 Benefits: When fighting in a narrow or low space (see Underdark page 111) you gain a +2 Bonus on attack rolls.
« Last Edit: March 11, 2009, 08:05:00 AM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #102 on: March 11, 2009, 08:25:56 AM »
FOREST VIPER


   
"You don't wanna go in there.  Bad things live in that forest."

"But don't you live in the forest too?"

"Look this conversation isn't about me..."

 Forest Vipers are the Kobold servants of Green Dragons.  Many also happen to be related to them (okay all of them really).  They usually try to convince people trespassing in their area to leave by smoothtalking them or intimidation.  If that doesn't work, there's always poison.

BECOMING A FOREST VIPER
Forest Vipers generally begin as Dragonfire Adepts, usually the children of Green Dragons.

 ENTRY REQUIREMENTS
   Race:  Kobold
   Feats:  Dragon Wrought, Draconic Senses
   Skills:  Bluff 4 ranks, Climb 4 ranks, Diplomacy 4 ranks, Intimidate 4 ranks, Sense Motive 4 ranks
   Class Abilities:  Breath Weapon, Breath Effects (Sickening Breath, Acid Breath)
   Alignment: Must be Evil

Class Skills
 The Forest Viper's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Nature)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Magic Device (Cha).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +2    Fangs
2. +1    +0     +3     +3    Poison Breath
3. +2    +1     +3     +3    Viper Form
4. +3    +1     +4     +4    Fangs
5. +3    +1     +4     +4    Poison Breath
6. +4    +2     +5     +5    Viper Form
7. +5    +2     +5     +5    Fangs
8. +6    +2     +6     +6    Poison Breath
9. +6    +3     +6     +6    Viper Form
10.+7    +3     +7     +7   Wyrmform


Weapon Proficiencies: Forest Vipers gain no new weapon or armor proficiencies.
 
Fangs (Ex): You now have a Primary Bite Attack doing 1d3 plus Strength Bonus plus a weak poison (Injury, Save DC is Constitution Based, Initial and Secondary damage is 1d2 Dex).

At 4th level your Bite attack does 1d4 damage, and the Initial and Secondary damage of your venom is 1d4 Dex.

At 7th level your venom now Does Con damage instead of Dex.

Poison Breath (Ex): When using your Breath Weapon you may breathe out a 15' Cone of poisonous mist instead.  At second level this poison is weak (Inhaled, Save DC is Constitution Based, Initial and Secondary damage is 1d2 Str).

At 4th level the Initial and Secondary damage of your venom is 1d4 Str.

At 7th level your venom now Does Con damage instead of Str.

Viper Form (Su): At 3rd level you may assume the form of a small serpent at will.  In small Viper Form you gain the following: +4 Dex, Natural Armor Bonus to AC increases +1, climb and swim speed equal to your base land speed, Scent, and a +8 Circumstance Bonus on Climb and Swim checks.  You may use your Strength or Dexterity modifier for Climb checks whichever is better.  Assuming Viper Form is a Standard Action, and lasts for 3 rounds plus 1 round per point of Charisma modifier.  Once you leave Viper Form, you cannot assume it again for 1 hour.  All non magical items (and magical items you cant wield or don't have an appropriate body slot for) merge with your body and cease functioning.  You retain your Poison Bite and Poison Breath abilities in Viper Form.

At 6th level you become a Medium Viper, gaining the following in addition to what you gain in small Viper Form: +2 Str, and a +4 Circumstance Bonus to Hide, Listen, and Spot checks.

At 9th level you become a Large Viper, gaining the following in addition to what you gain in Medium Viper Form: +4 Str, +2 Dex, and Natural Armor Bonus to AC increases another +2, and your Bite is 1d6 damage.

Wyrmform (Su): At 10th level you can become a Forest Landwyrm (see Draconomicon) instead of a Viper.  You gain the following in Wyrmform: Base Land Speed 60'. Burrow Speed 10', Bite damage increases to 2d6, you gain 2 secondary claw attacks doing 1d8 damage, Size class becomes large, Natural Armor Bonus to AC increases to +9, you gain Frightful Presence (80', affect creatures with less Hit Dice than yourself, Willpower Save negates, Save DC is Charisma Based, opponents who fail are Shaken 5d6 rounds, if they succeed they are immune to your Frightful Presence for 24 hours), Strength becomes 23, and you gain a +4 Circumstance Bonus to Hide checks in Forest Environments (+8 if you remain immobile).  You are Exhausted once you leave Wyrmform, and may not assume Wyrmform again until you are no longer Exhausted.  You retain your Poison Bite and Poison Breath abilities in Wyrmform.

PLAYING A FOREST VIPER
 Forest Vipers defend their father quite fiercely.  Perversely as long as your goals are  beneficial to his they can also be quite loyal to you.  Otherwise they'll be biting the crap out of you.  And then burying your poison bloated butt in the forest.
 Combat: Forest Vipers tend to talk first before attacking.  They try to convince people to leave before making an actual assault.  If talk proves ineffectual, they open up with breath weapons before closing in to poison their opponents.
 Advancement: Forest Vipers advancement is decided upon by their master.  They have little to no say in how they will progress in their career unless their master dies.
Resources: Forest Vipers have their clan to ask for help, especially if it's in the interests of their master.  Sometimes they might even be able to ask the Dragon himself for help.

FOREST VIPER IN THE WORLD
"There's something odd about the Kobolds in the forest.  We avoid them."
 Your world revolves around your parent and family.  Despite being evil, you are perversely loyal to one another, a concept that baffles most outsiders.  They're used to evil opponents backstabbing one another, and diehard loyalty isn't something most do-gooders encounter so often.
 Daily Life: 5 PM: Wake up.  Eat and go out for morning guard duty hidden in the trees.  Poop on travelers while cooing like a Dire Pigeon just for giggles.
10 PM: Kill intruders.
10:30 PM: Bury intruders.  Man the humans are some fat beer swilling monkeys.
12 PM: Scare the local villagers by staring at them till they wake up and then delivering warnings to avoid the mysterious monsters in the forest.
1 AM: Attempt to steal the cows on the way back home.
1:15 AM: Realize how heavy cows actually are and say screw it.
2 AM: Apologize to dad for not bringing home beef takeout. 
5 AM: Leave work.  Get mind bendingly drunk on fungus beer.
9 AM: Seepy times.
 Notables: The Big Green Yap (LE Male Dragon Dragonfire Adept 6/Forest Viper 6) is his fathers head enforcer.
 Organizations: Forest Vipers are small (sometimes not so small) groups of personal spies, assassins, and enforcers for Green Dragons.  Since they tend to be related to their master, killing them is  sometimes a bad idea...

NPC Reaction
 NPC's are surprisingy nervous around you.  You seem awfully confident and sure of yourself for a Kobold.  They aren't used to that.

FOREST VIPER IN THE GAME
 This is a good NPC class, unless the campaign is based around serving an evil Dragon.
 Adaptation: This is more for serious campaigns based on dragon or monster hunting.
 Encounters: PC's will usually encounter Forest Vipers when they enter the forests that are their home.  Sometimes their Dragon master will send them on errands outside the forest, but not often.  They're his personal servants.

Sample Encounter

EL 12: The PC's are searching a local forest in search of monsters rumored to live there when they notice Kobolds in the trees watching them.  One scuttles down and introduces himself as their leader, and politely tells the PC's that where they are going is a dangerous, forbidden place and if they know what they're doing they'll leave now.


Name
LE Male Dragon Dragonfire Adept 6/Forest Viper 6
Init +3 (+5 Viper Form), Senses: Listen +3 (+7 V), Spot +0 (+4 V), Dark Vision
Languages Draconic
------------------------------------------------
AC 26, touch 18, flat-footed 23 (+1 Size, +3 Dex, +2 Natural, +6 Armor, +4 Deflection)
AC Small Viper 19, touch 16, flat-footed 14 (+1 Size, +5 Dex, +3 Natural)
AC Medium Viper 18, touch 15, flat-footed 1 (+5 Dex, +3 Natural)
hp 66 (12 HD)
Fort +8, Ref +10 (+12 Viper), Will +10 
------------------------------------------------
Speed 30 ft. (6 squares)
Speed Viper Form 30 ft. (6 squares), Climb 30 ft., Swim 30 ft.
Melee Fangs +11 (1d4-1 plus poison)
Melee Medium Viper Fangs +11 (1d4 plus poison)
Base Atk +7, Grp +2 (+7 Medium Viper)
Atk Options Breath Weapon 3d6, Breath Effects (Sickening Breath, Acid Breath), Poison (DC 17), Poison Breath (DC 17)
Combat Gear
Incantations Known Least: Beguiling Influnce, See the Unseen
Lesser: Walk Unseen
-----------------------------------------------
Abilities Str 8, Dex 16, Con 12, Int 9, Wis 10, Cha 16
Abilities Small Viper Str 8, Dex 20
Abilities Medium Viper Str 10, Dex 20
SQ Light Sensitivity, Scales, DR 2/Magic, Dragonkin, Viper Form
Feats Draconic Senses, Dragonwrought, Weapon Finesse, Dragontouched (B)
Skills Bluff +7, Climb +7 (+20 Viper), Concentration +3, Diplomacy +7, Hide +7, Intimidate +7, Knowledge (Nature) +3, Listen +4 (+8 Viper), Move Silently +7, Search +3, Sense Motive +4, Spot +0 (+4 Viper), Swim -1 (+7 Small Viper, +8 Medium), and Use Magic Device +6
Possessions +6 Bracers of Armor, +4 Ring of Protection, 4 Green Dragon Draught's, Dragonscale Cloak, 1000 GP



EPIC FOREST VIPER

Hit Die: d8
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Forest Viper gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: March 14, 2009, 08:38:40 AM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #103 on: March 14, 2009, 08:37:30 AM »
OK, FOrest Viper is all but done.  Any thoughts before I move to teh next one?

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #104 on: March 15, 2009, 08:46:45 AM »
guess not...

AZURE THINKER


   
"Are you under the impression that my height being less than yours makes me any less dangerous than you?"

 There are Blues who get by in the world as something other than Psions.  The Azure Thinkers are a society of self-styled warrior-philosophers.  They believe more in the power of the mind than the sword arm though.

BECOMING AN AZURE THINKER
Azure Thinkers begin as Ardents since they need Mantles as a prerequisite (and since few are really dogmatically religious).

 ENTRY REQUIREMENTS
   Race:  Blue
   Mantles:  Communication, Deception, Freedom, Mental Power
   Skills:  Autohypnosis 4 ranks, Concentration 4 ranks, Knowledge (Psionics, 1 other) 4 ranks, Psicraft 4 ranks
   Feats:  Mantle Focus (Deception), Mantle Focus (Mental Power)


Class Skills
 The Azure Thinker's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Knowledge (Any)(Int), Profession (Wis), Psicraft (Int), and Sense Motive (Wis).
Skills Points at Each  Level : 4 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Telepathic Leadership, +1 level of Manifesting Class
2. +1    +0     +0     +3    Metapsionic Feat, +1 level of Manifesting Class
3. +2    +1     +1     +3    Empower Ally, +1 level of Manifesting Class
4. +3    +1     +1     +4    Telepathic Leadership, +1 level of Manifesting Class
5. +3    +1     +1     +4    Metapsionic Feat, +1 level of Manifesting Class
6. +4    +2     +2     +5    Empower Ally, +1 level of Manifesting Class
7. +5    +2     +2     +5    Telepathic Leadership, +1 level of Manifesting Class
8. +6    +2     +2     +6    Metapsionic Feat, +1 level of Manifesting Class
9. +6    +3     +3     +6    Empower Ally, +1 level of Manifesting Class
10.+7    +3     +3     +7    Scholar, +1 level of Manifesting Class


Weapon Proficiencies: Azure Thinkers gain no new weapon or armor proficiencies.
 
Telepathic Leadership (Su): At 1st level the Thinker can communicate telepathically with 1 Ally within 30' per point of Wisdom modifier.  This range increases to 60' at level 4, and 90' at level 7.

Metapsionic Feat: At levels 2, 5, and 8 the Thinker gains a Bonus Metapsionic Feat it meets the prerequisites for.

Empower Ally: The Thinker can protect any allies he is in telepathic contact with using his Telepathic leadership ability.  At 3rd level any allies he is in contact with cannot be flanked unless all of them are.

At 6th level if the Thinker or his allies he is in telepathic contact with are required to make a Willpower Save, they may use the Willpower Save of the individual with the highest Bonus. 

At 9th level the Thinker and his allies gain a Bonus to Willpower Saves equal to the Thinkers Wisdom Modifier.

Scholar: Choose 1 Mantle you have access to.  You learn all powers from that Mantle that you do not currently know that you are of high enough level to Manifest, and you spend 1 less power point to Manifest powers from this Mantle (you still have a minimum power point of 1 to Manifest powers).

PLAYING AN AZURE THINKER
 Your people have had it rough for too long.  It's time you drug yourselves out of savagery and took your place on the world stage, and got the other races to recognize you.
 Combat: Azure Thinkers prefer parlay over fighting, but they are prepared to fight if it is necessary. They tend to lead fights as opposed to participating in them.
 Advancement: Azure Thinkers become various things.  Some become philosophers and teachers of the Ardent way of psionics.  Some become politicians or diplomats in pursuit of the betterment of their people.  And some become warriors out of necessity.
Resources: Azure Thinkers can draw on their fellows for help, and probably the help of any Goblins nearby as well.

AZURE THINKERS IN THE WORLD
"I like the blue one.  He actually understands me.  He's a little touchy though."
 Azure Thinkers consider themselves ambassadors of their race and try to behave as well as they can.  They're also pretty good at manipulating others to do what they want or see things their way, and are often leaders or diplomats for the Goblin civilization.
 Daily Life: The average day of an Azure Thinker is spent in study or making plans, or carrying out said plans.  They are always busy and on the move, never seeming to rest.
 Notables: Mishig (NE Male Blue Ardent 5/Azure Thinker 6) would have liked to be a leader and have achieved fame for his wisdom.  But he wasn't charismatic enough to be a leader, and the deaths of his tribesmen have made him bitter.
 Organizations: The Azure Thinkers are a society of philosophers and would be leaders.  They want the Goblin race to assume more prominence in the world, and are actually capable of foreseeing ways to do it without resorting to eternal warfare with the other races. 

NPC Reaction
 NPC's are divided about the Thinkers.  On the one hand they lead Goblins in military conquests, on the other they're perhaps the only truly civilized and well educated members of their species.

AZURE THINKERS IN THE GAME
 Azure Thinkers will make  for more interesting Goblin encounters as they will be able to come up with schemes that will throw the PC's off.
 Adaptation: The Azure Thinkers are intended for a serious campaign in which Goblins are more than just mooks to be beaten on.  It assumes they have the ability to be dangerous.
 Encounters: PC's will encounter Azure Thinkers leading Goblin raids, or military forays.  Sometimes they may encounter them pursuing research in more peaceful settings like the libraries of major cities.

Sample Encounter
EL 12: The PC's are hired to find a tome supposedly kept in a locked vault.  While attempting to steal it they encounter a group of Goblins doing the same.  The owner of the aforementioned tome becomes aware of them in the ensuing fight, and all hell breaks loose.  After they escape (or as they set in jail if they don't) a goblin gives them a well-written note explaining why their employer is more than he seems, and why the book is best left alone.  Of course the Goblin claims they'll be locking it away from prying hands...


Name
NE Male Blue Ardent 5/Azure Thinker 6
Init +2, Senses: Listen +3, Spot +3, Dark Vision 60'
Languages Common, Goblin, Giant, Gnoll
------------------------------------------------
AC 33, touch 13, flat-footed 31 (+1 Size, +2 Dex, +13 Armor, +7 Shield)
hp 60 (11 HD)
Fort +4, Ref +5, Will +13 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +4 Morningstar +10/+5 (1d8+3)
Base Atk +7, Grp +2
Combat Gear 1 Potion of Cure Serious Wounds
Powers Known 1st: Mind Thrust, Missive, Psionic Charm
2nd: Cloud Mind, Psionic Tongues
3rd: Escape Detection, False Sensory Input
4th: Correspond, Intellect Fortress, Psionic Fly
5th: Psychic Crush, Psionic Teleport
Manifester Level 11th, Power Points 110
-----------------------------------------------
Abilities Str 8, Dex 14, Con 13, Int 14, Wis 17, Cha 6
SQ Primary Mantles (Deception, Mental Power), Secondary Mantles (Communication, Freedom)
Feats Combat Manifestation, Mantle Focus (Deception), Mantle Focus (Mental Power), Psionic Mastery
Skills Autohypnosis +7, Bluff +4, Concentration +5, Diplomacy +4, Gather Information +4, Knowledge (Geography, History, Local, Nature, Psionics) +6, Move Silently +6, Psicraft +6, Ride +6, Sense Motive +9
Possessions +5 Full Plate, +5 Heavy Steel Shield, +4 Morningstar, 1 Potion of Cure Serious Wounds, 122 GP



EPIC AZURE THINKER

Hit Die: d6
Skills Points at Each  Level : 4 + int
Powers: The Thinkers Manifester Level is equal to it's class level.  At every even numbered level after 20th it gains 1 new power of any level it can cast.
Bonus Feats: The Epic Azure Thinker gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: March 21, 2009, 08:47:29 AM by bhu »

Nanshork

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #105 on: March 15, 2009, 12:35:36 PM »
I like it.  :D
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 #106 on: March 19, 2009, 09:45:06 AM »
FOREST HAUNT


   
"RAAAAAAAAAAHHHHHHH!!!!!!"

 Occasionally the more unusual goblinoids not normally known for their mental prowess manifests psychic abilities.  With no one to teach them they usually tend to develop them in ways that help them in their day to day activities of hunting and fighting. 

BECOMING A FOREST HAUNT
Due to the Mantle requirements, almost all Forest Haunts begin as Ardents.

 ENTRY REQUIREMENTS
   Race:  Bakemono, Forestkith, or Varag
   Mantles:  Conflict, Guardian, Natural World, Physical Power
   BAB:  +4
   Skills:  Autohypnosis 4 ranks, Concentration 4 ranks
   Feats:  Combat Manifestation, Narrow Mind


Class Skills
 The Class Name's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Nature, Psionics)(Int), Listen (Wis), Move Silently (Dex), Psicraft (Int), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each  Level : 2 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Stealth of the Hunter
2. +1    +0     +0     +3    Killer's Strength, +1 level of Manifester Class
3. +2    +1     +1     +3    Warrior's Endurance
4. +3    +1     +1     +4    Stealth of the Hunter, +1 level of Manifester Class
5. +3    +1     +1     +4    Killer's Strength
6. +4    +2     +2     +5    Warrior's Endurance, +1 level of Manifester Class
7. +5    +2     +2     +5    Stealth of the Hunter
8. +6    +2     +2     +6    Killer's Strength, +1 level of Manifester Class
9. +6    +3     +3     +6    Warrior's Endurance
10.+7    +3     +3     +7    Ghost, +1 level of Manifester Class


Weapon Proficiencies: A Forest Haunt gains no new weapon or armor proficiencies.
 
Stealth of the Hunter (Su): At 1st level you are Invisible as per the spell so long as you are Psionically Focused.  If your Focus is lost you become Invisible again when you regain your focus.

At 4th level you you are Invisible as per the spell Greater Invisibility so long as you are Psionically Focused.  If your Focus is lost you become Invisible again when you regain your focus.

At 7th level you no longer need your Psionic Focus, you are permanently invisible.

Killer's Strength (Su): At second level you may expend 2 power points as a Free Action whenever you successfully hit to Stun your opponent for 1 round.

At 5th level you may expend 2 power points when you roll to confirm a critical to automatically confirm.

At 8th level you may expend 3 power points when you successfully make a critical hit to do maximum damage without having to roll.

Warrior's Endurance (Su): At 3rd level whenever you take damage you may spend power points as an immediate action to reduce it.  For every power point spent the damage is reduced by two points.

At 6th level whenever you take ability drain/damage you may spend power points as an immediate action to reduce it.  For every 2 power points spent the damage is reduced by one.

At 9th level whenever you are required to make a Saving Throw or Die, you may spend 3 power points as an immediate action to automatically succeed on the roll.  You may also expend 3 power points to act normally from -1 to -9 hp.

Ghost (Su): You are now permanently invisible as per the Superior Invisibility spell. 

PLAYING A FOREST HAUNT
 Forest Haunts are usually barely civilized.  Many have devolved into anthropophagia, and will eat unwelcome visitors to their territory.  it's best to leave them alone unless you really need them.
 Combat: Forest Haunts universally prefer ambushes and traps.  They can fight you after you're weakened.
 Advancement: Forest Haunts prefer to increase their abilities to fight, hunt, and remain unseen.  They consider little else to be of any value.
Resources: Forest Haunts are on their own.  if they've taken the leadership Feat, or they're a tribal chief they get first of the spoils, but it's still pretty much small change compared ot adventuring successfully.

FOREST HAUNTS IN THE WORLD
"No one goes past those skull markers.  they're a warning to keep out."
 Forest Haunts who are hermits are isolated from the world, and thy like it that way.  Occasionally something so offends them they'll go adventuring, but unless they're a gang leader of some sort they usually stay put.
 Daily Life: Forest Haunts tend to concentrate on things like survival, and keeping a rein on their followers by promising them blood.  So much time is spent hunting (for food or otherwise).
 Notables: Mau (CE Forestkith Goblin Ardent 6/Forest Haunt 6) is the leader of a band of marauding killers. 
 Organizations: Forest Haunts have no real organizations.  Some are tribal leaders of some sort, and so have underlings, but most are outcasts surviving due to their psychic abilities.

NPC Reaction
 NPC's react to you the way they would any cannibalistic savage who suddenly drops out of the trees and brains their guide with a bone machete.  Lots of screaming and urination.

FOREST HAUNTS IN THE GAME
 Forest Haunts can be twitchy critters, as many of them are serial killers.  This can make them troublesome for GM's dependng on individual players..
 Adaptation: This is a PrC for savage tribesmen.  More feral than intelligent they may not get along well with others.
 Encounters: PC's usually encounter Forest Haunts far from civilization.  They tend to either be crazed hermits who lurk in lonely places and murder travelers, or the leaders of small but violent tribes.

Sample Encounter
EL 12: The PC's have been charged with protecting a caravan through its forest route.  Sure enough not long after entering the forest monkeys start flinging stuff at them.  No, wait...those are Goblins.  Even better...


Mau
CE Forestkith Goblin Ardent 6/Forest Haunt 5
Init +2, Senses: Listen +3, Spot +3, Dark Vision 60'
Languages Goblin
------------------------------------------------
AC 22, touch 18, flat-footed 20 (+1 Size, +2 Dex, +1 Natural, +4 Deflection, +4 Armor)
hp 49 (12 HD)
Fort +4 (+6 w/Vest), Ref +6 (+8 w/Vest), Will +12 (+14 w/Vest)
------------------------------------------------
Speed 30 ft. (6 squares), Climb 20 ft.
Melee Bite (1d4)
Melee +1 Longspear +7/+2 (1d6+1 plus 1d4 Sonic/x3)
Base Atk +7, Grp +3
Combat Gear
Powers Known 1st: Adrenaline Boost, Chameleon, Metaphysical Claw, Metaphysical Weapon, Vigor
2nd: Animal Affinity, Thicken Skin
3rd: Dispel Psionics
4th: Immovability
Manifester Level 8, Power Points 70
-----------------------------------------------
Abilities Str 10, Dex 15, Con 12, Int 8, Wis 16, Cha 14
SQ Racial Weapons, Light Sensitivity, Discordant Frenzy (DC 17), Tree Shape, Primary Mantles (Conflict, Physical Power), Secondary Mantles (Guardian, Natural World), Stealth of the Hunter, Killers Strength, Warriors Endurance
Feats Combat Manifestation, Leadership, Narrow Mind, Spectral Skirmisher
Skills Autohypnosis +7, Climb +8, Concentration +5, Craft (Weaving) +3, Hide +10, Jump +2, Knowledge (Nature) +0, Move Silently +6 (+11 w/Boots), Survival +8
Possessions +4 Ring of Deflection, +4 Bracers of Armor, +1 Keen Screaming Burst Longspear, Boots of Elvenkind, +2 Vest of Resistance, Third Eye Improvisation, 195 GP



EPIC FOREST HAUNT

Hit Die: d6
Skills Points at Each  Level : 2 + int
Psionics Your Manifester Level continues to advance with Epic Levels but you gain no more power points or powers.
Bonus Feats: The Epic Forest Haunt gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: April 09, 2009, 08:46:15 AM by bhu »

Radmelon

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #107 on: March 19, 2009, 07:32:09 PM »
Sweet - the forestkith goblins don't get nearly enough credit!  :) ... did they pay you? :devil

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #108 on: March 21, 2009, 09:37:31 AM »
No but there is a certain Forestkith Alpha PrC I'll have to do eventually to show you  :smirk

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #109 on: March 26, 2009, 09:03:54 AM »
orry about the wait.  I should be back full time soon.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #110 on: March 29, 2009, 07:51:11 AM »
Think the capstone is okay? It's so much easier to negate at higher levels.

Bozwevial

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #111 on: March 30, 2009, 12:15:44 AM »
If you're really concerned, maybe Superior Invisibility would be better?

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #112 on: April 02, 2009, 08:27:11 AM »
Okay I tweaked it a bit
 
Think it should get any Manifester levels?

Bozwevial

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #113 on: April 02, 2009, 05:39:38 PM »
Yeah, probably. My gut instinct is to say 5/10, but that is a bit of a sacrifice for a few (Su) abilities. Still, they're ardent levels...

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #114 on: April 05, 2009, 08:11:52 AM »
They're freaking out a tad on GitP because it has Psi abilities to qualify for, but then SLA's as class abilities.  I'd like to make it more Psionic flavored but they don't have a big power list like mages do, and I've never made psionic powers so I have no experience balancing them.  Any thoughts?

Bozwevial

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #115 on: April 05, 2009, 03:10:18 PM »
After a quick glance through the XPH, Cloud Mind (and Mass Cloud Mind), True Metabolism, Strength of My Enemy, and the natural weapon psychic warrior powers (Claws of the Beast, Claws of the Vampire, Truevenom, etc) might work as a starting point. It's somewhat less than the SLAs the class previously got, though, so I'd definitely give manifester levels in that case.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #116 on: April 07, 2009, 08:29:57 AM »
I'm experimenting with some stuff.  Peek at Warrior's Endurance now.

Bozwevial

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #117 on: April 07, 2009, 05:54:57 PM »
The 3rd level Warrior's Endurance is strictly inferior to the Elan's Resilience. Why not just make it a 1pp/2hp ratio like the elan gets? You don't have to worry about overlap because elans can't enter the class.

Also, the 9th level version seems a bit weak to me, but I can see how a less limited version could be abused. If you decide to make it better, change the number of power points required or expand the categories of saving throws that are permissible.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #118 on: April 08, 2009, 08:11:45 AM »
Revised that and made the rest of the changes except possible Manifester Levels.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #119 on: April 09, 2009, 08:55:31 AM »

KOBOLD BOMBER


   
"So he says to me, 'You gotta do something smart, baby. Something BIG! He says, 'You wanna be a super villain, right?' And I go yeah, baby, YEAH! YEAH! WHAT DO I GOTTA DO? He says, 'You got bombs, blow up the comet club, it's packed with super heroes, you'll go down in SUPER VILLAIN HISTORY!' And I go yeah, baby, 'cause I'm the Evil Midnight Bomber What Bombs at Midnight! Aaaaaa-hahahahaha!"

 What with their tendencies to be miners and or trapmakers Kobolds have a certain...proficiency with making things that go boom.  Little buggers.  Never can turn your back on them.

BECOMING A KOBOLD BOMBER
A Kobold pretty much just needs to meet the skill requirements and find someone crazy who makes explosives that's willing to teach him.

 ENTRY REQUIREMENTS
   Race:  Kobold
   Skills:  Craft (Alchemy) 8 ranks, Disable Device 8 ranks
   Feats:  Brew Potions, Create Wondrous Item
   Class Abilities:  Must be able to create 3rd level Infusions
   Special: Must have been accepted by a veteran Kobold Bomber as an apprentice.


Class Skills
 The Kobold Bomber's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Disable Device (Int), Knowledge (Arcana, Architecture and Engineering)(Int), Profession (Wis), Search (Int), Spellcraft (Int), Use Magic Device (Cha).
Skills Points at Each  Level : 4 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Craft Explosives, Poison Use, Crafting
2. +1    +0     +0     +3    Demolitions Expert
3. +1    +1     +1     +3    The Most Bang For Your Buck
4. +2    +1     +1     +4    Craft Explosives
5. +2    +1     +1     +4    Demolitions Expert
6. +3    +2     +2     +5    The Most Bang For Your Buck
7. +3    +2     +2     +5    Craft Explosives
8. +4    +2     +2     +6    Demolitions Expert
9. +4    +3     +3     +6    The Most Bang For Your Buck
10.+5    +3     +3     +7   I'm the Evil Midnight Bomber What Bombs at Midnight!


Weapon Proficiencies: A Kobold Bomber gains no new weapon or armor proficiencies.

Craft Explosives (Ex): A Kobold Bomber can make Grenades at 1st level.  These are 1 use Wondrous Items.  He can choose from the following list of spells to use (all spells may be found in the PHB or Spell Compendium):
1st: Ice Dagger, Lesser Orb of Acid/Cold/Electricity/Fire/Sound, Sonic Blast
2nd: Blast of Force, Cloud of Bewilderment, Combust, Firebust, Ice Knife, Malevolent Miasma, Melf's Acid Arrow, Pyrotechnics, Shatter
3rd: Contagious Fog, Fireball, Flashburst, Scintillating Sphere, Shatterfloor, Stinking Cloud
4th: Blistering Radius, Defenestrating Sphere, Forcewave, Orb of Acid/Cold/Electricity/Fire/Force/Sound
The costs to make are as follows:
1st: 50 GP, 1 day, 2 XP
2nd: 300 GP, 1 day, 6 XP
3rd: 900 GP, 1 day, 36 XP
4th: 1400 GP, 2 days, 56 XP
A grenade weighs 1 lb., and can be used by anyone.  Pulling the pin and throwing it is a standard action, it activates when it hits something or 1 round later, whichever comes first.  They affect a 5' area unless the spells Area of Effect is already greater.  If the spell is normally a ranged touch attack it is now treated as a grenade like weapon, and a Reflex Save is allowed for half damage if you are within the Area of Effect.  These spells are also added to the Artificers Infusions list, and he can make temporary grenades with them (usually destroying whatever item he infuses with the spell once it detonates.  Mines and Bombs may also be made as Infusions.

At 4th level the Bomber can make Mines. A mine weighs 5 lbs, and can be set as a pressure trap or proximity trap.  If set as a pressure trap it is hidden in the floor/ground, and anything stepping on it that outweighs the mine causes it to go off.  If set as a proximity trap, anything other than the creator and up to 1 ally per point of Intelligence Modifier (who must be designated during creation) approaching within 5' of the mine causes it to go off.  Mines affect a 10' area unless the spells Area of Effect is already greater.  The spell used can be any spell used for grenades, and any of the following:

5th: Ball Lightning, Cacophonic Burst, Cloudkill, Greater Fireburst, Hold Monster, Mind Fog, Shard Storm, Vitriolic Sphere.
The costs to make are as follows:
5th: 2250 GP, 2 days, 90 XP

At 7th level the Bomber can make actual bombs.  Larger explosive devices that can hit big areas.  Bombs weigh 25 lbs., and when activated the creator decides how long it will be before the bomb goes off (from 1 round to 1 day).  Bombs affect a 30' area unless the spells Area of Efect is already greater.  The spell used can be any of the spells used fro grenades or mines as well as the following:

6th: Acid Fog, Acid Storm, Circle of Death, Otiluke's Freezing Sphere
The costs to make are as follows:
6th: 3300 GP, 3 days, 132 XP

Poison Use (Ex): You may handle and use poisons with no chance of accidentally exposing yourself.  

Crafting (Su): Your Kobold Bomber and Artificer levels stack for purposes of determining his Craft Reserve, and for purposes of determining how many Infusions per day you get.

Demolitions Expert (Ex): At 2nd level you can negate area of effect spells, spell-like abilities, or supernatural abilities (even if it's an item) as a Free Action if you can succeed in a level check.  In the case of a power it's d20 plus your Effective Character Level versus the opponent spellcaster (or versus the Caster Level to make the item if it's an item, or Hit Dice is it's a SLA used by something that has it as a racial ability). The power/spell to be negated must be an Area of Effect that is a Radius or explosion of some sort, not a Line/Cone.

At 5th level you do not set off magical traps that activate due to your proximity (such as Mines).

At 8th level you gain a +4 Racial Bonus on all Saves against normal or magical explosions or area of effect attacks.

The Most Bang For Your Buck (Ex): Beginning at 3rd level, you begin to learn to make the most of the materials at hand when making explosives.  At 3rd level you lower the GP and XP cost by 5%.  This increases to 10% at level 6, and 15% at level 9.  This stacks with the Artisan Feats from the Eberron Handbook (so at level 9 you could have a 40% reduction).  You only get these bonuses for your Craft Explosives class ability.

I'm the Evil Midnight Bomber What Bombs at Midnight! (Su): The Save DC of all Explosives you create using your Class Ability are increased +4.  They also gain a Bonus to damage rolls equal to your Intelligence Modifier.  You gain Resistance 10 against all damaging spells, spell-like abilities, and supernatural abilities with an Area of Effect.

PLAYING A KOBOLD BOMBER
 Inhaling fumes from the many poisonous ingredients you make your bombs from maaaaay have made you a lil bit crazy.  Just maybe.   I mean everyone else says you're crazy after blowing up the local orphanage, so who are you to disagree?
 Combat: You aren't much for brawling.  If someone cheeses you off, you can always just blow up his house later.  It'll be fun for the whole neighborhood.  "Weenies, bring us weenies!".  You can hear them singing now...
 Advancement: Kobold Bombers consider being able to make bigger and better things what goes boom to be rue advancement.  Everything else is pointless.
Resources: Kobold Bombers almost always have someone in need of their resources.  Governments, terrorists, anarchists, ghosts wanting a non-subtle physical means of retribution, you name it.  As quick as you can scrape out the bombs, the quicker you rakes in the cash.

KOBOLD BOMBERS IN THE WORLD
"That boys wound just a little too tight for me."
 Kobold Bombers interact with the world by watching it go up in flames, usually because of something they did.  They kinda have some teensy anger management issues.  Leaving them alone or just nodding and agreeing with them is generally for the best.
 Daily Life: You spend your days getting ingredients to make bombs, making bombs, researching how to make bigger bombs, and actually using them if you're lucky and haven't blown yourself to hell while working on them.
 Notables: Percy (CN Male Kobold Artificer 6/Kobold Bomber 6) is rightly regarded by his people as a complete lunatic.  But he has his wartime uses...
 Organizations: Due to their unstable nature the Bombers have only the loosest of associations with each other.  Get too many unstable personalities in one room and bad things happen.

NPC Reaction
 This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

KOBOLD BOMBERS IN THE GAME
 This PrC will tend to draw forth your players more rotten tendencies.  Be prepared for them to blow up whatever clues you put out.
 Adaptation: This could work in any style of campaign, although being as it's for Kobolds silly ones probably work best.
 Encounters: PC's will encounter the handiwork of bombers more than they do the architects of it.  The city should have a few scars on it before they find their elusive little anarchist.

Sample Encounter
EL 12: It's a lovely Sunday.  You and the gang are having a nice brunch on the patio.  A giggling Kobold runs past.  There's an explosion down the rode.  Dead fish rain from the sky.  Apparently the little monkey bastard blew up the Fish Market this time.


Percy
CN Male Kobold Artificer 6/Kobold Bomber 6
Init +2, Senses: Listen +0, Spot +0, Dark Vision
Languages Draconic, Common, Undercommon
------------------------------------------------
AC 25, touch 13, flat-footed 23 (+1 Size, +2 Dex, +2 Natural, +10 Armor)
hp 42 (12 HD)
Fort +4, Ref +6, Will +10  
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Morningstar +3/-2 melee (1d6-2 plus 1d6 fire)
Ranged +1 Sling +8 (1d3 plus 2d6 fire)
Base Atk +7, Grp +0
Infusions 1st: 4
2nd: 4
3rd: 4
4th: 2
5th: 2
-----------------------------------------------
Abilities Str 4, Dex 15, Con 10, Int 16, Wis 10, Cha 16
SQ Light Sensitivity, Craft Reserve 700, Artificer Knowledge (+9), Artisan Bonus, Disable Trap, Metamagic Spell Trigger, Item Creation, Retain Essence
Feats Exceptional Artisan, Extraordinary Artisan, Legendary Artisan, Lucky Fingers, Survivor's Luck, Brew Potions (B), Craft Homunculus (B), Craft Magic Arms and Armor (B), Create Wondrous Item (B), Empower Spell (B)
Skills Appraise +9, Concentration +15, Craft (Alchemy) +18, Craft (Trapmaking) +5, Disable Device +18, Knowledge (Architecture and Engineering) +7, Open Lock +17, Profession (Miner) +2, Search +10, Use Magic Device +18
Possessions Explosive Sling, +5 Breastplate, +1 Flaming Burst Morningstar
Type III Bag of Holding, 542 GP


EPIC KOBOLD BOMBER

Hit Die: d6
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Kobold Bomber gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: July 18, 2009, 07:38:03 AM by bhu »