Author Topic: Uncle Kitties Handbook of Spuriously Made Prestige Classes  (Read 130651 times)

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bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #200 on: May 26, 2009, 09:55:42 AM »
The Horks do.  Member I said originally I made them more for funny than playability, but I can fix that  :smirk

Prak, the Mad

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #201 on: May 26, 2009, 05:44:32 PM »
which is of course what I meant.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #202 on: May 27, 2009, 09:49:16 AM »
a lil something I do elsewhere whilst i ponder the redneck classes:


THE SONS OF MAGLUBIYET


   
"War is an art and as such is not susceptible of explanation by fixed formula"

 The Sons of Maglubiyet are a cadre of warrior priests who have devoted themselves to continuing in the image of their idol.  They are obsessed with the goblinoids eternal war with the other races, and many believe that their own contributions are enough to turn the tide.  Pride is a common sin amongst the Sons.

BECOMING A SON OF MAGLUBIYET
Most Sons begin as particularly militant clerics.  A few multiclass into more martial pursuits, but most are just clerics.

 ENTRY REQUIREMENTS
   Race:  Any Goblinoid
   Domains:  Destruction, Planning
   Feats:  Divine Armor, True Believer
   Skills:  Concentration 8 ranks, Knowledge (Religion) 8 ranks


Class Skills
 The Son's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Intimidate (Cha), Knowledge (Arcana, Geography, History, Religion, War)(Int), Ride (Dex), and Spellcraft (Int).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +0     +2    Battlefield Divination, +1 level of Divine Spellcasting Class
2. +1    +3     +0     +3    Battlefield Command, +1 level of Divine Spellcasting Class
3. +2    +3     +1     +3    Rallying Point, +1 level of Divine Spellcasting Class
4. +3    +4     +1     +4    Battlefield Divination, +1 level of Divine Spellcasting Class
5. +3    +4     +1     +4    Battlefield Command, +1 level of Divine Spellcasting Class
6. +4    +5     +2     +5    Rallying Point, +1 level of Divine Spellcasting Class
7. +5    +5     +2     +5    Battlefield Divination, +1 level of Divine Spellcasting Class
8. +6    +6     +2     +6    Battlefield Command, +1 level of Divine Spellcasting Class
9. +6    +6     +3     +6    Rallying Point, +1 level of Divine Spellcasting Class
10.+7    +7     +3     +7   Divine Presence, +1 level of Divine Spellcasting Class


Weapon Proficiencies: A Son gains no new weapon or armor proficiencies.
 
Battlefield Divination (Su): At 1st level you cast all spells on the Cleric list that are also in the Divination school at +1 caster level.

At 4th level you do not provoke an attack of opportunity when casting spells on the Cleric spell list that are also in the Divination school.

At 7th level you may choose to "lose" 1 Divination spell in the first round of combat as a Free Action.  You and all allies within 30' gain an Insight Bonus to attack and critical confirmation rolls equal to the spells level for the duration of the encounter.

Battlefield Command (Su): At 2nd level you cast all spells on the Cleric list that are also in the Enchantment school at +1 caster level.

At 5th level you do not provoke an attack of opportunity when casting spells on the Cleric spell list that are also in the Enchantment school.

At 7th level you may choose to "lose" 1 Enchantment spell in the first round of combat as a Free Action.  You and one ally per level of the spell (i.e. a 1st level spell affects you and 1 ally, a second level spell affects you and 2 allies) who are within 30' can move without provoking attacks of opportunity for 3 rounds.  This is a Mind-Affecting effect.

Rallying Point (Su): At 3rd level you become a Rallying Point for Allies.  If you make your Save successfully against any Fear effect or Morale penalty
so do all allies within 30'.

At 6th level allies within 30' cannot be flanked unless you are also flanked.

At 9th level allies within 30' cannot be denied their Dexterity Bonus to AC unless you also are denied your Dex Bonus to AC.

Divine Presence (Su): At 10th level you can assume the likeness of your deity.  You swell to enormous proportions, your skin blackens, and your eyes burn with fire.  Your Size Class is permanently increased by one (i.e. if you were Small you are now Medium, if you were Medium you are now Large, etc).  You permanently increase your Strength and Constitution by +4, and increase your Natural Armor Bonus by +2.  Your base speed remains the same, but size/reach has the potential to increase if you are medium.  Any spell you cast with a Fear effect or Morale based penalty has it's Save DC increased by +2 (this stacks with Feats such as Spell Focus).

PLAYING A SON
 You know how to whip a group of men into combat shape.  They may think they know better than you, but they don't.  You are a chosen one of Maglubiyet himself.  What you want takes precedence over lesser people.
 Combat: The Sons prefer to be leaders, but leaders who are active participants as opposed to generals way at the back.  They want to be directing things on the front where the action is.
 Advancement: The Sons are fairly single minded, always attempting to become better battle tacticians and fighters.  Most don't even bother memorizing healing spells in favor of combat utility magic.
Resources: The Sons can call upon a wide array of resources, particularly if it helps the Hobgoblin cause or war efforts.  Even if it's for something personal they can usually count on some minimal help of some kind.

SONS IN THE WORLD
"He's a tough old --------."
 Sons generally regard the world as a training exercise.  Non-goblinoids are their to test them and hone their skills upon, and nothing more.  They're snooty jerks basically.
 Daily Life: Sons train hard to be the best warrior/priests they can be.  Most will participate in any battle, even if not asked, just to sharpen their skills.  it's wise not to start bar fights around them as they regard them as a recreational form of practice murder.
 Notables: Kaan (LE Male Hobgoblin Cleric 6/Son of Maglubiyet 5) is an up and coming Son who hopes to become a general in the Hobgoblin armies.
 Organizations: The Sons are an organization unto themselves.  They are influential within the Hobgoblin clergy and military, and are thus at the center of much of Hobgoblin politics as their society revolves around religious warfare with the outside world.

NPC Reaction
 If they are Hobgoblins, they tend to view the Sons as heroes.  If they aren't, they view the Sons as blind fanatics hellbent on keeping the Hobs in permanent warfare.

SONS IN THE GAME
 This is a class meant for military participation, and in non military campaigns the player may feel like an odd man out.  He's supposed to be leading hobgoblins, not skulking around with members of other races doing questionable things.
 Adaptation: This is made for serious campaigns involving warfare, but in a pinch it could be twisted for a sillier style of play.
 Encounters: PC's can encounter the Sons anywhere the Hobgoblins are fighting, especially at large battles.

Sample Encounter
EL 12: The PC's have been hired to negotiate with the local Hobgoblins to avoid a brutal and unnecessary war.  Complicating things is a particularly militant priest on the hobgoblin side who seems almost apoplectic at the idea of their not being fighting.


Kaan
LE Male Hobgoblin Cleric 6/Son of Maglubiyet 5
Init +0, Senses: Listen +3, Spot +3, Dark Vision 60'
Languages Common, Goblin
------------------------------------------------
AC 30, touch 10, flat-footed 30 (+13 Armor, +7 Shield)
hp 71 (11 HD)
Fort +11, Ref +3, Will +12 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +4 Battleaxe +13/+8 (1d8+2, x3)
Base Atk +7, Grp +9
Atk Options Turn Undead 5/day
Combat Gear
Spells Per Day 0: 6 (DC 13)
1: 6 (DC 14)
2: 5 (DC 15)
3: 5 (DC 16)
4: 3 (DC 17)
5: 2 (DC 18)
6: 1 (DC 19)
Caster Level 11
-----------------------------------------------
Abilities Str 14, Dex 10, Con 14, Int 10, Wis 16, Cha 14
SQ Domains (Destruction, Planning), Battlefield Divination, Battlefield Command, Rallying Point
Feats Divine Armor, Heightened Spell, Spontaneous Domains, True Believer
Skills Climb +7, Concentration +10, Intimidate +7, Knowledge (Religion) +8, Knowledge (Geography, History, War) +2, Move Silently +4, Ride +5, Spellcraft +5
Possessions +5 Full Plate, +5 Heavy Steel Shield, +4 Battleaxe, Bracers of the Blast Barrier, 670 GP



EPIC SONS

Hit Die: d8
Skills Points at Each  Level : 4 + int
Spells Epic levels continue to increase the SOns caster levels, but he does not gain any new spells per day.
Bonus Feats: The Epic Son gains a Bonus Feat every x levels higher than 20th
« Last Edit: June 01, 2009, 09:32:39 AM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #203 on: May 28, 2009, 08:44:50 AM »
Okay when I did a google search for Maglubiyet it says his Favored Weapon is the Warhammer, yet he fights with a battleaxe.  Is this just an error of some kind or does he really fight with something that isnt his favored weapon?


Also: Which class would you prefer a redneck PrC first for?

AfterCrescent

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #204 on: May 28, 2009, 01:36:34 PM »
http://en.wikipedia.org/wiki/Maglubiyet only mentions the battle axe, but doesn't list favored weapon...

However, Complete Divine says battleaxe (p.124) so no warhammer. :P
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bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #205 on: May 30, 2009, 05:57:18 AM »
Okay except for caster levels the SOns have their class abilities up.

I'm going to do a redneck Bard first.  What do they call those guys who are in folk bands who blow into jugs?

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #206 on: May 30, 2009, 05:58:39 AM »
What, no Dueling Banjos? :P

"Weakness? Come test thy mettle against me, hairless ape, and we shall know who is weak!"

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #207 on: May 30, 2009, 03:21:19 PM »
Okay except for caster levels the SOns have their class abilities up.

I'm going to do a redneck Bard first.  What do they call those guys who are in folk bands who blow into jugs?

Uh, jug players? I don't think they have a name...They're usually just called jug bands.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #208 on: May 31, 2009, 09:20:07 AM »
Think it would be okay if the SOns of Maglubiyet lost 3 caster levels?  (readies for dodging)

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #209 on: May 31, 2009, 05:32:50 PM »
Think it would be okay if the SOns of Maglubiyet lost 3 caster levels?  (readies for dodging)

Not really, the class abilities seem kinda lackluster for something that costly.

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #210 on: May 31, 2009, 05:36:58 PM »
I agree with Boz. Not good enough to lose 3 CL. Also, Battlefield command is worded weird. the moving without provoking sounds like the mind affecting ability should affect those taking the AoO, not those provoking, but, eh...

Also Rallying point should just state that when you make the save, everyone else does automatically as well.
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bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #211 on: June 01, 2009, 09:16:33 AM »
the idea is that its a spell that buffs you and your allies that provides a mind affecting ability that causes opponents to not be able to use attacks of opportunity.

The SOns should be done now.  New one soon unless there are more edits you think need done
« Last Edit: June 01, 2009, 09:33:15 AM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #212 on: June 04, 2009, 09:30:37 AM »
THE SKULL TAKERS


   
"You must take the heads of your enemies to honor Hruggek.  This is the only proper way to show him respect outside of battle."

 The Skull Takers are the clergy of the Bugbear deity Hruggek, and are proficient headhunters.  Known for taking the heads of their victims they use the skulls as helms, drinking cups, and decorations of all kind.  Predominantly they are stealthy killers who weaken other humanoid communities through acts of terror and murder.  Nothing convinces people to move away from Bugbear hiding places like one of them losing their head every night, without anyone realizing what happened.

BECOMING A SKULL TAKER
All Skull Takers must be Clerics who worship Hruggek.

 ENTRY REQUIREMENTS
   Race:  Bugbear
   Patron:  Hruggek
   Domains: Evil, Trickery
   Alignment: Chaotic Evil
   Skills:  Knowledge (Religion, War) 4 ranks, Hide 4 ranks, Move Silently 4 ranks
   Feats:  Advantageous Avoidance, Sly Fortune (See Complete Scoundrel)


Class Skills
 The Skull Taker's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Hide (Dex), Intimidate (Cha), Knowledge (Local, Religion)(Int), Listen (Wis), Move Silently (Dex), Spot (Wis), and Survival (Wis).
Skills Points at Each  Level : 2 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +2     +0    Headhunter
2. +1    +3     +3     +0    The Art of Sabotage, +1 level of Divine casting class
3. +2    +3     +3     +1    Fear and Intimidation,  +1 level of Divine casting
4. +3    +4     +4     +1    Headhunter, +1 level of Divine casting
5. +3    +4     +4     +1    The Art of Sabotage, +1 level of Divine casting
6. +4    +5     +5     +2    Fear and Intimidation, +1 level of Divine casting
7. +5    +5     +5     +2    Headhunter, +1 level of Divine casting
8. +6    +6     +6     +2    The Art of Sabotage, +1 level of Divine casting
9. +6    +6     +6     +3    Fear and Intimidation, +1 level of Divine casting
10.+7    +7     +7     +3    Master Headhunter


Weapon Proficiencies: Skull Takers gain no new weapon or armor proficiencies.
 
Headhunter (Ex): You train extensively in hitting opponents for maximum effect.  At 1st level the Critical Threat Range of your attacks increases by 1 (i.e from a 20 to 19-20 if it would normally critical on a 20).  This does not stack with other effects increasing critical threat range.

At 4th level the Critical Threat Range of your attacks increases by 2 (i.e from a 20 to 18-20 if it would normally critical on a 20). This does not stack with other effects increasing critical threat range.

At 7th level you automatically kill an opponent if you succeed in rolling a 20 and then confirming a critical hit similar to the Vorpal Weapon ability.

The Art of Sabotage (Su): You train extensively in sneaking into and out of the cities of other races to hit targets.  At 2nd level you may "lose" any spell you have prepared for the day, and gain a Bonus to Hide and Move Silently Checks equal to your Hit Dice divided by 5 for 24 hours.

At 5th level you may "lose" any spell you have prepared for the day to spontaneously cast Word of Recall (The designated place is always your temple of worship.  If that has been destroyed you must designate a destination at the beginning of each day until you find/build a new temple).

At 8th level you may "lose" any spell you have prepared for the day to spontaneously cast Phase Door.

Fear and Intimidation (Su): At 3rd level you may expend one of your daily uses of Rebuke Undead to gain a +4 Profane Bonus to Intimidate Checks for the duration of the encounter.

At 6th level you may expend on of your daily uses of Rebuke Undead when making an attack.  If the attack successfully hits your opponent is Shaken for the duration of the encounter (Save DC is 10 plus half Hit Dice plus Charisma Modifier).  If he succeeds he is only shaken for 1 round.

At 9th level you may expend one of your daily uses of Rebuke Undead to spontaneously cast Evil Glare (see Spell Compendium).

Master Headhunter (Su): At 10th level, if you kill a victim by taking his head (i.e. killing him instantly with your Headhunter ability), you may perform an hour long ritual over his skull.  For the next 24 hours you gain a Profane Bonus to all rolls equal to your opponents level or hit dice divided by 5. 

PLAYING A SKULL TAKER
 Bugbears are always the low man on the totem pole it seems, even among other Goblinoids.  Quite frankly this ticks you off.  So the clergy of Hruggek has been tasked with fixing this situation, and you can't wait.  You've been training hard at magical assassination techniques, and you hope to be taking the heads of many heathen races soon.  With luck you will have your entire house decorated in skulls in the manner of your teacher soon.
 Combat: Skull Takers are not meant to be toe to toe combatants.  They prefer to sneak up on opponents, and kill them in their sleep.  They're assassins, not warriors.  This doesn't mean they can't fight (they are pretty strong after all), but they prefer to be more pragmatic and kill targets who aren't fighting back.  Less risk for them, and more potential to create victims, and spread fear of their race.
 Advancement: Skull Takers are murderous fiends who delight in killing defenseless opponents (or even live ones for that matter).  They concentrate on abilities that increase their stealth, and give them more options for killing, whether it's spells or multiclassing (many also become Rogues), or for intimidating opponents into submission. 
Resources: Skull Takers are heavily respected in their community, and enjoy many advantages because of it.  Other Skull Takers will always lend them a hand, as well as the common people.  The nobility (if Bugbear rulers can be called such) tend to be more wary considering the clergies abilities, but tehy need them to remain in power so sometimes they can be cowed through intimidation.

SKULL TAKERS IN THE WORLD
"That's the seventh man dead in a week.  All of them killed with no witnesses, some of them with their spouse laying in the bed next to them unawares.  This won't end good."
 You spend your time as a virtual celebrity among your own people, and stress filled nights slipping into the communities of nearby races hoping not to be caught while committing atrocities.  As long as you can keep up your success, you will find ever greater fame and fortune among your own.  But you know in your mind that if you ever get caught, a quick death is the best you can hope for.  With all the people you've murdered you'll probably be drawn and quartered at the very least...
 Daily Life: Much of your day is spent resting in preparation for the nights events.  If you live through that, there is much celebrating to do.  On nights you aren't participating you train in both your clerical duties and skills at murder.  If a situation arises where the lair is being assaulted you participate in the defense, usually by means of ambush.
 Notables: Hamit (CE Male Bugbear Cleric 6/Skull Taker 2) had always been a particularly scrawny Bugbear, but his fanatic devotion to Hruggek has paid off as he has recently been recruited by the Skull Takers.  His lack of Strength is not seen as an impediment as most of his opponents will be unconscious.
 Organizations: The Skull Takers are an organization amongst the clergy of Hruggek dedicated to driving away other humanoid races (even other goblinoids) by whatever means are necessary (i.e. murder).  Once they are driven out the Bugbears can expand their territory, slowly expanding due to your efforts.

NPC Reaction
 NPC's are terrified of the Skull Takers.  They murder seemingly at will, without being seen or heard, and slip away again into the night.  Bugbears hold them in awe, but the common Bugbear knows little of what the Skull Takers do besides killing racial opponents.  They have no idea that they also sometimes participate quite brutally in local politics, murdering whoever the clergy opposes.

SKULL TAKERS IN THE GAME
 Since the Skull Takers are heavily nationalistic, they will likely be found in Bugbear or Goblinoid only parties.  At a stretch they could be found in an evil multiracial party so long as it's goals do not conflict with his races needs.
 Adaptation: The Skull Takers are meant more for a dark, gritty campaign than anything else.  Murder and cutting up the dead are acts that may squick players too, so be sure they can handle this.
 Encounters: PC's will probably be hired to end the Skull Takers reign of terror if it's in the beginning, or to protect the caravan of fleeing people if it's towards the end of things.  If they assault a Bugbear lair they can expect that if it has any serious clerical presence that they will face at least one Skull Taker.

Sample Encounter
EL 12: The PC's have been asked to stop a series of brutal recent murders, and while on watch one night they see a group of Bugbears fleeing over the city walls in silence.  It's quite probable they're responsible for the killings, but for what reason?  And do they follow them since doing so will prevent them from telling anyone whats happened if they ant to catch them.

Hamit
CE Male Bugbear Cleric 6/Skull Taker 2
Init +2, Senses: Listen +7, Spot +6, Dark Vision 60'
Languages Common, Goblin, Gnoll
------------------------------------------------
AC 26, touch 12, flat-footed 23 (+2 Dex, +3 Natural, +11 Armor)
hp 71 (11 HD)
Fort +10, Ref +11, Will +8 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +2 Morningstar +10/+5 (1d8+3/19-20)
Ranged +2 Morningstar +12 (1d8+3/19-20)
Base Atk +7, Grp +8
Atk Options Rebuke Dead 6/day, Headhunter
Combat Gear
Spells Per Day 0: 6 (DC 13)
1: 5 (DC 14)
2: 4 (DC 15)
3: 3 (DC 16)
4: 1 (DC 17)
Caster Level 7
-----------------------------------------------
Abilities Str 12, Dex 16, Con 14, Int 14, Wis 16, Cha 8
SQ Domains (Evil, Trickery), The Art of Sabotage
Feats Advantageous Avoidance, Extra Turning, Sly Fortune, Stealthy
Skills Climb +4, Concentration +6, Hide +8, Intimidate +3, Knowledge (Religion, War)+6, Listen +7, Move Silently +12, Spot +6, Survival +5
Possessions +3 Improved Shadow Improved Silent Moves Full Plate, +2 Doomburst Morningstar, Vanisher Cloak, Ring of Avoidance, Gauntlets of Throwing, 542 GP



EPIC SKULL TAKER

Hit Die: d8
Skills Points at Each  Level : 2 + int
Class Ability Epic levels continue to increase your caster level, but you not gain extra spells per day.
Bonus Feats: The Epic Skull Taker gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: June 09, 2009, 06:36:55 AM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #213 on: June 05, 2009, 07:03:37 AM »
Got the Skull Takers up cept for caster levels added and epic stuff.  Any feedback?

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #214 on: June 05, 2009, 11:54:58 AM »
4th level Skull Taker ability should probably include the same 'does not stack' verbiage as the 1st level in order to quell rules-lawyering.

My knee-jerk response is 7th level ability is overpowered a tad; Clerics at that level scarcely need more insta-death effects.

I might be imagining things, but Cleric/Duskblade looks obscenely strong for this PrC, without knowing how the spells shake out.

There appears to be a redundancy in the verbiage of the Master Headhunter ability.
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bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #215 on: June 07, 2009, 05:18:34 AM »
Fixeded  :D

Thoughts on caster levels?

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #216 on: June 07, 2009, 10:54:46 AM »
Am I right in thinking that the 7th level Headhunter ability only works on a natural 20?

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #217 on: June 07, 2009, 11:05:42 AM »
Am I right in thinking that the 7th level Headhunter ability only works on a natural 20?
That would make sense, but it's definitely arguable because the 'on a successful critical hit' verbiage can be read as in conflict with the 'similar to the Vorpal weapon enhancement' verbiage. Disciple of Dispater Keen Falchion wielder FTW.
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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #218 on: June 08, 2009, 08:04:28 AM »
Unless my edit wasn't saved that should've been fixed...

Any objection to going with 3 caster levels lost?

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #219 on: June 08, 2009, 10:35:16 AM »
Unless my edit wasn't saved that should've been fixed...

Any objection to going with 3 caster levels lost?
1)It would appear from here that the edit needs redone; the redundncy about 24 hours is also still there.
2)Three caster levels lost is alright.  Two is better,IMHO.  More than three is bad.
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