Author Topic: Uncle Kitties Handbook of Spuriously Made Prestige Classes  (Read 130665 times)

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bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #460 on: September 22, 2010, 04:27:28 AM »
Made some edits.  The first reviewer gets a free Orc prostitute  :D

No, not the WoW kind  :smirk

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #461 on: September 26, 2010, 07:00:06 AM »
Okay I'm making finishing touches, and unless there are objections I'll try a new class...

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #462 on: September 28, 2010, 05:31:55 AM »
PROFESSIONAL DUELIST


   
"Choose your weapon."

 Hobgoblin society is a pretty messed up kind of place to be in, as it prizes martial skill above all else.  Duels and assassinations are common place to advance in ranks, but they favor the young and limber if too formal.  Cue the Professional Duelist.  Your job is to take the place of those too old (but still necessary for society to function) to defend themselves in matters of honor.  Which basically means you lack much of an sense of honor yourself, and are a paid killer

BECOMING A PROFESSIONAL DUELIST
How you would normally become a member of this prestige class.

 ENTRY REQUIREMENTS
   Race:  Hobgoblin, but some occasional exceptions are made for other Goblinoids
   Skills:  Balance +6, Concentration +6, Martial Lore +6
   Feats:  Hjorleikr Style, Weapon Finesse, Weapon Focus (Rapier or Longsword)
   BAB:  +6
   Class Abilities:  Insightful Strike, Battle Ardor, must know at least 1 Diamond Mind and Ironheart Maneuver


Class Skills
 The Professional Duellist's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Local)(Int), Martial Lore (Int), Sense Motive (Wis), and Tumble (Dex).
Skills Points at Each  Level : 4 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  MK  MR  SK  Abilities[/b]
1. +1    +2     +0     +0    1   0   0   Dodge Bonus +2
2. +2    +3     +0     +0    0   0   0   Adaptive Fighter
3. +3    +3     +1     +1    1   1   0   Enhanced Critical
4. +4    +4     +1     +1    0   0   0   Dodge Bonus +4
5. +5    +4     +1     +1    1   0   1   Adaptive Fighter
6. +6    +5     +2     +2    0   1   0   Enhanced Critical
7. +7    +5     +2     +2    1   0   0   Dodge Bonus +6
8. +8    +6     +2     +2    0   0   0   Adaptive Fighter
9. +9    +6     +3     +3    1   1   0   Enhanced Critical
10.+10   +7     +3     +3    0   0   1   Professional Killer

Weapon Proficiencies: A Professional Duellist gains no new weapon or armor proficiencies.
 
Maneuvers: At each odd numbered level you learn a new Maneuver from either the Diamond Mind or Ironheart Style if you meet it's prerequisites.  Your Professional Duelist and Warblade levels stack for purposes of determining your Initiator Level and highest level of Maneuvers and Stances Known.  MK: Maneuvers Known, MR: Maneuvers Readied.

Stances Known: At 5th and 10th Level you learn a new Stance from either the Diamond Mind or Iron Heart Style if you meet the prerequisites.

Dodge Bonus (Ex): When wielding a Light Weapon and wearing no more than Light Armor or carrying more than a Light Load, a Duelist gains a +2 Dodge Bonus to AC.  This increases to +4 at level 4, and +6 at Level 7.

Adaptive Fighter (Ex): At 2nd Level the Duelist can wield any one handed melee weapon as though it were a Light Weapon (i.e. it can be used with the Weapon Finesse Feat). 

At 5th Level you get a +2 Competence Bonus.  As a Free Action once per round you may place the Bonus on either Attack rolls, Damage rolls, or your Armor Class.

At 8th Level you may choose any 1 Maneuver you know.When readied it may be used twice before being considered expended.

Enhanced Critical (Ex): At 3rd Level your successful Critical hits have more powerful effects.  Beginning at third level if you successfully confirm a Critical against an opponent, they take an additional point of damage per rounds for a number of rounds equal to your Professional Duelist Level.  Multiple hits stack.

At 6th Level if you successfully confirm a Critical against an opponent, the next attack you perform that has a Save DC (for example a Maneuver) is +2 to the Save DC.

At 9th Level if you successfully confirm a Critical against an opponent, you may regain a Maneuver you have already expended.

Professional Killer (Ex): Opponents that are normally immune to Critical hits are not immune to potential Critical hits from you, and you gain a +4 Competence Bonus on all Critical Confirmation rolls.

PLAYING A PROFESSIONAL DUELIST
 You can be a consummate professional, an arrogant pig, or a simple brute.  Whatever your outward demeanor that you use to sell your abilities and earn money, you are little more than a hired killer.  Unlike most assassins however, you kill opponents one on one in front of an audience.
 Combat: Professional Duelists generally focus on fighting single opponents.  This can lead to some disadvantages in large brawls, but most seem to compensate fairly well.
 Advancement: Duelists focus on killing to the exclusion of all else.  Not only is it what earns them money it also earns them respect in their society.
Resources: Most Duelists have several patrons (or perhaps just one really rich one who keeps them on retainer).  They provide them with sparring partners to keep in shape, money, and room and board.  Some times they splurge for magic weapons or armor if they think you need the edge.

PROFESSIONAL DUELIST IN THE WORLD
"You have to fight who?!?"
 Duelists are rarely seen in society outside of fights.  They make a lot of enemies, and it's preferable no one realizes where they live.  This also means they're pretty lonely.
 Daily Life: Your day is spent sparring to keep in shape, and keeping your head low till the next fight.  Your food and drink is generally delivered to you, and if you must go out you do so in disguise.
 Notables:
 Organizations: There are a great many swodsmanship schools in Hobgoblin society that teach dueling, and the odds favor you belong to one of them.  If you have a single patron, the odds are he has some sort of organization himself.

NPC Reaction
 You make NPC's nervous of course.  Most cold blooded murderers do.  Especially if you're standing on the other side of the field from them.

PROFESSIONAL DUELIST IN THE GAME
 Some players may be a little squeamish at the idea of playing wit a cold blooded murderer who gets paid to off people
 Adaptation: This is generally intended to be a serious class, but it could be adapted to a sillier campaign.
 Encounters: Professional Duelists are usually encountered at large social events, or traveling incognito.

Sample Encounter
EL 13: One of the PC's is asked to escort a Duelist en route to a fight, as it is assumed there will be attempts on his life.  They find it ironic that they are being asked to escort a psychotic killer easily capable of defending himself.  Or maybe there's something they don't know...


Name
LN Male Hobgoblin Swashbuckler 3/Warblade 3/Professional Duelist 6
Init +4, Senses: Listen +0, Spot +0, Dark Vision 60'
Languages Common, Goblin, Giant Orc
------------------------------------------------
AC , touch , flat-footed   (+4 Dex, +4 Dodge, )
hp 81 (12 HD)
Fort +12, Ref +11, Will +4 
Grace +1, Battle Clarity +2, Uncanny Dodge
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +12, Grp +13
Atk Options Insightful Strike +2, Weapon Aptitude, Battle Ardor +2, Adaptive Fighter, Enhanced Critical
Combat Gear
Stances Known 1st: Stance of Clarity
3rd: Pearl of Black Doubt
Maneuvers Known 1st: Moment of Perfect Mind, Sapphire Nightmare Blade
2nd: Emerald Razor, Wall of Blades
3rd: Iron  Heart Surge
4th: Ruby Nightmare Blade
-----------------------------------------------
Abilities Str 12, Dex 18, Con 12, Int 14, Wis 10, Cha 13
SQ
Feats Blade Meditation (Diamond Mind, Ironheart), Hjorleikr Style, Weapon Focus (Rapier), Weapon Finesse (B)
Skills Balance +19, Bluff +10, Concentration +16, Diplomacy +7, Intimidate +12, Martial Lore +8, Move Silently +8, Sense Motive +9, Tumble +16
Possessions



EPIC PROFESSIONAL DUELIST

Hit Die: d10
Skills Points at Each  Level : 2 + int
Dodge Bonus Your Dodge Bonus increases by an additional +2 at Level 21 and every three Levels thereafter
Bonus Feats: The Epic Professional Duelist gains a Bonus Feat every x levels higher than 20th


Hjorleikr Style
des
 Prerequisites: BAB +4, Weapon Finesse, Weapon Focus (Rapier or Longsword)
 Benefits: If you successfully confirm a Critical against an opponent with a Rapier or Longsword, you have a +2 Morale Bonus on Attack rolls against him for the duration of the encounter.

Advanced Hjorleikr Style
des
 Prerequisites: BAB +12, Hjorleikr Style, Improved Critical (Rapier or Longsword), Improved Initiative
 Benefits: If you successfully confirm a Critical against an opponent with a Rapier or Longsword, he is considered Flat-footed the next round.

Hjorleikr Mastery
des
 Prerequisites: BAB +24, Advanced Hjorleikr Style, Power Critical (Rapier or Longsword), Weapon Specialization (Rapier or Longsword)
 Benefits: If you successfully confirm a Critical against an opponent with a Rapier or Longsword, he takes 1 point of temporary Constitution damage in addition to normal critical effects.
« Last Edit: October 08, 2010, 03:25:49 AM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #463 on: October 05, 2010, 04:54:32 AM »
Duelist updated

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #464 on: October 07, 2010, 02:39:46 AM »
Duelist now has all abilities.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #465 on: October 08, 2010, 03:31:29 AM »
style feats are now also done

Lets see if anyone is still reading...

[spoiler][/spoiler]

Bozwevial

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #466 on: October 08, 2010, 01:05:13 PM »
Is that the promised orc prostitute? :P

Duelist abilities look fine to me.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #467 on: October 08, 2010, 09:04:26 PM »
AHA! Someone is still reading!

Radmelon

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #468 on: October 08, 2010, 09:37:49 PM »
I've been reading, I just don't like goblins much. (Or more accurately, I'm sick of them.)

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #469 on: October 09, 2010, 04:16:24 AM »
I've been reading, I just don't like goblins much. (Or more accurately, I'm sick of them.)

I can do some PrC's for this forum too.  Non-Gobbinish.  What did you has in mind?



WORG CAVALRY


   
"If you live among wolves you have to act like a wolf."

 Worg Cavalry begin as simple scouts with wolf companions.  Once they have proven themselves they are given a Worg to train and use as a riding animal. 

BECOMING WORG CAVALRY
Given the requirements most Worg Cavalry begin as Rangers.

 ENTRY REQUIREMENTS
   Class Abilities:  Animal Companion (Wolf), Improved Combat Style (Improved Two Weapon Fighting)
   Feats:  Mounted Combat, Tunglsverd Style
   Skills:  Handle Animal 6 ranks, Ride 6 ranks
   Race:  Goblinoid


Class Skills
 The Worg Cavalry's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Geography, Nature)(Int), Listen (Wis), Ride (Dex), Spot (Wis), and Tumble (Dex).
Skills Points at Each  Level : 6 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +2     +0    Wolf Companion
2. +2    +3     +3     +0    Improved Mounted Combat
3. +3    +3     +3     +1    Improved Two Weapon Fighting
4. +4    +4     +4     +1    Wolf Companion
5. +5    +4     +4     +1    Improved Mounted Combat
6. +6    +5     +5     +2    Improved Two Weapon Fighting
7. +7    +5     +5     +2    Wolf Companion
8. +8    +6     +6     +2    Improved Mounted Combat
9. +9    +6     +6     +3    Improved Two Weapon Fighting
10.+10   +7     +7     +3    Elite Killers

Weapon Proficiencies: Worg Cavalry gain no new weapon or armor proficiencies. 
 
Wolf Companion: Your Worg Cavalry Levels and Ranger Levels stack for purposes of determining the abilities of your Animal Companion, however you get your full Worg Cavalry Levels (not half of them like the Ranger).

You also get a Worg (despite it being a Magical Beast) as opposed to a Wolf Companion, and it does not take a penalty in levels for determining the abilities it gets from the Animal Companion Feat. 

At 4th Level the Bonus the Worg Companion would normally get to Str/Dex from the Animal Companion feature now also apply to it's Constitution.

At 7th Level the Worg gains Frightful Presence.  Anytime it Charges an opponent with less Hit Dice than itself, all opponents within 30 ft. must make a Willpower Save (DC is 10 plus 1/2 your Hit Dice plus you or the Worg's Charisma Modifier, whichever is higher.

Improved Mounted Combat: At 2nd Level when you perform a charge while mounted, you may use your mounts Strength Bonus for Damage instead of your own.

At 5th Level you gain proficiency with Medium and Heavy Armor, and you may now use your Combat Style Feats regardless of Armor worn or Load carried.

At 8th Level if you successfully hit an opponent on a Mounted charge he must make a Reflex Save (DC is 10 plus 1/2 HD plus Str Modifier) or be knocked prone if he is not mounted or unhorsed if he is.  If unhorsed an opponent takes 1d6 additional damage and is Dazed for 1 round.


Improved Two Weapon Fighting:  You continue to improve the Combat Style you learned as a Ranger.  At 3rd Level you gain Two Weapon Defense as a Bonus Feat, and the Shield Bonus applies to both you and your Worg Companion.

At 6th Level you gain Greater Two Weapon Fighting as a Bonus Feat.

At 9th Level you gain Improved Two Weapon Defense as a Bonus Feat, and the Shield Bonus applies to both you and your Worg Companion.

Elite Killer: At 10th Level you get Combat Reflexes as a Bonus Feat (or any Feat requiring it as a prerequisite if you have it already).  Your Worg Companion also gains access to any Feats you have if they are applicable and it qualifies for them.  If you and your Worg Companion hit the same target in the same round with an Attack of opportunity it must make a Fortitude Save (DC is 10 plus 1/2 HD plus Worg's Strength Modifier) or take an extra 3d6 damage.  if both of you successfully confirm a Critical on the same target in the same round it dies if it fails the Save.

PLAYING WORG CAVALRY
 You are an elite special forces unit.  The baddest of the bad.  You know this, and by Maglubiyet you intend to make sure everyone else knows it too.  And if anyone gives you any crap you can introduce them to Mr. Woofums.
 Combat: Being as they are cavalry, the Worg Riders prefer mounted combat.  if they must go to the ground they prefer to fight side by side with their companion.
 Advancement: Worg Cavalry generally trade the path of sneakiness for glorious slaughter in the fields.  Not many Goblins get such a chance.
Resources: Being members of the Goblin military provides the Worg Cavalry with excellent resources.

WORG CAVALRY IN THE WORLD
"Don't insult the little one with his nose in the air.  You don't wanna see his friend..."
 You are called on frequently to fight the glorious battle against the Elves (or whoever)
 Daily Life: Much of your time is spent in combat, or training for it.
 Notables: Nobs (NE Male Goblin Ranger 6/Worg Cavalry 6) is a Worg Cavalryman who named his Worg "Mr. Woofums" just to get into fights with people.
 Organizations: The Worg Cavalry riders are a special unit in the Goblin military.  They are an organization within an organization.

NPC Reaction
 Most NPC's are reeeally nervous around you, but that's due to Mr. Woofums.  If he's not around they tend to be vengeful what with you insulting them and all.

WORG CAVALRY IN THE GAME
 This class assumes you are military, which can be awkward if the rest of the party isn't.
 Adaptation: Could go in a serious or silly campaign easily enough.
 Encounters: Worg Cavalry are usually encountered during raids, wartime, or on occasional missions (and then you usually stumble on them by accident).

Sample Encounter
EL 12: The PC's have been hired to prevent raids on a rich farmers herd of Giga Sheep.  It seems the local Goblins are using Worgs to herd off individuals and rustle them.


Nobs
NE Male Goblin Ranger 6/Worg Cavalry 6
Init +4, Senses: Listen +14, Spot +14, Dark Vision 60'
Languages Common, Goblin, Orc
------------------------------------------------
AC , touch , flat-footed   (+1 Size, +4 Dex, )
hp 54 (12 HD)
Fort +10, Ref +14, Will +6 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +12, Grp +7
Atk Options Favored Enemy (Elf +4, Magical Beast +2), Combat Style, Improved Mounted Combat
Combat Gear
Spells Prepared 1st: 2/day (DC 13)
-----------------------------------------------
Abilities Str 8, Dex 18, Con 10, Int 13, Wis 14, Cha 10
SQ Worg Companion
Feats Advanced Tunglsverd Style, Mounted Combat, Tunglsverd Style, Two Weapon Pounce, Endurance (B), Greater Two Weapon Fighting (B), Track (B), Two Weapon Defense (B), Two Weapon Fighting (B), Improved Two Weapon Fighting (B)
Skills Climb +5, Handle Animal +12, Hide +13, Knowledge (Geography, Nature) +13, Listen +14, Move Silently +14, Ride +14, Spot +14, Survival +14, Tumble +10
Possessions



EPIC WORG CAVALRY

Hit Die: d8
Skills Points at Each  Level : 6 + int
Wolf Companion: At Level 25 the Worg Companion is replaced with a Guulvorg (see MM5).
Bonus Feats: The Epic Worg Cavalry gains a Bonus Feat every 3 levels higher than 20th



Tunglsverd Style
des
 Prerequisites: BAB +4, Mounted Combat, Two Weapon Fighting
 Benefits:  When performing a Mounted Charge with scimitars, you do x3 damage on a successfully confirmed critical hit.

Advanced Tunglsverd Style
des
 Prerequisites: BAB +12, Tunglsverd Style, Improved Two Weapon Fighting, Ride-By Attack
 Benefits: When performing a Mounter Charge or Ride-By Attack with Scimitars, their do 1 extra die of damage (i.e. for Goblins it means they do 2d4 instead of 1d4).

Tunglsverd Mastery
des
 Prerequisites: BAB +24, Advanced Hjorleikr Style, Spirited Charge, Two Weapon Pounce
 Benefits: If you perform a mounted charge with Scimitars, you automatically threaten a Critical hit.
« Last Edit: October 25, 2010, 03:03:13 AM by bhu »

Radmelon

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #470 on: October 10, 2010, 07:30:31 PM »
Anything but short-n-green.

veekie

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #471 on: October 11, 2010, 06:52:53 AM »
Maybe something aimed for little fairies?
The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

[spoiler]
"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!
[/spoiler]

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #472 on: October 12, 2010, 01:33:36 AM »
Maybe something aimed for little fairies?

That or maybe I could fianlly do Bert and Abner...

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #473 on: October 19, 2010, 04:08:27 AM »
Okay I modified Worg Cavalry again.  As soon as I get this next PrC done I'll be doing the last 3 Orc/Gobbo requests I have.  I am also now taking requests for stuff here so let me know if thees something you want done.  Otherwise I'll be doing Burt and Abner and the other Redneck PrC's.

LUTHICARITE


   
"At least we get some peace when our husbands go off to kill the other races."

 The Luthicarites are a secret sect of martial artists among the Orc race.  Secret because they'd probably be slaughtered as Heretics if they were ever revealed.  As worshipers of Luthic they are required to be Healers and caretakers of the Orc race, and to be subservient to men.  They are also forbidden like most Orc women to pursue combat, but in some instances as priestesses found themselves in the middle of such or on the receiving end of attacks by their own men.  For this reason the Luticarite sect developed a martial art based on gentleness, disarming foes, and stopping them without damaging them.

BECOMING A LUTHICARITE
You must be an Orc Priestess of Luthic, and be accepted by the cult.

 ENTRY REQUIREMENTS
   Race:  Orc
   Gender:  Female
   Spells:  Must be able to cast Divine spells and have Luthic as a Patron.
   Skills:  Diplomacy 4 ranks, Heal 4 ranks, Knowledge (Religion) 4 ranks
   Feats:  Improved Grapple, Improved Unarmed Strike
   Special: Must be sponsored by a current Luthicarite, and accepted by the others.

Class Skills
 The Luthicarite's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Hide (Dex), Knowledge (Arcana, Local, Religion)(Int), Move Silently (Dex), Sense Motive (Wis), and Spellcraft (Int).
Skills Points at Each  Level : 2 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +0     +2    Kibarpay Training
2. +1    +3     +0     +3    Unarmored Fighting, +1 Level of Divine Casting Class
3. +2    +3     +1     +3    "Healing", +1 Level of Divine Casting Class
4. +3    +4     +1     +4    Kibarpay Training
5. +3    +4     +1     +4    Unarmored Fighting, +1 Level of Divine Casting Class
6. +4    +5     +2     +5    "Healing", +1 Level of Divine Casting Class
7. +5    +5     +2     +5    Kibarpay Training, +1 Level of Divine Casting Class
8. +6    +6     +2     +6    Unarmored Fighting, +1 Level of Divine Casting Class
9. +6    +6     +3     +6    "Healing", +1 Level of Divine Casting Class
10.+7    +7     +3     +7    Freedwoman, +1 Level of Divine Casting Class

Weapon Proficiencies: A Luthicarite gains no new Weapon or Armor Proficiencies.
 
Kibarpay Training (Su): At 1st Level if you successfully hit someone with a melee touch attack you may expend one of your Turn/Rebuke Undead attempts as a Free Action to Blind, Check, Confuse, Fatigue, or Stun an opponent for 1 round (they receive no Saving Throw).

At 4th Level you can expend one daily use of your Turn Undead ability as a Free Action when making a Disarm, Grapple, or Trip Check.  If it is a Disarm it provokes no Attack of Opportunity, and it may be done whether you have a weapon or not since you attack the arm wielding a weapon instead of the weapon (meaning the disarm attempt is a d20 roll plus Strength Modifier only).  If you perform a Grapple you receive a +4 Enhancement Bonus to the Grapple Check to keep them in the Grapple.  You may move or Pin them, but not damage them to keep this effect.  If performing a Trip you provoke no Attack of Opportunity, and your opponent doesn't get to trip you in return if you fail.  He also gets no Size Bonus to the Check.  You get each of these abilities for the duration of the Encounter.

At 7th Level if you succeed in using your 1st Level Ability you can opt to spend an additional number of daily uses of Turn/Rebuke Undead, and increase the length of the effect by 1 round per use.  You may also opt to Paralyze foes instead of Stun them. 

Unarmored Fighting (Ex): At 2nd Level while unarmored, and carrying no more than a Light Load you gain a Bonus to Armor Class equal to your Wisdom Modifier plus your (Luthicarite Level divided by 5).

At 5th Level when you are unarmored and carrying no more than a Light Load, your opponent does not get Competence or Circumstance bonuses to Damage rolls against you, nor does he gain extra damage from Power Attack.

At 8th Level you cannot be Flanked while unarmored and carrying no more than a Light Load.

"Healing" (Ex): At 3rd Level you gain the Poison Use ability, which is identical to the Assassin ability from page 181 of the DMG. 

At 6th Level you get a +4 Competence Bonus on Craft (Poison) and Heal Checks.

At 9th Level your Cure or Inflict spells do one extra die of healing or damage.

Freedwoman (Su): You may substitute your Wisdom Modifier for your Strength Modifier when making Disarm, Grapple, or Trip Checks.  Your Unarmored Bonus to AC increases by +4.  You gain 4 additional Turn/Rebuke Undead attempts per day. 

PLAYING A LUTHICARITE
 Men are a constant source of trouble.  They go off to war and expect you to run things without engaging in fighting, when all the work is done by resentful slaves.  Then they come back torn up and expect you to endure their beatings while tending their wounds.  What buttheads.  Good thing the sisters taught you nerve holds.
 Combat: The Luthicarites are expected to subdue males without harming them, or them realizing they've really been bested in a fight.  On the other hand they have been known to quietly murder males who have stepped out of line if there are no witnesses...
 Advancement: Most Luthicarites live lives of seclusion or deception
Resources: The Luthicarites are a small sect, and little if any power in the Orc Church.  As such they are pretty much on their own.

LUTHICARITES IN THE WORLD
"There's something odd about her..."
 The Luthicarites are virtually unknown, even among their own people.  Mostly because they kill anyone who discovers them or harms one of them.  If they were discovered traditional Orc society would eat them alive and they'd be destroyed.  Ironic since they still support the Orc war effort, hoping to change it from within.
 Daily Life: Much of your day is taken by religious duties, including the healing of injured warriors, and secretly studying the art of Kibarpay.
 Notables: Bahar (CN Female Orc Cleric 6/Luthicarite 6) is a typical sister in the order. 
 Organizations: The Luthicarites are a secret organization, albeit a very small one.

NPC Reaction
 NPC's tend to think your just another priestess of some heathen Orc God.  Which means they hate and fear you.  Other Orcs tend to think of you as just typical female chattel.

LUTHICARITES IN THE GAME
 This is an awkward class to play socially.  You subvert the expectations of Orc Society, but you aren't really against Orcs having power over the other races.  It could prove difficult.
 Adaptation: This is for serious campaigns mostly, since the Luthicarites frequently assassinate anyone who discovers them, or causes harm to members of their order.
 Encounters: Luthicarites are Clerics, and expected to be healers so they can be found in times of war.  Otherwise they keep to tehmselves.

Sample Encounter
EL 12: The PC's have been hired to act as mercenaries in the Orcs campaign against a Mindflayer incursion.  They don't much care for the Orcs, but they hate the Mindflayers even worse.  Things go bad when an Orc Major is poisoned, and the blame starts falling squarely on the shoulders of any Non Orc mercenaries when more deaths occur.  The PC's had best find the murderer quickly, or eventually it'll be their heads on the block.  But who has easy access to so many of the Orc military personnel?


Bahar
CN Female Orc Cleric 6/Luthicarite 6
Init +5, Senses: Listen +2, Spot +2, Dark Vision 60', Light Sensitivity
Languages Common, Orc
------------------------------------------------
AC , touch , flat-footed   (+1 Dex, +3 Wis, )
hp 66 (12 HD)
Fort +11, Ref +5, Will +12 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +9
Atk Options Turn Undead 8/day, Kibarpay Training
Combat Gear
Spells Prepared
0: 6 (DC 12)
1st: 5 (DC 13)
2nd: 5 (DC 14)
3rd: 3 (DC 15)
4th: 3 (DC 16)
5th: 2 (DC 17)
Caster Level 10
-----------------------------------------------
Abilities Str 12, Dex 12, Con 13, Int 10, Wis 14, Cha 12
SQ "Healing", Unarmored Fighting
Feats Divine Armor, Extra Turning, Improved Grapple, Improved Initiative, Improved Unarmed Strike
Skills Bluff +5, Concentration +4, Diplomacy +5, Heal +6, Hide +5, Knowledge (Religion) +4, Move Silently +5, Spellcraft +3
Possessions



EPIC LUTHICARITE

Hit Die: d8
Skills Points at Each  Level : 2 + int
Spells You Caster Level continues to increase but you do not gain extra spells per day.
Bonus Feats: The Epic Luthicarite gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: October 25, 2010, 03:09:58 AM by bhu »

Agita

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #474 on: October 19, 2010, 03:20:59 PM »
Maybe something aimed for little fairies?

That or maybe I could fianlly do Bert and Abner...
Do it.

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bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #475 on: October 19, 2010, 04:30:48 PM »
REDNECK ASSKICKER


   
"Bert...I feel a certain need to bust heads."

 The Redneck Asskicker tends to focus on beating the crap out of things, particularly anything stupid enough to give them trouble.  

BECOMING A REDNECK ASSKICKER
Several levels of Ranger usually does it, assuming you take the right substitution levels.

 ENTRY REQUIREMENTS
   Class Abilities:  Asskicker Ranger Substitution levels
   BAB:  +6
   Feats:  Power Critical, Weapon Focus, Weapon Specialization
   Skills:  Concentration 6 ranks, Listen 6 ranks, Spot 6 ranks


Class Skills
 The Redneck Asskicker's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Dungeoneering, Geography, Local, Nature)(Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each  Level : 4 + int

Hit Dice: d10

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +0    Favored Enemy
2. +2    +3     +0     +0    Fuck You
3. +3    +3     +1     +1    Witch Killin'
4. +4    +4     +1     +1    Favored Enemy
5. +5    +4     +1     +1    Fuck You Still
6. +6    +5     +2     +2    Witch Killin'
7. +7    +5     +2     +2    Favored Enemy
8. +8    +6     +2     +2    You're Really Beginning to Make Me Mad Asshole
9. +9    +6     +3     +3    Witch Killin'
10.+10   +7     +3     +3    Veteran of a Thousand Divorces


Weapon Proficiencies: A Redneck Asskicker gains no new Weapon or Armor proficiencies.
 
Favored Enemy (Ex): This identical to the Ranger ability of the same name, with one exception.  You may take 'Caster' as a Favored Enemy, and gain your Favored Enemy Bonus against anything with Spells or Spell-Like Abilities.  If you also have  them as a Favored Enemy by Type (i.e. your fighting a Human Wizard, and you have both Humans and Casters as Favored Enemies) your Bonuses stack.  

Fuck You (Ex): Whenever you are successfully damaged by an opponent you get a +2 Pissed Off Bonus to attack and damage rolls for the rest of the encounter.  You do not gain stacking bonuses for multiple damage hits.  Once you get damaged you get the Bonus for the rest of the encounter.

Witch Killin' (Su): At 3rd Level opponents cannot cast defensively against you if you threaten them.  The Check DC for Concentration Checks them make to cast or maintain a spell are increased by 5 so long as you threaten them as well.

At 6th Level if a Spell allows a Save for a partial effect, you negate it instead with a successful Saving Throw.

At 9th Level if you attack an opponent with Spells or Spell-Like Abilities, he must make a Fortitude Save (DC is 10 plus 1/2 your HD plus your Strength Modifier) or be unable to use Spells or Spell-Like Abilities for 1 round.

Fuck You Still (Ex): Whenever you are successfully damaged by an opponent you get a +2 Pissed Off Bonus to Armor Class for the rest of the encounter.  You do not gain stacking bonuses for multiple damage hits.  Once you get damaged you get the Bonus for the rest of the encounter.

You're Really Beginning to Make Me Mad Asshole (Ex): Whenever you are successfully damaged by an opponent you get a +2 Pissed Off Bonus to Saving Throws for the rest of the encounter.  You do not gain stacking bonuses for multiple damage hits.  Once you get damaged you get the Bonus for the rest of the encounter.

Veteran of a Thousand Divorces (Ex): At 10th Level you've seen it all, married it all in a drunken stupor, and subsequently divorced it all in an emotional (and sometimes physical) bloodbath shortly after.  Choose any one somewhat poorly defined category you can convince your DM to accept ('my ex wives', 'buddhists', 'ex patriot Italians', 'puerto rican geisha assassins who get off on being choked during sex', 'the goddamn birds', whatever).  Try not to make it too limiting.  When facing something that can, at least in theory, be supposed to belong to this group you gain a certain experienced toughness.  A number of times per day equal to your Constitution you can choose to succeed on one Saving Throw when they are responsible for you having to roll for one.

PLAYING AN ASSKICKER
 Violence is the answer.  if there's something that needs done, busting heads and kicking ass will get it done.  Fuck diplomacy.  Talking is for people who can't bust heads.  Your wife talks all the time and what has that gotten you except in trouble?  Now that her head is stuffed and mounted on the mantle over the fireplace, life is so much easier.  Plus it sends a message to future wives...
 Combat: You prefer melee combat, but if it takes shootin' to get the job done you can do that too.  No reason not to.  Sides if you can use crossbows you don't have to get messed up before you go out celebratin'.  No mud, no blood, no odd organs you can't identify splattered all over your clothes.  The bar women tend to be discriminatin' bout strange organs...
 Advancement: Most Asskickers try to get better at kicking ass.  That's what they live for.  It's how they have fun, and it's how they employ themselves, and feed their kin.  They especially love kicking the asses of Wizards just to show it can be done.
Resources: Redneck Asskickers generally have their buddies and family to help them out.  They really don't trust much of anyone else.  Usually for good reason.

ASSKICKERS IN THE WORLD
"Yer honor mah wife and Ah feel that our lives have gone in different directions; and our philosophical, culinary, and personal interests are now on parallel lines which will never again intersect.  In other words...Ah want that bitch dead.  Or divorced from me.  A divorce is okay.  Not great, but okay."
 You drink hard, play hard, and fight hard, hopefully in that order.  Cause honestly it's hard to do real drinkin' and wenchin' once you've had to clean Otyughs out of the sewer or wrestle Mummies, or beat an Ogre into submission.
 Daily Life: Your daily life is composed largely of fights, bouts of drinking that verge on alcoholism, and either divorcing your current wife or being seduced by your next one.
 Notables: Abner (CG Male Human Ranger 6/Redneck Asskicker 6) is slightly atypical of his kind in having several curses placed on him which give him something many Asskickers lack: common sense.  
 Organizations: There are no real organizations dedicated to asskickery, although there are some dedicated to the extermination of certain individual Asskickers.  You've learned not to let enemies live...

NPC Reaction
 NPC's find you hazardous to be around.  Bad things (and people) seem to come out of the woodwork around you.  It's like you're a professional weirdness magnet, but the only weirdness you attract are people wanting to bust up the place and set fire to innocent bystanders.

ASSKICKERS IN THE GAME
 Asskickers tend to love fighting, and asinine people will abuse this tendency.  In other words chat with potential players that picking barfights cause someone looked at them funny is okay, but sucker punching the King 'just because' is not.
 Adaptation: This is meant for silly campaigns. 'Nuff said.
 Encounters: Asskickers can be encountered just about anywhere.  Usually in fights, barfights, mild skirmishes that happen on the sidelines of actual wars, in the war itself, bear wrasslin', and divorce courts.

Sample Encounter
EL 12: The PC's are quietly sitting in the bar when a large bearded man comes in and screams something about pigeons.  The bar laughs and ignores him.  The a Godzilla sized pigeon foot comes down through the roof, and the shit hits the fan.  Pigeon shit mostly.


Abner
CG Male Human Ranger 6/Redneck Asskicker 6
Init +2, Senses: Listen +7, Spot +7
Languages Common
------------------------------------------------
AC , touch , flat-footed   (+2 Dex, )
hp 84 (12 HD)
Fort +12, Ref +9, Will +5  
Toughness +1, Fuck You Still
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +12, Grp +15
Atk Options Favored Enemy (Humans +6, Magical Beasts +2, Monstrous Humanoids +4, Animals +2), Combat Style, Solo Warrior, Fuck You
Combat Gear
-----------------------------------------------
Abilities Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 9
SQ Wild Empathy, Toughness -1, Witch Killin'
Flaws Birds Hate Me, Damn All Women
Feats Exotic Weapon Proficiency (Bastard Sword), Fortuitous Strike, Power Critical (Bastard Sword), Survivor's Luck, Weapon Focus (Bastard Sword), Weapon Specialization (Bastard Sword), Endurance (B), Favored Power Attack (B), Power Attack (B), Unbelievable Luck, Victor's Luck (B), Track (B)
Skills Climb +7, Concentration +8, Craft (Bowmaking, Trapmaking) +2, Handle Animal +1, Hide +6, Jump +7, Knowledge (Dungeoneering, Local, Nature) +4, Listen +7 , Move Silently +6, Profession (Fisher, Hunter) +3, Ride +6, Search +4, Spot +7, Survival +7, Swim +4
Possessions



EPIC ASSKICKER

Hit Die: d10
Skills Points at Each  Level : 4 + int
Favored Enemy The Redneck Asskicker gains an additional Favored Enemy or increases his Bonus against current Favored Enemy by +2 at Level 21 and every three Levels thereafter.
Bonus Feats: The Epic Redneck Asskicker gains a Bonus Feat every 3 levels higher than 20th

New Flaws

Birds Hate Me
They really, really do.
Prerequisites: None
Drawbacks: All birds (this includes Animals, and bird like Magical Beasts such as Giant owls) consider you the enemy and will attack you on sight.  No effect short of magical compulsion can convince them that you can be allowed to live, and if they have a choice of foes they will choose you even over opponents who are obviously a greater threat to them/


Damn All Women
You shouldn't get involved with them, because they're poison.  But not being gay or Bestial or anything you have no real choice.  It's like the Gods hate you cause you pissed in their cereal or something.
Prerequisites: None
Drawbacks:  You take a -3 Penalty on all Willpower Saves and Sense Motive checks against women.  Additionally, women of Evil alignment tend to find you marriageable for whatever reason, and do their best to con you into becoming their spouse so they can destroy your life as opposed to actually just killing you quickly and being done with it.



ASSKICKER RANGER SUBSTITUTION LEVELS
 levels 2,6,11: New options with Combat Style
 Level 4: Replace Animal Companion with Solo Warrior
 Level 4 and up: Replace Spellcasting with Toughness
  Combat Style (Ex): You get the following Feats as Bonus Feats instead: 2nd Level: Power Attack, 6th Level: Favored Power Attack, 11th Level: Favored Critical
  Solo Warrior (Ex): You get a cumulative +1 Competence Bonus to all attack and damage rolls when facing multiple opponents.  For example if facing two opponents by yourself you get a +2.  The maximum possible Bonus is the number of opponents who can attack you in melee in one turn (i.e. you're generally limited by size).  Your Ranger Levels also count as Fighter Levels for taking Weapon Focus and Weapon Specialization (along with the Greater version of these Feats).
  Toughness (Ex): Instead of Spellcasting you gain the following abilities: At levels 4, 8, 11, and 14 your opponents take a cumulative -1 penalty to all Critical confirmation rolls.  You also gain a cumulative +1 Competence Bonus to all Saving throws at each of these levels, but only against your Favored Enemies.


Favored Critical
You know how to hit your enemies where it hurts.
Prerequisites: Favored Enemy, Favored Power Attack
Benefits: When attacking Favored Enemies, your critical threat range is increased by two (i.e. if you normally threaten a critical on a 20, now you threaten one on an 18-20).  This stacks with Improved Critical and similar effects.
« Last Edit: January 21, 2011, 11:39:22 PM by bhu »

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #476 on: October 19, 2010, 04:54:15 PM »
Now this can only turn out good. Where are my popcorns?
Who cares for realism when you can be awesome?

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #477 on: October 21, 2010, 02:35:26 AM »
Luthicarite has fluffies, asskicker has minor update

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #478 on: October 22, 2010, 11:28:34 PM »
OK all the Luthicarite stuff is up, except caster levels. Any thoughts on how many they should get?

Anyone have a list of all the books that have substitution levels for Ranger that aren't Racial?  If I can't find appropriate stuff I guess I'll just make some

Monotremeancer

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #479 on: October 23, 2010, 07:09:16 AM »
I think I'd go for spell progression at six or seven of their levels
Who cares for realism when you can be awesome?