BUGBEAR TERRORIST "Fear has it's uses." Terrorists are arcane warriors who specialize in causing fear, and cursing opponents. They are used to destabilize cities before invasion forces are sent in.
BECOMING A TERRORIST Bugbear Terrorists begin as Hexblades, and perfect the craft of that class before becoming a Terrorist
ENTRY REQUIREMENTS Race: Bugbear
Class Abilities: Hexblade's Curse 5/day
Skills: Intimidate 22 ranks, Knowledge (Arcana) 22 ranks
Feats: Extend Curse, Frightful Presence, Epic Curse
Spells: Must be able to cast at least 1 spell with the Fear descriptor
Class Skills The Class Name's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Hide (Dex), Intimidate (Cha), Knowledge (Arcana, Local)(Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Spellcraft (Int), and Spot (Wis).
Skills Points at Each Level : 2 + int
Hit Dice: d10
[b] Abilities[/b]
1. Loom
2. Curse of Fear
3. Terrorize
4. Loom
5. Curse of Fear
6. Terrorize
7. Loom
8. Curse of Fear
9. Terrorize
10. Lord of Terror
Loom (Su): At 1st level if you attack an opponent who is flat-footed, he perceives you as 2 Size Classes larger than you are for the duration of the encounter if he fails a Will Save (DC is 10 plus 1/2 HD plus Charisma Modifier). You do not take Size Penalties, but you do get the usual Size Bonus to Grapple, Bull Rush, Trip, and Overrun Checks. Also the damage of your attack increases two steps (i.e. if your sword normally does 1d6 it now does 1d10). Your opponents attacks have a 20% chance of missing due to the difference in your real and perceived sizes.
At 4th level if you succeed with your Loom ability you also gain a +8 Deflection Bonus to AC for the duration of the encounter.
At 7th level if you succeed with your Loom ability your opponent is Denied his Dexterity Bonus to Armor Class against you for the duration of the encounter.
Curse of Fear (Su): At 2nd level, opponents you have successfully Cursed do not gain a Saving Throw against Fear Effects.
At 5th level, opponents you have successfully Cursed that are Immune to Fear lose that immunity for the duration of their Curse.
At 8th level the duration of any Mind-Affecting Fear effects successfully cast within 120' of you (including your own abilities) is doubled.
Terrorize (Su): At 3rd Level if you successfully Curse an opponent under the influence of a Fear effect they must make a Willpower Save (DC is 10 plus half HD plus Charisma Modifier) or die immediately.
At 6th Level whenever an opponent you have successfully Cursed saves against a Death Effect he is Panicked for 1d6 rounds.
At 9th Level any opponent within 60' of you under the influence of a Fear effect loses 2d6 hit points per round.
Lord of Terror (Su): You are immune to Mind-Affecting Effects and Death Effects. You are immune to abilities or spells that do nothing but give untyped penalties (such as the Hexblade's Curse or the Bestow Curse spell). Your Type becomes Outsider with the Native and Evil subtypes. The Save DC of your Hexblade's Curse and Loom abilities increase by +4.
Weapon Proficiencies: Bugbear Terrorists get no new weapon or armor proficiencies.
PLAYING A TERRORIST You exist purely to scare the bejeezus out of people. The thought being if you make them too terrified to fight the Bugbears can take over without a battle. It appeals both to Bugbear pride and laziness. Plus you're probably a sadistic whacko who gets his jollies scaring people anyway.
Combat: You tend to use your fear and curse abilities to frighten opponents away, and hamper any willful enough to stay. With a little luck you can permanently drive a few insane and thus enhance your reputation.
Advancement: Most Terrorists concentrate on increasing their curse and Fear abilities. It's the bread and butter of their profession.
Resources: You usually have the backing of the Bugbear government (or at least a pretty rich employer).
TERRORISTS IN THE WORLD "AAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHH!!" You usually don't interact with the world much at all. You stay in hiding because if no one knows what you look like or where you are it enhances your rep.
Daily Life: You spend much time studying your magic or future targets. You need to know what scares them the most to really mess with them.
Notables: Yavuz (CE Male Bugbear Hexblade 17/Epic Hexblade 3/Bugbear Terrorist 1) is hired to depopulate areas so Bugbears can move in.
Organizations: There are a few training schools for terrorists, but usually you belong to some sort of military organization.
NPC Reaction Most NPC's run screaming from you. A few drop dead from heart failure or go insane.
TERRORISTS IN THE GAME This class lends itself to pretty evil players, and can be campaign troubling. So make sure the player using it isn't a fathead.
Adaptation: This one is best for dark, gritty campaigns.
Encounters: Terrorists are usually encountered when someone needs a city evacuated or cowed into submission, or they need everyone scared away from a certain place.
Sample Encounter EL 25: The PC's have been hired to discover whats haunting a local mountain peak. And what's coincidentally making all the noise that sounds an awful lot like construction...
YavuzCE Male Bugbear Hexblade 17/Epic Hexblade 3/Bugbear Terrorist 1
Init +4,
Senses: Listen +3, Spot +3, Dark Vision 60', Scent
Languages Common, Goblin
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AC , touch , flat-footed (+3 Natural, )
hp 177 (25 HD)
Fort +10,
Ref +10,
Will +14
Arcane Resistance, Mettle
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Speed 30 ft. (6 squares)
Melee Base Atk +21,
Grp +25
Atk Options Combat GearSpells Per Day 1st: 3 (DC 15)
2nd: 3 (DC 16)
3rd: 3 (DC 17)
4th: 2 (DC 18)
Spells Known 1st: Cause Fear, Detect Magic, Phantom Threat, Protection from Good, Undetectable Alignment
2nd: Blindness/Deafness, Darkness, See Invisibility, Touch of Idiocy
3rd: Dispel magic, Hound of Doom, Nondetection, Slow
4th: Cursed Blade, Fear, Greater Invisibility, Phantasmal Killer
Supernatural Abilities Greater Hexblade's Curse 6/day (DC 28), Aura of Unluck 2/day, Dark Companion, Loom (DC 28)
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Abilities Str 18, Dex 10, Con 15, Int 10, Wis 12, Cha 18
SQ Feats Ability Focus (Hexblade's Curse, Loom), Empower Curse, Extend Aura, Extend Curse, Frightful Presence, Improved Initiative, Epic Aura of Unluck, Epic Curse
Skills Climb +6, Hide +2, Intimidate +29, Knowledge Arcana +23, Listen +3, Move Silently +6, Search +2, Spot +3
PossessionsEPIC HEXBLADE Hit Die: d10
Skills Points at Each Level : 2 + int
Hexblade's Curse Beginning at Level 21 and every 4 levels thereafter you gain an additional daily use of your Hexblade's Curse, and the Save DC of your Hexblades curse continues to increase with Epic Levels.
Aura of Unluck Beginning at Level 24 and every 4 levels thereafter you gain an additional daily use of you Aura of Unluck ability.
Spells Your Caster level increases with Epic levels but you don't get extra spells per day, nor do you learn new spells. At level 24 and every 6 levels thereafter the Hexblade may choose another spell to cast as a Swift Action.
Familiar At Level 22 and every 2 levels higher your Familiars Intelligence and Natural Armor Bonus increase by an additional +1. The Familiars Spell Resistance is equal to his Masters Level+5. At 21st level and every 10 levels after that the Hexblade gains the benefits of the Epic Spell Feat for one spell of their choice.
Bonus Feats: The Epic Class Name gains a Bonus Feat every 5 levels higher than 20th
Extend Aura Your Aura of Unluck lasts longer
Prerequisites: Aura of Unluck
Benefits: This may be taken multiple times. Each time you take it increase the duration of your Aura of Unluck by 3 rounds.
Epic Curse Only the God's themselves can cast worse curses than yours.
Prerequisites: Dire Hexblade's Curse 6/day, Empower Curse
Benefits: The Penalty for your Hexblade's Curse raises to -8. If you have the various Curse Feats from Dragon 339 it has the following effects:
Curse of Distraction: DC=30+Spell Level
Curse of Failure: +8 Bonus
Curse of Ignorance: -20 Penalty
Curse of Paranoia: -10 Penalty
Curse of Sloth: Move reduced to 5'.
Curse of the Softened Blade: -8 Penalty
Curse of the Stricken: -8 Penalty
Epic Aura of Unluck Arrows just seem to disintegrate in the air around you sometimes...
Prerequisites: Aura of Unluck 4/day
Benefits: The percentile chance for attacks to miss you increases to 50%.
Epic Arcane Resistance Spell? What spell?
Prerequisites: Arcane Resistance, Mettle
Benefits: Your Arcane Resistance Bonus on Saves doubles.
Epic Swift Spell You can permanently cast one spell swiftly.
Prerequisites: Able to cast a spell from the Hexblade spell list as a Swift Action
Benefits: Choose one spell you can cast as a Swift Action. You may now cast that spell as an Immediate Action once per day. Each time ou take this Feat choose a new Spell to apply it to