Author Topic: Uncle Kitties Handbook of Spuriously Made Prestige Classes  (Read 130654 times)

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bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #220 on: June 09, 2009, 07:08:59 AM »
CULTIST OF THE BLACK CLAW


   
"I will show you true fear.  You think we are merely dumb brutes.  But we are not the simple brutes you think we are."

 The Bugbear deity Skiggaret has no clergy.  Instead he himself actively terrorizes the lesser goblinoid races (i.e. all of them except Goblins and Hobgoblins), and often preys upon the Bugbears whom he resembles.  To propitiate him a group of Bugbears have been specifically trained to cause terror, wreaking havoc on nearby races assumed to be their enemies, and kidnapping victims for sacrifice.  These victims are tortured to death to appease Skiggaret and the other Bugbear deities, and to call upon the aid of the Gods in times of need.

BECOMING A CULTIST
You must have performed some sort of service to the Cult (usually by providing victims) and been accepted by them for training.  It is also preferred that you have learned to inspire terror in others.

 ENTRY REQUIREMENTS
   Race:  Bugbear
   Feats:  True Believer, Intimidating Strike, Intimidating Rage
   Skills:  Intimidate 8 ranks, Knowledge (Religion) 4 ranks
   Patron:  Skiggaret
   Special:  Must have personally captured, tortured to death, and sacrificed no less than 5 non goblinoids to join the cult


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

Hit Dice: d10

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +2    Omens and Portents
2. +2    +3     +0     +3    Finding the Mark
3. +3    +3     +1     +3    Terrifying Rage
4. +4    +4     +1     +4    Omens and Portents
5. +5    +4     +1     +4    Finding the Mark
6. +6    +5     +2     +5    Terrifying Rage
7. +7    +5     +2     +5    Omens and Portents
8. +8    +6     +2     +6    Finding the Mark
9. +9    +6     +3     +6    Terrifying Rage
10.+10   +7     +3     +7    Calling Down the Darkness


Weapon Proficiencies: The Cultist gains no new weapon or armor proficiencies.
 
Omens and Portents (Su): Cultists must be trained in the art of interpreting omens sent by the Bugbear gods, which isn't easy because they really aren't well suited for it.  But eventually they learn how.  They have no choice, because if they don't interpret the signs correctly everyone they know is dead.  At 1st level the Cultist may cast Commune once per day as a Supernatural Ability.  He may also see Skiggaret's "mark", a supernatural brand he puts on victims he has chosen for death.

At 4th level you may cast Vision once per day as a Supernatural ability, and Commune 3 times per day.  It helps you to perform tasks Skiggaret wants done.

At 7th level you may cast Discern Location once per day as a Supernatural ability, Vision 3 times per day, and Commune 5 times per day.  This is to find specific victims Skiggaret may want.

Finding the Mark (Ex): When attacking victims 'marked' by Skiggaret or the Bugbear pantheon for death, you gain advantages.  At 2nd level  you gain a +2 Profane Bonus on all rolls against them.  This increases to +4 at level 5, and +6 at level 8.

Terrifying Rage (Su): At 3rd level you take on some of the terrifying madness of Skiggaret himself, terrifying your foes.  Whenever you go into rage all foes within 60' must make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be Shaken for the duration of the encounter.  If their Save is successful they are immune to your Terrifying Rage ability for 24 hours.

At 6th level, whenever you successfully kill an opponent while Raging, all opponents within 60' must make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be Frightened for 1d6 rounds.  If their Save is successful they are immune to your Terrifying Rage ability for 24 hours.

At 9th level if your opponent fails his Save when you go into Rage, he is Panicked for 1d6 rounds, and Shaken if the Save is successful.

Calling Down the Darkness (Su): At 10th level the Cultist can call upon Skiggaret himself to smite a foe.  This is identical in effect to the Wail of the Banshee spell, and may be used 3 times per day.

PLAYING A CULTIST
 No one should be asked to do the things you do.  Granted your race is evil for the most part, but even you have your limits.  You have the choice of allowing your village to be eaten by the avatar of your God, or participating in some of the most foul rights imaginable to ensure he focuses his attacks elsewhere.  This means torturing live victims to death, as it is the only thing your deity finds acceptable as a bribe to let you be.
 Combat: You do well enough in a fight.  This job requires someone a little off to begin with, and your "anger management" problems that got you noticed make you well suited for it.  Which is a polite way of saying that they wanted a lunatic for the job, and you were the closest thing they could find.
 Advancement: Cultists advance in whatever way they believe will best serve their community.  Your job is to predict your gods random outbursts of violence, and persuade him to direct them elsewhere.  Whatever enables you to predict his appearances more accurately is considered a must.
Resources: Cultists have the full resources of their communities to draw upon, and can even ask  for members of it for sacrifice.  You have a great deal of sway as you are the only thing standing between the Bugbears and death at the hands of their God.

CULTISTS NAME IN THE WORLD
"I wouldn't do his job for all the gold in the world."
 You make others nervous.  The nearly unendurable strain of dealing with a homicidal God year after year shows on you quickly.  Calling you insane after a certain period of time would be charitable.  Insanity should be a prerequisite for the job you do.  Even the most delusional and sadistic megalomaniacs know that one day their bribes will fail, and they will be among the first to be eaten.  Until then they decide who lives and dies, but if they fail Skiggaret devours their soul, ensuring Resurrection is impossible.
 Daily Life: Your daily life consists of keeping constant watch for the omens of Skiggaret's appearance.  At the first signs, you are to procure suitable sacrifices immediately, and begin the procedures to drive Skiggaret off towards other targets.  Should the community be in danger, you are also commissioned to bribe him to protect it somehow.
 Notables: Uzuntu (CN Male Bugbear Barbarian 6/Cultist 1) was a warrior in his village who had ambitions to become something greater, and willingly joined the Cult of the Black Claw when given the chance.  He's had cause to regret it since, being asked to choose which of his people have to die so the rest can live.  It goes against his instincts as a warrior.  But what else can he do.
 Organizations: The Cult of the Black Claw is fairly loose as an organization, as it's members often work to cross purposes.  Cultists in one village may succeed in getting to Skiggaret to attack the nearest target besides themselves...which is often another Bugbear village.

NPC Reaction
 No one likes you.  No one.  Not outsiders, not your fellow Bugbears, not even your deity.  But you do a thankless job no one else has the guts to do.  So it earns you some respect (or more likely a decent amount of Fear).

CULTISTS IN THE GAME
 This is kind of a twitchy PrC.  It would ask a player to make some pretty darn brutal decisions, so make sure they can handle that, or restrict it to NPC's.
 Adaptation: This is a fairly dark PrC, and is best used in campaigns that are pretty grim.  It's kinda hard to make jokes about Gods who eat their own chosen people.
 Encounters: PC's will generally encounter the Cultists on a Bugbear raiding party that's out to fetch sacrificial victims.  Otherwise they stay at home, and the party will only encounter them if they are conducting a raid.

Sample Encounter
EL 12: The PC's are on an expedition in the Underdark when they come across several destroyed Bugbear villages.  Eventually they come upon one whose occupants are still living, and a very weary looking Bugbear comes out to ask them for help with a problem...


Uzuntu
CN Male Bugbear Barbarian 6/Cultist 2
Init +3, Senses: Listen +6, Spot +6, Dark Vision 60'
Languages Common, Goblin
------------------------------------------------
AC 24, touch 13, flat-footed 21 (+3 Dex, +3 Natural, +8 Armor)
AC Raging 22, touch 11, flat-footed 19 (-2 Rage, +3 Dex, +3 Natural, +8 Armor)
hp 84 (11 HD), 106 Raging
Fort +11 (+13 Raging), Ref +8, Will +8 (+10 Raging)
Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +2
------------------------------------------------
Speed 40 ft. (8 squares)
Melee +1 Spiked Gauntlet +15/+10 (1d4+6 plus paralysis)
Melee Raging +1 Spiked Gauntlet +17/+12 (1d4+8 plus paralysis)
Base Atk +10, Grp +15
Atk Options Rage 2/day, Finding the Mark +2
Combat Gear
Supernatural Abilities Commune 1/day
Caster Level 11
-----------------------------------------------
Abilities Str 20 (24 Raging), Dex 16, Con 14 (18 Raging), Int 10, Wis 14, Cha 6
SQ Fast Movement, Illiteracy, Omens and Portents
Feats Instantaneous Rage, Intimidating Strike, Intimidating Rage, True Believer
Skills Climb +7, Hide +9 (+14 w/Breastplate), Intimidate +6, Jump +11, Knowledge (Religion) +4, Listen +6, Move Silently +9 (+14 w/Breastplate), Search +2, Spot +6, Survival +6
Possessions +3 Shadow Silent Moves Breastplate, Pair of +1 Paralytic Paralysis Burst Spiked Gauntlets, Belt of One Mighty Blow, Boots of Swift Passage, 40 GP



EPIC CULTIST

Hit Die: d10
Skills Points at Each  Level : 4 + int
Finding the Mark Your Profane Bonus against Marked victims increases by +2 at level 22, and every 3 levels thereafter.
Bonus Feats: The Epic Cultist gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: June 16, 2009, 09:01:21 AM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #221 on: June 11, 2009, 07:45:36 AM »
Well, if I'm gonna make the Bugbear and Goblin clerics I might as well stat up their Gods too.

HRUGGEK
Intermediate Deity
Symbol: Morningstar
Home Plane: Pandemonium (his personal residence is the cave Hruggekolohk on the second Plane of Pandemonium, Cocytus)
Alignment: Chaotic Evil
Portfolio: Violence and combat
Worshipers: Bugbears, particularly mercenaries and soldiers
Cleric Alignments: CE, CN, NE
Domains: Chaos, Evil, Trickery, War
Favored Weapon: Morningstar

The Bugbear deity of violence and warfare, Hruggek is quite something to behold.  Standing over 12' tall with clawed hands and feet he has huge fangs and wields the morningstar Oldurmek.  His fur is thick and matted, and his eyes shine red in the darkness of his cave home.  Due to his thick fur, Hruggek sees no need for clothing, and often looks far more savage than he truly is.

Dogma
Hruggek urges his people to kill the other races whenever possible, but by stealth and guile only.  The other humanoids outnumber his people greatly, and he knows they cannot fight a stand up war.  He also knows that the other races will stereotype the Bugbears as fools and dullards  due to their appearance and size. 

While he prefers stealth he also preaches violence or the sake of violence.  He often tells his followers that whenever they have the opportunity to commit destruction and murder without being caught to indulge themselves as fully as possible.  This helps keep the other goblinoid races from being too offensive to the Bugbears.  They're secretly afraid the Bugbears will snap at any given moment.

He urges his followers to interfere with the schemes of the Goblinoid pantheon (including the other Bugbear Gods) as he does not wish the Bugbears to become subservient to the Hobgoblins and Goblins (or at least no more than they already have).  Hruggek also urges his priests to kill the followers of the God Meriadar whenever possible since the philosopher God attempts to convert the evil humanoid races to the path of peace.

Clergy and Temples

Hruggek's priests prefer to dress in black and wear the skulls of their dead enemies.  They're considered the leaders of their people, and are often warriors as well.  For a priest of Hruggek to not be a capable fighter would mean great shame for him, and he would quite likely be assassinated by his fellows.  Most are also excellent craftsmen with bone or taxidermy, as they always use the skulls of dead enemies for various things.

Temples to Hruggek are made in caves, carved into great halls if possible, but always a cave.  They are always decorated with severed heads that Hruggek can animate to deliver omens, and sacrifices during the full moon ensure that there are always more heads to add to the collection.

HRUGGEK
Rogue 20, Scout 20
Large Outsider (Chaotic, Evil)
Divine Rank: 15
Hit Dice:             20d8+240 and 40d6+480 (1120 hp)
Initiative:           +15
Speed:                100 ft. (20 squares)
Armor Class:          73 (+12 Dex, +15 Divine, +28 Natural, +8 Deflection), touch 45, flat-footed 61
Base Attack/Grapple:  +50/+62
Attack:               Claw +76 melee (1d6+12) or spell +76 melee/ranged touch or +5 Morningstar +81 melee (2d8+22)
Full Attack:          2 Claws +76 melee (1d6+12) and 1 Bite +71 melee (1d10+6) or spell +76 melee/ranged touch or  +81/+76/+71/+66 melee (2d8+22)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Skirmish (+5d6, +5 AC), Sneak Attack (+10d6), Opportunist
Special Qualities:   Divine Immunities, DR 45/Epic and Good, Fire Resistance 20, Spell Resistance 47, Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 15 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (1500', DC 33), Evasion, Improved Evasion, Uncanny Dodge, Improved uncanny Dodge, Trap Sense +6, Trapfinding, Defensive Roll, Slippery Mind, Blindsight 30', Battle Fortitude +3, Free Movement, Hide in Plain Sight, Camouflage, Fast Movement +20', Flawless Stride, Trackless Step, Fast Healing 35
Saves:                Fort +54, Ref +63, Will +49
Abilities:            Str 35, Dex 35, Con 35, Int 24, Wis 30, Cha 26
Skills:               Balance +73, Bluff +63, Climb +67, Diplomacy +74, Escape Artist +67, Gather Information +68, Hide +77, Intimidate +69, Jump +73, Knowledge (Dungeoneering, Geography, Local, Nature, War) +42, Listen +70, Move Silently +72, Search +62, Sense Motive +60, Sleight of Hand +72, Spot +70, Survival +71, Swim +82, Tumble +73, and Use Magic Device +68
Feats:                Bounding Assault, Combat Brute, Combat Expertise, Combat Reflexes, Deft Opportunist, Dodge, Elusive Target, Improved Combat Reflexes, Improved Critical (Morningstar), Improved Disarm, Improved Feint, Improved Skirmish, Improved Sunder, Improved Unarmed Strike, Mobility, Monkey Grip, Power Attack, Power Critical (Morningstar), Rapid Blitz, Spring Attack, Telling Blow, Whirlwind Attack, Weapon Focus (Morningstar) (B)
Divine Immunities: Ability Damage, Ability Drain, Acid, Cold, Death Effects, Disease, Disintegration, Electricity, Energy Drain, Mind-Affecting Effects, Paralysis, Poison, Sleep, Stunning ,Transmutation, Imprisonment, and Banishment.
Salient Divine Abilities: Annihilating Strike, Battlesense, Divine Fast Healing, Divine Inspiration, Divine Rogue, Divine Storm, Divine Weapon Focus (Morningstar), Extra Domain (Trickery), Frightful Presence, Increased Damage Reduction, Irresistible Blows (Morningstar), Rejuvenation, Sunder and Disjoin, Wave of Chaos, Wound Enemy
Domain Powers: Can cast spells with the Chaos or Evil descriptor at +1 Caster Level.
Spell-Like Abilities: Hruggek can cast the following spells at will as Spell-Like abilities: Animate Objects, Blade Barrier, Blasphemy, Chaos Hammer, Cloak of Chaos, Confusion, Create Undead, Desecrate, Dispel Good/Law, Disguise Self, Divine Power, False Vision, Flame Strike, Invisibility, Magic Circle Against Good/Law, Magic Vestment, Magic Weapon, Mislead, Nondetection, Polymorph Any Object, Power Word Blind/Kill/Stun, Protection from Good/Law, Screen, Shatter, Summon Monster IX (Chaos or Evil spell only), Time Stop, Unholy Aura, Unholy Blight, Word of Chaos,   Caster Level is 25 (26 if the spell has the Chaos or Evil descriptor).  Save DC is 23 plus the spell level.
Possessions: Oldurmek is a 10' long Morningstar meant to be used by a Huge creature, but can be wielded two handed by a large one.  It is a +5 Blurstrike, Deadly Precision, Collision Morningstar.  Caster Level: 20, Weight 32 lbs.

Other Divine Powers
As an Intermediate deity, Hruggek automatically receives a die roll of 20 on any check.  He treats a roll of '1' on an Attack Roll or Saving Throw normally and not as an automatic failure.  he is immortal.
Senses: Hruggek can see, hear, touch, and smell at a distance of 15 miles.  As a Standard Action he can perceive anything within 15 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour.  he can extend his senses to up to 10 locations at once.  He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 15 hours.
Portfolio Powers: Hruggek sense any act of violence or warfare the instant it happens and retains the sensation for up to 15 weeks after the event occurs. 
Automatic Actions: Hruggek can use Craft (metalworking), Craft (weaponsmithing), Hide, Intimidate, or Move Silently asa Free Action if the DC for the task is 25 or lower.  he can perform up to 10 Free Actions each round.
Create Magic Items: Hruggek can create magic weapons, armor, and destructive items as long as the items market price does not exceed 200,000 GP.

« Last Edit: June 18, 2009, 07:16:53 AM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #222 on: June 11, 2009, 08:03:34 AM »
betcha thought I forgot dint'cha :D

JUG BANDER


   
"This hyar is a song 'bout the Coal Mine Fire of 'ought four."

 Jug Bands are rural bands that usually include at least one member whose instrument is a jug that he blows into (it also includes a mix of traditional and some homemade instruments).  No seriously.  It's an art form.  Blues style music and jazz mostly.

BECOMING A JUG BANDER
Buy (or better yet make) a musical instrument and join a jug band.

 ENTRY REQUIREMENTS
   Skills:  Craft (Musical Instrument) 8 ranks, Perform (any instrument or singing) 8 ranks, Profession (Musician) 8 ranks
   Feats:  Extra Music, Versatile Performer
   Class Abilities:  Bardic Music (Suggestion) 


Class Skills
 The Jug Bander's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local, Nature)(Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Cha), Swim (Str), Tumble (Dex), Use Magic Device (Cha).
Skills Points at Each  Level : 6 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +2    Musical Harmony, Bardic Music
2. +1    +0     +3     +3    Musical Improvisation
3. +2    +1     +3     +3    Whiskey River Take My Mind
4. +3    +1     +4     +4    Musical Harmony
5. +3    +1     +4     +4    Musical Improvisation
6. +4    +2     +5     +5    Whiskey River Take My Mind
7. +5    +2     +5     +5    Musical Harmony
8. +6    +2     +6     +6    Musical Improvisation
9. +6    +3     +6     +6    Whiskey River Take My Mind
10.+7    +3     +7     +7   Country Music Star


Weapon Proficiencies: A Jug Bander gains no new weapon or armor proficiencies.
 
Musical Harmony (Su): Jug Banders are at their best when they play as a full band.  At 1st level when using your Bardic Music to Inspire Courage in concert with other Jug Banders, the Morale Bonus gained by your allies increases by +1 for each extra Jug Bander assisting you.

At 4th level you may also increase the Morale Bonus to a single Ally via your Inspire Competence ability by +1 for each extra Jug Bander assisting you.

At 7th level you may also increase the Morale Bonus and extra Hit Dice  gained by Allies via your Inspire Greatness ability by +1 for each extra Jug Bander assisting you.

Bardic Music: Your Bard and Jug Bander class levels stack for purposes of determining the number of times per day you can use, and the effects of, your Bardic Music.

Musical Improvisation (Su): Your skill at crafting musical instruments blends over into your brawling activities as well, and at 2nd level you take no penalties for using improvised weapons.

At 5th level when wielding a musical instrument as a weapon your magical abilities enhance it.  Musical instruments are improvised weapons of Tiny to Small size, and when held by you are considered +2 Magical Weapons.

At 8th level they become +2 Thundering Weapons.

Whiskey River Take My Mind (Su):  At 3rd level you can perform drunk pretty well.  If you can make a DC 20 Bluff Check people will believe you are sober no matter how drunk you are.  You also don't take any skill penalties due to the ability damage from alcohol consumption. 

At 6th level whenever you are drunk you believe your a kick ass fighter, and you actually become one.  Whenever you're drunk you gain an Alchemical Bonus to Attack and Damage rolls equal to your Con Modifier.

At 9th level whenever you are drunk your inherent belief in your own invulnerability grants you DR (Your Constitution Bonus)/-.

Country Music Star (Su): At 10th level the range of your Bardic Music abilities doubles.  The Save DC's of your Bardic Music abilities also increases by +2.

PLAYING A JUG BANDER
 Jugs is a musical instrument you don't give a good goddamn what anybody says.  Plus they're handy for keepin' shine in, and for whacking anyone who gets close.  Hell on a good night you get to use it for all three.  And you get paid for it.  There simply ain't no better life.  And anyone says otherwise is lyin'.
 Combat: You try not to be a fighter, less'n you're drunk.  Then fightin's okay.  More than okay, it's a way of life your ancestors were proud of.  Granted no one usually gets seriously hurt, cept a few chairs broken, but still there's always that chance.
 Advancement: Most Jug Bands try for fame and money.  Some play for the women.  Some do it for reasons known only to themselves.  But most do try to be at least halfway decent musicians.
Resources: Jug Banders are traditionally mighty poor unless they get famous.  Even then they tend to not hoard their money.

JUG BANDERS IN THE WORLD
"Sir? Mah ex wife had a hex put on me so thet ah only feel 'tracted to fat women of a distinkly Orc like eth'nisty.  Ah need a song to hep cure mah pain."
 People are usually happy to see you. Everyone loves to see a band come to town.  As long as you don't start a brawl, sing anything socially inconvenient, or sleep with other men's significant others.  Then bad things happen.  Fortunately bad things inspire songs that may propel you to fame.
 Daily Life: Much of your daily life is spent either traveling from town to town, or playing in front of crowds, or practicing for later.  People don't realize how much work being a musician is.
 Notables: Frogbutt Jones (CG Human Male Bard 6/Jug Bander 6) is a jug band player notoriously similar to a squatting frog in the way he sets.  Hard Drinkin' Jeb (CE Male Human Bard 6/Jug Bander 6) is a notoriously violent alcoholic, but a decent jug player.
 Organizations: There are some organizations devoted to promoting jug band music, and they will help you to that end, but not usually with other things (such as adventurin').

NPC Reaction
 At first NPC's pretty much love you, as long as you don't have a bad reputation.  If you do have a bad rep, they still usually somehow convince themselves it's okay, because surely you've learned your lessons after whats happened in those other towns.

JUG BANDERS IN THE GAME
 This is best in an all bard party if you want the full benefits of the class.  It requires kind of an unusual campaign.
 Adaptation: This is best for silly campaigns, but it could fit a more serious one (though it would still be an odd campaign).
 Encounters: PC's will usually encounter Jug Bands when they are performing, or fleeing from a town whose mayor had a wife much younger and attractive than himself...

Sample Encounter
EL 12: "Ladies and gentleman, Ah'd like to sing a song bout love.  A song bout happiness.  A song Ah like to call 'Fuck Gettin' Married'.  It was originally written for mah wife, gawd damn her soul to hell..."


Frogbutt Jones
CG Human Male Bard 6/Jug Bander 6
Init +1, Senses: Listen +8, Spot +0
Languages Common
------------------------------------------------
AC , touch , flat-footed   (+1 Dex, )
hp 66 (12 HD)
Fort +6, Ref +11, Will +10 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +9
Atk Options Whiskey River Take My Mind (+2), Musical Improvisation (+2)
Combat Gear
Spells Known 0: (3/day, DC 13)
1: (4/day, DC 14)
2: (3/day, DC 15)
-----------------------------------------------
Abilities Str 13, Dex 12, Con 14, Int 10, Wis 10, Cha 16
SQ Bardic Music 16/day (Countersong, Fascinate, Inspire Competence, Suggestion, Inspire Courage +2, Inspire Greatness, Song of Freedom), Bardic Knowledge +6, Musical Harmony
Feats Chant of Fortitude, Disguise Spell, Extra Music, Improved Unarmed Strike, Lingering Song, Versatile Performer
Skills Appraise +5, Bluff +10, Concentration +10, Craft (Musical Instrument) +8, Diplomacy +10, Gather Information +10, Knowledge (Local) +5, Listen +8, Perform (Jug) +20, Profession (Musician) +8, Sense Motive +8, Use Magical Device +5
Possessions



EPIC JUG BANDER

Hit Die: d6
Skills Points at Each  Level : 6 + int
Class Ability
Class Ability
Bonus Feats: The Epic Jug Bander gains a Bonus Feat every x levels higher than 20th
« Last Edit: July 06, 2009, 09:04:52 AM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #223 on: June 12, 2009, 08:45:36 AM »
I have most of the Cultist up (it just needs a capstone).

For Hruggek:

Was there a 3.5 update for Deities?

What is the God's Damage Reduction now? DR/Epic?

What are the Deity's class skills for its outsider HD?  Do I just pcik whatever I want?

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #224 on: June 13, 2009, 09:30:18 AM »
Found the 3.5 update for deities. Jebus making them is more complicated than necessary. I'm gonna have to do a template to cut down on the time.

Cultist is theoretically done except for the example NPC.

Hruggek's crunch is almost done, I just have to add the fluff.

Started adding stuff to the jug band player.  Wanted to add a pic but it seems damn hard to find a single guy playing a jug.
« Last Edit: June 13, 2009, 10:29:49 AM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #225 on: June 14, 2009, 11:09:20 AM »
Whilst I search for a pic, anything in particular you guys would like from a drunken musician PrC?

InnaBinder

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #226 on: June 14, 2009, 11:46:14 AM »
Whilst I search for a pic, anything in particular you guys would like from a drunken musician PrC?
Bonuses for sundering your own equipment seems on topic for them.
Winning an argument on the internet is like winning in the Special Olympics.  You won, but you're still retarded.

I made a Handbook!?

Prak, the Mad

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #227 on: June 14, 2009, 04:57:48 PM »
Found the 3.5 update for deities. Jebus making them is more complicated than necessary. I'm gonna have to do a template to cut down on the time.
Don't worry about monster stats for them, just the salient details for worshippers, Deities and Demigods was... poorly thought out...

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #228 on: June 16, 2009, 09:46:25 AM »
Found the 3.5 update for deities. Jebus making them is more complicated than necessary. I'm gonna have to do a template to cut down on the time.
Don't worry about monster stats for them, just the salient details for worshippers, Deities and Demigods was... poorly thought out...


yes but that would not be obsessively obsessive of me, as is mah normal wont  :p

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #229 on: June 17, 2009, 09:18:30 AM »
SKIGGARET
Lesser God
Symbol: Black claw
Home Plane: Abyss
Alignment: Chaotic Evil
Portfolio: Fear, Madness
Worshipers: Technically the Bugbears, but it's less worship than it is bribery.
Cleric Alignments: CE, CN, NE
Domains: Evil, Fear, Madness
Favored Weapon: Spiked Gauntlets

Skiggaret is less a deity of the Bugbears than a curse they must endure.  Appearing as a large jet black bugbear with red lips, hands, and feet his insanity is obvious from the moment he comes into view.  Technically a messenger of the Bugbear Gods, he spends much of his time killing and eating his own people.

Dogma
Perversely the Bugbears believe that they are strengthened by Skiggaret's depredations as he weeds out the weaker members of their kind (and that the terror he inspires will make them better warriors if they survive).  He is also occasionally willing to directly attack the enemies of their race if they are in dire need, and they make the appropriate sacrifices. 

Clergy and Temples
Skiggaret has no worshipers, priesthood, or temples.  Instead his few cultists keep watch for the omens that warn of Skiggaret's approach.  Should they begin to feel fear or see creeping pools of darkness they know the Bugbear Gods are angry, and sacrifices must be made to appease them or Skiggaret will be sent to devour them.


SKIGGARET
Hexblade 20, Rogue 10, Assassin 10
Large Outsider (Chaotic, Evil)
Divine Rank: 6
Hit Dice:             20d10+200 plus 10d6+100 plus 10d6+100 plus 20d8+200 (1080 hp)
Initiative:           +11
Speed:                80 ft. (16 squares)
Armor Class:          57 (-1 Size, +11 Dex, +19 Natural, +6 Divine, +12 Deflection), touch 38, flat-footed 46
Base Attack/Grapple:  +54/+64
Attack:               Claw +69 melee (1d6+10/19-20) or Spell +63 melee touch/+64 Ranged Touch
Full Attack:          2 Claws +69 melee (1d6+10/19-20) and 1 Bite +65 melee (2d6+5/19-20) or Spell +63 melee touch/+64 Ranged Touch
Space/Reach:          10 ft./10 ft.
Special Attacks:      Domain Powers, Salient Divine Abilities, Spell-Like Abilities, +10d6 Sneak Attack, Poison Use, Spells, Death Attack (DC 28), Dire Hexblades Curse 5/day (DC 34)
Special Qualities:   Divine Immunities, DR 20/Epic, Fire Resistance 11, Spell Resistance 38, Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 6 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (600', DC 28), Evasion, Uncanny Dodge, Improved Uncanny Dodge, Improved Evasion, Trap Sense +3, Trapfinding, +5 on Saves vs Poison, Hide in Plain Sight, Arcane Resistance +12, Mettle, Aura of Unluck 3/day, Dark Companion
Saves:                Fort +30, Ref +38, Will +35
Abilities:            Str 30, Dex 32, Con 30, Int 24, Wis 28, Cha 35
Skills:               Balance +50, Bluff +60, Climb +48, Concentration +58, Craft (Bonecarving, Leatherworking, Taxidermy) +35, Diplomacy +44, Hide +59, Jump +62, Intimidate +97, Knowledge (Arcana) +55, Listen +56, Move Silently +59, Search +55, Spellcraft +39, Spot +56, Survival +39 (+43 Tracking), Swim +38, Tumble +59, Use Magic Device +42 (+46 w/Scrolls)
Feats:                Ability Focus (Hexblades Curse), Cleave, Combat Expertise, Deft Strike, Devastating Critical (Claw, Bite), Empower Curse, Enlarge Spell, Great Cleave, Improved Critical (Claw, Bite), Improved Feint, Overwhelming Critical (Claw, Bite), Power Attack, Quicken Spell, Silent Spell, Still Spell, Telling Blow, Weapon Focus (Claw, Bite), Combat Casting (B), Greater Spell Focus (Necromancy) (B), Greater Spell Penetration (B), Spell Focus (necromancy) (B), Spell Penetration (B)
Divine Immunities: Ability Damage, Ability Drain, Acid, Cold, Death Effects, Disease, Disintegration, Electricity, Energy Drain, Mind-Affecting Effects, Paralysis, Poison, Sleep, Stunning ,Transmutation, Imprisonment, and Banishment.
Salient Divine Abilities: Avatar, Battlesense, Divine Inspiration, Frightful Presence, Lay Curse, Terrible Claws (see below)
Domain Powers: Cast Evil spells at +1 Caster Level, Spells with the Fear Descriptor gain +1 to their Save DC, -1 to all Wisdom based Skill Checks and Will Saves, +30 Bonus to one Wisdom based Skill Check or Willpower Save 1/day
Spell-Like Abilities: Skiggaret can cast the following spells at will as Spell-Like abilities: Antipathy, Blade of Pain and Fear, Blasphemy, Bolts of Bedevilment, Cause Fear, Confusion, Create Undead, Desecrate, Dispel Good, Evil Glare, Fear, Insanity, Lesser Confusion, Maddening Scream, , Magic Circle Against Good, Nightmare, Phantasmal Killer, Protection from Good, Rage, Summon Monster IX (Evil only), Symbol of Fear, Touch of Madness, Unholy Aura, Unholy Blight, Weird.  Caster Level is 15 (16 if the spell has the Evil descriptor).  Save DC is 27 plus the spell level.
Hexblade Spells Known: 1st: (6/day, DC 23) Bloodletting, Death's Call, Protection from Good, Reaving Aura, Tasha's Hideous Laughter
2nd: (6/day, DC 24) Arcane Turmoil, Blindness/Deafness, Eagle's Splendor, Karmic Backlash, Touch of Idiocy
3rd: (6/day, DC 25) Nightmare Terrain, Nondetection, Poison, Slow, Vampiric Touch
4th: (6/day, DC 26) Finger of Agony, Greater Invisibility, Karmic Retribution, Scrying, Unluck
Assassin Spells Known:1st: (5/day, DC 18) Critical Strike, Mimicry, Obscuring Mist, True Strike
2nd: (5/day, DC 19) Invisibility, pass Without Trace, Spider Climb, Veil of Shadow,
3rd: (5/day, DC 20) Enduring Scrutiny, Fangs of the Vampire King, pall of Twilight, Vital Strike
4th: (4/day, DC 21) Clairvoyance/Clairaudience, Implacable Pursuer, Mordenkainen's Trusted Bloodhound, Vulnerability
Possessions: None.
Create Magic Items: Skiggaret can create magic weapons, and fear causing items as long as the items market price does not exceed 30,000 GP.


Other Divine Powers
As a Lesser deity, Skiggaret may take a 10 on any check.  He treats a roll of '1' on an Attack Roll or Saving Throw normally and not as an automatic failure.  He is immortal.
Senses: Skiggaret can see, hear, touch, and smell at a distance of 6 miles.  As a Standard Action he can perceive anything within 6 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour.  He can extend his senses to up to 5 locations at once.  He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 6 hours.
Portfolio Powers: Skiggaret sense any act involving fear or madness the instant it happens and retains the sensation for up to 6 weeks after the event occurs. 
Automatic Actions: Skiggaret can use Hide, Intimidate, Listen, Move Silently, or Spot as a Free Action if the DC for the task is 20 or lower.  He can perform up to 5 Free Actions each round.

Avatar of Skiggaret
As Skiggaret except Divine Rank 3; AC 51 (Touch 32, Flat-Footed 40); 2 Claws +66 melee (1d6+10/19-20) and 1 Bite +62 melee (2d6+5/19-20) or Spell +60 melee touch/+61 Ranged Touch; DR 15/Epic, Fire Resistance 8, SR 35, Divine Aura (30', DC 26); Fort +27, Ref +35. Will +32; all skill modifier reduced by 3, Salient Divine Abilities (loses Avatar, Lay Curse, Terrible Claws), Spell Like Abilities (Caster Level 13, DC=26 + spell level).


Fear Domain
Granted Power: Add +1 to the Save DC of any spell with the Fear descriptor that you cast.
1: Cause Fear
2: Scare
3: Blade of Pain and Fear
4: Fear
5: Nightmare
6: Symbol of Fear
7: Evil Glare
8: Antipathy
9: Weird




Terrible Claws
You have powerful natural weapons.
 Prerequisites: Natural weapons, Divine Rank 5+
 Benefits: Your Natural Weapons ignore Damage Reduction of all kinds.  Wounds caused by them may only be healed magically.

Editors Note: I know he's supposed to be a Demigod, but you have to be a lesser god to have an avatar in 3rd edition, and it's said he most definitely has one.
« Last Edit: June 21, 2009, 10:54:31 AM by bhu »

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #230 on: June 18, 2009, 08:14:57 AM »
GRANKHUL
Lesser God
Symbol: Eyes watching from the Darkness
Home Plane: Abyss (Palpitatia, the 241st level)
Alignment: Chaotic Evil
Portfolio: Hunting, sense, surprise, stealth
Worshipers: Bugbears, particularly hunters and warriors
Cleric Alignments: CE, CN, NE
Domains: Celerity, Chaos, Evil, Knowledge, Travel, Trickery
Favored Weapon: Longsword

Grankhul appears as a tall, lean Bugbear with protruding eyes and long, skeletally thin fingers.  Often he is seen carrying a flat black longsword made of some indefinable material.  His eyes always seem to follow whoever is in his presence, even if there are multiple beings moving in different directions.
Grankhul is well known among the Bugbear pantheon and others for his incredible fits of temper, and more than once Hruggek has had to threaten him to calm him down.

Dogma
Grankhul  insists his worshipers have speed and dexterity, necessary attributes to the tasks they will be performing.  He also expects them to be somewhat witty and intelligent as opposed to the crude image their race has been stereotyped with.  Despite his own temper he also perversely expects his subjects to be able to control their own emotions.  He is worshiped primarily by assassins, hunters, and fighters who prefer guerilla style warfare.

Clergy and Temples
Grankhul's priests are expected to be excellent hunters and explorers if they wish to "keep their job" so to speak.  He does not tolerate clergy who aren't self sufficient.  Worshipers are different, and the priests are expected to provide food and shelter for them.  The priests are also expected to lead any campaigns of terror and stealth warfare the Bugbears engage in.


GRANKHUL
Barbarian 20, Scout 20
Large Outsider (Chaotic, Evil)
Divine Rank: 10
Hit Dice:             20d8+240 plus 20d12+240 plus 20d6+240 (1240 hp, 1480 Rage)
Initiative:           +19 (always goes first)
Speed:                110 ft. (22 squares)
Armor Class:          61 (-1 Size, +12 Dex, +23 Natural, +10 Divine, +7 Deflection), touch 38, flat-footed 49
Armor Class (Rage):          59 (-2 Rage, -1 Size, +12 Dex, +23 Natural, +10 Divine, +7 Deflection), touch 36, flat-footed 47
Armor Class (Divine Rage):          56 (-5 Rage, -1 Size, +12 Dex, +23 Natural, +10 Divine, +7 Deflection), touch 33, flat-footed 44
Base Attack/Grapple:  +54/+66 (+70 Rage, +71 Divine Rage)
Attack:               +5 Longsword +70 melee (or Ranged) (2d6+12/17-20) or spell +65 melee/ranged touch
Attack (Rage):               +5 Longsword +74 melee (or Ranged) (2d6+16/17-20) or spell +69 melee/ranged touch
Attack (Divine Rage):               +5 Longsword +75/+75 melee (or Ranged) (2d6+17/17-20) or spell +70 melee/ranged touch
Full Attack:          +5 Longsword +70/+65/+60/+55 melee (or +70 Ranged) (2d6+12/17-20) or spell +65 melee/ranged touch
Full Attack (Rage):          +5 Longsword +74/+69/+64/+59 melee (or +74 Ranged) (2d6+16/17-20) or spell +69 melee/ranged touch
Full Attack (Divine Rage):          +5 Longsword +75/+75/+70/+65/+60 melee (or +75 Ranged) (2d6+17/17-20) or spell +69 melee/ranged touch
Space/Reach:          10 ft./10 ft.
Special Attacks:      Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Mighty Rage 6/day, Skirmish (+5d6, +5 AC)
Special Qualities:   Divine Immunities, DR 20/Epic, Fire Resistance 5 (15 in Divine Rage), Spell Resistance 42 (53 in Divine Rage), Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 10 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (1000', DC 27), Trap Sense +6, DR 5/-, Tireless Rage, Indomitable Will, Fast Movement, Uncanny Dodge, Improved Uncanny Dodge, Batle Fortitude +3, Blindsight 30', Free Movement, Camouflage, Hide in Plain Sight, Evasion, Flawless Stride, Trapfinding, Trackless Step, Fast Movement +20'
Saves:                Fort +55 (+59 Rage, +60 Divine Rage), Ref +52, Will +43 (+47 Rage, +48 Divine Rage)
Abilities:            Str 35 (43 Rage, 45 Divine Rage), Dex 35, Con 34 (42 Rage, 44 Divine Rage), Int 28, Wis 29, Cha 24
Skills:               Balance +66, Concentration +42, Climb +62 (+66 Rage, +67 Divine Rage), Craft (Blacksmithing, Bowmaking, Stoneworking, Trapmaking, Weaponsmithing, Woodworking) +59, Hide +62, Intimidate +59, Jump +66 (+70 Rage, +71 Divine Rage), Knowledge (Dungeoneering, Geography, Nature) +39, Listen +65, Move Silently +62, Search +59, Sense Motive +69, Spot +59, Survival +83, Swim +62 (+66 Rage, +67 Divine Rage), Tumble +66
Feats:                Far Shot, Improved Initiative, Point Blank Shot, 18 more plus scout bonus feats
Divine Immunities: Ability Damage, Ability Drain, Acid, Cold, Death Effects, Disease, Disintegration, Electricity, Energy Drain, Mind-Affecting Effects, Paralysis, Poison, Sleep, Stunning,Transmutation, Imprisonment, and Banishment.
Salient Divine Abilities: Battlesense, Clearsight, Divine Archery, Divine Celerity, Divine Dodge, Divine Rage, Extra Domain (Celerity, Travel, Trickery), Supreme Initiative
Domain Powers: Land speed is +10' unless wearing heavier than Light Armor or carrying heavier than a Light Load, Cast spells with Chaos and Evil descriptors at +1 level, Divination spells are cast at +1 caster level, 10 rounds per day you have may act as if under a Freedom of Movement spell
Spell-Like Abilities: Grankhul can cast the following spells at will as Spell-Like abilities: Animate Objects, Astral Projection, Blasphemy, Blur, Cat's Grace, Chaos Hammer, Clairvoyance/Clairaudience, Cloak of Chaos, Confusion, Create Undead, Desecrate, Detect Secret Doors, Detect Thoughts, Dimension Door, Discern Location, Disguise Self, Dispel Good/Law, Divination, Expeditious Retreat, False Vision, Find the Path, Fly, Foresight, Greater Blink, Greater Teleport, Haste, Invisibility, Legend Lore, Locate Object, Longstrider, Magic Circle Against Good/Law, Mass Cat's Grace, Mislead, Nondetection, Phase Door, Polymorph Any Object, Protection from Good/Law, Screen, Shatter, Summon Monster IX (Evil or Chaos only), Teleport, Time Stop, Tree Stride, True Seeing, Unholy Aura, Unholy Blight, Wind Walk, Word of Chaos. Caster Level is 20 (21 if the spell has the Chaos or Evil descriptor).  Save DC is 27 plus the spell level.
Possessions: Grankhul carries Oruulah ("Hawk"), a +5 Throwing, Returning, Keen, Brash, Deadly Precision Longsword.
Create Magic Items: Grankhul can create magic weapons, and items used for hunting or perception as long as the items market price does not exceed 30,000 GP.


Other Divine Powers
As a Lesser deity, Grankhul may take a 10 on any check.  He treats a roll of '1' on an Attack Roll or Saving Throw normally and not as an automatic failure.  He is immortal.
Senses: Grankhul can see, hear, touch, and smell at a distance of 10 miles.  As a Standard Action he can perceive anything within 10 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour.  He can extend his senses to up to 5 locations at once.  He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 10 hours.
Portfolio Powers: Grankhul sense any act involving hunting or stealth that involves at least 500 people the instant it happens and retains the sensation for up to 10 weeks after the event occurs. 
Automatic Actions: Grankhul can use Hide, Intimidate, Listen, Move Silently, or Spot as a Free Action if the DC for the task is 20 or lower.  He can perform up to 5 Free Actions each round.
« Last Edit: June 21, 2009, 10:41:08 AM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #231 on: June 19, 2009, 11:35:52 AM »
Okay hte Fear Domain is done, Skiggaret is all but done, and I finally got some decent work on the Jug Bander done.  As soon as the redneck bard is done, the redneck barbarian is up next.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #232 on: June 20, 2009, 10:46:22 AM »
Skiggaret is done, Grankhul just needs Feats, so on to the next one:


ANLAMLI
Demigod
Symbol:  Stylized statuette of pregnant female (i.e. a Venus statue)
Home Plane: Pandemonium
Alignment: Chaotic Evil
Portfolio: Birth, Fertility, Women
Worshipers: Female Bugbears (and male ones desiring heirs)
Cleric Alignments: CE, CN, NE
Domains: Bugbear, Community, Family
Favored Weapon: Sling

Anlamli is the Bugbear Demigoddess of fertility and childbirth.  She appears as an ever pregnant Bugbear woman with sharp claws and teeth and long black hair.  Uusally she is pictured setting in front of a cave or on a mountain, using her sling to kill passers by.  She shares Hruggek's cave at times, but has her own cave in Pandemonium as well.

Dogma
Anlamli wants the Bugbear race to prosper, but at the expense of he other races.  She doesn't believe in using rape as a tool of ethnic cleansing like the Orcs do, but does believe in having her own people breed as quickly as possible.  Her female worshipers are always pregnant if possible, and their menfolk are encouraged to impregnate other Bugbear women as well.

Clergy and Temples
Anlamli's temples are in caves set high in the mountains, deliberately made difficult to approach.  Anyone wishing to gain the blessings of Anlamli's priestesses must survive the trip up the mountain, made difficult by the priestesses hurling insults and rocks as they climb.


ANLAMLI
Cleric 20, Evangelist 5, Spirit Shaman 15
Large Outsider (Chaotic, Evil)
Divine Rank: 5
Hit Dice:             20d8+240 plus 5d6+60 plus 15d8+180 plus 20d8+240 (1190 hp)
Initiative:           +7
Speed:                80 ft. (16 squares)
Armor Class:          52 (-1 Size, +7 Dex, +18 Natural, +5 Divine, +13 Deflection), touch 34, flat-footed 45
Base Attack/Grapple:  +44/+56
Attack:              Unarmed Strike +50 (2d6+7) or +5 Sling +56 ranged (1d6+10/19-20) or Spell +50 melee touch/+50 Ranged Touch
Full Attack:          Unarmed Strike +50/+45/+40/+35 (2d6+7) or +5 Sling +56 ranged (1d6+10/19-20) or Spell +50 melee touch/+50 Ranged Touch
Space/Reach:          10 ft./10 ft.
Special Attacks:      Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Spells, Rebuke Undead 16/day
Special Qualities:   Divine Immunities, DR 15/Epic, Fire Resistance 10, Spell Resistance 37, Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 5 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (50', DC 28), Exorcism, Guide Magic, Recall Spirit, Spirit Form 2/day, Follow the Guide, Ghost Warrior, Blessing of the Spirits, Warding of the Spirits, Chastise Spirits (15d6, DC 38), Detect Spirits, Spirit Guide, Wild Empathy, Great Orator, Fast Talk, Skill Mastery (Bluff, Diplomacy, Disguise, Intimidation, Sense Motive)
Saves:                Fort +51, Ref +36, Will +55
Abilities:            Str 24, Dex 24, Con 35, Int 24, Wis 36, Cha 36
Skills:               Bluff +64, Climb +35, Concentration +63, Craft (Weaving) +35, Diplomacy +97, Gather Information +41, Heal +87, Hide +35, Intimidate +45, Knowledge (Arcana, History, Local, Nature, Religion) +58, Listen +57, Perform (Oratory) +37, Profession (Midwife) +45, Search +35, Sense Motive +64, Spellcraft +39, Spot +57
Feats:                Combat Archery, Distant Shot, Divine Armor, Divine Fortune, Dodge, Far Shot, Improved Precise Shot, Improved Critical (Sling), Improved Unarmed Strike, Mobility, Point Blank Shot, Power Critical (Sling), Precise Shot, Ranged Disarm, Ranged Pin, Ranged Sunder, Sharp-Shooting, Stunning Fist, Superior Unarmed Strike, Weapon Focus (Sling), Zen Archery, Alertness (B)
Divine Immunities: Ability Damage, Ability Drain, Acid, Cold, Death Effects, Disease, Disintegration, Electricity, Energy Drain, Mind-Affecting Effects, Paralysis, Poison, Sleep, Stunning ,Transmutation, Imprisonment, and Banishment.
Salient Divine Abilities: Command Plants, Divine Inspiration, Extra Sense Enhancement (Sight), Gift of Life, Unholy Birth
Domain Powers: +1d6 Sneak Attack, Cast Calm Emotions as a Spell-Like Ability 1/day, once per day as a Free Action you can give 13 creatures a +4 Dodge Bonus to AC for 13 rounds as long as hey remain within 10' of you
Spell-Like Abilities: Anlamli can cast the following spells at will as Spell-Like abilities: Blasphemy, Bless, Disguise Self, Etherealness, Greater Invisibility, Helping Hand, Heroes' Feast, Imbue With Spell Ability, Mass Heal, Misdirection, Mordenkainen's Magnificent Mansion, Mass Reflective Disguise, Mind Blank, Nightstalker's Transformation, Nondetection, Prayer, Prismatic Sphere, Protection from Spells, Rary's Telepathic Bond, Refuge, Shield Other, Status, Tongues.  Caster Level is 15.  Save DC is 28 plus the spell level.
Cleric Spells Per Day: 6/9/8/8/8/8/6/6/6/6; Base DC=23 plus spell level
Spirit Shaman Spells Per Day: 6/10/9/9/9/9/8/6/4; Base DC=23 plus spell level
Spirit Shaman Spells Retrieved Per Day: 3/3/3/3/3/3/2/1/1
Possessions: Amlamli carries Uzakkadin, a +5 Collision, Distance, Eager, Seeking Sling.
Create Magic Items: Anlamli can create magic items related to fertility or childbirth as long as the items market price does not exceed 4,500 GP.


Other Divine Powers
As a Demigod, Anlamli treats a roll of '1' on an Attack Roll or Saving Throw normally and not as an automatic failure.  She is immortal.
Senses: Anlamli can see, hear, touch, and smell at a distance of 5 miles.  As a Standard Action he can perceive anything within 5 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour.  He can extend his senses to up to 2 locations at once.  He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 5 hours.
Portfolio Powers: Anlamli sense any act involving conceiving a child or birth the instant it happens and retains the sensation for up to 5 weeks after the event occurs. 
Automatic Actions: Anlamli can use Bluff, Diplomacy, or Gather Information as a Free Action if the DC for the task is 15 or lower.  She can perform up to 2 Free Actions each round.


Unholy Birth
You can birth children once per month.
 Prerequisites: Divine Rank 5+, Portfolio must include Fertility, Must be Evil
 Benefits: Once per month you can give birth to a member of the race that you are a Patroness of (in Anlamli's case Bugbears) and it has the Unholy Scion Template.  You may raise it yourself, or give it over to worshipers to raise.


Bugbear Domain
Granted Power: Your Sneak Attack increases by +1d6 (or if you do not have Sneak Attack you gain one die).
1: Disguise Self
2: Misdirection
3: Nondetection
4: Greater Invisibility
5: Nightstalker's Transformation
6: Mass Reflective Disguise
7: Blasphemy
8: Mind Blank
9: Etherealness
« Last Edit: June 22, 2009, 08:00:03 AM by bhu »

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #233 on: June 21, 2009, 10:57:21 AM »
Okay I edited all the gods a lil (I forgot magic items and Skiggarets avatar), and Anlamli now has a brand new Domain (Bugbear) and a new Salient Divine Ability (Birth).  As soon as I finish her there are some minor unnamed Bugbear deities of Earth and Death, and the Bugbear Pantheon is done :D

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #234 on: June 22, 2009, 08:15:21 AM »
TOPRAKLA
Demigod
Symbol:  Cave entrance
Home Plane: Pandemonium
Alignment: Chaotic Evil
Portfolio: Crops, Earth, Nature
Worshipers: Bugbears
Cleric Alignments: CE, CN, NE
Domains: Bugbear, Cavern, Earth
Favored Weapon: Scythe

Toprakla is the Bugbear God of the Earth and Caves.  While his name is little known outside of their race, they are forever grateful to him as without his guidance what few crops they grow in their caves would be impossible to pull off.   He appears as a vaguely Bugbear like form rising from the earth and muck wielding a large black scythe.

Dogma
Toprakla is unusual among the Bugbear Gods in that he actively cares for his people without killing them or causing them fear or harm.  Or at least not to the extent the others do.  He does insist on blood sacrifices once a year to ensure a good year of crops.  Not that the Bugbears farm much beyond fungus, and some odd plants that require little in the way of light.  He also encourages his worshipers to be knowledgeable and skilled in something other than war and deception.

Clergy and Temples
Toprakla's temples are set in caverns, or in hide tents set up in fields (whenever the Bugbears can actually have access to fields).  His clergy are usually indistinguishable from simple farmers.


TOPRAKLA
Druid 20/Shugenja 20
Large Outsider (Chaotic, Evil)
Divine Rank: 5
Hit Dice:             20d8+200 plus 20d6+200 plus 20d8+200 (1040 hp)
Initiative:           +7
Speed:                80 ft. (16 squares)
Armor Class:          52 (-1 Size, +7 Dex, +18 Natural, +5 Divine, +13 Deflection), touch 34, flat-footed 45
Base Attack/Grapple:  +45/+59
Attack:              +5 Scythe +60 (2d6+20/x4, 19-20, Vorpal)
Full Attack:          +5 Scythe +60/+55/+50/+45 (2d6+20/x4, 19-20, Vorpal)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Spells
Special Qualities:   Divine Immunities, DR 15/Epic, Fire Resistance 10, Spell Resistance 37, Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 5 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (50', DC 27), Element Focus (Earth), Sense Element, Animal Companion, Nature Sense, Wild Empathy, Woodland Stride, Trackless Strep, Resist Nature's Lure, Venom Immunity, A Thousand Faces, Timeless Body, Wild Shape 6/day (Elemental 3/day)
Saves:                Fort +45, Ref +36, Will +54
Abilities:            Str 30, Dex 24, Con 30, Int 24, Wis 36, Cha 35
Skills:               Balance +35, Climb +38, Concentration +84, Craft (Stoneworking) +55, Diplomacy +62, Heal +45, Hide +35, Intimidate +40, Knowledge (Architecture and Engineering, Dungeoneering, Geography, History, Local) +54, Knowledge (Nature) +81, Listen +61, Move Silently +35, Profession (Stonemason) +58, Spellcraft +69, Spot +61, Survival +61, Swim +38
Feats:                Battlecaster Defense, Blind-Fight, Cleave, Clutch of Earth, Combat Casting, Domain Focus (Earth), Earth Devotion, Earthbound Spell, Elemental Healing, Elemental Smiting, Enlarge Spell, Extend Spell, Great Cleave, Greater Spell Penetration, Improved Critical (Scythe), Power Attack, Power Critical (Scythe), Spell Penetration, Summon Elemental, Weapon Focus (Scythe), Widen Spell
Divine Immunities: Ability Damage, Ability Drain, Acid, Cold, Death Effects, Disease, Disintegration, Electricity, Energy Drain, Mind-Affecting Effects, Paralysis, Poison, Sleep, Stunning ,Transmutation, Imprisonment, and Banishment.
Salient Divine Abilities: Command Plants, Divine Blast, Divine Druid, Divine Earth Mastery, Divine Fast Healing,
Domain Powers: Gains +1d6 Sneak Attack, Stonecunning (PHB 15), Rebuke Earth Creatures 15/day
Spell-Like Abilities: Toprakla can cast the following spells at will as Spell-Like abilities: Blasphemy, Darkness, Detect Secret Doors, Disguise Self, Earthquake, Elemental Swarm, Etherealness, Find the Path, Greater Invisibility, Imprisonment, Iron Body, Leomund's Secure Shelter, Mass Reflective Disguise, Meld into Stone, Mind Blank, Misdirection, Nightstalker's Transformation, Nondetection, Passwall, Soften Earth and Stone, Spike Stones, Stone Shape, Stoneskin, Wall of Stone.  Caster Level is 15.  Save DC is 27 plus the spell level.
Druid Spells Per Day: 6/9/8/8/8/8/6/6/6/6; Base DC=23 plus spell level
Shugenja Spells Per Day: 6/9/9/9/8/8/8/8/8/7; Base DC=22 plus level
Shugenja Spells Known: 0: Detect Magic, Detect Posion, Mage Hand, Mending, Read Magic, Resistance, Virtue,
1: Endure Elements, Magic Stone, Obscuring Mist, Pass Without Trace, Sanctuary, Shield of Faith
2: Barkskin, Bears Endurance, Bull's Strength, Hold Person, Lesser Restoration, Soften Earth and Stone
3: Dispel Magic, Meld into Stone, Prayer, Protection from Energy, Stone Shape
4: Dismissal, Restoration, Spike Stones, Spell Immunity, Subvert Planar Essence
5: Commune With Nature, Passwall, Righteous Might, Transmute Rock to Mud, Wall of Stone
6: Flesh to Stone, Move Earth, Stone Tell, Stoneskin
7: Disintegrate, Greater Restoration, Spell Turning, Statue
8: Binding, Earthquake, Protection from Spells, Regenerate
9: Antipathy, Elemental Swarm, Imprisonment
Possessions: Toprakla carries Orakci, a +5 Vorpal Scythe.
Create Magic Items: Toprakla can create magic items related to nature or the earth as long as the items market price does not exceed 4,500 GP.


Other Divine Powers
As a Demigod, Toprakli treats a roll of '1' on an Attack Roll or Saving Throw normally and not as an automatic failure.  He is immortal.
Senses: Toprakla can see, hear, touch, and smell at a distance of 5 miles.  As a Standard Action he can perceive anything within 5 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour.  He can extend his senses to up to 2 locations at once.  He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 5 hours.
Portfolio Powers: Toprakla sense any act involving crops, earth, or nature the instant it happens and retains the sensation for up to 5 weeks after the event occurs. 
Automatic Actions: Toprakla can use Hide, Move Silently, and Survival as a Free Action if the DC for the task is 15 or lower.  He can perform up to 2 Free Actions each round.
« Last Edit: June 24, 2009, 09:09:02 AM by bhu »

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #235 on: June 24, 2009, 09:29:59 AM »
STALKER
Demigod
Symbol:  A shadow
Home Plane: None (it wanders the Planes)
Alignment: Neutral Evil
Portfolio: Cold, death, hate
Worshipers: Stalker has no worshipers
Cleric Alignments: Stalker has no worshipers
Domains: Cold, Darkness, Death, Hatred
Favored Weapon: None

Stalker appears as a slowly creeping shadow of varying size.  While it is said to be related to the Goblins ad their deities, it shows them no compassion, and often kills them over other targets if presented with the opportunity.  It is said Stalker predates the Goblins, and their deities driving it from it's home cause it to hate them, and eventually all other life.  Only the Goblin GOd Skiggaret can approach it without Fear, as it regards Skiggaret as a kindred spirit.

Dogma
Stalker is said to grow more powerful with the death of living things (particularly Goblinoids), so it always attempts to ensure bloody warfare whenever possible.

Clergy and Temples
Stalker has no worshipers, and no temples.  On very rare occasions a Goblin priest of another deity can promise it wartime sacrifices while suicidally dancing himself to death in a ritual manner to appease Stalker, but this is far from being a guarantee.


STALKER
Sorcerer 20/Shadowcaster 20
Large Outsider (Evil)
Divine Rank: 5
Hit Dice:             20d4+200 plus 20d6+200 plus 20d8+200 (960 hp)
Initiative:           +10
Speed:                80 ft. (16 squares)
Armor Class:          55 (+10 Dex, +18 Natural, +5 Divine, +12 Deflection), touch 37, flat-footed 45
Base Attack/Grapple:  +40/+47
Attack:              Touch +50 (4d6 cold plus 4d6 negative energy) or Spell +50 Melee/Ranged Touch
Full Attack:          Touch +50 (4d6 cold plus 4d6 negative energy) or Spell +50 Melee/Ranged Touch
Space/Reach:          5 ft./5 ft.
Special Attacks:      Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Mysteries, Spells
Special Qualities:   Divine Immunities, DR 15/Epic, Fire Resistance 10, Spell Resistance 37, Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 5 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (50', DC 27), Umbral Sight (60'), Sustaining Shadow
Saves:                Fort +45, Ref +39, Will +51
Abilities:            Str 25, Dex 30, Con 30, Int 30, Wis 30, Cha 35
Skills:               Balance +38, Bluff +81, Climb +23, Concentration +69, Hide +61, Intimidate +58, Knowledge (Arcana) +84, Knowledge (The Planes) +79, Knowledge (Geography, Nature, Religion) +56, Move Silently +61, Sense Motive +56, Spot +61, Spellcraft +84, Survival +38, Swim +35, Use Magic Device +35
Feats:        Cold Focus, Cold Spell Specialization, Combat Casting, Energy Substitution (Cold), Enlarge Spell, Extend Spell, Flash Frost Spell, Frozen Magic, Greater Cold Focus, Greater Spell Focus (Evocation), Greater Spell Penetration, Lord of the Uttercold, Piercing Cold, Quicken Spell, Shadow Veil, Silent Spell, Snowcasting, Spell Focus (Evocation), Spell Penetration, Still Spell, Winter's Blast, 21,  Blind-Fight (B), Line of Shadow (B), Quicken Mystery (B), Reach Mystery (B), Still Mystery (B)
Divine Immunities: Ability Damage, Ability Drain, Acid, Cold, Death Effects, Disease, Disintegration, Electricity, Energy Drain, Mind-Affecting Effects, Paralysis, Poison, Sleep, Stunning ,Transmutation, Imprisonment, and Banishment.
Salient Divine Abilities: Alter Size, Avatar, Extra Domain (Hatred), Frightful Presence, Hand of Death
Domain Powers: Rebuke Cold or Turn Fire Creatures 15/day, Death Touch (5d6, 1/day), 1/day you may gain a +2 Profane Bonus on Attack/Damage/Save rolls vs one opponent for 1 minute
Spell-Like Abilities: Stalker can cast the following spells at will as Spell-Like abilities: Animate Dead, Antipathy, Armor of Darkness, Bestow Curse, Blacklight, Blasphemy, Blindness/Deafness, Cause Fear, Chill Metal, Chill Touch, Cone of Cold, Control Weather, Create Greater Undead, Darkbolt, Death Knell, Death Ward, Destruction, Doom, Forbiddance, Ice Storm, Nightmare, Obedient Avalanche, Obscuring Mist, Polar Ray, Power Word Blind/Kill, Prying Eyes, Rage, Righteous Might, Scare, Slay Living, Sleet Storm, Wail of the Banshee, Wall of Ice.  Save DC is 27 plus the spell level.
Fundamentals Known: Arrow of Dusk, Black Candle, Caul of Shadow, Liquid Night, Mystic Reflection, Shadow Hood, Sight Obscured, Umbral Hand.  May be used at Will, Save DC 22.
Mysteries Known:1: Carpet of Shadow, Life Fades, Steel Shadows (Su)
2: Blackfire,Flesh Fails (Su)
3: Umbral Touch (Su)
4: Shadows Fade, Shadow Vision (Sp)
5: Curtain of Shadows, Unravel Dweomer (Sp)
6: Greater Shadows Fade, Unveil (Sp)
7: Ephemeral Image, Prison of Night, Summon Umbral Servant
8: Shadow Plague, Tomb of Night, Umbral Body
9: Army of Shadow, Consume Essence
Mysteries Per Day: 3/3/3/2/2/2/1/1/1, Base DC=22 plus Mystery level
Sorcerer Spells Known:  0: Daze, Detect Magic, Detect Poison, Ray of Frost
1: Ice Dagger, Lesser Orb of Cold, Message, Net of Shadows, Obscuring Mist, Ghost Sound, Ray of Enfeeblement, Resistance, Touch of Fatigue
2: Frost Breath, Ice Knife, Ray of Ice, Shadow Spray, Wall of Gloom 5
3: Blacklight, Shadow Binding, Shadow Cache, Shadow Phase
4: Evard's Black Tentacles, Orb of Cold, Shadow Conjuration, Shadow Well
5: Night's Caress, Shadow Evocation, Shadow Form, Shadowfade
6: Ray of Entropy, Shadow Walk, Spectral Touch
7: Avasculate, Greater Shadow Conjuration, Ice Claw
8: Blackfire, Field of Icy Razors, Greater Shadow Evocation
9: Black Blade of Disaster, Shades, Sphere of Ultimate Destruction
Sorcerer Spells Per Day: 6/9/9/9/9/8/8/8/8/7, Base DC=22 plus spell level
Possessions: None.
Create Magic Items: Stalker can create magic items related to cold, death, or hate as long as the items market price does not exceed 4,500 GP.


Other Divine Powers
As a Demigod, Stalker treats a roll of '1' on an Attack Roll or Saving Throw normally and not as an automatic failure.  He is immortal.
Senses: Stalker can see, hear, touch, and smell at a distance of 5 miles.  As a Standard Action he can perceive anything within 5 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour.  He can extend his senses to up to 2 locations at once.  He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 5 hours.
Portfolio Powers: Stalker sense any act involving cold, death, or hate the instant it happens and retains the sensation for up to 5 weeks after the event occurs. 
Automatic Actions: Stalker can use Hide, Move Silently, and Survival as a Free Action if the DC for the task is 15 or lower.  He can perform up to 2 Free Actions each round.
« Last Edit: June 28, 2009, 10:01:10 AM by bhu »

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #236 on: June 25, 2009, 09:01:51 AM »

 EATERS OF THE FALLEN


   
"Step away from the Meat."

 The Eaters of the Fallen are worshipers of Grankhul.  They are religious cannibals/anthropophagi who kill and devour the opponent of the Bugbear people (and their own cult). 

BECOMING AN EATER OF THE FALLEN
Most Eaters are Clerics who have become Rangers or Scouts to appease their Patron Grankhul.

 ENTRY REQUIREMENTS
   Class Abilities:  +1d6 Skirmish or Favored Enemy, Access to one of the following Domains: Celerity, Knowledge, Travel, Trickery
   Patron:  Grankhul
   Skills:  Hide 6 ranks, Listen 6 ranks, Move Silently 6 ranks, Spot 6 ranks, Survival 6 ranks
   Feats:  Endurance, Track
   Race:  Bugbear
   Special: Must have tracked down, killed, and ceremonially dressed, cooked, and eaten a member of an intelligent humanoid species considered to be an enemy of the Bugbears.

Class Skills
 The Eater of the Fallen's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Hide (Dex), Jump (Str), Knowledge (Geography, Nature, Religion)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +2    Ambush Warfare, +1 level of Divine spellcasting class
2. +1    +0     +3     +3    Woodcraft, +1 level of Divine spellcasting class
3. +2    +1     +3     +3    +1 level of Divine spellcasting class
4. +3    +1     +4     +4    Ambush Warfare, +1 level of Divine spellcasting class
5. +3    +1     +4     +4    Woodcraft, +1 level of Divine spellcasting class
6. +4    +2     +5     +5    +1 level of Divine spellcasting class
7. +5    +2     +5     +5    Ambush Warfare, +1 level of Divine spellcasting class
8. +6    +2     +6     +6    Woodcraft, +1 level of Divine spellcasting class
9. +6    +3     +6     +6    +1 level of Divine spellcasting class
10.+7    +3     +7     +7   Cannibal Master, +1 level of Divine spellcasting class


Weapon Proficiencies: The Eaters of the Fallen gain no new weapon or armor proficiencies.
 
Ambush Warfare (Ex): At 1st level if you successfully attack your opponent when he is Denied his Dexterity Bonus to AC you do extra damage equal to your Eaters of the Fallen level.  If your opponent is one of your Favored Enemies you instead add double your Eaters of the Fallen level to damage.  If you have Skirmish as opposed to Favored Enemy, you gain double your normal AC bonus from the Skirmish.

At 4th level you are quite practiced at stabbing opponents in the back and gain +2d6 Sneak Attack (this stacks with any Sneak Attack Dice you may gain from other class levels). 

At 7th level, when you successfully critical while striking an opponent who is Denied his Dex Bonus to AC, you do (Eaters of the Fallen Level divided by 2)d6 extra damage.


Woodcraft (Ex): At levels 2, 5, and 8 choose any 2 skills from your class skill list.  You gain a +2 Competence Bonus on these skills.  You may choose the same skill more than once, and the bonuses gained from this ability stack.

Divine Spellcasting: At each level your caster level in one Divine caster class increases by 1.  If you have multiple Divine caster classes (such as Ranger and Cleric) choose which one increases at each level.

Cannibal Master (Ex): At 10th level you gain extra power when ritually consuming part of your fallen foes.  For each foe you kill personally (in other words you must have been responsible for most of the damage done to it, and delivered the killing blow), AND that you eat some part of you gain a cumulative +1 Morale Bonus to all rolls for the next 24 hours.

PLAYING AN EATER OF THE FALLEN
 Mercy is for the weak.  There is no such thing as justice or rules within this world.  Do what is necessary to win.  Survive at any cost.  betray any friend if it's necessary to complete your mission for Grankhul.
 Combat: You prefer combat from a distance or from ambush.  After all you think of yourself as a hunter, not a soldier.  Rules are for soldiers.  You do whatever is necessary to win without placing yourself in too much danger.  Traps are beloved by members of this class.
 Advancement: Eaters generally follow the path of being a hunter and scout first, and a priest second.  If they left their woodcraft behind to dedicate themselves to priestly deities only, their God would disown them.
Resources: Eaters are taught to rely on themselves only.  In a pinch they can ask for help from their church, but they prefer to solve problems on their own first.

EATERS OF THE FALLEN IN THE WORLD
"They didn't leave anything of Lord Samuel at all...they even cracked the bones to suck out the marrow..."
 While they are folk heroes to their own people, the Eaters are monsters to the outside world.  It's one of the reasons they don't go out of their way to advertise their priestly side.  If people knew they were devotees of Grankhul they'd die a lot slower than their comrades...
 Daily Life: The Eaters are always trying to add to their list of skills, and abilities to remain self sufficient.  They also receive a lot of military training, as they are expected to lead squads in guerilla warfare strikes against enemies.
 Notables: Tulk (NE Male Bugbear Ranger 6/Cleric 1/Eater of the Fallen 1) is a new recruit who may have touched off a war by having devoured the Princess of a neighboring Elf nation.
 Organizations: The Church of Grankhul is a well oiled machine, even if it is informal for the most part when the Bugbears aren't at war.  They have much to do, and not enough recruits to do it.  But while this has taught them incredible efficiency it means they have little time for naything but their assigned tasks.

NPC Reaction
 NPC's are horrified at the acts committed by the Eaters, who go out of their way to commit atrocities for no better purpose than discouraging people from coming around.

EATERS OF THE FALLEN IN THE GAME
 This class requires it's players to do things many people would find uncomfortable.  Make sure they understand what they're getting into.
 Adaptation: This is best for all Bugbear or all Evil Campaigns.
 Encounters: PC's generally encounter the Eaters whenever they invade Bugbear lands, or go anywhere where the Bugbears are currently at war.

Sample Encounter
EL 12: The PC's have been drafted to find the killers of a local Lord's daughter.  It's that or die on the front lines.  So it's off to Bugbear country they go sneaking...


Tulk
NE Male Bugbear Ranger 6/Cleric 1/Eater of the Fallen 1
Init +7, Senses: Listen +9, Spot +9, Dark Vision 60'
Languages Common, Goblin
------------------------------------------------
AC 25, touch 16, flat-footed 22 (+3 Dex, +3 Natural, +6 Armor, +3 Deflection)
hp 82 (11 HD)
Fort +11, Ref +13, Will +12 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Kukri +11/+6 (1d4+3/15-20)
Ranged +1 Kukri +11 (1d4/15-20)
Base Atk +8, Grp +11
Atk Options Rebuke Undead 1/day
Combat Gear
Ranger Spells Per Day 1st: 2 (DC 14)
Cleric Spells Per Day 1st: 2 (DC 14)
-----------------------------------------------
Abilities Str 16, Dex 16, Con 16, Int 10, Wis 16, Cha 6
SQ Favored Enemy (Human +4, Dwarf +2), Combat Style, Wild Empathy, Animal Companion (Wolf), Domains (Celerity, Trickery)
Feats Far Shot, Improved Initiative, Point Blank Shot, Precise Shot, Endurance (B), Improved Two Weapon Fighting (B), Two Weapon Fighting (B), Track (B)
Skills Climb +9, Concentration +9, Craft (Weaponsmithing) +4, Hide +9, Knowledge (Geography, Nature) +6, Knowledge (Religion) +2, Listen +9, Move Silently +13, Search +6, Spot +9, Survival +9, Swim +9
Possessions +2 Improved Shadow Improved Silent Moves Chain Shirt, +1 Keen Throwing Returning Kukri, +3 Ring of Protection, Lens of Detection



EPIC EATERS OF THE FALLEN

Hit Die: d8
Skills Points at Each  Level : 4 + int
Woodcraft You gain an additional +2 to any 2 skills at level 22, and every 3 levels thereafter.
Spellcasting The Caster level of one of your Divine spellcasting classes continues to improve with level.
Bonus Feats: The Epic Eater of the Fallen gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: July 05, 2009, 08:57:09 AM by bhu »

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #237 on: June 26, 2009, 10:10:39 AM »
Bit of an update to the Jug Bander.  Everyone think the class ability is okay?

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #238 on: June 27, 2009, 09:40:10 AM »
Minor updates to Stalker and hte Eaters.  It promises to be a super busy weekend for me, so hopefully I get time to finish them.

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #239 on: July 03, 2009, 11:00:40 AM »
FORESTKITH ALPHA


   
"RAAAAAAAAAAAAAAAAH!!!!!!!!"

 A small percentage of the males among the Forestkith Goblins grow to tremendous size, sometimes standing a hulking 6' tall (i.e. comparatively tremendous to their fellows).  Most researchers are uncertain to the cause of origin of the phenomenon, and the Forestkith's lack of cooperation certainly doesn't help much.

BECOMING A FORESTKITH ALPHA
How you would normally become a member of this prestige class.

 ENTRY REQUIREMENTS
   Race:  Forestkith Goblin
   Gender:  Male
   Feats:  Improved Grapple, Improved Unarmed Strike
   Skills:  Any two skills based on a physical stat (i.e. Str, Dex, or Con) at 8 ranks
   BAB:  +6


Class Skills
 The Forestkith Alpha's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Nature)(Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Tumble (Dex).
Skills Points at Each  Level : 4 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Flying Tackle
2. +2    +3     +0     +0    Rage
3. +3    +3     +1     +1    Powerful Wrestler
4. +4    +4     +1     +1    Flying Tackle
5. +5    +4     +1     +1    Rage
6. +6    +5     +2     +2    Powerful Build
7. +7    +5     +2     +2    Flying Tackle
8. +8    +6     +2     +2    Rage
9. +9    +6     +3     +3    Medium Size
10.+10   +7     +3     +3   Transformation

Weapon Proficiencies: A Forestkith Alpha gains no new weapon or armor proficiencies.
 
Flying Tackle (Ex): As a Standard Action you may run and plow into your opponent.  This is a charge attack doing damage equal to your Unarmed Strike damage, and both you and your opponent are knocked prone.

At 4th level when you successfully perform the Flying Tackle you may perform a Grapple Check as a Free Action without provoking an Attack of Opportunity.  You both still end Prone, but if successful you are now Grappling your opponent.

At 7th level if you have your opponent Pinned in a Grapple, you can rain down blows upon him doing double your Unarmed Strike damage each round you maintain the Grapple.

Rage (Ex): At level 2 the Forestkith Alpha gains 1 daily use of Rage (identical to the Barbarian class ability in the PHB), or an additional daily use of Rage if it already has the ability from another class. 

At levels 5 and 8 it gains 1 more daily use of Rage.

Powerful Wrestler (Ex): At level 3 the Forestkith Alpha no longer takes a Size penalty to Bull Rush, Grapple, or Trip checks.

Powerful Build (Ex): At 6th level the Forestkith Alpha gains the Powerful Build ability identical to the one on page 12 of the XPH.

Medium Size (Ex): At 9th level the Forestkith permanently becomes Medium Size.  It gains +2 Str and it's Natural AC bonus increases by +1.

Transformation (Ex): At 10th level the Forestkiths transformation is complete.  You gain another +2 Str, +2 Con, and your Natural AC Bonus increases by an additional +2.  You also gain a +4 Racial Bonus to Grapple Checks.

PLAYING A FORESTKITH ALPHA
 You are the top monkey in your tribe.  The big chief.  The only Forestkith with his own personal harem.  You're stronger than all the other men, tougher than all the other men, and crap bigger than all the other men as well.  Obviously the Gods have chosen you to lead.  And you'll kick the tail of anything says otherwise.
 Combat: Fighting is fun, and a fave past time.  You no longer need to hide in trees when the other humanoids come round.  Now you can sneak up behind them and whack them with a club.  Okay, so the traditional Goblin mindset is a little hard to overcome even with the newfound size...
 Advancement: Alphas tend to try to increase the size of their tribe, and most will at least have the Leadership Feat.  They tend to be territorial, and quite paranoid as well so many spend an unusual amount of time on developing skills not normally required for forest life.
Resources: Most Alphas are tribal leaders of some kind, so they have he entirety of their peoples resources to draw on.  Which isn't much considering they're barely above primate level.

FORESTKITH ALPHAS IN THE WORLD
"Waitaminute...that's not a monkey..."
 Alphas tend to interact with the world by telling it what to do, and then beating the crap out of it if it doesn't act quickly enough.  It's their way or the highway.  If they can't order it or beat it silly, they tend to lee and rethink things.
 Daily Life: You may be a subhuman primitive jungle dweller, but darn it you LEAD the subhuman primitive jungle dwellers.  So it keep you busy most of the day planning and such.  And your nights are taken up by the harem.  It's good to be the Alpha.
 Notables: Maymun (CE Male Forestkith Barbarian 6/Forestkith Alpha 5) has recently begun feeling more confident than usual, and has been leading his tribe into laying traps for, and assaulting the local humanoids.
 Organizations: Most Alphas are the leaders of a sort of informal organization: their extended tribal family.  Few end up becoming much else as they have no wish to work for others or be second banana to anyone.

NPC Reaction
 NPC's reaction can generally be summed up as "Holy Jebus, that things a Goblin?  Quick, kill it before it eats the children."

FORESTKITH ALPHAS IN THE GAME
 With it's focus on tribal leadership this class tends to make itself a center of attention.  This could be good or bad depending on what you  want to focus your campaign on.
 Adaptation: Alphas can be bullies, and feel despondent when they aren't in charge.  Might want to consider this one for the NPC bad guys frst.
 Encounters: Alphas are generally encountered leading Forestkith on raids, or whenever PC's stumble onto a tribe of Forestkiths in the woods.

Sample Encounter
EL 12: The PC's are calmly minding their own business, murdering savage humanoids for money in the jungle.  All of a sudden the trees turn into little furry people with nets.  Gonna be one of those days.  The big one looks at you kinda weird...


Maymun
CE Male Forestkith Barbarian 6/Forestkith Alpha 5
Init +1, Senses: Listen +10, Spot +6, Dark Vision 60'
Languages Goblin, Common
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AC , touch , flat-footed   (+1 Size, +1 Dex, +1 Natural, )
AC Raging , touch , flat-footed   (-2 Size, +1 Size, +1 Dex, +1 Natural, )
hp 88 (11 HD), 110 Raging
Fort +11 (+13 Raging), Ref +4, Will +5 (+7 Raging)
Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +2
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Speed 40 ft. (8 squares), Climb 20 ft.
Melee Unarmed Strike +14/+9/+4 (1d6+3)
Melee Raging Unarmed Strike +16/+11/+6 (1d6+5)
Base Atk +11, Grp +10
Atk Options Rage 4/day, Flying Tackle, Powerful Wrestler
Combat Gear
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Abilities Str 16, Dex 12, Con 14, Int 12, Wis 14, Cha 8
SQ Light Sensitivity, Tree Shape, Discordant Frenzy, Fast Movement
Feats Improved Grapple, Improved Unarmed Strike, Leadership, Superior Unarmed Strike
Skills Bluff +4, Climb +18, Craft (Weaving) +5, Gather Information +3, Hide +9, Intimidate +7, Jump +12, Listen +10, Move Silently +9, Sense Motive +7, Spot +6, Survival +9, Swim +10, Tumble +5
Possessions



EPIC FORESTKITH ALPHA

Hit Die: d10
Skills Points at Each  Level : 4 + int
Rage The Forestkith Alpha gains an additional daily use of Rage at level 22, and every 3 levels thereafter.
Bonus Feats: The Epic Forestkith Alpha gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: July 06, 2009, 08:11:49 AM by bhu »