Author Topic: Uncle Kitties Handbook of Spuriously Made Prestige Classes  (Read 130694 times)

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bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #520 on: April 09, 2011, 03:35:42 AM »
PRIMORDIAL KILLER


   
"Everyone talks about killing like it's wrong, or unnecessary." 

 A Primordial Killer is a warrior or perhaps just a murderer. But instead of a trained soldier or mercenary, he is a feral beast. To qualify for taking this class you must be sentient but uncivilized. Any Creature Type may take this class, but it must have Racial Hit Dice (or the Neo-Animal Template), an Int higher than 2, a (primarily) carnivorous diet, and cannot have a civilization that has advanced beyond the Stone Age. Animals that have been Awakened also qualify.

MAKING A PRIMORDIAL KILLER
 You are a melee fighting monster unless you have Racial Abilities that allow you to do other things. You will want to concentrate on this because it will be how your character will be getting food. You will need to bring down a lot of game to feed yourself, and incidentally keep you from considering eating the weaker members of the party.
 Abilities: Primordial Killers will want a High Con and Strength. Most will be serious toe to toe melee fighters as opposed to sneaky hunters, but if their Dex is high enough they can play that role. A high Wis to avoid ambushes helps, as well as a decent Cha to intimidate opponents.
 Races: The Primordial Killer class is most popular among awakened dinosaurs that were carnivorous. It is sometimes seen in Magical Beasts or Dragons, but usually Awakened Animals gravitate towards it.
 Alignment: Primordial Killers tend to be Chaotic Neutral, Neutral, or Neutral Evil. Theoretically they can be any alignment but Good or Lawful Primordial Killers are virtually unknown.
 Starting Gold: As Monk.
 Starting Age: As Barbarian

Class Skills
 The Primordial Killer's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skills Per Day at 1st Level : (4 + int)x4
Skills Per Day at Each Additional Level : 4 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Natural Weapon Mastery, Not Just An Animal, Transitioning
2. +2    +3     +0     +0    Natural Defense
3. +3    +3     +1     +1    Natural Born Killer
4. +4    +4     +1     +1   
5. +5    +4     +1     +1    Primordial Feat
6. +6    +5     +2     +2    Improved Natural Defense
7. +7    +5     +2     +2    Toughened Hide
8. +8    +6     +2     +2   
9. +9    +6     +3     +3    Primordial Feat
10.+10   +7     +3     +3   
11.+11   +7     +3     +3    Battle Scars
12.+12   +8     +4     +4   
13.+13   +8     +4     +4    Primordial Feat
14.+14   +9     +4     +4   
15.+15   +9     +5     +5    Finishing Blow
16.+16   +10    +5     +5   
17.+17   +10    +5     +5    Primordial Feat
18.+18   +11    +6     +6   
19.+19   +11    +6     +6   
20.+20   +12    +6     +6    Primordial Slayer


Code: [Select]
[b] Maneuvers Known Maneuvers Readied Stances Known[/b]
1.  3                 3                1
2.  4                 3                1
3.  5                 3                1
4.  5                 4                2
5.  6                 4                2
6.  6                 4                2
7.  7                 4                2
8.  7                 4                2
9.  8                 4                2
10. 8                 5                3
11. 9                 5                3
12. 9                 5                3
13. 10                5                3
14. 10                5                3
15. 11                6                3
16. 11                6                4
17. 12                6                4
18. 12                6                4
19. 13                6                4
20. 13                7                4

Weapon Proficiencies: Primordial Killers are proficient with their Natural Weapons. They are not proficient with Armor or Shields.
 
Maneuvers: Pretty much identical to the text listed for Warblade on page 21 of the Tome of Battle. Except instead of several Disciplines to choose from, your available Maneuvers will depend on your Natural Weapons and physical form.

Maneuvers Readied: Identical to text on Warblade on page 21 of the Tome of Battle

Stances Known: Identical to text for Warblade on page 22 of the Tome of Battle.

Natural Weapon Mastery (Ex): You may gain Feats that require Fighter Levels such as Weapon Specialization if you are getting them for your Natural Weapons. You are considered to be a Fighter 2 levels lower than your Primordial Killer level for purposes of qualifying for these feats.

Not Just An Animal (Ex): You gain an Insight Bonus to one of your Saving Throws equal to your Wisdom Modifier. If your Con is Higher than your Dex this goes on your Fortitude Saves. If your Dex is higher than your Con this goes on your Reflex Saves.

Transitioning (Ex): Upon taking your first level as a Primordial Killer you may "exchange" your Racial Hit Dice for levels of Primordial Killer. You may exchange a number of Racial Hit Dice equal to your Constitution Modifier for levels in Primordial Killer at 1st level. Whenever you gain enough experience to gain a new level in Primordial Killer you may exchange 3 more Racial Hit Dice for levels of Primordial Killer until they have all been converted. If you have no Racial Hit Dice this ability does nothing for you.

Natural Defense (Ex): You gain a defensive ability depending on your stats. If your Constitution is higher than your Dexterity you gain Uncanny Toughness (Ex: 3 times per day you can reroll a result of '1' on
a Fortitude Saving Throw). If your Dexterity is higher than your Constitution you gain Uncanny Dodge (see PHB page 50).

Natural Born Killer (Ex): You gain an Insight Bonus to your Critical confirmation rolls with your natural weapons equal to your Wisdom Bonus.

Primordial Feat (Ex): At 7th, 11th, 15th, and 19th levels the Primordial Killer gets a Bonus Feat from the following list if it meets the prerequisites: Ability Focus, Acrobatic, Adaptable Flanker, Adroit Flyby Attack, Agile, Alertness, Awesome Blow, Brachiation, Brutal Strike, Cleave, Close-Quarters Fighting, Combat Expertise, Combat Reflexes, Combat Tactician, Cometary Collision, Controlled Respiration, Crush, Cunning Evasion, Deadly Poison, Deep Denizen, Defensive Strike, Defensive Sweep, Deft Opportunist, Deft Strike, Desert Dweller, Diehard, Distracting Attack, Dodge, Dust Cloud, Earth's Embrace, Elusive Target, Endurance, Expert Tactician, Extended Reach, Extra Item Space, Eyes In The Back of Your Head, Faster Healing, Flay, Fling Enemy, Flyby Attack, Frightful Presence, Gape of the Serpent, Giantbane, Grass Trekker, Great Cleave, Great Flyby Attack, Greater Multigrab, Greater Mighty Roar, Greater Powerful Charge, Greater Resiliency, Great Fortitude, Hear the Unseen, Hibernate, Hover, Improved Bull Rush, Improved Critical, Improved Flight, Improved Flyby Attack, Improved Initiative, Improved Manouverability, Improved Multiattack, Improved Natural Armor, Improved Natural Attack, Improved Overrun, Improved Scent, Improved Snatch, Improved Swimming, Improved Toughness, Improved Web, Intimidating Strike, Involuntary Rage, Large and in Charge, Leap Attack, Leap of the Heavens, Lightning Reflexes, Melee Evasion, Mighty Are Fallen, Mighty Leaping, Mighty Roar, Mobility, Multiattack, Multigrab, Multisnatch, Multitasking, Overwhelming Assault, Pack Feint, Pack Tactics, Peak Hopper, Poison Immunity, Poison Resistance, Power Attack, Power Climb, Power Critical, Power Dive, Powerful Charge, Prehensile Tail, Pushback, Rapid Assault, Reckless Charge, Rend, Rending Constriction, Roll With It, Run, Scramble, Second Wind, Sense Weakness, Shocktrooper, Snatch, Stamp, Stealthy, Sudden Recovery, Swamp Stalker, Swarmfighting, Tail Sweep Knockdown, Thick Skinned, Thunderclap, Track, Tree Friend, Uncanny Scent, Vexing Flanker, Vicious Wound, Virulent Poison, Vital Recovery, Weapon Finesse, Whirlwind Tail Sweep, Wingover, Wingstorm, Winter's Child.

You may choose the following Feats as well despite not being the correct Type, as long as you meet the other prerequisites: Improved Rapidstrike, Improved Speed, Rapidstrike, Shockwave, Snatch and Swallow, Tail Constrict.

Improved Natural Defense (Ex): If you have Uncanny Toughness you now have Improved Uncanny Toughness (Ex: You may reroll any Fortitude Save 3 times per day). If you have uncanny Dodge you now have Improved Uncanny Dodge (see PHB page 50).

Toughened Hide (Ex): Your Natural Armor Bonus increases by +4.

Battle Scars(Ex): You gain Damage Reduction 2/-, or if you already have DR x/- it increases by 2.

Finishing Blow (Ex): You gain a +4 Circumstance Bonus on Attack and Damage rolls against Dazed, Helpless, Paralyzed, or Stunned opponents.

Primordial Slayer (Ex): Choose 1 Maneuver of 5th level or lower. It is always considered Readied, regardless of how often it is used.

PLAYING A PRIMORDIAL KILLER
 Other beings are food or opponents. There are some whom you have learned are useful in other ways, but they are difficult to decipher. You keep them around or travel with them out of curiosity, but if the need for food arises and none is available, curiosity will take a back seat to hunger. Your new feelings often frustrate and enrage you because you don't understand them, leading many to believe that you are a ticking time bomb waiting to explode. This helps keep many of them at bay while you process new ideas slowly enough that you simply don't lash out in some sort of atavistic response.
 Religion: Primordial Killers may or may not worship Gods. Many are quite obsessed with their own abilities and do not like the idea of being reminded daily that here is something more powerful than them. Those that do ally themselves with Gods tend towards Deities of Death, Hunting, Destruction, or War. Many will gravitate towards Nature Deities that emphasize the darker aspects of nature, or that emphasize being at the top of the food chain.
 Other Classes: Primordial Killers prefer other classes that are warriors or hunters. As long as they aren't obsessed with some sort of Code. For example Barbarians, Fighters, Scouts and Rangers are acceptable. Paladins, Samurai, and Knights are not. They also tend to distrust and dislike spellcasters of any sort, along with stealthy classes like Rogues whom they think of as troublemakers.
 Combat: Combat varies a lot for members of this class and depends greatly on their physiology. Carnivores whose attack is primarily a single Bite attack will want to go with finding ways to make that single attack more powerful and/or increasing their abilities to use Attacks of Opportunity. Carnivores with multiple Secondary attacks may want to improve their chances to hit with them, and the ability to use them more often. Creatures like Squids and Octopi that are natural Grapplers will be focusing on that.
 Advancement: Advancement in this class depends a lot on what fighting style you'll be using (i.e. what your body allows for). Primordial Killers tend to single mindedly devote themselves to being better at murdering opponents and fighting potential rivals in brute contests of physical strength and power (or speed if they're built for that). Some do advance beyond that narrow mindset, but they are few and far between.

PRIMORDIAL KILLERS IN THE WORLD
"The Raptors are back in town. Best we stay locked up tonight Luke. We don't need their kind of trouble."
 Primordial Killers interact with the world as they always have (i.e. by killing and eating anything smaller than themselves). It takes a while after awakening for most animals to become used to seeing things in terms other than the predator/prey/potential danger relationship. Eventually some may be able to relate to other beings unlike themselves as friends but it takes time and effort. It also helps if they remain well fed, and know that killing you isn't a possibility for them.
 Daily Life: You are little better than a feral animal. While far more intelligent you have little to occupy your time beyond survival, or testing yourself against a worthy opponent. Some of the larger carnivores with this class regularly fight Giants or younger Dragons in order to prove themselves.
 Notables:
 Organizations: Druids bring in Primordial Killers as mercenaries sometimes (even Druids need help when opposed by armies), but most other forms of government don't understand their mindset well enough to work with them properly.

NPC Reaction
 People are terrified of Primordial Killers. All they see are monsters. Some militaries or governments may want to occasionally hire a brute such as you, but since money has little concept or value to you, it's difficult at best. Your tendency to see other races in terms of prey if they're smaller than you doesn't help either.

PRIMORDIAL KILLER IN THE GAME
 This class will make Awakened Animals or Magical Beasts with Racial Hit dice quite a bit more dangerous than they already are, but their inherent limitations mean that isn't much of a problem.
 Adaptation: Primordial Killers are best for dark or horrific campaigns. They can be used for other styles, but work best in grim settings.
 Encounters: PC's will tend to encounter Primordial killers in places far from civilization. Awakened animals rarely have anyone or anything to relate to other than a few Druids, and many go mad in their isolation. Some just enjoy killing a little too much. And when they wonder too close to settlements, the end up acting as they always have, inevitable leading to confrontation.



EPIC PRIMORDIAL KILLER

Hit Die: d10
Skills Points at Each  Level : 4 + int
Maneuvers The Primordial Killers Initiator Level is equal to her Class Level.  The number of Maneuvers readied does not change after 20th Level, nor do you learn additional Maneuvers (except via Feats).
Bonus Feats: The Epic Primordial Killer gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: May 21, 2011, 05:52:26 AM by bhu »

jojolagger

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #521 on: April 09, 2011, 04:24:23 AM »
Maneuvers: Pretty much identical to the text listed for Warblade on page 21 of the Tome of Battle. Except instead of several Disciplines to choose from, your available Maneuvers will depend on your Natural Weapons and physical form.
Some Examples based on common natural weapons would be nice (Like Slam:Devoted Spirit, Iron Heart, Stone Dragon, Claw:Desert wind, Shadow Hand, Tiger Claw)
Also Maybe limit White Raven to Alpha's in packs (the leader of a group of neo-wolves)

Primordial Slayer (Ex): Choose 1 Maneuver of 5th level or lower. It is always considered Readied, regardless of how often it is used.
Missed the 5th level bit first time I read it. Seems fine upon reading it right.

Also, maybe make battle scars scale with level a bit. DR 2 isn't much. Maybe Dr 1/- every ~5 levels, or +1 to existing DR.
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]

Nanshork

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #522 on: April 09, 2011, 03:37:08 PM »
Where is the neo-animal template from?
My babies - A thread of random builds I've come up with over the years.
Notes to self

bhu

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bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #524 on: April 09, 2011, 04:06:29 PM »
Bloody Tooth

Bloody Tooth is a new Sublime way limited to those who have Levels in Primordial Killer

1st Level
Chase 'Em Down (Stance) You gain +1d6 Skirmish.
Claw Rush (Strike) You make a Charge Attack with your Claws, and your opponent gets no Dexterity Bonus to AC for this Attack.
Focused Attack (Stance) You gain +2 to Attack rolls with one of your Natural Weapons, but are limited in the attacks you can make.
Lean Into It (Boost) Temporarily boost your Natural AC Bonus by +2.
Mild Adrenal Burst (Boost) Increase one Movement speed you possess by +10'.
Readied (Stance) You take no Penalty to AC when Readying a Charge Attack.
Tail Trip (Stance) You perform a tail strike and get a simultaneous trip attack against your enemy.



2nd Level
Ambush Predator (Stance)  Automatically threaten Critical against Flat-Footed opponent.
Flying Tackle (Stance) You perform a charging leap, crashing itno your opponent, and knocking both of you to the ground.
Pack Tactics (Stance) Both you and Allies gain a cumulative Bonus to Attack rolls equal to the number of you attacking the same Enemy.
Pinning Stance (Stance) Gain a +4 Bonus to Grapple Checks meant to Pin a Foe.



3rd Level
Flexible Attack (Boost) You may change your Initiative.
Holding Bite (Strike) If you are successful with your Bite Attack, you may automatically make a Grapple Check as a Free Action without provoking an Attack of Opportunity.
Retributive Strike (Boost) Any foe attacking you provokes an Attack of Opportunity.
Tail Smash (Strike) You crush your opponent with your tail club or spikes doing extra damage and potentially knocking them down (or out of the air).
Tail Sweep (Strike) You attempt to trip multiple opponents with your tail.
Toss (Strike) You perform a Gore or Bite attack and toss your opponent to the side or over your back if successful.



4th Level
Cripple (Boost) For the next three rounds the opponents you successfully attack have their Actions limited.
Eye Rake (Strike) You rake your opponents face, possibly blinding him.
Neck Bite (Boost) You gain +4 on rolls to Maintain Grapples made after a Bite attack.
Trample (Strike) You do massive damage to prone foes.



5th Level
Constricting Stance (Stance) You do +2d6 damage when using your Constriction Attack.
Death Roll (Strike) If you successfully Grapple an opponent after Biting him in the water, he begins to suffocate.
Open Up (Stance) Successful slashing or piercing strike continues to do damage due to blood loss.
Rapid Attack (Stance) You gain extra Attacks when making a Full Attack.
Shifting Stance (Stance) You can Feint as a Swift Action.




6th Level
Leaping Claw (Strike) You run at you opponent, gouging him with your claws for +2d6 damage before tumbling past him.
Second Wind (Boost) You automatically succeed at your next Saving Throw without having to roll.
Shrug It Off (Boost) You may remove one status condition




7th Level
Death Machine (Boost) On your next Full Attack, you gain a Bonus on Attack and Damage rolls equal to half your Initiator Level.
Killing Blow (Boost) Your melee attacks do +3d6 damage.




8th Level
Blood Fury (Stance) You are temporarily immune to Daze, Stun, and similar status ailments.
Evasiveness (Stance) Gain a Dodge Bonus to AC equal to your Level.
Rip (Boost) You gain extra attacks per round against opponents who meet certain conditions such as Status Effects.
Savage (Stance) You automatically do maximum damage when attacking a Prone opponent.




9th Level
Throat Claw (Strike) You potentially kill an opponent with your attack.
Neck Bite (Strike) You potentially kill an opponent with your attack.





Okay how many maneuvers/stances should I edit in here?

Temporary list

slam
tentacle/arms
bite/beak
claw/tentacle
sting
gore
trip
improved grab
charge/ram/pounce
rake
ink
jet
constrict
poison
web
« Last Edit: April 29, 2011, 05:54:47 AM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #525 on: April 14, 2011, 05:39:56 AM »
HEXER


   


 A Hexer is a tribal caster of some sort, usually but not always Divine.  They specialize in cursing others, and often make a tidy personal sum or set themselves up a small personal domain because the populace fears them.

BECOMING A HEXER
Being a Neutral or Evil spellcaster from a tribal culture

 ENTRY REQUIREMENTS
   Race:  Any Goblinoid, Giant, Monstrous Humanoid, or tribal Humanoid without a Good Alignment
   Alignment:  Can't be good.
   Skills:  Knowledge (Arcana, Nature) 6 ranks, Spellcraft 8 ranks
   Casting: Must be able to cast 3rd Level spells, one of which must be one of the following: Bestow Curse, Blindness/Deafness, Call Lightning, Contagion, Hold Person, Inflict Serious Wounds, Lightning Bolt, Vampiric Touch


Class Skills
 The Hexer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (Arcane, Local, Nature)(Int), Profession (Wis), Spellcraft (Int), and Survival (Wis).
Skills Points at Each  Level : 4 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Evil Eye 1/day, +1 Level of current casting class
2. +1    +0     +0     +3    Evil Eye 2/day, +1 Level of current casting class
3. +2    +1     +1     +3    Extra Curse
4. +3    +1     +1     +4    Evil Eye 3/day, +1 Level of current casting class
5. +3    +1     +1     +4    Extra Curse
6. +4    +2     +2     +5    Evil Eye 4/day, +1 Level of current casting class
7. +5    +2     +2     +5    Extra Curse
8. +6    +2     +2     +6    Evil Eye 5/day, +1 Level of current casting class
9. +6    +3     +3     +6    Extra Curse
10.+7    +3     +3     +7    Evil Eye 6/day, +1 Level of current casting class

Weapon Proficiencies: Hexers gain no new weapon or armor proficiencies.
 
Evil Eye (Su): Beginning at 1st Level the Hexer may use this Gaze Attack for a number of rounds equal to his Hexer Level once per day, with a range of 30'.  He gains an extra use of this ability per day at Levels 2,4, 6, 8, and 10.  Any living creature in range must make a Willpower Save (Save DC is Wisdom based) or take a -4 Penalty ot Attack rolls, Saving Throws, Ability Checks, and Skill Checks.  This penalty lasts until the victim gains the benefit of a Break Enchantment, Limited Wish, Miracle, Remove Curse, or Wish spell.  The Hexer is vulnerable to his own reflected Gaze, but still gets a Saving Throw against it.

Extra Curse (Su): At Levels 3,5,7, and 9 the Hexer gains an additional effect he can use with his Evil Eye from the following list:

Curse of Broken Will: Instead of the normal Hex effect, targets who fail their Will Save are affected as if a Charm Monster spell had been cast on them (if the gaze is reflected the Hexer is affected by a Hold Monster spell).

Curse of Death (minimum level 13th): Instead of the normal Hex effect targets who fail their Will Save are affected as if a Finger of Death spell had been cast on them.

Curse of Fear: Instead of the normal Hex effect targets who fail their Will Save are affected as if a Fear spell had been cast on them.

Curse of Sickness: Instead of the normal Hex effect targets who fail their Will Save are affected as if a Contagion spell had been cast on them.

Curse of Sleeping: Instead of the normal Hex effect targets who fail their Will Save are affected as if a Sleep spell had been cast on them (except there is no HD limit).

PLAYING A HEXER
 Fear motivates all things. Even the most alien of beings understands fear in some form, and you wield fear like a weapon.  It makes your life a lonely one, but if you didn't keep people at bay, they'd end up running your life instead of you.   Hexers who gain their powers through the Divine are often religious  zealots of some sort trying to eradicate all opposing religions.  Hexers of an Arcane bent are often lonely old witches the local population remain terrified of.
 Combat: Others pursue combat.  Fighting in the mud with your lessers serves you no purpose.  Better to curse them from afar and simply let your powers destroy them slowly.
 Advancement: Generally most of your sort wish to use your powers to acquire social or political power through spreading fear.  Nothing else is truly acceptable.  Even if you aren't truly Evil, you realize others will wish to exploit your abilities, and Fear is the only way to truly keep them at bay and keep a semblance of your own freedom.
Resources: Hexers range from dirt poor hermits to secretive rulers who allow puppets to rule as far as outsiders know.  But being from tribal societies it is a rare Hexer who is truly rich, despite ruling with an iron fist.

HEXERS IN THE WORLD
"All magic, all witchcraft, depends on the Devil, and is fundamentally evil."
 Hexers interact with others only when they deem it necessary, or it is forced upon them.  And may the Gods have mercy on anyone foolish enough to try forcing their will upon a Hexer.
 Daily Life: Hexers vary depending on whether or not they're accepted by the community they may or may not live in.  They are very individualistic, and have few things in common besides their somewhat nihilistic view of life.
 Notables:
 Organizations: Most Hexers are loners and hermits.  Some few start up their own would be kingdom, and thus are the heads of their own little organizations.

NPC Reaction
 NPC's crap their pants at the mention of your name.  Seriously even if you relinquish Evil, your rep is bad enough now no one will believe you.  Most people probably think you eat babies even if you've never seen one.

HEXERS IN THE GAME
 Hexers tendency to push others away could cause friction.  So make sure they have opportunities to bond with the group to reduce this.
 Adaptation: This is generally meant for darker campaigns, but can be spoofed easily enough in a silly one.
 Encounters: Hexers are encountered when on mysterious errands or when someone is foolish enough to invade their territory, or a village they consider their property.

Sample Encounter
EL 12: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Augra
CE Female Goblin Cleric 6/Hexer 6
Init +1, Senses: Listen +4, Spot +4, Dark Vision 60'
Languages Common, Goblin
------------------------------------------------
AC , touch , flat-footed   (+1 Size, +1 Dex, )
hp 60 (12 HD)
Fort +8, Ref +5, Will +14 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +6
Atk Options Turn Undead 4/day, Evil Eye 4/day (Curse of Sickness, Curse of Fear)
Combat Gear
Spells Per Day 0: 6 (DC: 14)
1st: 5 (DC: 15)
2nd: 5 (DC: 16)
3rd: 4 (DC: 17)
4th: 3 (DC: 18)
5th: 2 (DC: 19)


Caster Level 10th
-----------------------------------------------
Abilities Str 6, Dex 12, Con 12, Int 13, Wis 18, Cha 12
SQ Domains (Evil, Trickery)
Feats Ability Focus (Evil Eye), Greater Spell Focus, Spell Focus, Spell Focus (Evil)
Skills Concentration +8, Knowledge (Arcana, Local, Nature) +7, Spellcraft +9, Survival +10
Possessions



EPIC HEXER

Hit Die: d6
Skills Points at Each  Level : 4 + int
Evil Eye At Level 22 and every 3 Levels thereafter you get an additional daily use of your Evil Eye.
Spellcasting Your caster Level improves with Epic Levels but you gain no additional spells per day.
Bonus Feats: The Epic Class Name gains a Bonus Feat every 4 levels higher than 20th
« Last Edit: May 04, 2011, 02:12:34 AM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #526 on: April 22, 2011, 05:21:53 AM »
added some Boosts to the maneuver list for the Primordial Kilelr

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #527 on: April 23, 2011, 05:36:17 AM »
Minor update to Hexer.  Does anyone want curse variants not available to the original PrC?

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #528 on: April 24, 2011, 10:01:33 AM »
You're updating the original Hexer PrC?
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 #529 on: April 24, 2011, 09:14:23 PM »
You're updating the original Hexer PrC?

Yes I had requests for it a lot when I first started the Orc/GOblinoid stuff waay way back.  Only now I'm trying to remmeber why everyone wanted it revised so badly..

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #530 on: April 29, 2011, 05:45:21 AM »
OK I filled out the rest of the Hexers abilities.  If no one has thoughts on the caster levels or variant hexes, I'll just finish up and move on.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #531 on: April 29, 2011, 05:55:35 AM »
any other tail or claw or bite related strikes anyone would like?

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #532 on: May 01, 2011, 05:13:03 AM »
, +1 Level of current casting class

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #533 on: May 04, 2011, 02:38:01 AM »
well neither forum seems much interested in the Hexer so lets try some items.  


Juggernaut Plate Pieces and Abilities 

Code: [Select]
[B]Piece[/B]             [B]Body Slot[/B] [B]Price[/B]
[I]Juggernaut Helm[/I]   Head
[I]Juggernaut Mask[/I]   Face
[I]Juggernaut Armor[/I]  Body
[I]Juggernaut Fists[/I]  Hands
[I]Juggernaut Boots[/I]  Feet



Juggernaut Plate Collection Benefits

Code: [Select]
[B]Pieces Worn[/B]             [B]Collection Benefits[/B]
2 pieces worn   You may ignore Armor Check Penalties from wearing Heavy Armor.
5 pieces worn   Cast Stoneskin 2/day

Juggernaut Helm
 Price (Item Level): 26,000 GP
 Body Slot: Head
 Caster Level: 7th
 Aura: Moderate; (DC: 19) Abjuration
 Activation: -
 Weight: 1/2 lb.

The Juggernaut helm is a steel helm lined in spikes.  The wearer gets a +2 Resistance Bonus on Willpower Saves unless he is an Orog, in which case he gets a +6 Bonus.

Prerequisites: Craft Wondrous Item, Greater Resistance (see Spell Compendium)
Cost to Create: 13,000 GP GP, 13 days, 1040 XP


Juggernaut Mask
 Price (Item Level): 26,000 GP
 Body Slot: Face
 Caster Level: 7th
 Aura: Moderate; (DC: 19) Necromacy
 Activation: Swift (Mental)
 Weight: 1/2 lb.

The Juggernaut Mask is a steel mask that locks onto the Juggernaut Helm.  It is carved in a distorted representation of an Orog's face.  Three times per day the wearer can activate it as a Free Action when making a Charge Attack to cast a Fear Spell.  If the wearer also has Light Sensitivity or Light Blindness they can act normally in daylight (including the Daylight spell).

Prerequisites: Craft Magic Wondrous Item, Fear
Cost to Create: 13,000 GP GP, 13 days, 1040 XP


Juggernaut Armor
 Price (Item Level): 20,000 GP
 Body Slot: Body
 Caster Level: 3rd
 Aura: Faint; (DC: 17) Abjuration
 Activation: Swift (Mental)
 Weight: 50 lbs.

Juggernaut Armor is +2 Full Plate Armor, complete with +2 Armor Spikes.  In addition to granting proficiency with the spikes, 3 times per day as a Swift Action the user can activate the armor to cast Protection from Arrows on himself.

Prerequisites: Craft Magic Arms and Armor,
Cost to Create: 10,000 GP, 10 days, 800 XP


Juggernaut Fists
 Price (Item Level): 9,500
 Body Slot: Hands
 Caster Level: 3rd
 Aura: Faint; (DC: 17) Evocation
 Activation: Swift (Mental)
 Weight: 2 lbs.

Juggernaut Fists are large +2 spiked steel gauntlets.  3 times per day you may activate them as a Swift Action when making a Sunder Attack you may ignore Hardness and take no penalty for using a Light Weapon.

Prerequisites: Craft Magic Arms and Armor, Shatter
Cost to Create: 4750 GP, 10 days, 380 XP


Juggernaut Boots
 Price (Item Level): 10,000 GP
 Body Slot: Feat
 Caster Level: 1st
 Aura: Faint; (DC: 16) Transmutation
 Activation: -
 Weight: 2 lbs.

Juggernaut Boots are Leather boots reinforced with spiked steel plates.  When worn the wearer gets a +4 Bonus against Trip Checks, and a +4 Bonus to make Bull Rush or Overrun Checks.  If the wearer is an Orog his movement does not provoke Attacks of Opportunity.

Prerequisites: Craft Magic Wondrous Item, Lightfoot, Rhino's Rush (See Spell Compendium)
Cost to Create: 5,000 GP, 5 days, 400 XP




Lore
Characters who have Knowledge (History) or the Bardic Knowledge ability can research Juggernaut Plate.  When a character succeeds on a CHeck the following Lore is revealed, including that from lower DC's:

DC 15 King Hrothgar (affectionately known to the other Orogs as 'Old Man Buttkicker') commissioned the first suit of Juggernaut Plate by telling his favorite mystic blacksmith "Give me something I can beat people with.  And rip up their skin.  And run them over with."  Something like that anyway, as Hrothgar was drunk off his butt at the time.  The result was this suit of Plate Mail.
DC 20 Hrothgar used the armor to great effect in battle and led his people to many wars.  He found that the longer he wore it, the easier it got to move around in, and soon he didn't notice he was wearing it at all. 
DC 25 Hrothgar's armor was in fact so well made, that at the height of his empire he asked for it to be reproduced as rewards for his most loyal and successful followers many of whom claimed it made them temporarily invulnerable.
DC 30 A check of 30 or higher reveals the location of another piece of the set.
« Last Edit: July 10, 2011, 07:06:31 PM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #534 on: May 11, 2011, 04:22:42 AM »
Okay I'll work on the fighting styles when I get the rest of the ToB Primordial Classes up (I think this'll prolly be the only one).  I'm almost done with this next one

PRIMORDIAL DEFENDER



"Back off. Now."

A Primordial Defender is usually an Awakened herbivore or herd creature. They defend their people from predators and attackers or any outside threats. Mostly by being bigger and tougher than anything else that comes their way.

MAKING A PRIMORDIAL DEFENDER
You are a melee fighting monster unless you have Racial Abilities that allow you to do other things. You will want to concentrate on this because it will be how your character will be defending his family (or in this case the party).
Abilities: Primordial Defenders will want a High Con and Strength. Most will be serious tanks as opposed to agile skirmishers, but if their Dex is high enough they can play that role. A high Wis to avoid ambushes helps, as well as a decent Cha to intimidate opponents.
Races: The Primordial Defender class is most popular among awakened dinosaurs that were herbivorous. It is sometimes seen in Magical Beasts but usually Awakened Animals gravitate towards it.
Alignment: Primordial Defenders tend to be Lawful Neutral, Neutral, or Lawful Good. Theoretically they can be any alignment but Evil or Chaotic Primordial Defenders are virtually unknown.
Starting Gold: As Paladin
Starting Age: As Paladin

Class Skills
The Primordial Defender's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Intimidate (Cha), Knowledge (Local), Listen (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str).
Skills Per Day at 1st Level : (4 + int)x4
Skills Per Day at Each Additional Level : 4 + int

Hit Dice: d10

Code: [Select]
[b] BAB Fort Ref Will Abilities [/b]
1. +1 +2 +0 +0 Transitioning, Stubborness, Fighting Practice
2. +2 +3 +0 +0 Uncanny Toughness
3. +3 +3 +1 +1 Deterrance
4. +4 +4 +1 +1
5. +5 +4 +1 +1 Primordial Feat
6. +6 +5 +2 +2 Improved Uncanny Toughness
7. +7 +5 +2 +2 State of Readiness
8. +8 +6 +2 +2
9. +9 +6 +3 +3 Primordial Feat
10.+10 +7 +3 +3
11.+11 +7 +3 +3 Keep them at Bay
12.+12 +8 +4 +4
13.+13 +8 +4 +4 Primordial Feat
14.+14 +9 +4 +4
15.+15 +9 +5 +5 Hit where it Hurts
16.+16 +10 +5 +5
17.+17 +10 +5 +5 Primordial Feat
18.+18 +11 +6 +6
19.+19 +11 +6 +6
20.+20 +12 +6 +6 Primordial Tank


Code: [Select]
[b] Maneuvers Known Maneuvers Readied Stances Known[/b]
1. 3 3 1
2. 4 3 1
3. 5 3 1
4. 5 4 2
5. 6 4 2
6. 6 4 2
7. 7 4 2
8. 7 4 2
9. 8 4 2
10. 8 5 3
11. 9 5 3
12. 9 5 3
13. 10 5 3
14. 10 5 3
15. 11 6 3
16. 11 6 4
17. 12 6 4
18. 12 6 4
19. 13 6 4
20. 13 7 4


Weapon Proficiencies: Primordial Defenders are proficient with their Natural Weapons. They are not proficient with Armor or Shields.

Maneuvers: Pretty much identical to the text listed for Warblade on page 21 of the Tome of Battle. Except instead of several Disciplines to choose from, your available Maneuvers will depend on your Natural Weapons and physical form.

Maneuvers Readied: Identical to text on Warblade on page 21 of the Tome of Battle

Stances Known: Identical to text for Warblade on page 22 of the Tome of Battle.

Stubborness (Ex): As long as you aren't flat-footed you gain an Insight Bonus to Willpower Saves equal to your Wisdom modifier (cannot be higher than Primordial Defender level).

Fighting Practice (Ex): You may take Weapon Focus and Weapon Specialization with your Primary Natural Attack as if your Primordial Defender levels were Fighter levels.

Transitioning (Ex): Upon taking your first level as a Primordial Defender you may "exchange" your Racial Hit Dice for levels of Primordial Defender. You may exchange a number of Racial Hit Dice equal to your Constitution Modifier for levels in Primordial Defender at 1st level. Whenever you gain enough experience to gain a new level in Primordial Defender you may exchange 3 more Racial Hit Dice for levels of Primordial Defender until they have all been converted. If you have no Racial Hit Dice this ability does nothing for you.

Uncanny Toughness (Ex): 3 times per day you can reroll a result of '1' on a Fortitude Saving Throw.

Deterrance (Ex): The Critical Multiplier of your Primary Natural Weapon increases from x2 to x3.

Improved Uncanny Toughness (Ex): 3 times per day you may now reroll a result on any Fortitude Saving Throw.

State of Readiness (Ex): At 7th level you get an Insight Bonus equal to your Wisdom modifier to attack rolls when you have Readied an Attack action.

Keep Them At Bay (Ex): At 11th level if you have an Attack Action Readied, you may always make an Attack of Opportunity against a foe making one of the following Attacks, even if they have a Feat or Ability that says you normally can't do so: Grapple, Bull Rush, Overrun, Trip, or Charge.

Hit Where It Hurts (Ex): At 15th level you gain an Insight Bonus equal to your Wisdom Modifier on Damage rolls with your Primary Natural Weapon.

Primordial Feat: At 5th, 9th, 13th, and 17th levels the Primordial Defender gets a Bonus Feat from the following list if it meets the prerequisites:

Primordial Tank (Ex): Whenever you are using a Stance that increases your AC or DR, it increases it by +4 more (for AC) or +2 more (for DR). For example if a Stance normally gives you +4 to AC it now gives you +8. If it gives you DR 2/-, it now gives you DR 4/-.

PLAYING A PRIMORDIAL DEFENDER Other beings outside your immediate circle are not to be trusted. Despite being newly sentient your paranoia has only increased instead of being abated because you understand just how dangerous the world is now. It's not that people can't earn your trust, but they definitely have to *earn* it. Religion: Primordial Defenders may or may not worship Gods. Those that do gravitate towards Gods or Healing and Protection. They tend to gravitate more towards deities than predatory awakened animals because of their obsession over protecting the community.
Other Classes: Primordial Defenders prefer other classes that don't remind them of predators, so most Rogue types are out as well as most Chaotic types like Barbarians. They pretty much think of most spellcasters as trouble too. Clerics, Paladins, and protectors of communities are accepted as well as they have earned the trust of the Defenders.
Combat: Combat varies a lot for members of this class and depends greatly on their physiology. Most will have a single attack per round with their natural weaponry, so it would behoove players to make sure they have plenty of attacks of opportunity, enhance their single attack, or some other abilities that let them combo like Cleave.
Advancement: Advancement in this class depends a lot on what fighting style you'll be using (i.e. what your body allows for). Primordial Defenders tend to concentrate on protecting others, and being extraordinarily hard to put down. It's what they excel at given that most are pretty darn big.

PRIMORDIAL DEFENDERS IN THE WORLD "Leave that lil dino alone boy. You don't wanna meet his paw." Primordial Defenders interact with the world as they always have (i.e. by beating the unholy living crap out of anything approaching their herd). It takes a while after awakening for most animals to become used to seeing things in terms other than the predator/prey/potential danger relationship. Eventually some may be able to relate to other beings unlike themselves as friends but it takes time and effort. It also helps if they realize you don't consider them or their children food.
Daily Life: You are on daily lookout duty. If anything approaches that looks dangerous you crush it and worry about it later. If something needs investigating, you take care of it as long as there are enough of you to successfully guard the herd.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Druids hire on Primordial Defenders as guards, personal bodyguards, and sometimes as assault troops due to their huge size.

NPC Reaction
People are terrified of Primordial Defenders. Most of you are huge, probably armored, and you seem fairly eager to hurt anything different from yourself.

PRIMORDIAL DEFENDERS IN THE GAME This class will make Awakened Animals or Magical Beasts with Racial Hit dice quite a bit more dangerous than they already are, but their inherent limitations mean that isn't much of a problem.
Adaptation: Primordial Defenders are best for all good campaigns, or all herbivore campaigns. Otherwise there will be some issues between them and other party members.
Encounters: Primordial Defenders will generally be encountered defending herds of Awakened species or possibly even small would be civilizations of the same.


EPIC PRIMORDIAL DEFENDER

Hit Die: d10
Skills Points at Each  Level : 4 + int
Maneuvers The Primordial Defenderrs Initiator Level is equal to her Class Level.  The number of Maneuvers readied does not change after 20th Level, nor do you learn additional Maneuvers (except via Feats).
Bonus Feats: The Epic Primordial Defender gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: May 21, 2011, 05:54:44 AM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #535 on: May 19, 2011, 05:49:29 AM »
The boys at GitP got tied of PrC's for a bit so hey wanted magic items for orcs/gobbos:

Juggernaut Plate Pieces and Abilities 

Code: [Select]
[B]Piece[/B]             [B]Body Slot[/B] [B]Price[/B]
[I]Juggernaut Helm[/I]   Head
[I]Juggernaut Mask[/I]   Face
[I]Juggernaut Armor[/I]  Body
[I]Juggernaut Fists[/I]  Hands
[I]Juggernaut Boots[/I]  Feet



Juggernaut Plate Collection Benefits

Code: [Select]
[B]Pieces Worn[/B]             [B]Collection Benefits[/B]
2 pieces worn   You may ignore Armor Check Penalties from wearing Heavy Armor.
5 pieces worn   Cast Stoneskin 2/day

Juggernaut Helm
 Price (Item Level): 26,000 GP
 Body Slot: Head
 Caster Level: 7th
 Aura: Moderate; (DC: 19) Abjuration
 Activation: -
 Weight: 1/2 lb.

The Juggernaut helm is a steel helm lined in spikes.  The wearer gets a +2 Resistance Bonus on Willpower Saves unless he is an Orog, in which case he gets a +6 Bonus.

Prerequisites: Craft Wondrous Item, Greater Resistance (see Spell Compendium)
Cost to Create: 13,000 GP GP, 13 days, 1040 XP


Juggernaut Mask
 Price (Item Level): 26,000 GP
 Body Slot: Face
 Caster Level: 7th
 Aura: Moderate; (DC: 19) Necromacy
 Activation: Swift (Mental)
 Weight: 1/2 lb.

The Juggernaut Mask is a steel mask that locks onto the Juggernaut Helm.  It is carved in a distorted representation of an Orog's face.  Three times per day the wearer can activate it as a Free Action when making a Charge Attack to cast a Fear Spell.  If the wearer also has Light Sensitivity or Light Blindness they can act normally in daylight (including the Daylight spell).

Prerequisites: Craft Magic Wondrous Item, Fear
Cost to Create: 13,000 GP GP, 13 days, 1040 XP


Juggernaut Armor
 Price (Item Level): 20,000 GP
 Body Slot: Body
 Caster Level: 3rd
 Aura: Faint; (DC: 17) Abjuration
 Activation: Swift (Mental)
 Weight: 50 lbs.

Juggernaut Armor is +2 Full Plate Armor, complete with +2 Armor Spikes.  In addition to granting proficiency with the spikes, 3 times per day as a Swift Action the user can activate the armor to cast Protection from Arrows on himself.

Prerequisites: Craft Magic Arms and Armor,
Cost to Create: 10,000 GP, 10 days, 800 XP


Juggernaut Fists
 Price (Item Level): 9,500
 Body Slot: Hands
 Caster Level: 3rd
 Aura: Faint; (DC: 17) Evocation
 Activation: Swift (Mental)
 Weight: 2 lbs.

Juggernaut Fists are large +2 spiked steel gauntlets.  3 times per day you may activate them as a Swift Action when making a Sunder Attack you may ignore Hardness and take no penalty for using a Light Weapon.

Prerequisites: Craft Magic Arms and Armor, Shatter
Cost to Create: 4750 GP, 10 days, 380 XP


Juggernaut Boots
 Price (Item Level): 10,000 GP
 Body Slot: Feat
 Caster Level: 1st
 Aura: Faint; (DC: 16) Transmutation
 Activation: -
 Weight: 2 lbs.

Juggernaut Boots are Leather boots reinforced with spiked steel plates.  When worn the wearer gets a +4 Bonus against Trip Checks, and a +4 Bonus to make Bull Rush or Overrun Checks.  If the wearer is an Orog his movement does not provoke Attacks of Opportunity.

Prerequisites: Craft Magic Wondrous Item, Lightfoot, Rhino's Rush (See Spell Compendium)
Cost to Create: 5,000 GP, 5 days, 400 XP




Lore
Characters who have Knowledge (History) or the Bardic Knowledge ability can research Juggernaut Plate.  When a character succeeds on a CHeck the following Lore is revealed, including that from lower DC's:

DC 15
DC 20
DC 25
DC 30
« Last Edit: May 21, 2011, 05:45:04 AM by bhu »

veekie

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #536 on: May 19, 2011, 06:12:29 AM »
Wheres the Juggernaut Bitch?
We need a mecha canine piece of equipment here!
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."

Littha

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #537 on: May 19, 2011, 06:56:43 AM »
The prices on some of those seem a little high +2 to will saves is never going to be worth 35,000gp and I'm not sure I would pay that for +6.

According to the DMG a +6 resistance bonus is worth 36k so there should be some discount in there somewhere to accommodate the restricted use.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #538 on: May 19, 2011, 08:16:27 AM »
my goal in posting it here was to get feedback on prices.  I fudged them as best i could by the dng, now I just need to make sure the pricing is sane compared to what already exists.

Littha

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #539 on: May 19, 2011, 08:52:55 AM »
I'd go 26k, makes it an actual discount for those who would use it.


Also have to remember that currently the total price for the set is 126k, earliest you can afford it is level 14 and even then it eats most of your WBL.
By level 14 a lot of the benefits will be redundant because the game is well into rocket tag mode by that point