Author Topic: Uncle Kitties Handbook of Spuriously Made Prestige Classes  (Read 130704 times)

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Bozwevial

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #500 on: January 22, 2011, 04:10:22 AM »
'The Gawds'
You now make you're saves agaisnt all Divine magic CON times per day, in addition to if you should ever need to actually save agaisnt a god.
Gods have enough no-save abilities that it won't matter too much if you were to go toe-to-toe with Vecna. Besides, there are clerics who don't worship deities.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #501 on: January 22, 2011, 04:18:25 PM »
plus you'll note this line: Choose any one somewhat poorly defined category you can convince your DM to accept

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #502 on: February 11, 2011, 02:51:34 AM »
thoughts?

HORNED BERSERKER


   
"BLARG!"

 Horned Berserkers are goblinoid shock troops, usually either Dekanter or Varag depending on world setting.  They are sent ahead to break lines or to hunt down escaped slaves in times of peace due to their tracking abilities.  Despite your usefulness your masters see you as little more than trained dogs, and potentially rabid ones at that.

BECOMING A HORNED BERSERKER
A couple levels each of Scout and Barbarian will be necessary. 

 ENTRY REQUIREMENTS
   Race Varag or Dekanter
   Class Abilities:  Rage, Skirmish +1d6
   Feats:  Instantaneous Rage, Mad Foam Ranger, Powerful Charge

Class Skills
 The Horned Berserker's class skills (and the key ability for each skill) are Climb (Str), Jump (Str), Listen (Wis), Search (Int), Spot (Wis), Survival (Wis), Swim (Str, and Tumble (Dex).
Skills Points at Each  Level : 4 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +0     +2     +0    Enhanced Skirmish
2. +2    +0     +3     +0    Enhanced Mobility
3. +3    +1     +3     +1    Enhanced Charge
4. +4    +1     +4     +1    Enhanced Skirmish
5. +5    +1     +4     +1    Enhanced Mobility
6. +6    +2     +5     +2    Enhanced Charge
7. +7    +2     +5     +2    Enhanced Skirmish
8. +8    +2     +6     +2    Enhanced Mobility
9. +9    +3     +6     +3    Enhanced Charge
10.+10   +3     +7     +3    Suicidal Berserker

Enhanced Skirmish (Ex): At 1st Level when you successfully use your Skirmish while Raging, you do an additional +1d6 damage.

At 4th level when you move more than 10, you gain an additional +1d6 Skirmish damage per extra 10' you move.

At 7th Level you may now use your Skirmish Ability on any turn you move at least 5' instead of 10.

Enhanced Mobility (Ex):  At 2nd Level you can move half your normal speed while climbing and no longer lose your Dexterity Bonus to AC.

At 5th Level when Raging you no longer take a -2 penalty to AC.

At 8th level your movement doesn't provoke Attacks of Opportunity.

Enhanced Charge (Ex): At 3rd Level when charging while Raging you may take a penalty on your AC for the round up to your BAB, and add double that amount to all damage rolls for the round.

At 6th Level if you are hit during a round in which you are using the 3rd Level Enhanced Charge Ability, you gain one additional daily use of Rage per hit (maximum you can gain is equal to your Constitution Modifier, the extra uses are lost if not used within 24 hours).

At 9th Level you when charging while Raging you can expend additional daily uses of rage as a Swift Action to enhance your attack if it is successful.  Each use of rage used adds a multiplier to the damage.  For example one use of Rage doubles the damage, 2 uses triple the damage, 3 uses quadruples it, etc.  This stacks with multipliers from critical hits, but not from Feats or other sources.

Suicidal Berserker (Ex): At 10th Level the Horned Berserker can last longer than -10 hp while Raging.  It can act and fight normally until - (Constitution score plus level).  For example a Barbarian 2/Scout 4/Horned Berserker 3 with a Con of 10 could fight until -20 hp.  Once rage wears off however, he must be above -10 hp or die immediately.  The Berserker also gains a +4 Circumstance Bonus to all opposed Checks while Raging.

Weapon Proficiencies: The Horned Berserker gains no new weapon or armor proficiencies if it's a Dekanter.  Varag are trained in the use of the Horned Helm (see Races of Faerun).
 
PLAYING A HORNED BERSERKER
 They may look down on you, but without you the army couldn't find escaped prisoners.  Plus they rely on you to break the front lines of enemy forces so despite them looking down on you for not being 'true warriors', whose the guy that smashes into the Elves first every battle?  You are that's who.  So screw the Generals.  They better get some better food if they want you running into pikes again.
 Combat: Your combat style relies on speed and mobility, or more specifically running headlong into your enemy.  So gear up for the usual charging builds.
 Advancement: You don't have a lot of choice in advancement unless you've escaped.  Your owners provide your training (and by provide we mean they force  you).
Resources: None.  You're a slave, and if you've escaped your situation isn't much better.

HORNED BERSERKERS IN THE WORLD
"He's a good dog."
 You're a slave to the goblinoid military hegemony.  Yay for you, you get to experience a short hellish life before death where you spend an entire afterlife...fighting.  How you get out of bed in the morning is beyond most people unless you also are a religious fanatic devoted to Maglubiyet.  Oh wait, most of you are...
 Daily Life: Training and combat for the most part, as well as psychological conditioning designed to make you a monster.
 Notables: Volf (NE Male Varag Barbarian 2/Scout 4/Horned Berserker 6) kind of wishes he had more say so in his life, but he manages to work of all his hate by killing Elves in war.
 Organizations: You belong to the goblinoid (specifically the Hobgoblin) military.

NPC Reaction
 Most people think of you as little more than a rabid dog, and therefore little more than something to be feared or used to their own ends.

HORNED BERSERKERS IN THE GAME
 This assumes you are a slave in the military, or an escapee on the run from your former masters (and the rest of the known world).  This could focus a lil too much attention on you if the rest of the group isn't similar.
 Adaptation: This could be serious or silly.  It would be a dark silly but still...
 Encounters: PC's will usually encounter you in war, or on the run after escaping from war.

Sample Encounter
EL 12: The PC's are hired to help guard an Elven border fort, when a goblinish thing shows up and asks for sanctuary.  Oh and he has t he plans for an assault on you.


Volf
NE Male Varag Barbarian 2/Scout 4/Horned Berserker 6
Init +3, Senses: Listen +5, Spot +1, Dark Vision 60'
Languages Goblin
------------------------------------------------
AC , touch , flat-footed   (+2 Dex, +1 Natural, )
hp 88 (12 HD)
Fort +9, Ref +11, Will +4 
Uncanny Dodge, Improved Uncanny Dodge, Battle Fortitude +1
------------------------------------------------
Speed 60 ft. (12 squares)
Melee
Base Atk +11, Grp +15
Atk Options Rage 1/day, Skirmish (+1d6, +1 AC), Enhanced Skirmish, Enhanced Charge
Combat Gear
-----------------------------------------------
Abilities Str 18, Dex 14, Con 14, Int 5, Wis 12, Cha 10
SQ Fast Movement, Trap finding, Trackless Step, Enhanced Mobility
Feats Improved Bull Rush, Instantaneous Rage, Mad Foam Ranger, Power Attack, Powerful Charge, Endurance (B)
Skills Climb +9, Intimidate +4, Jump +9, Listen +5, Search +2, Survival +5
Possessions



EPIC HORNED BERSERKER

Hit Die: d10
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Horned Berserker gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: February 15, 2011, 04:58:58 AM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #503 on: February 15, 2011, 05:00:00 AM »
Quick update while PC holds up.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #504 on: February 16, 2011, 12:31:53 AM »
PACKMASTER


   
"Cry Havok, etc..."

 Packmasters lead teams of Varag warriors, usually ones with the Horned Berserker PrC.  Seeing them in combat is usually quite demoralizing for those who know what they are.

BECOMING A PACKMASTER
Pretty much all Packmasters are Marshalls, though some of them do multiclass into Fighters.

 ENTRY REQUIREMENTS
   Race:  Hobgoblin
   Feats:  Leadership (Cohort or Followers must be Varags)
   Class Abilities:  Must have at least 1 Minor and 1 Major Marshall's Auras, including Motivate Urgency and Over the Top
   Skills:  Intimidate 6 ranks
   Alignment: Cannot be Good


Class Skills
 The Packmaster's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Listen (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis)
Skills Points at Each  Level : 4 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +0     +2    Grant Special Action
2. +1    +3     +0     +3    Team Attacks
3. +2    +3     +1     +3    Act Quickly +1
4. +3    +4     +1     +4    Grant Special Action
5. +3    +4     +1     +4    Team Attacks
6. +4    +5     +2     +5    Act Quickly +2
7. +5    +5     +2     +5    Grant Special Action
8. +6    +6     +2     +6    Team Attacks
9. +6    +6     +3     +6    Act Quickly +3
10.+7    +7     +3     +7    Pack Attack

Weapon Proficiencies: A Packmaster gains no new Weapon or Armor proficiencies.
 
Grant Special Action (Su): At Levels 1, 4, and 7 the Packmaster gains an additional daily use of the Grant Move Action ability he gains as a Marshall.  He also gains some additional uses with it.  At Level 1 if a
Varag Ally influenced by one of his Auras falls below 0 hit points the Packmaster can expend one of his daily uses of Grant Move Action to immediately stabilize him.

At Level 4 if a Varag Ally affected by one of the Packmasters Auras fails a Fortitude or Willpower Save the Packmaster can expend a daily use of this ability to let him reroll the Save.  This may be done once per Saving Throw.

At Level 7 if a Varag Ally affected by one of the Packmasters Auras fails a Saving Throw (even if the Level 4 reroll ability is used) he may expend a daily use of Grant Move Action to allow them to put off the damage or effects of whatever required the Save for 1 round (this stacks with the Mad Foam Rager Feat).

Team Attacks (Su): At Levels 2, 5, and 8 the Packmaster Can also expend one daily use of it's Grant Move Action ability to allow it's Varag Allies to perform special team attacks that round.  At each appropriate Level you can choose one from the following list:

Dual Attack: To use this two of your Varag Allies must be attacking the same opponent.  They get a +2 Bonus on the attack roll, and if they succeed in hitting they both automatically threaten a critical hit for the next three rounds.

Dual Defense: To use this two of your Varag Allies must be threatened by the same opponent, and cannot be more than 5' apart.  They both get a +1 Bonus to their AC, and confirmed critical attacks by that opponent have a 75% chance of being converted into a normal hit for the next three rounds.

Group Attack: To use this three or more of your Varag Allies must be attacking the same opponent.  Each Varag who is flanking that opponent gains +3d6 Sneak Attack for the round.

Group Defense:  To use this three of your Varag Allies must be threatened by the same opponent, and cannot be more than 5' apart.  For the next three rounds that opponent has a -4 on attack and damage rolls.

High and Low: To use this two of your Varag Allies must be attacking the same opponent.  The first makes a regular attack roll, while the second makes a Trip Attack.  If the initial attack is successful the Trip attack check is equal to whatever the Varag making the Trip attempt rolls or (the first attacks damage plus 10) whichever is higher.

Ground and Pound: To use this two or more of your Varag Allies must be attacking the same opponent, who is prone.  For this round they do not need to roll to hit the prone opponent, they automatically hit with a +4 Bonus to damage rolls.  They also do 1 point of temporary Constitution damage.


Act Quickly (Ex): At Level three the Packmaster and any Allies influenced by his Auras get a +1 Bonus to Initiative.  This increases to +2 at level 6, and +3 at level 9.

Pack Attack (): At 10th Level on the first round of combat (or the surprise round if you get lucky), before Initiative is rolled you can declare you are using this Ability as a Free Action by expending one daily use of your Grant Move Action Ability.  During this first round your Varag Allies within 60' of you move before everyone, and do not have to move in a straight line to charge

PLAYING A PACKMASTER
 You don't really consider anyone but yourself as a 'person'.  Except maybe your loyal dogs, but they're pets.  Pets are loved, but replaceable and expendable.  Everyone and everything else rates even lower than them.  To say you aren't a nice guy is a bit of an understatement. 
 Combat: Packmaster's don't enter combat so much as direct their 'pets' form the rearguard.  They're capable of fighting if necessary, they just prefer a less direct role.
 Advancement: Most Packmaster's are attached to a military unit of some sort as shock troops, so their advancement largely depends on their commanding officer.
Resources: As part of the Hobgoblin military you have access to what will be needed to complete your mission, but you're on your own other than that.

PACKMASTERS IN THE WORLD
"Personally I think his so-called dogs have more humanity than he does."
 Packmaster's tend to be sadistic loners with bizarre philosophies and outlooks on life that alienate them even from their fellow Hobgoblin's.  Most tend to be madmen, nihilists, anarchist, and sociopaths.
 Daily Life: Much of your time is spent training your charges and keeping them in readiness for combat.  Or actual combat, which can be less frightening than your training methods.
 Notables:
 Organizations: Most Packmaster's tend to belong to some form of military unit or mercenary group.

NPC Reaction
 NPC's tend to loath you, even your own kind.  Most Packmaster's are offensive on purpose, because they dislike the company of others.  Odd considering the focus of their class is commanding other individuals, but that's just their bullying nature coming through.

PACKMASTERS IN THE GAME
 This class assumes you're a bit of a mean, amoral killer who is willing to mentally and physically torture others to turn them into killing machines.  That might not go over well with some...
 Adaptation: This mostly meant for dark campaigns but could be adapted for more light hearted ones.
 Encounters: PC's will usually encounter Packmaster's during war, or when they're sent to track fugitives.

Sample Encounter
EL 13: The PC's find a badly injured elf hiding in the forest moments before a group of drooling Goblinoid monsters breaks into the clearing.


Name
LE Male Hobgoblin Marshall 6/Packmaster 6
Init +2, Senses: Listen +6, Spot +6, Dark Vision 60'
Act Quickly +2
Languages Common, Goblin
------------------------------------------------
AC , touch , flat-footed   ()
hp 90 (12 HD)
Fort +13, Ref +4, Will +11 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +9
Atk Options
Combat Gear
-----------------------------------------------
Abilities Str 13, Dex 10, Con 16, Int 10, Wis 12, Cha 18
SQ Minor Auras (Art of War, Master of Tactics, Over the Top), Major Auras (Hardy Soldiers, Motivate Urgency), Grant Move Action 3/day, Grant Special Action, Team Attacks (Group Attack, High and Low),
Feats Battlefield Commander, Enhanced Move Action, Leadership, Squad Commander, Stacking Auras
Skills Bluff +10, Intimidate +19, Knowledge (Local) +5, Listen +6, Ride +5, Sense Motive +6, Spot +6, Survival +6
Possessions



EPIC PACKMASTER

Hit Die: d8
Skills Points at Each  Level : 4 + int
Team Attacks You may pick an additional Team Attack at Level 22 and every 3 levels thereafter.
Act Quickly The Bonus you receive increases by +1 at Level 23 and every 3 levels thereafter.
Bonus Feats: The Epic Packmaster gains a Bonus Feat every x levels higher than 20th
« Last Edit: March 07, 2011, 04:48:20 AM by bhu »

konner09

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #505 on: February 16, 2011, 01:40:14 AM »
packmaster sounds intresting
[spoiler] Every generation has a teen heartthrob made for 16 and Tiger Beet magazine.

You can go back many years and there was a guy named Donny Osmond who probably every male teenager wanted to kick the crap out of. Leif Garrett, David Cassidy, The Mmm Bop kids, Justin timberlake, on and on.

This Bieber kid is just another of many over-hyped kids created? by the music machine geniuses to give them someone to grace the covers of 16 magazine and to get little teen girls excited. Random Youtuber [/spoiler]

I became insane, with long intervals of horrible sanity. - edgar allen poe

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #506 on: February 22, 2011, 04:43:39 AM »
FLuff is updated

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #507 on: March 02, 2011, 05:23:25 AM »
Changes made to Packmaster.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #508 on: March 07, 2011, 04:48:32 AM »
Packmaster is done and ready for review

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #509 on: March 08, 2011, 03:53:43 AM »
This next one gets weird

STEALTH CAVALRY


   
"I wish we could yell 'charge' like other cavalries do."

 Stealth Cavalry are Bugbear military specialists who not only excel at stealth, but have trained their massive mounts in it as well.  They spend many a day in ghillie suits hidden in plain sight of their grazing Bison.

BECOMING STEALTH CAVALRY
Most Stealth Cavalry begin as Scouts or Rogues with the Wild Cohort Feat

 ENTRY REQUIREMENTS
   Race:  Bugbear
   Skills:  Hide 4 ranks, Move Silently 4 ranks, Ride 4 ranks
   Feats:  Mounted Combat, Ride-By Attack, Wild Cohort (Bison)


Class Skills
 The Stealth Cavalry's class skills (and the key ability for each skill) are Hide (Dex), Jump (Str), Knowledge (Geography, Nature)(Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), and Tumble (Dex).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    +1d6 Sneak Attack or Skirmish
2. +2    +3     +0     +0    Camouflage
3. +3    +3     +1     +1    Enhanced Mount
4. +4    +4     +1     +1    +2d6 Sneak Attack or Skirmish
5. +5    +4     +1     +1    Quick Stealth
6. +6    +5     +2     +2    Enhanced Mount
7. +7    +5     +2     +2    +3d6 Sneak Attack or Skirmish
8. +8    +6     +2     +2    Hide in Plain Sight
9. +9    +6     +3     +3    Enhanced Mount
10.+10   +7     +3     +3    Bison Lord

Weapon Proficiencies: Stealth Cavalry gains no new weapon or armor proficiencies.
 
Sneak Attack/Ambush (Ex): At Levels 1. 4. and 7 the Stealth Cavalry gains an additional die of either Sneak Attack or Skirmish, whichever one it currently possesses from other class levels.  If the character doesn't currently have either ability, or has both, he gets his choice of which one he wants when he gains the Level that gives him this ability.

Camouflage (Ex): Identical to the Ranger ability listed on page 48 of the PHB.

Enhanced Mount (Ex): At 3rd Level your Mount also gains the use of your Camouflage ability.

At 6th Level it gains your Quick Stealth Ability.

At 9th Level it gains your Hide in Plain Sight Ability.

Quick Stealth (Ex): At Level 5 you can move your full movement speed without taking a penalty to Move Silently or Hide Checks.  You still cannot Charge while making a Hide check.

Hide in Plain Sight (Ex): Identical to the Ranger ability listed on page 48 of the PHB.

Bison Lord (Ex):  At 10th Level you can make the little Bison dance.  Kidding.  Your Bison Mount does however get Diehard and Powerful Charge as Bonus Feats.  All Bison automatically regard you as Friendly as well.
 
PLAYING STEALTH CAVALRY
 "These Bison are not for eating you freak!  They are our friends!  Our companions!  Our personalized siege engines!  You will leave these Bison alone!"
 Combat: Stealth Cavalry tend to hide nearby their mounts and double team opposing forces once they get close, or suddenly leap onto their mounts from hiding to ride into battle.  You'd think people would be suspicious of Bison herds near a battle, but Bison do have a rep for stupidity.
 Advancement: Being in the military this decision is usually made for you, but given the nature of your unit you have more leewaythan most.
Resources: As part of either a formal military or a mercenary Guild of some sort you usually have some resources to gain at the beginning, but in the field you may need to scrounge on your own.

STEALTH CAVALRY IN THE WORLD
"Are those Buffalo tipey toeing through the bushes?"
 Stealth Cavalry would be a lonely life for some, but you'd rather hang with your buffalo buddy than the idiots you find in most cities.  Bison may be called stupid, but people just don't understand them.
 Daily Life: Much of your life is spent mastering woodcraft, training the Bison and yourself for funtime, and waiting for orders.
 Notables: Grunt (NE Male Bugbear Scout 4/Stealth Cavalry 4) is a local good ole boy.  Hangs around with the cows a lot.  Doesn't seem to like people comin' round...
 Organizations: Most Stealth Cavalry belong to an organization of some sort.  They're too valuable to not keep around.

NPC Reaction
 If you're doing your job most people never meet you until you head into town for supplies.  Or they poop themselves when you jump at them from the bushes.

STEALTH CAVALRY IN THE GAME
 This assumes you are part of a military group (unless they were all wiped out).  Either option presents complications for the campaign.
 Adaptation: This is most definitely meant for the sillier side of DnD.
 Encounters: Stealth Cavalry is usually seen during wartime, or raiding trade routes.

Sample Encounter
EL 12: The PC's see a small group of Bison munching in a field.  When one of them nocks an arrow to get dinner the bushes suddenly come alive and put knives to everyone's throats and say "Do NOT...eat the Buffalo.  Nod if you understand."

The PC's nod.


Grunt
NE Male Bugbear Scout 4/Stealth Cavalry 4
Init +9, Senses: Listen +5, Spot +5, Dark Vision 60'
Languages Common, Goblin
------------------------------------------------
AC , touch , flat-footed   (+4 Dex, +3 Natural, )
hp 82 (11 HD)
Fort +10, Ref +12, Will +4 
Battle Fortitude +1
------------------------------------------------
Speed 40 ft. (8 squares)
Melee
Base Atk +9, Grp +13
Atk Options Skirmish (+3d6, +1 AC),
Combat Gear
-----------------------------------------------
Abilities Str 18, Dex 18, Con 16, Int 10, Wis 12, Cha 6
SQ Uncanny Dodge, Trackless Step, Fast Movement, Camouflage, Enhanced Mount
Feats Mounted Combat, Ride-By Attack, Trample, Wild Cohort, Lightning Reflexes (B)
Skills Hide +12, Jump +12, Knowledge (Geography, Nature) +4, Listen +5, Move Silently +12, Ride +12, Search +4, Spot +5, Survival +5, Tumble +12
Possessions



EPIC STEALTH CAVALRY

Hit Die: d8
Skills Points at Each  Level : 4 + int
Sneak Attack/Ambush At Level 21 and every three Levels thereafter you gain an additional +1d6 of either Sneak Attack or Skirmish.
Bonus Feats: The Epic Stealth Cavalry gains a Bonus Feat every x levels higher than 20th
« Last Edit: March 19, 2011, 04:09:34 AM by bhu »

konner09

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #510 on: March 08, 2011, 05:30:08 PM »
intresting silent horses
[spoiler] Every generation has a teen heartthrob made for 16 and Tiger Beet magazine.

You can go back many years and there was a guy named Donny Osmond who probably every male teenager wanted to kick the crap out of. Leif Garrett, David Cassidy, The Mmm Bop kids, Justin timberlake, on and on.

This Bieber kid is just another of many over-hyped kids created? by the music machine geniuses to give them someone to grace the covers of 16 magazine and to get little teen girls excited. Random Youtuber [/spoiler]

I became insane, with long intervals of horrible sanity. - edgar allen poe

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #511 on: March 08, 2011, 07:06:04 PM »
intresting silent horses

look closer at the mount requirements  :smirk

Bozwevial

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #512 on: March 08, 2011, 08:55:54 PM »
intresting silent horses

look closer at the mount requirements  :smirk
Silent...bison?

Makes sense. I mean, have you ever seen one sneaking around? Of course not. That's because bison are so good at it.

Radmelon

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #513 on: March 08, 2011, 10:29:30 PM »
Quote
This next one gets weird
So now you tell us?

konner09

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #514 on: March 09, 2011, 04:37:17 AM »
intresting silent horses

look closer at the mount requirements  :smirk
silent rihno???
[spoiler] Every generation has a teen heartthrob made for 16 and Tiger Beet magazine.

You can go back many years and there was a guy named Donny Osmond who probably every male teenager wanted to kick the crap out of. Leif Garrett, David Cassidy, The Mmm Bop kids, Justin timberlake, on and on.

This Bieber kid is just another of many over-hyped kids created? by the music machine geniuses to give them someone to grace the covers of 16 magazine and to get little teen girls excited. Random Youtuber [/spoiler]

I became insane, with long intervals of horrible sanity. - edgar allen poe

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #515 on: March 11, 2011, 03:30:54 AM »
floof is up

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #516 on: March 14, 2011, 04:19:18 AM »
just needs a capstone and its done

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #517 on: March 18, 2011, 03:35:08 AM »
ok hows it look now?

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #518 on: March 24, 2011, 03:26:55 AM »
BLEAK ARCHER


   
"Shooting people from range is always the best!"

 Bleak Archers are Goblinoids who became obsessed with their Arrow of Dusk ability, and who end up becoming magical archers of sort, using bows crafted from Shadow.

BECOMING A BLEAK ARCHER
Getting the appropriate skills and abilities as a Shadowcaster is the normal way.

 ENTRY REQUIREMENTS
   Race:  Bugbear or Goblin
   Mysteries:  Arrow of Dusk, Step Into Shadow
   Skills:  Hide 4 ranks, Move Silently 4 ranks, Spot 4 ranks
   Feats:  Any 1 Metashadow Feat


Class Skills
 The Bleak Archer's class skills (and the key ability for each skill) are Concentration (Con), Hide (Dex), Intimidate (Cha), Knowledge (Arcana, The Planes)(Int), Move Silently (Dex), Spellcraft (Int), Spot (Wis).
Skills Points at Each  Level : 2 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +2    Shadow Bow, +1 level of Shadowcasting class
2. +1    +0     +3     +3    Shadow Stealth
3. +2    +1     +3     +3    Shadow Walking
4. +3    +1     +4     +4    Shadow Bow, +1 level of Shadowcasting class
5. +3    +1     +4     +4    Shadow Stealth
6. +4    +2     +5     +5    Shadow Walking
7. +5    +2     +5     +5    Shadow Bow, +1 level of Shadowcasting class
8. +6    +2     +6     +6    Shadow Stealth, +1 level of Shadowcasting class
9. +6    +3     +6     +6    Shadow Walking, +1 level of Shadowcasting class
10.+7    +3     +7     +7    Master Archer, +1 level of Shadowcasting class

Weapon Proficiencies: A Bleak Archer gains no new weapon or armor proficiencies.

Shadow Bow (Su): At 1st Level when using your Arrow of Dusk ability the damage is no longer non-lethal, and you get a Bonus to damage rolls equal to your Charisma Modifier.  All Attack Feats you have that can be used with bows can be now used with this Ability.  You may now use Arrow of Dusk at will.

At 4th Level the range of your Arrow of Dusk ability increases to Long (400 plus 40'/Level), and you no longer take penalties on attack rolls with it due to range.

At 7th Level whenever you successfully confirm a critical hit with your Arrow of Dusk, your opponent takes a -4 penalty to his Strength score for 10 minutes (this penalty can be cumulative with multiple criticals).  The Arrow of Dusk now threatens a critical on a 19-20.

Shadow Stealth (Su): At 2nd Level you may now use Sight Obscured at will.

At 5th Level you may use Sight Eclipsed an additional 3 times per day.

At 8th Level you effectively become Invisible (as per the spell Superior Invisibility) while in darkness or heavy shadows.

Shadow Walking (Su): At 3rd Level you can use Step Into Shadow an additional 3 times per day.

At 6th Level you can use Pass into Shadow an additional 3 times per day.

At 9th Level you can enter or leave the Plane of Shadow at will, carrying up to Heavy Encumbrance in equipment with you.

Master Archer (Su): You now gain iterative attacks with Arrow of Dusk, and you threaten a critical with it on an 18-20.

 
PLAYING A BLEAK ARCHER
 Bleak Archers are assassins and guerrilla fighters who use their abilities to enhance the Goblinoid war effort.  They also extend the fight into the Shadow Plane.
 Combat: Bleak Archers love to hide and snipe from range.  It's what they live for.  It makes them giggle at night.
 Advancement: Normally the military would have fairly strict control over your training, but they're uncertain how to proceed given your...unique abilities.  So you get a little leeway.
Resources: As usual for military members, you get plenty of resources when your needs and theirs coincide.

BLEAK ARCHERS IN THE WORLD
"What the Hell was that?"
 Bleak Archers are normally loners except among themselves (where they are quite chatty).  The rest of the world is target practice.
 Daily Life: Much of your time is spent trying to figure out and hone your powers.
 Notables: Black Jimmy (NE Male Goblin Shadowcaster 8/Bleak Archer 4) is a local hitman upset that he's been reduced to using his powers for this.
 Organizations: Bleak Archers usually belong to a magic school as well as the military (and sometimes a third small group of close friends).

NPC Reaction
 NPC's aren't supposed to see you.  Otherwise it would be difficult to put the arrow in the back of their neck.  Or wherever.

BLEAK ARCHERS IN THE GAME
 This kind of assumes you're a little crazy.  And like to kill people.  Could make for friction.   
 Adaptation: This is good for silly or serious.
 Encounters: Bleak Archers are usually encountered at night or on the Shadow Plane fooling about with their abilities, or during war.

Sample Encounter
EL 12: An arrow in the belly wakes up one of the PC's.  Hysterical laughter at his expense wakes up the rest of the PC's.  Damn, you really hate Goblins.


Black Jimmy
NE Male Goblin Shadowcaster 8/Bleak Archer 4
Init +2, Senses: Listen +1, Spot +7, Dark Vision 90'
Languages Common, Goblin, Orc, Giant
------------------------------------------------
AC , touch , flat-footed   (+1 Size, +2 Dex, )
hp 42 (12 HD)
Fort +7, Ref +9, Will +11 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +7, Grp +1
Atk Options
Combat Gear
Supernatural Abilities Arrow of Dusk, Caul of Shadow, Mystic Reflections, Sight Obscured, Widened Eyes 3/day (Except Arrow of Dusk which is at will)
Spell-Like Abilities Apprentice Mysteries: Carpet of Shadow, Clinging Darkness, Congress of Shadow, Flicker, Mesmerizing Shade, Shadows Fade, Sight Eclipsed, Steel Shadows
Initiate Mysteries: Pass into Shadow, Step Into Shadow

Casting Level 10th
-----------------------------------------------
Abilities Str 6, Dex 15, Con 10, Int 14, Wis 12, Cha 16
SQ Umbral Sight, Sustaining Shadow, Shadow Bow, Shadow Stealth, Shadow Walking
Feats Line of Shadow, Maximize Mystery, Shadow Cast, Still Mystery, Empower Mystery (B)
Skills Concentration +10, Hide +11, Intimidate +10, Knowledge (Arcana, Planes) +6, Move Silently +11, Ride +10, Spellcraft +10, Spot +10
Possessions



EPIC BLEAK ARCHER

Hit Die: d6
Skills Points at Each  Level : 2 + int
Mysteries Your caster Level continues to increase with Epic Levels, but you learn no new Mysteries.
Bonus Feats: The Epic Bleak Archer gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: April 01, 2011, 05:11:36 AM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #519 on: March 29, 2011, 04:00:46 AM »
any thoguths on caster levels?