Author Topic: Uncle Kitties Handbook of Spuriously Made Prestige Classes  (Read 130652 times)

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Littha

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #440 on: July 31, 2010, 03:28:13 PM »
I understand but when i write classes i tend to leave them unrestricted unless they focus on a unique racial power. Why would the abilities of a goblin slaver with that domain be so different to a human or elf with the same domain that it requires a completely new PRC? I understand that you are building around an organization but i would write that as flavour and drop the deity and race requirements.

In any case the racial prereq was just a minor thing anyway and stems from my philosiphy on game design rather than a balance point so feel free to ignore it.

Nanshork

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #441 on: July 31, 2010, 04:34:46 PM »
Have you noticed that most of the prestige classes in this thread have racial prereqs?   :P
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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #442 on: July 31, 2010, 09:06:57 PM »
Have you noticed that most of the prestige classes in this thread have racial prereqs?   :P

Thats cause most of them come from the races of the horde project. 

How about this for the Whips capstone: Once per day you can choose any one opponent currently under th influence of one of your Enchantment spells.  From now on he automatically fails all Willpower Saves until he receives a Miracle or Wish spell.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #443 on: August 04, 2010, 03:30:32 AM »
SCARSWORD


   
"Gaining power requires one to suffer great personal loss.  And what is power but the ability to inflict great personal loss."

 The Scarswords are Greatsword wielding elite troops of the Orog military.  They have stolen the secrets of the Duskblades from the elves, and have learned to combine it with their own magical scarification rituals that allow them to tap the power of the Faerzress.

BECOMING A SCARSWORD
Orog's born with the prerequisite signs (i.e. the Scarred Feat) are trained the moment they are able to walk as Duskblades.  Once they can withstand the rituals necessary for this class they are inducted if they have the right attitude, or killed if they do not.

 ENTRY REQUIREMENTS
   Race:  Orog
   BAB:  +6
   Class Features:  Armored Mage, must be able to cast Arcane spells
   Skills:  Knowledge (Arcana, Dungeoneering) 8 ranks, Spellcraft 4 ranks
   Feats:  Burning Scars, Scarred


Class Skills
 The Scarsword's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Knowledge (Arcane, Dungeoneering, Geography, War)(Int), Ride (Dex), and Spellcraft (Int)
Skills Points at Each  Level : 2 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +2    Tap Faerzress, +1 level of Arcane Casting Class
2. +2    +3     +0     +3    Armored Mage (Heavy), +1 level of Arcane Casting Class
3. +3    +3     +1     +3    Quick Cast 1/day, +1 level of Arcane Casting Class
4. +4    +4     +1     +4    Tap Faerzress, +1 level of Arcane Casting Class
5. +5    +4     +1     +4    Improved Armored Mage, +1 level of Arcane Casting Class
6. +6    +5     +2     +5    Quick Cast 2/day, +1 level of Arcane Casting Class
7. +7    +5     +2     +5    Tap Faerzress, +1 level of Arcane Casting Class
8. +8    +6     +2     +6    Improved Armored Mage, +1 level of Arcane Casting Class
9. +9    +6     +3     +6    Quick Cast 3/day, +1 level of Arcane Casting Class
10.+10   +7     +3     +7    Power Has It's Price, +1 level of Arcane Casting Class

Weapon Proficiencies: A Scarsword gains no new weapon or armor proficiencies.
 
Tap Faerzress (Su): Beginning at 1st level you have learned to use magical rituals to infuse Faerzress into your scars and store it there.  While in the presence of Faerzress you can store one charge per Scarsword Level for 24 hours at 1st level, for 1 week at 4th level, and for 1 month at 7th level.  While the Faerzress radiation is stored within your body you gain the following effects:

At 1st level you are immune to Teleportation effects, whether they  are beneficial or not.  They simply don't work on you.  You also gain a +4 Enhancement Bonus to Will Saves against spells from the Divination school, and any powers or abilities that mimic their effects.

At 4th level you gain a Deflection Bonus to your AC equal to your Intelligence Modifier.

At 7th level you gain an untyped Bonus to your attack and damage rolls equal to your Intelligence Modifier.

Each day you spend away from a Faerzress infused area you lose one 'charge' you are carrying per day.  You may also expend charges as a Swift Action to achieve certain effects and enhance your Duskblade abilities as follows:

Expend 1 Charge to increase the Bonus you get from your Spell Power ability by +2 (you may expend multiple charges and they stack) for the duration of the encounter.

Expend 1 charge to increase the Save DC of Duskblade spells you cast by +2 for the duration of the encounter.

Expend 1 charge to increase the Caster Level of Duskblade spells you cast by +2 for the duration of the encounter.

At 7th level you can expend 1 charge to gain the Arcane Channeling (Full Attack) ability for the rest of the encounter (this is identical to teh Duskblade ability in the PHB II).



Armored Mage (Heavy)(Ex): At second level you can cast Duskblade spells in Heavy Armor with no chance of Arcane Spell Failure.

Improved Armored Mage (Su): At 5th level wearing Armor does not reduce your speed.  At 8th level you may reduce your Armors Check Penalty by an amount equal to your Int Modifier (i.e. if your Armor Check Penalty is -3, and your Int modifier is +3, your Armor Check Penalty is now +0).

Quick Cast: This is identical to the Duskblade ability listed on page 20 of PHB 2, and it stacks with it (i.e. a Duskblade 6/Scarsword 8 can use Quick Cast 3/day).

Power Has It's Price (Su): At 10th level your constant exposure to the Faerzress has mutated and warped you into an abomination.  Your Type becomes Aberration (do not recalculate HD/Saves/BAB etc).  You gain DR 5/- and Fast Healing equal to your Intelligence Modifier while infused with Faerzress.

PLAYING A SCARSWORD
 Some people think you are an elite military unit (yourself among them).  Other wonder if you're a delusionary madman meddling with forces best left alone.  The longer you are exposed to the Faerzress the more likely people will conform to the latter opinion.  
 Combat: Most Scarswords tend to specialize in greatswords, which isn't uncommon among the Orog species.  They also tend to wear much heavier armor than most Duskblades.  This makes many opponents underestimate them as simply ugly and intimidating heavy infantry.  Boy are they in fro a surprise.
 Advancement: Being in the military their advancement is largely up to an individual Scarswords superior officer.  Of course if they wash out or get thrown out (which is rare considering the time and effort invested in them) they're free to make their own decisions.
Resources: As a member of the military you have access to their resources on missions for them, if they believe you need it.

SCARSWORDS IN THE WORLD
"That is the ugliest Orc I have ever seen..."
 Scarswords are pretty much reviled like any other Orc warrior.  Quite the contrast to the heroes welcome they usually get at home.  Given their power many tend to make their displeasure at anything less than full blown fan worship known quite painfully.
 Daily Life: Your days consist of intensive training unless you're on a mission of some sort.
 Notables: Kusur Yetki (LE Male Orog Duskblade 6/Scarsword 6) has recently been placed in charge of his own military group and is eager to prove himself.
 Organizations: The Scarswords are their own organization within the military, similar to the way the U.S. Army Rangers are within the Army.  Membership is limited, and one must prove himself and have the necessary abilities to get in.

NPC Reaction
 NPC's are terrified of you.  Not only are you the typical genocidal Orcish monster, but you can call up Arcane power.  Not a good combination for the local humanoid peasant villages you'll be raiding.

SCARSWORDS IN THE GAME
 The Scarswords are a military PrC, so unless the group are all Orog military the DM or player will have to think about how to explain his presence in the group.
 Adaptation: This PrC assumes the Orogs are a fairly powerful military presence in the world, and is probably also best suited for more serious campaigns.
 Encounters: Scarswords are usually encountered in large scale military operations by the Orogs.

Sample Encounter
EL 14: The PC's have been hired to spy on the Orogs, as rumors have surfaced of a new type of military unit.  They have been given disguises that will let them appear to be Orcs.  You just know this is gonna go wrong somehow...


Kusur Yetki
LE Male Orog Duskblade 6/Scarsword 6
Init +4, Senses: Listen -1, Spot -1, Dark Vision 120', Light Blindness
Languages Common, Orc, Undercommon, Goblin, Giant
------------------------------------------------
AC , touch , flat-footed   (+2 Natural, )
AC w/Faerzress , touch , flat-footed   (+3 Deflection, +2 Natural)
hp 78 (12 HD)
Fort +12, Ref +4, Will +11  
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +12, Grp +17
Atk Options Quick Cast 3/day
Combat Gear
Spells Per Day 0: 6 (DC 13) Acid Splash, Touch of Fatigue
1st: 8 (DC 14) Chill Touch, Ray of Enfeeblement, Resist Energy, Shocking Grasp, True Strike
2nd: 8 (DC 15) Dimension Hop, Ghoul Touch, See Invisibility, Swift Invisibility
3rd: 6 (DC 16) Dispelling Touch, Ray of Exhaustion, Regroup, Vampiric Touch
-----------------------------------------------
Abilities Str 20, Dex 10, Con 14, Int 16, Wis 9, Cha 10
SQ Energy Resistance 5 (Cold, Fire), Orc Blood, Armored Mage (Light, Medium, Heavy), Improved Armored Mage, Arcane Attunement, Arcane Channeling, Spell Power +2, Tap Faerzress (lasts 1 week, Immune to teleport, +4 on Saves vs Divination, +3 Deflection Bonus to AC)
Feats Burning Scars, Improved Initiative, Power Attack, Scarred, Combat Casting (B)
Skills Climb +13, Concentration +10, Craft (Armorsmithing, Weaponsmithing) +9, Intimidate +8, Jump +13, Knowledge (Arcana, Dungeoneering, War) +11, Spellcraft +13
Possessions



EPIC SCARSWORD

Hit Die: d8
Skills Points at Each  Level : 2 + int
Quick Cast The Scarsword gains an additional daily use of Quick Cast at Level 23 and every 3 levels thereafter.
Spells You caster level continues to improve with Epic Levels, but you do not gain additional spells per day or learn new spells.
Bonus Feats: The Epic Scarsword gains a Bonus Feat every 3 levels higher than 20th


Meirihjorr Style
You prefer to use the Greatsword as your weapon of choice.  This particular style is usually limited to Orog swordmages.
 Prerequisites: BAB +4, Arcane Strike, Martial Weapon Proficiency (Greatsword)
 Benefits: When using your Arcane Strike Feat with a Greatsword, you get an extra 1d6 damage times the level of the spell lost instead of 1d4.

Advanced Meirihjorr Style
des
 Prerequisites: BAB +12, Meirihjorr Style, Battlecaster Offense, Combat Casting
 Benefits: If you damage an opponent in the same round with a Greatsword and a Spell (by using Arcane Channeling for example), your opponent doesn't receive the benefit of Spell Resistance against the next spell you cast against him on the following round.

Meirihjorr Mastery
des
 Prerequisites: BAB +24, Advanced Meirihjorr Style, Battlecaster Defense, Improved Critical (Greatsword)
 Benefits: If you successfully critical against an opponent while using a Greatsword and your Arcane Strike Feat, do an additional amount of d6 damage dice equal to your Hit Dice.
« Last Edit: September 07, 2010, 03:12:55 AM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #444 on: August 11, 2010, 04:01:00 AM »
Scarsword updated

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #445 on: August 18, 2010, 06:04:50 AM »
No thoughts on this one anyone?

Rymosrac

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #446 on: August 18, 2010, 05:25:49 PM »
the scar is interesting, but not especially potent-looking so far. Will be able to give better feedback once I know what the capstone does.
Shh. My common sense is tingling. . .

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #447 on: August 20, 2010, 03:59:03 AM »
capstone up

InnaBinder

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #448 on: August 20, 2010, 09:37:42 AM »
It's = it is.  Its = indicates 'belonging to or derivative of it'.  [/grammar nazi]
Winning an argument on the internet is like winning in the Special Olympics.  You won, but you're still retarded.

I made a Handbook!?

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #449 on: August 21, 2010, 12:50:13 AM »
It's = it is.  Its = indicates 'belonging to or derivative of it'.  [/grammar nazi]

Nazism is otay as long as you review da class  ;)

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #450 on: August 22, 2010, 04:25:59 AM »
Epic Scarsword and the example NPC are up.  Does it still need more oomph?  Tap seems a little eh to me.

jojolagger

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #451 on: August 22, 2010, 04:38:40 AM »
Epic Scarsword and the example NPC are up.  Does it still need more oomph?  Tap seems a little eh to me.
Maybe let them lose their Faerzress "charge" to deal extra damage and/or boost CL for some small amount of time.
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Quotes [spoiler]
In other words, he thinks there's a "correct" way to play D&D.  *sigh*
There is: Kill shit and loot the corpse!
When you use a tool the way it was designed for -- its intended function -- then it will work very well for you.

But it's not the tool's fault if you use it for something else and you fail utterly, such as trying to eat cereal with a butterknife, pounding nails with a screwdriver, blogging to voice your political opinions, and brushing your teeth with a hammer.
[/spoiler]

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #452 on: August 25, 2010, 05:12:30 AM »
Okay I rewrote Tap Faerzress, and I'm thinking on abilities for using the charges now.  Does it read better as it is now?

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #453 on: August 27, 2010, 05:24:16 AM »
Tap Faerzress is fully revised and up for perusal.  If you guys like it as is I can redo the style Feats real quick and do the ones for the Greatsword listed with the Scarsword.

jojolagger

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #454 on: August 28, 2010, 10:47:37 PM »
Tap Faerzress is fully revised and up for perusal.  If you guys like it as is I can redo the style Feats real quick and do the ones for the Greatsword listed with the Scarsword.
Tap Faerzrees seems good. only one problem.
While in the presence of Faerzress you can store one charge per Scarsword Level for 24 hours at 1st level, for 1 week at 4th level, and for 1 month at 7th level.
<snip>
Each day you spend away from a Faerzress infused area you lose one 'charge' you are carrying per day.
Countdown to Zombie Apocalypse 97
When you see this, copy it into your sig and -1
:lovefirefox
Quotes [spoiler]
In other words, he thinks there's a "correct" way to play D&D.  *sigh*
There is: Kill shit and loot the corpse!
When you use a tool the way it was designed for -- its intended function -- then it will work very well for you.

But it's not the tool's fault if you use it for something else and you fail utterly, such as trying to eat cereal with a butterknife, pounding nails with a screwdriver, blogging to voice your political opinions, and brushing your teeth with a hammer.
[/spoiler]

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #455 on: August 29, 2010, 02:47:35 AM »
The idea is you can only store the Faerzress radiation fro so long once you leave the area.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #456 on: September 07, 2010, 03:13:35 AM »
The Style Feats I listed with Scarsword are done and ready for review.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #457 on: September 10, 2010, 04:39:54 AM »
FISTS OF BAGHTRU


   
"TOR ANGRY!! TOR MAKE NEXT PERSON HE SEES EAT OWN POOP!"

 The Fists of Baghtru are overly dumb and testosterone ridden Orcs dedicated to their races God of Strength.  Cause who needs intelligence or a decent command of reality if you got awesome muscles?

BECOMING A FIST
Most Orcs taking this PrC generally take a break from busting heads just long enough to learn the religious prerequisites (most don't have the patience for anything else). 

 ENTRY REQUIREMENTS
   Race:  Orc
   Patron:  Baghtru
   Spells:  Must be able to cast Divine Spells and have access to the Strength Domain
   BAB: +5
   Skills:  Intimidate 6 ranks, Knowledge (Religion) 4 ranks
   Rage:  Must be able to Rage at least once a day.


Class Skills
 The Fist of Baghtru's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Knowledge (Religion) (Int), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str)
Skills Points at Each  Level : 2 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Divine Rage 1/day, Rage, +1 Level of Divine Spellcasting Class
2. +2    +3     +0     +0    Divine Hammer
3. +3    +3     +1     +1    Club Diplomacy, +1 Level of Divine Spellcasting Class
4. +4    +4     +1     +1    Divine Rage 2/day
5. +5    +4     +1     +1    Divine Hammer, +1 Level of Divine Spellcasting Class
6. +6    +5     +2     +2    Club Diplomacy
7. +7    +5     +2     +2    Divine Rage 3/day, +1 Level of Divine Spellcasting Class
8. +8    +6     +2     +2    Divine Hammer
9. +9    +6     +3     +3    Club Diplomacy, +1 Level of Divine Spellcasting Class
10.+10   +7     +3     +3    Divine Strength

Rage: A Fists Barbarian and Fist of Baghtru Levels stack for purposes of how many times per day he can use Rage.

Divine Rage (Su): As a Swift Action you may enter a Divine Rage.  You may do this once per day at 1st level, and an additional time per day at levels 4 ad 7.  If you wish you may simultaneously enter both Rage and Divine Rage.  Divine Rage last 3 rounds plus one round per point of Strength Modifier Baghtru favors his strongest).  While in a Divine Rage a Fist is immune to Ability Damage/Drain to his Strength Attribute.

At 4th level he is also immune to penalties to damage rolls.

At 7th level he is also immune to involuntary penalties to attack rolls.

Rage: Your Barbarian and Fist Levels stack for purposes of determining how many times per day you can Rage.

Divine Hammer (Su): Your kind prefer diplomacy via club.  Whenever you are Raging and wielding a Blunt Melee Weapon you gain some advantages. 

At 2nd Level while your Greatclub is held it cannot be Sundered.

At 5th level it does +1d6 damage per successful hit unless the opponent has a Sacred, Exalted, Profane, or Vile Bonus.

At 8th level it does another +1d6 per Fist of Baghtru Level on a successfully confirmed Critical (unless the opponent has a Sacred, Exalted, Profane, or Vile Bonus).

Club Diplomacy (Ex): At levels 3, 6, and 9 the Fist gets one of the following as a Bonus Feat: Advanced Purshamarr Style, Brutal Strike, Improved Critical (Greatclub), Improved Sunder, Melee Weapon Mastery (Bludgeoning), Power Attack, Power Critical (Greatclub), Purshamarr Mastery, Purshamarr Style, Weapon Focus (Greatclub), Weapon Specialization (Greatclub).  A Fist may take Weapon Focus and Weapon Specialization as if they're Barbarian and Fist levels were Fighter Levels.

Divine Strength (Su): At 10th level you become infused with the Divine power of your God.  While Raging the duration is now 3 rounds plus 1 round per point of Strength Modifier instead of Con.  The Save DC of your spells is now based on your Strength Modifier instead of Constitution, and you may choose one spell per point of Strength Modifier.  The caster level for these spells is equal to your Effective Character Level.  You now add double your Strength Modifier to all melee attacks (triple if attacking with a two handed weapon).

Weapon Proficiencies: A Fist of Baghtru gains proficiency with the Greatclub.
 
PLAYING A FIST
 Smart peeples r dumb!  I nos moar! Nevar listin to udder rases! Listen to Preests!  Preests r gud!
 Combat: The Fists generally have no sense of discretion, subtlety, or moderation.  They are among the loudest, dumbest, crudest Orcs and this only helps to fuel their religious fanaticism.  Which makes them a little more psychotic in combat than usual.  They definitely prefer the 'charge and flail' method of combat.
 Advancement: Fists all generally follow the same path of trying to outdo one another in terms of strength and endurance.  Fighting and contests of raw physical power are all they live for.
Resources: Fists are used a lot as shock troops by the Orc military, and they do get some support from the orcish Church as well.

FISTS IN THE WORLD
"There are newborn infants with a greater grasp on reality than you have."
 Fists interact with the world by clubbing it into submission, or forcing their opinions, ideas on it.  They are understandable not popular because of this, not even among their own kind sometimes.
 Daily Life: Much of your life is spent increasing your strength, insulting the weak, killing anyone you pointed at, and getting drunk.  Think of the Fists as psychopathic frat boys.
 Notables: Raaaa (CE Male Orc Cleric 2/Barbarian 4/Fist of Baghtru 6) is a dumb brute who believes in diplomacy via the club, and a part time wrestling enthusiast.  He's also a little crazy.
 Organizations: The Fists usually belong to religious or military organizations within Orc Society (both of which are usually the same thing).  Unfortunately for them they aren't bright enough to realize that they're used as expendable cannon fodder.  Most commanders know the Fists will take out a great many opponents before dying, so they put them up front.

NPC Reaction
 Your a bully.  People hate bullies.  Even worse you have a hair trigger temper, no self control, and believe you have the Gods given right to kill anything too weak to kill you in return.

FISTS IN THE GAME
 This PrC assumes the player is dumb as a brick, and an obnoxious bastard.  make sure the PC knows NPC's are going to treat him as such due to the Fists reputation.
 Adaptation: This is okay for serious or silly campaigns.  In serious campaigns they're powerful fanatics, and in silly ones they're dumb jocks with a God fetish.
 Encounters: Fists are usually encountered in raiding parties, some Churches, or at sporting events requiring muscle.

Sample Encounter
EL 12: The PC's are hired as bodyguards for a famous wrestler at a Pankration tournament.  His main opponent is an insane Orc, and it is believed there will be attempts to assassinate either of them before the match takes place.


Raaaa
CE Male Orc Cleric 2/Barbarian 4/Fist of Baghtru 6
Init +0, Senses: Listen +3, Spot +3, Dark Vision 60', Light Sensitivity
Languages Common, Orc
------------------------------------------------
AC , touch , flat-footed   ()
hp 72 (12 HD)
Fort +13, Ref +3, Will +9 
Trap Sense +1, Uncanny Dodge
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +11, Grp +14
Atk Options Turn Undead 4/day, Rage 3/day, Divine Rage 2/day, Divine Hammer
Combat Gear
Spells Prepared 0: 5/day (DC 13)
1st: 4/day (DC 14)
2nd: 3/day (DC 15)
3rd: 2/day (DC 16)
-----------------------------------------------
Abilities Str 16, Dex 10, Con 13, Int 8, Wis 16, Cha 12
SQ Domains (Evil, Orc), Fast Movement,
Feats Advanced Purshamarr Style, Instantaneous Rage, Mad Foam Rager, Power Attack, Purshamarr Style, Weapon Focus (Greatclub)(B), Weapon Specialization (Greatclub)(B)
Skills Climb +6, Concentration +2, Intimidate +13, Jump +6, Knowledge (Religion) +3, Swim +6
Possessions



EPIC FIST

Hit Die: d8
Skills Points at Each  Level : 2 + int
Rage The Fist gains an additional Daily use of Rage at Level 24, and every 4 levels after.
Class Ability
Bonus Feats: The Epic Fist gains a Bonus Feat every x levels higher than 20th

Purshamarr Style
You prefer to use the Greatclub as your weapon of choice.  This particular style is usually limited to Orcs who have the Strength to wield heavy weapons.
 Prerequisites: BAB +4, Martial Weapon Proficiency (Greatclub), Weapon Focus (Greatclub)
 Benefits: Your Greatclub threatens a Critical on a 19-20, and does x3 damage. This does not stack with other effects improving Critical Threat Range.

Advanced Purshamarr Style
des
 Prerequisites: BAB +12, Purshamarr Style, Power Attack, Weapon Specialization (Greatclub)
 Benefits: Whenever you successfully confirm a Critical hit with your Greatclub you opponent is also Nauseated one round.

Purshamarr Mastery
des
 Prerequisites: BAB +24, Advanced Purshamarr Style, Brutal Strike, Melee Weapon Mastery (Bludgeoning)
 Benefits: If you successfully strike an opponent with your Greatclub it must make a Fortitude Save (DC is 10 plus 1/2 HD plus Strength Modifier) or be Sickened and Fatigued for the duration of the encounter.
« Last Edit: September 26, 2010, 05:50:03 AM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #458 on: September 20, 2010, 05:16:56 AM »
Finally got the Fists updated

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #459 on: September 21, 2010, 04:56:43 AM »
I have a capstone in mind for the Fists that will help with casting, but for the moment does anyone have thoughts on caster levels?