Author Topic: Uncle Kitties Handbook of Spuriously Made Prestige Classes  (Read 130653 times)

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bhu

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Uncle Kitties Handbook of Spuriously Made Prestige Classes
« on: December 11, 2008, 08:56:47 AM »
So called because I posted many of these when I was originally on a lot of pain meds due to having problems from an auto accident, or came up with them while I was on morphine from a cracked spine.  Or at 5 am posted in 5 minute bursts at a time whenever I could find a moment.  Which means I was pretty loopy, and didn't always do good work.  Some of them have several issues, and I intend to revise them, and would like feedback before doing so.  Being gentle is not required, as long as you're being constructive.  Lets start with one of the decent ones:


THE PAIN TOTEM


   
"RAAAAAAAAAAAAAAAAAAARRRRRRRRGHH!!!!!"

Every so often an orc is born twisted and scarred, barely recognizable.  Despite their appearance they do not suffer any ill physical effects from their deformities, even while being in constant pain. Most of them have an inborn talent for magic and quickly become Sorcerers.  Their learning however quickly takes a backseat to their rage.  These orcs are far more unstable than their brethren, and usually have 'handlers' to calm them down and keep them out of trouble until they are needed in battle. 

Whether or not you consider them a blessing or a curse in battle depends on your point of view. Called Pain Totems by the Orcs enemies, they are especially sensitive to anger.  Pain Totems absorb the rage of anything near them, swelling with power and growing to monstrous size.  The other Orc warriors are less effective, but the Pain Totem itself is quite amazing to watch.

BECOMING A PAIN TOTEM
Most Pain Totems begin as Sorcerers, eventually drifting into Barbarian as well.

 ENTRY REQUIREMENTS
   Race:  Any Orcish race
   Class Abilities:  Rage
   Base Attack Bonus: +5 BAB
   Feats: Extra Rage, Scarred


Class Skills
 The Pain Totem's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Swim (Str), and Survival (Wis)
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Synergistic Rage
2. +1    +0     +0     +3    Channel Rage
3. +2    +1     +1     +3    Steal Rage
4. +3    +1     +1     +4    Synergistic Frenzy
5. +3    +1     +1     +4    Channel Rage
6. +4    +2     +2     +5    Steal Frenzy
7. +5    +2     +2     +5    Channel Rage
8. +6    +2     +2     +6    Giant Among Orcs
9. +6    +3     +3     +6    Steal Life
10.+7    +3     +3     +7    Giant Transformation


Weapon Proficiencies: Pain Totems gain no new armor or weapon proficiencies.

Synergistic Rage (Su): You can Rage more times per day than normal.  If any being within  30 feet of you uses a daily use of it's Rage, so do you.  If this occurs when you have no daily uses of Rage left, you still enter Rage normally, but take 1 point of temporary Constitution damage when the Rage wears off. Once you are already Raging this does not trigger further uses of Rage until the first wears off.

Channel Rage (Su): At second level you gain a Rage Pool that can hold a certain amount or uses of Rage.  The maximum you can hold is equal to your Pain Totem level Plus your Charisma Modifier plus the times per day you can Rage.  This replaces the normal limit on how many times per day you can Rage, along with Synergistic Rage. When using Steal Frenzy, daily uses of Frenzy are stored as daily uses of Rage instead.  When your Rage Pool is filled, any daily uses of Rage or Frenzy stolen by your Steal Rage/Frenzy abilities are simply burned off into the ether giving you no extra abilities (but still depriving victims of them). When you are Raging you now have different abilities than normal. How powerful they are depend on how high your Rage Pool is. Since they are Supernatural abilities, in Antimagic Fields or other circumstances that would block them the Pain Totem gets its normal Rage abilities. At 2nd, 5th, and 7th level you gain 2 abilities each from the following list.  Until you choose from Strength, Constitution, or Iron Mind, you get the normal bonus for Raging for that particular ability. The Rage Pool can only hold uses of Rage for 24 hours or until they are used to enter Rage. If you choose the Strength, Constitution, or Iron Mind abilities, they replace the normal bonuses granted by Rage.   Your Rage Pool resets to full at the beginning of each day

Strength (Su): The Strength Bonus you gain varies depending on your Rage Pool.  1-3: +4, 4-6: +6. 7-9: +8, 10-12: +10, 13+: +12.   In addition your unarmed strikes do lethal damage while you are raging, and you are considered to have the Improved Unarmed Strike Feat while Raging.  Damage of your unarmed Strike depends on your Rage Pool.  1-3: 1d3, 4-6: 1d4, 7-9: 1d6, 10-12: 1d8, 13+: 2d6.

Constitution (Su): The Constitution Bonus you gain varies depending on your Rage Pool.  1-3: +4, 4-6: +6, 7-9: +8, 10-12: +10, 13+: +12.  In addition your Natural Armor Bonus is increased by an amount equal to your new Constitution Modifier.

Iron Toughness (Su): You gain DR x/- when Raging.  x is equal to your Rage Pool, with a maximum value of 10. This does not stack with the DR gained from class levels in Barbarian or similar sources.

Terrifying Aura (Su): Any Living being within 30' of you with less Hit Dice than yourself when you are Raging must make a Willpower Save (DC 10 plus half your level plus your Charisma modifier) or become scared. Exact effects depend on the level of your Rage Pool.  1-3: Shaken for 1d4 rounds, 4-6: Shaken for 1d8 rounds, 7-9: Shaken for 2d6 rounds, 10-12: Panicked for 1d4 rounds, Shaken for another 1d6 rounds; 13+: Panicked for 1d6 rounds, shaken for another 2d4 rounds.  If the Save is successful, the opponent is immune to this Pain Totems Terrifying Aura for 24 hours. The Save DC gains an Enhancement Bonus equal to your maximum Rage Pool divided by 6.

Iron Mind (Su): The Morale Bonus you gain to your Willpower Saves when Raging increases depending on the power of your Rage Pool.  1-3: +2, 4-6: +4, 7-9: +6, 10-12: +8, 13+: +10.  This Saving Throw Bonus does not work against your Handlers.

Empowered Weapon (Su): Weapons you wield gain magical power while you Rage depending on your Rage Pool.  1-3: +1, 4-6: +2, 7-9: +3, 10-12: +4, 13+: +5. They are considered magical for purposes of overcoming Damage Reduction.


Steal Rage (Su): Anytime a being with the Rage ability enters within 30 feet of you, it must make a Willpower Save (DC is 10 plus half your hit dice plus Charisma modifier) or lose 1 daily use of it's Rage ability, which is added to your Rage Pool.  It must continually make these Saving Throws while in range until it runs out of daily uses of Rage, or makes it's first successful Saving Throw.  Allies may willingly fail their Save and donate as many uses of Rage as they want. If the victim has only one daily use of  Rage, and he is currently Raging, and he fails the Saving Throw, he ceases Raging, and you still add 1 use of Rage to your Rage Pool. The Save DC has an Enhancement Bonus equal to the number of uses of Rage currently not in your Rage Pool. Steal Rage may not be used against someone who also has Steal Rage.  If 2 Pain Totems are in range enough to trigger this ability, and the opponent only has 1 use of Rage left, they both roll 1d20 + level + Con Bonus, higher total wins (if it's a tie reroll).

Synergistic Frenzy (Su): You can enter Frenzy more times per day than normal.  If any being within 30 feet of you uses a daily use of it's Frenzy, so do you.  If you cannot normally Frenzy, or this occurs when you have no daily uses of Frenzy left, you still enter Frenzy normally, but take 1 point of Constitution damage when the Frenzy wears off. Once you are already Frenzied this does not trigger further uses of Frenzy until the first wears off.

Steal Frenzy (Su): Anytime a being with the Frenzy ability enters within 30 feet of you, it must make a Willpower Save (DC is 10 plus half your hit dice plus Charisma modifier) or lose 1 daily use of it's Frenzy ability, which is added to your Rage Pool.  It must continually make these Saving Throws while in range until it runs out of daily uses of Frenzy, or makes it's first successful Saving Throw.  Allies may willingly fail their Save and donate as many uses of Frenzy as they want. If the victim has only one daily use of Frenzy, and he is currently Frenzied, and he fails the Saving Throw, he ceases Frenzying, and you still add 1 use of Rage to your Rage Pool.  The Save DC has an Enhancement Bonus equal to the number of uses of Rage currently not in your Rage Pool.  Steal Frenzy may not be used against someone who also has Steal Frenzy.  If 2 Pain Totems are in range enough to trigger this ability, and the opponent only has 1 use of Frenzy left, they both roll 1d20 + level + Con Bonus, higher total wins (if it's a tie reroll).

Giant Among Orcs (Su): Whenever you enter Rage or Frenzy you become Large Sized, along with your equipment.  Your Base Speed increases 10 feet, Reach increases to 10', and you gain all the abilities listed on page 291 of the Monster Manual for going from Medium to Large. Remember also that your weapon damage increases due to Size Class.

Steal Life (Su): You may use this ability once per day per point of Charisma modifier (minimum of 1).  You choose 1 living injured (injured defined as being at less than full Constitution or Hit Points)target within 60 feet that is visible to you, and it must make a Willpower Saving Throw (Save DC is 10 plus half hit dice plus Charisma Bonus), or lose 2 hit points per your effective character level.  You gain hit points equal to the victims Hit Dice x2.

Giant Transformation (Ex): At 10th level you undergo radical magical surgeries taking 24 hours and costing 1000 GP in materials..  Giant Among Orcs becomes permanent, not just when raging. When using Rage or Frenzy you now gain Fast Healing 3. 

PLAYING A PAIN TOTEM
You are a barely restrained psychotic.  You live life in constant pain and suffering, and are an outcast even among your own people.  No one likes you, and after several years of being treated badly you wouldn't have it any other way.  It's not that your own people don't believe you have supernatural, perhaps gods-given power.It's not that they don't appreciate your ability to fight.  But you have even less social skills than the average orc, and lash out unexpectedly at whatever is near when you're upset.  Once you gain the Steal Rage ability this massively compunds the problem.
 Combat: Your always first in line in a fight.  When the Barbarians charge in so do you.  It lets you take advantage of their Rage initially, and lets you steal it later.  Eventually you'll charge in before them against other opponents capable of Raging to steal their Rage.  After that the Rage Pool will kick in and you just swing away relying on brute strength to carry the day.
 Advancement: Advancement is kind of a moot point for Pain Totems.  No one will teach them anything, and for the most part they aren't willing to learn.  Once they get the Channel Rage ability they usually give into their own anger to dull the pain of existence, and lead a short but bloody life.
Resources: Pain Totems without a patron tribe are pretty much on their own.  They really only have their own abilities to keep them going at that point, because few if any beings will willingly support them.

PAIN TOTEMS IN THE WORLD
"Those things aren't natural.  Even the other Orcs don't like them.  You see one of those twisted freaks you avoid it boy.  Fight the other Orcs."
Pain Totems don't interact with the world much.  Most of them set and stare into the distance until there's a fight or they sense a problem.  And then they go insane and start smashing things. Until no one is angry, the problem goes away, their handlers calm them down, or they die.  Some of them are kept in chains until a fight is needed.
 Daily Life: As a Pain Totem you will spend most of your day being ostracized by your tribe who live their lives in fear of you. Your'e either kept sedated or chained so anyone getting angry nearby doesn't set you off.  Or perhaps there are special handlers, usually spellcasters of some kind who specialize in enchantment.
 Notables: Tarn (Sorcerer 1/Barbarian 5/Pain Totem 6) has led his tribe to many victories.  he is unusual in that his tribe has allowed him to lead.  Perhaps ecause he has seemed less unstable than most of his kind.  In fact the strange scars all over his body are said to be a sign from Gruumsh by the Shamans...
 Organizations: Pain Totems have no organization.  Usually they try to murder each other if given a chance.

NPC Reaction
Considering that you look horrible, most non Orcs will find you terrifying.  Even most Orcs find you terrifying.  In all likelihood most strangers you meet will consider you a monster.

PAIN TOTEMS IN THE GAME
Pain Totems are probably better as a NPC Prestige Class.  Since their abilities rely on absorbing Rage or Frenzy they will need to be surrounded by teammates or enemies to make proper use of them.  They'll also tend to be in the spotlight an awful lot in fights, and pretty much a drawback outside of them. Leadership is a boon to them, as they can have a group of Orc Barbarians as a cohort, making them pretty nasty...
 Adaptation: Pain Totems make Orc invasions a bit different.  Instead of hundreds of berserkers, you now have dozens of berserkers, a lot of weaker warriors, and a small group (or perhaps even an individual) with serious power.
 Encounters: PC's will usually encounter a Pain Totem as the giant, twisted monstrosity in the charging horde of Orc reavers they are about to face.  Or as a bedraggled outcast considering either suicide or bloody vengeance somewhere in the bleak places of the world.

Sample Encounter
Give an example of how one might encounter a member of this PrC.

EL 12: Tarn is one of the few of his kind to learn restraint, as well as live past the age of 20.  At one point he tired of being the pet monster of his tribes chieftain, and made sure to be next to him in a large raid against the humans.  With his rage gone the older Orc didn't do so well in battle and fell to the humans.  There were few if any survivors. Tarn was one of them.  His tribe did not yet know of his ability to steal the Rage from his fellow berserkers, and he faced little punishment.  At least no more than the others did.  The fight over who was to become chieftain was short and brutal, and to everyone's surprise Tarn won.  To their continued surprise he was actually good at it.  The tribe prospered under his rule, despite his seeming to be fairly uninterested in being a leader.  The truth was that Tarn had found an old sword while in the hills alone returning from the battle.  It called to him, and showed him visions of a future.  A future without the humans.  If only he would wield it.  He agreed. Flash forward several years, and Tarn is now undisputed lord of his tribe.  His rivals are dead, the priests are dead, and he plans to lead his tribe on a suicidal raid on a nearby human city.  The sword has shown him that he and his tribe will die, but the humans will be broken enough that they will fall to the other tribes.  He doesn't care anymore.  The pain of his existence is now overwhelming, and he's been willing to die for years.  After all what does he have left?  His blasphemy of killing the priesthood leaves him no afterlife with Gruumsh.  The tribe fears him more than anything else.  The humans would probably wipe them out eventually anyway.  So on this day Tarn sets his wife free, and tells her she is free to remarry, if any of them come back.  And he smiles and thinks "Today at last I will die.  I can hardly wait."



Tarn
CE (originally CN) Male Orc Sorcerer1/Barbarian 5/Pain Totem 6
Init +1, Senses: Listen +3, Spot -1, Dark Vision 60 ft.
Languages Orc, Common
------------------------------------------------
AC 25, touch 11, flat-footed 24 (+1 Dex, +8 Armor, +6 Shield)
Max possible AC using Channel Rage is 33, touch 11, flat-footed 32 (+ 8 Natural Armor Bonus)
hp 74 (12 HD)
Max hp when using Channel Rage 122
Fort +7, Ref +4, Will +8   +2 on Saves vs Pain,
+2 Morale Bonus to Willpower Saves when Raging
Max possible Fort Save when using Channel Rage is +10
Cannot be Dazed or Stunned
Dr 8/- when using Channel Rage
------------------------------------------------
Speed 40 ft. (8 squares), 30 ft. in armor
Melee Sword of Darkness +15/+10 (1d8+7) or Unarmed Strike (1d3+4)
Max possible when using Channel Rage +19/+14 (1d8+11) or Unarmed Strike (1d6+8)
Base Atk +8, Grp +12 (+16 with Channel Rage)
Atk Options Inspired Rage, Inspired Frenzy, Steal Rage, Steal Frenzy, Channel Rage (Strength, Constitution, Iron Toughness, Terrifying Aura (Save DC 19), Maximum Rage Pool 8), Rage 2/day, Power Attack
Combat Gear 6 Potions of Cure Serious Wounds, 3 Potions of Protection from Arrows
Sorcerer Spells Prepared (CL 12th)
    0: Detect Magic x2, Detect Poison x2 (also knows Flare, Message)
    1st: Ray of Enfeeblement x1 (Save DC 14), True Strike x3
------------------------------------------------
Abilities Str 18, Dex 12, Con 13, Int 6, Wis 8, Cha 16
Max possible when using Channel Rage Str 26, Con 21
SQ Illiteracy, Trap Sense +1
Feats Scarred, Power Attack, Thick Scars, Patterned Scars, Leadership
Skills Climb +10, Concentration +10, Intimidate +10, Listen +2, Spellcraft +1
Possessions +3 Ring of Protection, +5 Heavy Fortification Hide Armor, 3 Potions of Protection from Arrows, 3 Potions of Non Detection, 6 Potions of Cure Serious Wounds, +4 Heavy Steel Shield, Bag of Holding 2, 814 GP, Sword of Darkness (the Swod of Darkness is an artifact whose stats are up to the DM.  It should be at least a +3 intelligent longsword somehow capable of seeing the future and manipulating it's wielder).

Cohort CE Male Orc Barbarian 6/Frenzied berserker 4
Followers 20 1st Level Male Orc Barbarians, two 2nd Level Male Orc barbarians, 0ne 3rd Level Male Orc Barbarian.



Scar Feats

Scarred
You are born with a network of scars over your entire body.  You are in constant pain, but suffer no ill effects from it.
 Prerequisites: Any Orc Race, must be taken at 1st level
 Benefits: You gain a +2 bonus on Saving Throws against spells or effects that specifically only cause pain (for example Finger of Agony, Symbol of Pain, and Wrack).

Thick Scars
Your scars have grown more prevalent and more ugly with time.
 Prerequisites: Scarred, Base Fortitude Save +5
 Benefits: You are now immune to effects based on Pain.

Patterned Scars
Your scars have grown into patterns the Shamans assure you have hidden meaning and significance.
 Prerequisites: Scarred, Base Willpower Save +5
 Benefits: Caster Level for your Arcane Spells is equal to your Effective Character level.

Burning Scars
The pain from your scars drives you mad sometimes. But it also gives you power...
 Prerequisites: Scarred
 Benefits: 3 times per day you may increase the Save DC of any Spell or Supernatural Ability you have as a Free Action by +2.  This stacks with Feats such as Spell Focus or Ability focus.

Hardened Scars
Your scars have grown iron hard.
 Prerequisites: Scarred, and 3 other Scar Feats or Damage Reduction of some kind.
 Benefits: You cannot be Dazed, Sickened, Staggered, or Stunned.  Your Damage Reduction increases +3 against subdual damage (i.e. if you had Dr 5/-, it is now DR 8/-).





EPIC PAIN TOTEM

Hit Die: d8
Skills Points at Each  Level : 4 + int
Rage Pool: The maximum amount of uses of Rage/Frenzy your Rage Pool can hold increases by +1 for every level past 20th.
Bonus Feats: The Epic Pain Totem gains a Bonus Feat every 3 levels higher than 20th.
« Last Edit: February 22, 2009, 09:32:53 AM by bhu »

archangel.arcanis

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #1 on: December 11, 2008, 11:12:47 AM »
looks interesting at first glance. Perhaps i'll adapt this for my feral human i'm playing in a stupid powerful game, the DM already suggested leadership as a feat (i got a guy to join us by threatening to rip his face off and throw it at one of his allies).
Clerics and Druids are like the 4 and 2 in 42. Together they are the answer to the ultimate question in D&D.
Retire the character before the DM smacks you with the Table as the book will feel totally inadequate now.-Hazren

woodenbandman

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #2 on: December 11, 2008, 11:48:33 PM »
Burning Scars = Best binder feat ever  :D If only Orcs didn't have that Charisma penalty.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #3 on: December 12, 2008, 04:49:14 AM »
The Pain Totem was kinda meant to be one of the "bad guy" PrC's, intended more to be used by NPC's than players.  I've made several of those.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #4 on: December 15, 2008, 06:12:37 AM »
Burning Scars does stand out as a lil over the top on second look.  How about I make it usable 3 times per day?

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #5 on: December 16, 2008, 08:31:11 AM »
Revised he Feats a tad and added Epic levels.  If nothing stands out as being too bad to anyone I shall post the next one.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #6 on: December 17, 2008, 05:34:23 AM »
DARKENED EYE


   
"You should have walked away while I gave you the chance."

A Darkened Eye is an Orc born with one eye socket empty.  He or she seems to age rapidly, yet suffer no ill effects from it.  By the time they are 18 they look half again as old.  By the time they are 30 they look almost twice as old.  And then there are the powers they manifest...   It is believed that the Darkened Eyes are perhaps gifted or cursed by Gruumsh.  In truth they have an as yet unkown connection to the Plane of Shadow.  But they ruthlessly exploit the idea they may be a chosen one of the Orc god.  At least as long as they can.

BECOMING A DARKENED EYE
Most Darkened Eyes begin as Hexblades.

 ENTRY REQUIREMENTS
   Class Features:  Hexblades Curse, Dark Companion
   Skills: Intimidate 4 Ranks, and Knowledge (Arcana) 4 Ranks.
   Base Attack Bonus: +6 BAB
   Feat: Darkened Eye

Class Skills
 The Darkened Eye'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, Nature) (Int), Listen (Wis), Spellcraft (Int), and Survival (Wis).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Dark Curse
2. +1    +0     +0     +3    Dark Soul
3. +2    +1     +1     +3    Dark Power
4. +3    +1     +1     +4    Dark Curse
5. +3    +1     +1     +4    Dark Soul
6. +4    +2     +2     +5    Dark Power
7. +5    +2     +2     +5    Dark Soul
8. +6    +2     +2     +6    Dark Curse
9. +6    +3     +3     +6    Dark Power
10.+7    +3     +3     +7    Dark Form


Weapon Proficiencies: A Darkened Eye gains no new weapon or armor proficiencies.

Dark Curse (Su): The power of your curse is increased by your link to the Plane of Shadow. 

At 1st level your hexblade and Darkened Eye Levels stack for determining the Save DC of your Hexblades Curse.  You gain 1 extra daily use of your Hexblade's Curse per Darkened Eye level.

At 4th level you can expend a daily use of your Hexblades Curse to cast Bestow Curse, Contagion, Fear, Hold Monster, or Vulnerability as a Supernatural ability.

At 8th level you can expend two daily uses of your Hexblades Curse to cast Evil Glare, Eyebite, Imperious Glare, Insanity, or Opalescent Glare (In your case this Supernatural Ability does NOT have the Good descriptor and work on any creature regardles of alignment.  It's still restricted by Hit Dice though.) as a Supernatural ability.

Dark Soul (Su): Your Dark Companion merges with you and becomes your own shadow.

At 2nd level you merge with your Dark Companion, and it becomes your shadow. A living shadow that occasionally moves on its own. Any opponent within 10 ft of you takes the -2 penalty to its Saves and AC as if it were next to your Dark Companion.

At 5th level your Dark Vision increases to 120'. You no longer suffer from Light Sensitivity.

At 7th level your Dark Vision increase to 240'. You are now immune to spells/effects that would blind you.  You may now see through magical darkness as well as normal darkness with your Dark Vision.

Dark Power (Su): Your attachment to the Plane of Shadow increases and you gain supernatural abilities based on darkness. 

At 3rd Level you are Invisible as per the spell Greater Invisibility whenever you are in darkness.  The spell See Invisibility will not reveal you, but True Seeing does. 

At 6th level you may cast Shadow Walk once per day as a Supernatural ability.  The spell chosen at 3rd level that could be cast once per day can now be cast 3 times per day, and the spell that could be cast 3 times per day may now be cast at will.

At 9th level your opponents do not gain a Saving Throw against your Hexblade's Curse/Dark Curse abilities if they are in complete darkness.

Dark Form (Su): At 10th level you leave mortality behind, becoming a creature of the Plane of Shadow.  You now gain the Shadow Creature Template form the Manual of the Planes (also in Lords of Madness).
 
PLAYING A DARKENED EYE
Your curse is your main asset.  No one wants to be on the receiving end of it, and everyone wants to have its use for their own purposes.  this gives you a great deal of leverage once you fully gain control of it.  You also have the advantage that many Orcs will believe you are some sort of avatar or priest of Gruumsh.
 Combat: Darkened Eyes like to use their Curses to open up opponents for their allies.  They specialize in attacking from hiding at range, and rarely do face to face combat unless given no other choice, or if they're making an example of an obviously weaker individual.
 Advancement: Most Darkened Eyes spend their time focused on increasing the power of their curses.  Rarely do they take any other path.
Resources: Darkened Eyes are not well liked, and usually only have their own abilities to draw on, or the members of their tribe that they have helped.  Except for the priesthood.  It takes time but many priests eventually catch on that the Eye's power comes from something very much not Gruumsh...

DARKENED EYES IN THE WORLD
"Never look at Tarn's empty eye socket.  Something looked back at me when I did, but it wasn't him."
Darkened Eyes have a hard lot in life.  The Priests of Gruumsh see him as a rival due to his appearance of only having 1 eye.  Or just flat out an enemy if they know he's a fraud. Most other high ranking tribesmen fear him because of his powers, and what he knows (because a smart Darkened Eye barters the use of his curses for knowledge).  The lower tribesmen fear him for the same reason.  Essentially he has no friends.  He must blackmail, curse, or outright murder to get his way or keep himself safe.
 Daily Life: You spend most of your time engaged in the study of your powers.  Occasionally members of your tribe will consult you for advice in matters they don't wish made public, or for your assistance in cursing their enemies.
 Notables: Hrukk (CE Male Orc, Hexblade 6/Darkened Eye 6) is the witch doctor of his tribe.  He know the secrets of it's members (and a good deal of it's enemies).  It's the only thing keeping him alive really.
 Organizations: Darkened Eyes have no organizations devoted to them, unless they themselves head them.  Rarely do they rise to any high station.

NPC Reaction
Most people are absolutely terrified of Darkened Eyes.  They are known for 2 things: the power of their curses, and their willingness to use them freely.  Many are outcast from their tribe for this reason, and take the life of hermits.

DARKENED EYES IN THE GAME
The Darkened Eyes are exceptional debuffers.  Used well they can cripple opponents quickly, so it will be wise for DM's to include more than 1 opponent in most encounters.
 Adaptation: Darkened Eyes are best in horror type campaigns, but will work in others that are serious.
 Encounters: Most PC's will encounter a Darkened Eye as a strange hermit that many locals go to for curses or revenge.  Or as the elite assassin of an Orcish raiding party.

Sample Encounter
Give an example of how one might encounter a member of this PrC.

EL 12: Hrukk has graduated to be his tribal War Chiefs own personal assassin.  He's the one who sneaks into human towns to commit sabotage or murder.  He's also the one the Chief has paid handsomely to murder rivals, such as Priests, and other warriors.  Hrukk also knows where the bodies are buried. Which means his time is limited.  The Chief wants him dead and he knows it.

So he's decided to set the Chief up big time using his powers.  He's already informed the local human town of all the tribes plans.  When the raiding party goes out he'll be slipping away at the earliest opportunity.  He's bribed some helpers to ready things when he returns to expose his Chief to the tribe, assuming he survives the fight.  After that he has a horse ready to take him to the larger cities.  Hrukk wants more money for his talents...


Hrukk
CE Male Orc Hexblade 6/Darkened Eye 6
Init +0, Senses: Listen +1, Spot +1, Dark Vision 120 ft.
Languages Orc, Common
------------------------------------------------
AC 15, touch 10, flat-footed  15 (+5 Armor)
hp 84 (12 HD)
Fort +6, Ref +4, Will +8 
+3 vs spells and spell like effects
------------------------------------------------
Speed  30 ft. ( squares)
Melee +1 Unholy Surge Stygian Falchion +14/+9 (2d4+4)
Base Atk +10, Grp +13
Atk Options Hexblades Curse 5/day (Save DC 21), Dark Curse, Dark Curse, Dark Power, Curse Feats
Combat Gear 4 Potions of Cure Serious Wounds
Hexblade Spells Prepared (CL 3rd)
    1st (2/day):Entropic Shield, Detect Magic, Karmic Aura, Reaving Aura (DC 14)
Supernatural Abilities (CL 12th) Save DC 19
    At Will: Shadow Mask
    1/day: Shadow Walk
    3/day: Armor of Darkness
    By expending 2 Daily Uses of Hexblades Curse: Bestow Curse, Contagion, Fear, Hold Monster, or Vulnerability.
------------------------------------------------
Abilities Str 17, Dex 10, Con 14, Int 10, Wis 6, Cha 16
SQ Arcane Resistance, Mettle, Immune to Blindness
Feats Combat Casting (B), Extra Curse x2, Extend Curse, Empower Curse, Ability Focus (Hexblades Curse)
Skills Bluff +6, Concentration +7, Hide +6 (+16 armored), Intimidate +10, Knowledge (Arcana) +10, Listen +1, Spellcraft +6, Spot +1, Move Silently +10 in armor
Possessions +1 Improved Shadow/Improved Silent Moves Chain Shirt, +1 Unholy Surge Stygian Falchion, Ring of Invisibility, 4 Potions of Cure Serious Wounds, 2 Potions of Fly, 875 GP




Darkened Eye
You are born with one eye put out already.
 Prerequisites: Any Orc Race, must be taken at 1st level
 Benefits: You gain a +2 Racial Bonus to Search and Spot rolls, but only in dim or no light.





EPIC DARKENED EYE

Hit Die: d8
Skills Points at Each  Level : 4 + int
Hexblade's Curse: The Save DC of the Curse still increases by 1 every 2 levels.  The Darkened Eye gains an additional daily use of it's Hexblades Curse at each level.
Bonus Feats: The Epic Darkened Eye gains a Bonus Feat every 3 levels higher than 20th.
« Last Edit: February 22, 2009, 09:33:19 AM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #7 on: December 20, 2008, 02:22:11 AM »
IRONHEART SAMURAI


   
"My heart would go out to you if I still had one."

Even among the Hobgoblins of the Far East there are those who will do anything for power, even things most would turn away from.  Such a Hobgoblin is the Ironheart Samurai.  Having their heart replaced with iron gives many benefits, but it eventually makes them emotionless machines.  A price some are all too willing to pay as they consider emotion a hindrance instead of a possible asset.  Not having emotions makes following the Code of Bushido far, far easier.  You might at first be upset that people openly call you an abomination, but even that will fade with time.

Conceived decades ago as a method of creating unstoppable soldiers, the Ritual nearly wiped out a generation of aristocracy, as they were no longer capable of having children.  It ended up being such a debacle that all who knew of it's existence were put down or exiled if they managed to escape.  Rumors of it's existence persist however, and the remnants of those former nobility are now roaming the lands as forgotten gypsies.  They will still perform the Ritual for a price, without telling the arrogant young samurai of the true price they will pay for their lust for power.


BECOMING AN IRONHEART SAMURAI
Ironheart Samurai start as simple warriors in the service of their lord.  Many will have heard of the Ritual of the Dead Heart, but the Ironheart Samurai is the one willing to seek it out and have it performed.

 ENTRY REQUIREMENTS
   Race:  Hobgoblin
   Class Abilities:  Staredown
   Skills: Concentration 4 Ranks, Intimidate 4 Ranks
   Feats:  Power Attack, Cleave, Great Cleave
   Special:  Must have spent 2000 GP on magical surgery (The Ritual of the Dead Heart) to have your heart ripped out and replaced with an iron replica.  The Ritual takes 24 hours.  If it is interrupted you die, but may be Raised or Resurrected normally.


Class Skills
 The Ironheart Samurai's class skills (and the key ability for each skill) are Concentration (Con), Intimidate (Cha), Knowledge (Any, Int), Listen (Wis), and Sense Motive (Wis)
Skills Points at Each  Level : 4 + int

Hit Dice: d10

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +2    Ritual of the Dead Heart (The Beginning)
2. +2    +3     +0     +3    Unfeeling (Bloodless)
3. +3    +3     +1     +3    Iron Warrior (Iron Toughness)
4. +4    +4     +1     +4    Ritual of the Dead Heart (Ensanguination)
5. +5    +4     +1     +4    Unfeeling (Numb)
6. +6    +5     +2     +5    Iron Warrior (Iron Fists)
7. +7    +5     +2     +5    Unfeeling (Iron Skin)
8. +8    +6     +2     +6    Ritual of the Dead Heart (Terror)
9. +9    +6     +3     +6    Iron Warrior (Iron Armor)
10.+10   +7     +3     +7    Immortal


Weapon Proficiencies: Ironheart Samurai gain no new weapon or armor proficiencies.

Ritual of the Dead Heart (Ex): At 1st level your type changes to Living Construct with the Goblinoid subtype.  In other words although you are a Living Construct, you are still considered a Hobgoblin for purposes of Feats/PrC's etc which require you to be a Hobgoblin. You no longer age, and are effectively immortal unless slain. You can fool people into believing you are a corpse with a DC 10 Bluff check (just by lying still and not moving).

At 4th level you discover that fresh  blood now heals your wounds.  Anytime you are covered in blood, or have drank at least 1 full cup of it, you gain Fast Healing 4 for 1 round per Ironheart Samurai level. 

At 8th level your Samurai or Ronin and Ironheart Samurai levels stack for determining when you get Mass Staredown, Improved Staredown, and Frightful Presence.
 
Unfeeling (Ex): Beginning at 2nd level you no longer bleed and are immune to the Wounding ability and any spell/effect that requires you to have blood.

At 5th level you become immune to Stunning and Pain Effects (i.e. spells such as Wrack, Symbol of Pain, etc.).

At 7th level you become immune to Ability Damage/Drain, death and necromancy effects, and any spell/effect requiring a Fortitude Save unless it specifically states that it effects objects as well.

Iron Warrior (Ex): At 3rd level your Natural Armor Class Bonus improves (or you gain one if you do not have it) by a number equal to your Ironheart Samurai level.  I.E. if you are a 10th level Ironheart Samurai, you have a +10 Natural AC Bonus.

At 6th level you gain a Slam Attack equal to 1d6 plus your Strength Modifier, or your Unarmed Strike damage increased by 1 step, whichever is greater (i.e. if your unarmed strike does 1d6 the slam does 1d8).  If you make a Full Attack you get 2 Slam Attacks.

At 9th level you gain Damage Reduction 10/Cold Iron.

Immortal (Ex): You are now immune to Critical hits.  You gain Energy Resistance 10 (Cold, Electricity, Fire). Your Fast Healing gained from blood drinking is instead Regeneration 5 now.  You cannot regenerate acid damage.

PLAYING AN IRONHEART SAMURAI
You are flush with new power.  For a time this doesn't change you, and many praise your prowess on the field.  Eventually however, things will go awry.  You begin to lose some of your emotions, and not everyone loses the same ones first.  An Ironheart incapable of respect or admiration or loyalty will quickly become a Ronin or an outlaw.  One incapable of sadness or fear might be considered insane or at least eccentric.  If he can't feel anger, that's downright unnatural.  Once he begins to consider things logically instead of emotionally, he runs into a quandary.  he has sworn an oath to his lord, but many of his lords actions are illogical and counter productive.  Does he continue to follow Bushido, or go Ronin?  Or does he simply kill his lord and take his place.
 Combat: Being somewhat more well protected than most, the Ironheart Samurai concentrates on making himself even tougher in a fight, making himself as difficult to put down as he can.  You can defeat any opponent as long as you can outlast them.
 Advancement: Given that you will soon be difficult to heal (and spilling blood to do so), and will have certain mental...difficulties, it is almost certain you will become an ex-Samurai at some point unless your lord is willing to overlook the problems you create to have you on his side.  Usually most Ironheart Samurai who can't control themselves end up exchanging Samurai levels for the Ronin PrC.
Resources: You will have the resources available of any typical Samurai.  i.e. if your lord believes  you need something to get the job done, it's yours for the asking.  If he doesn't, good luck.  You'll need to be a bit more ingenious.

IRONHEART SAMURAI IN THE WORLD
"He hasn't been the same since he came back from that trip last summer..."
Ironheart Samurai are somewhat tragic.  In their quest for power they have undergone a dangerous and life-altering surgery, and are slowly losing both their 'humanity' (for lack of a better term) and their mortality.  In the end whether or not becoming a soulless, emotionless machine is worth it is a toss up.  What use in gaining power and respect if you no longer feel the need to enjoy it.  Many end up going insane somewhere along the line or so offend their lord that they must go Ronin. 
 Daily Life: Eventually your life will be consumed with battle and affairs of state.  Since you will no longer need food or rest, you will find your self with many hours with nothing to do.  Some Ironheart Samurai become proficient serial killers unknown to their court.
 Notables: Tetsuo (LE Male Hobgoblin, Samurai 6/Ironheart Samurai 6).  Tetsuo has wanted the Ritual of the Dead Hearts power ever since hearing of it's existence.  Years later, he wonders if he made the right decision.  He gets no rest as he no longer sleeps, and all food tastes the same to him, bland and metallic.  He hasn't eaten in some time.  The Ritual has made him impotent, and immune to poisons, so even alcohol and women are denied him.  At night when everyone is asleep he's been leaving the castle grounds, and committing murders in the night.  Given that he has the right to kill peasants as a Samurai he doesn't understand why he feels the need to be stealthy about it.  At times he wonders if he's lost his mind.
 Organizations: As a Samurai you are always part of an organization, i.e. the government.  However, someone had to perform the Ritual of the Dead Heart upon you.  And they may consider you beholden to them...

NPC Reaction
NPC's (particularly peasants) tend to regard you with abject terror.  Even your fellow hobgoblins are afraid of you, since you no longer seem predictable or capable of mercy. 

IRONHEART SAMURAI IN THE GAME
Ironheart Samurai will be a tad difficult to roleplay, since doing it adequately means depicting a slow slide into insanity, depression, or maybe even complete emptiness.  They definitely aren't team players after a certain point.
 Adaptation: Ironheart Samurai are definitely for serious campaigns, especially horror settings.
 Encounters: PC's will usually encounter Ironheart Samurai if they're on the wrong side of a battle he's fighting, or perhaps they will be asked by the Daimyo to find out who's been murdering the peasantry in secret. 

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: Tetsuo has been murdering locals, and the Daimyo is not pleased.  The PC's are recently arrested gaijin who have been given an ultimatum: Find the murderer and stop him without embarrassing the government, or be put to death.  If they agree, they will be given some leeway, and will be presented as expendable barbarians sent to stop an equally unstable monster.  If not, they go straight to the executioner's block.


Tetsuo
LE Male Hobgoblin Samurai 6/Ironheart Samurai 6
Init +6, Senses: Listen +4, Spot +0, Dark Vision 60'
Languages Common, Goblin
------------------------------------------------
AC 33, touch 14, flat-footed 32  (+1 Dex, +6 Natural, +13 Armor, +3 Deflection)
hp 90 (12 HD)
Fort +12, Ref +6, Will +7 
------------------------------------------------
Speed 30 ft. (6 squares), 20 ft. in armor
Melee Slam +15/+10/+5 (1d6+3) or Katana +16/+11/+6 (1d10+4/17-20)
Base Atk +12, Grp +15
Atk Options Kiai Smite 1/day (+3), Staredown
Combat Gear 4 Cure Serious Wounds Potions.
-----------------------------------------------
Abilities Str 16, Dex 14, Con 15, Int 8, Wis 10, Cha 16
SQ Two Swords As One, Iaijutsu, Ritual of the Dead Heart, Unfeeling
Feats Cleave, Great Cleave, Improved Critical (Bastard Sword), Improved Initiative, Power Attack
Skills Concentration +6, Intimidate +7, Knowledge (Nobility) +6, Listen +4, Ride +6, Sense Motive +7
Possessions +1 Bloodfeeding Impaling Whirling Katana, +5 Full Plate, Ring of Mind Shielding, +3 Ring of Protection, 4 Cure Serious Wounds Potions, 15 gp



EPIC IRONHEART SAMURAI

Hit Die: d10
Skills Points at Each  Level : 4 + int
Iron Warrior: You Natural Armor Bonus increases by +1 for each level.
Bonus Feats: The Epic Ironheart Samurai gains a Bonus Feat every 3 levels higher than 20th.
« Last Edit: February 22, 2009, 09:33:44 AM by bhu »

Prak, the Mad

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #8 on: December 20, 2008, 07:49:30 AM »
There's a problem with the Ironheart samurai. Regeneration turns all damage into non-lethal damage(except, in this case, acid, which doesn't make sense flavour wise, but that's not the problem). By the time this is happening the character is immune to non-lethal damage. This means the only thing that hurts the character is acid. This needs to be changed as it is horrendously bad, at least in my estimation.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #9 on: December 20, 2008, 07:59:01 AM »
There's a problem with the Ironheart samurai. Regeneration turns all damage into non-lethal damage(except, in this case, acid, which doesn't make sense flavour wise, but that's not the problem). By the time this is happening the character is immune to non-lethal damage. This means the only thing that hurts the character is acid. This needs to be changed as it is horrendously bad, at least in my estimation.


Well he does have to drink blood to get the regen but I see your point.  I shall fix now. 


Told'ja I was on a buncha meds when I made some of these :D


I switched it to immunity to Pain Effects, and added Epic levels.  Any other thoughts?  I got more coming if not...
« Last Edit: December 20, 2008, 08:10:06 AM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #10 on: December 20, 2008, 09:06:22 AM »
PINE BENDERS


   
"The cities may be yours, but the hills belong to me.  You should have stayed in town."

Pine Benders are Orcish Druids who give up the ability to shapeshift into animals and elementals in exchange for simple physical power: they can grow to giant size.

BECOMING A PINE BENDER
Orcs who become Druids are pretty rare.  Temperamentally most aren't well suited to it, and the clash of mindsets of those who are inevitably lead to their being outcast from the tribe.  After time alone in the woods many go insane, or begin to quest for personal power to make their place in the world.  Most Pine Benders are rather combative Druids.  Some may have a level or two of barbarian or Fighter.

 ENTRY REQUIREMENTS
   Race: Orc
   Class Abilities: Wild Shape
   Feats: Power Attack, Cleave
   Skills: Knowledge (Nature) 6 Ranks


Class Skills
 The Pine Benderss class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (int), Heal (Wis), Intimidate (Cha), Knowledge (Nature)(Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str)
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +0     +2    Giant Shape (Powerful Build), Sun sight        +1 level of Divine Spellcasting Class
2. +1    +3     +0     +3                                            +1 level of Divine Spellcasting Class
3. +2    +3     +1     +3    Giant Shape (Large)
4. +3    +4     +1     +4                                            +1 level of Divine Spellcasting Clas
5. +3    +4     +1     +4    +1 level of Divine Spellcasting Class
6. +4    +5     +2     +5    Giant Shape (Huge)    +1 Level of Divine Spellcasting Class
7. +5    +5     +2     +5    +1 level of Divine Spellcasting Class
8. +6    +6     +2     +6                                            +1 Level of Divine SPellcasting Class
9. +6    +6     +3     +6    Giant Shape (Gargantuan)
10.+7    +7     +3     +7    Giant Form                              +1 Level of Divine Spellcasting Class


Weapon Proficiencies: Pine Benders are proficient with Simple Weapons and the Greatclub.
 
Sun Sight (Ex): At 1st level the Pine Bender loses any Light Sensitivity it may have.

Giant Shape (Su): Your Druid and Pine Bender levels stack for purposes of determining how many times per day you may Wild Shape and it's duration.  Your Wild Shape is also different.  You may no longer assume other forms, but you may grow in size and strength.  You do not lose the ability to speak or cast spells, and any equipment worn upon your person (i.e. your clothes and any magic items occupying slots in your body) grow with you and do not cease to function.  Weapons held in your hand increase in size with you as well. At 1st level you gain the Powerful Build ability (see page 12 of the Expanded Psionics Handbook) in Giant Shape, and a +4 Enhancement Bonus to your Strength and a +2 Enhancement Bonus to your Constitution. You also gain a Slam attack doing 1d3 plus Strength bonus. You get 2 Slam Attacks with a Full Attack.


At 3rd level while in Giant Shape you actually become Large instead of having Powerful Build., and gain a +8 Enhancement Bonus to your Strength, +4 Enhancement Bonus to your Constitution, and your Natural Armor Class Bonus increases by +2. Base Speed increases by +10 feet, and you gain a Slam attack doing 1d4 plus Strength bonus.  You may also now catch and throw rocks as a Large Giant does (see Monster Manual page 119) while in Giant Shape.  Size/Reach becomes 10'/10'.

At 6th level you may become Huge while in Giant Shape, gaining a +16 Enhancement Bonus to Strength, a +8 Enhancement Bonus to Constitution, and your Natural Armor Class Bonus increases by +5.  You may now catch and throw rocks as a Huge Giant. Base Speed increases by +10 feet, and you gain a Slam attack doing 1d6 plus Strength bonus.  Size/Reach becomes 15'/15'.

At 9th level you may become Gargantuan while in Giant Shape, gaining a +24 Enhancement Bonus to Strength, a +12 Enhancement Bonus to Constitution, and your Natural Armor Class Bonus increases by +9.  You may now catch and throw rocks as a Gargantuan Giant. Base Speed increases by +10 feet, and you gain a Slam attack doing 1d8 plus Strength bonus.  Size/Reach becomes 20'/20'.

Giant Form (Ex): At 10th level the Pine Bender's Type becomes Giant instead of Humanoid, but it still retains the Orc subtype, and is considered an orc for all other purposes. You also gain low light vision. You may now become Colossal while in Giant Shape, gaining a +32 Enhancement Bonus to Strength, a +16 Enhancement Bonus to Constitution, and your Natural Armor Class Bonus increases by +14.  You may now catch and throw rocks as a Colossal Giant. Base Speed increases by +20 feet, and you gain a Slam attack doing 2d6 plus Strength bonus.  Size/Reach becomes 30'/30'.

PLAYING A PINE BENDER
No one has ever liked you.  And that's fine by you.  You have enough power now to make your own way in the world, and to hell with anything that gets in your way.  Leading others is of no real interest, but you don't intend to be a servant either.
 Combat: Pine Benders tend to use Giant Shape to it's maximum advantage, backing it up with spells as they go since they can cast while Giant Shaped.
 Advancement: Pine Benders are usually melee oriented Druids.  The question is not so much whether to concentrate on being a Tank or a caster, but what sort of Tank you will be..
Resources: Pine Benders are often loners and misfits.  Too different to fit in with other Orcs, too orcish to fit in with other races.  They pretty much have whatever they can summon and what few friends they can make to rely upon to help them.

PINE BENDERS IN THE WORLD
"I'd leave that old Orc up in the hills alone if I were you.  All those skeletons hanging from trees around here are his doing."
Most Pine Benders don't interact with society at all, believing they'll be rejected like they always have. This leads to a bad reputation which they usually do their best to enhance, hoping to be left alone.  Of course the desperate seek them out for help anyway.
 Daily Life: Pine Benders tend to spend all their time studying or in accumulating more personal power (which they define as combat ability, they are still Orcs after all).  They have no one to rely on sio their survival skills and fighting abilities are uppermost in their minds.
 Notables: San (CN Male Orc Druid 6/Pine Bender 6)
 Organizations: Pine Benders rarely have any organization.  Most are hermits, serial killers, or obsessed with their research.

NPC Reaction
Since the Pine Benders have a very unsubtle method of making their displeasure known, most NPC's crap themselves when confronted by them.  They fit the stereotype of the crazy old hermit with vast magical powers and an antisocial behavior problem perfectly.

PINE BENDERS IN THE GAME
Pine Benders fulfill pretty much the same role as a melee oriented Druid does. 
 Adaptation: Pine Benders are odd druids, and probably not well accepted by the other Druids for their emphasis on personal power.  They'll be odd men out in most situations, not really accepted by anyone. 
 Encounters: Pine Benders tend to be wilderness hermits, so PC's will probably encounter them in the wild.  Assuming the Pine Bender wishes to be encountered.  SOme are bandits, some are wise men, some are even predators. 

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: San takes the local hills outside of town to be his domain, and in his domain he decides who lives, and who dies.  He's killed raiders and outlaws and mosters, but he's killed local townsfolk who've angered or annoyed him as well.  Recently a young human girl was found dead near the hills, the corpse torn to pieces.  The townsfolk are certain he did it.  He's an Orc after all isn't he??  But there is evidence that points to another cause.  He was spotted in several places that day.  Even a druid can't be several places at once.  And the tracks near her corpse were big, but they weren't an Orcs.  The townsfolk have hired the PC's to take him out.  But the PC's will discover along hte way, San might not be guilty, and finding him in his home ground isn't as easy as it seems...


SAN
CN Male Orc Druid 6/Pine Bender 6
Init +1, Senses: Listen +12, Spot +9, Dark Vision 60'
Languages Orc, Common
------------------------------------------------

AC 15, touch 11, flat-footed 14  (+1 Dex, +4 Armor)
AC Giant Shape 18, touch 9, flat-footed 17  (-2 Size, +1 Dex, +5 Natural, +4 Armor) in GS
hp 78 (12 HD) (126 hp in GS)
Fort +12 (+16 in GS), Ref +5, Will +13 
+4 on Saves against Spell Like abilities of Fey
------------------------------------------------
Speed 30 ft. ( 6 squares) (40' in Giant Shape)
Melee +1 Collision Greatclub +12/+7 (1d10+13) (+18/+13 2d8+22 in Giant Shape)
Melee Giant Shape 2 Slams +17 (1d4+11)
Ranged +1 Thundering Returning Rock +15 (2d8+7) only in Giant Shape
Base Atk +8, Grp +11 (+23 in GS)
Atk Options Giant Shape (Large) 4/day, Rock Throwing/Catching
Combat Gear 4 Potions of Cure Serious Wounds
Druid Spells Prepared (CL 9th)
0 (6/day, Save DC 13) Detect Magic, Guidance x2, Purify Food and Drink, Resistance x2
1st (5/day, Save DC 14) Claws of the Bear, Foundation of Stone, Hawkeye, Jump, Longstrider
2nd (5/day, Save DC 15) Body of the Sun, Bramble's, Cat's Grace, Owl's Wisdom, Tiger's Touch
3rd (4/day, Save DC 16) Forestfold, Poison, Thornskin, Thunderous Roar
4th (2/day, Save DC 17) Superior Magic Fang, Vortex of Teeth
5th (1/day, Save DC 18) Stoneskin
-----------------------------------------------
Abilities Str 17 (33 in GS), Dex 12, Con 14 (22 in GS), Int 8, Wis 16, Cha 6
SQ  Animal Companion (Boar), Nature Sense, Resist Nature's Lure, Trackless Step, Wild Empathy, Woodland Stride
Feats Brutal Throw, Cleave, Point Blank Shot, Power Attack, Power Throw
Skills Concentration +8 (+12 in Giant Shape), Intimidate +6, Knowledge (Nature) +5, Listen +12, Spellcraft +5, Spot +9, Survival +9
Possessions +1 Heavy Fortification Hide Armor, +1 Collision Greatclub, Bag of Holding Type IV, +1 Returning Thundering Rock, 4 Potions of Cure Serious Wounds, 2395 gp


EPIC PINE BENDER

Hit Die: d8
Skills Points at Each  Level : 4 + int
Spells: The Pine Bender's Caster Level increases with each Epic level, but it's number of spells per day does not.
Giant Shape: The Epic Pine Bender gains an additional use of Giant Shape every 4 levels after the 18th (7/day at 22, 8/day at 26, etc.).
Bonus Feats: The Epic Pine Bender gains a Bonus Feat every 4 levels higher than 20th
« Last Edit: February 22, 2009, 09:34:07 AM by bhu »

Prak, the Mad

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #11 on: December 20, 2008, 11:03:18 AM »
There's a problem with the Ironheart samurai. Regeneration turns all damage into non-lethal damage(except, in this case, acid, which doesn't make sense flavour wise, but that's not the problem). By the time this is happening the character is immune to non-lethal damage. This means the only thing that hurts the character is acid. This needs to be changed as it is horrendously bad, at least in my estimation.


Well he does have to drink blood to get the regen but I see your point.  I shall fix now. 
well, that's a good point that I forgot about, but, yeah, constructs with regeneration are not good.


Quote
Told'ja I was on a buncha meds when I made some of these :D
heh, sounds fun

Quote
I switched it to immunity to Pain Effects, and added Epic levels.  Any other thoughts?  I got more coming if not...
well, it says "darkened eye" in the bonus feats section of the epic Ironheart, but that's just C/P stuff. and I'd say just increase the FH or give them a regeneration like ability for one or two specific damage types. It has to very specifically not be regeneration, but you can just say it turns damage into "virtual damage" that really doesn't hinder the character much unless it is equal to or greater than their hps. So, basically non-lethal, but it actually affects them, and it's not everything so their immunity to non-lethal isn't meaningless.

Pine bender looks nice, but could probably use a bit more power. I like it simply because it's the hulk-out thing I've been wanting to work up for D&D but, as of yet, haven't.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #12 on: December 20, 2008, 11:16:25 PM »
A bit MORE power???? They don't lose the use of magic items while wildshaping and can cast while doing so as a Giant.  Hell I thought I was pushing it a lil maybe...

Chemus

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #13 on: December 21, 2008, 01:21:09 AM »
The flavor of the class is really good, but the texture is mealy...;)

I think that the loss of 5 caster levels is a bit excessive. The shapes you get as an elemental or huge animal aren't really dwarfed by this...A huge earth elemental has the same Str as a druid who started with a 15 and never buffed it, and has 21 Con, which equates to having a base of 13 in the Pine Bender. I understand that an orc would have +4 on Str, but still...you can't even gain a movement bonus or scent or blindsense or a burrow, swim or fly speed. Plus this does NOT advance their Animal companion...

So let's see; it looks like you get a 'permanent' +3-5 Str item (significantly less if you dumped Str, in fact if you did dump Str, then this PrC punishes you for it), free natural spell feat, and you get those items that make your items wild shape with you. In exchange for 5 caster levels...and since elementals speak (Terran, Aquan, Auran, Ignan), you get to cast while in elemental shape anyway, no?

Make sure that they keep the powerful build throughout their suite of Giant shaping (letting them use bigger weapons, up to gargantuan weapons, and allowing grappling with gargantuan critters on a fairly even keel). Then, either increase their BAB /HD to Full /d12, or give three more caster levels (the ability to keep their stuff is pretty cool). Make sure you note that the Druid and Pine Bender levels also stack for the duration of the Giant Shape, not just the number of uses per day. The slam attack does not jibe with what you'd have as a critter of that size; make it d6, d8, 2d6 for the sizes, (already adjusted for powerful build).

You might also consider actually making the character into particular giant types (first hill, then frost, stone, fire, cloud and finally storm) instead of what I mentioned in the previous paragraph. This might actually make up for the lost caster levels. Though I think that you should still have the full BAB and d12 HD in that case.

All this is predicated on the 3.5 druid as is. If you're using shapeshift variant and this is working off of that, then this is OK (still loses too many CL's IMO though)

Neato ideas!
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bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #14 on: December 21, 2008, 07:45:43 AM »
Added 3 caster levels, epic levels, and tweaked giant form and giant shape  :smirk

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #15 on: December 22, 2008, 06:20:18 AM »
ORC THUG


   
"Where's the money Lebowski?"

Occasionally Orcs are outcast from their tribe for a number of reasons.  Perhaps they were on the losing side of a political fight, or committed some crime not worthy of killing them quickly.  These poor souls left to die sometimes survive, and on rare occasions will find a hiding place in the more lawless towns and cities.  Only to find that no one will hire them.  No one who obeys the law anyway.  They end up being cheap muscle for the Guilds in larger cities, or for gangs in smaller places.  Rarely are they allowed to achieve any rank of note, other than perhaps as a bodyguard or executioner. Unless they achieve that rank through murder...

BECOMING AN ORC THUG
Most Orc Thugs were originally tribal warriors (i.e. Barbarian's), who were forced to scrounge to survive (i.e. take a few rogue levels for ambush purposes) before coming upon a city.

 ENTRY REQUIREMENTS
   Race:  Any Orcish
   Class Features:  Sneak Attack +2d6, Rage
   Skills:  Hide 6 Ranks, Intimidate 6 Ranks, Move Silently 6 Ranks, Survival 6 Ranks
   Feats: Intimidating Rage, Instantaneous Rage


Class Skills
 The Orc Thug's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Cha), Spot (Wis), Swim (Str)
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +0    Stabbing People Is Fun
2. +2    +3     +0     +0    Ambush Feat
3. +3    +3     +1     +1    Raging Death
4. +4    +4     +1     +1    Ambushing People Is Fun
5. +5    +4     +1     +1    Ambush Feat
6. +6    +5     +2     +2    Raging Death
7. +7    +5     +2     +2    Ambush Feat
8. +8    +6     +2     +2    Getting Mad Is Fun
9. +9    +6     +3     +3    Raging Death
10.+10   +7     +3     +3    Master of the Ambush


Weapon Proficiencies: Orc Thugs gain no new weapon or armor proficiencies.

Stabbing People Is Fun (Ex): Your Orc Thug levels stack with your Barbarian levels for purposes of determining how many times per day you can Rage.  Your Orc Thug levels also stack with your Rogue levels for purposes of determining how many dice of Sneak Attack damage you have.

Ambush Feat: The Orc Thug gains an Ambush Feat as a Bonus Feat at 2nd, 5th, and 7th level.  Ambush Feats are listed on page 74 of the Complete Scoundrel.

Raging Death(Ex): You gain certain abilities while raging and while your opponent is denied his Dexterity Bonus to AC.  At 3rd level in any situation in which you are Raging, and could Sneak Attack your opponent, if you roll a critical hit you have a +4 bonus on your confirmation roll. This does not stack with other effects that give bonuses to confirming critical rolls.

At 6th level you also increase the threat range of your weapon by 1 (i.e. if it would normally critical on a 19-20, it now threatens a critical on an 18-20. This does not stack with other effects that increase your weapons critical threat range.

At 9th level if you successfully confirm a critical against an opponent they have a -2 penalty to their Armor Class for a number of rounds equal to your strength modifier.

Ambushing People Is Fun (Ex): When using Ambush Feats you give up 2d6 less dice of Sneak Attack.  For example if the Feat requires you to give up +3d6 Sneak Attack for it's effect, you are only required to give up +1d6. If it only requires you to give up 2d6, you may get the benefit of the Ambush Feat for free. You may only do this while Raging.

Getting Mad Is Fun (Ex): You may channel the power of your Rage into a tremendous blow.  You may give up one daily use of your Rage to add your Sneak Attack damage to your next strike if it is successful, even if your opponent isn't in a position to be Sneak Attacked (i.e. Flat-footed or Denied his Dexterity Bonus to AC).

Master of the Ambush (Ex): You get a competence Bonus equal to the number of Ambush Feats you have to critical confirmation rolls. This does not stack with other effects that give a bonus to critical confirmation rolls.

PLAYING AN ORC THUG
You are a bad, bad man.  People fear you, and they should fear you.  You can't make them respect you, but you can make sure they realize you'll cut out their eyes if they make you angry.  In other words your extremely antisocial, and have what could charitably be called anger issues.
 Combat: Get as many of the good Ambush Feats as you can, and center your focus around using your Sneak Attack ability.
 Advancement: You were meant to be an urban guerilla fighter, ambushing victims and overwhelming them with your physical power.  Orc Thugs tend to follow this concept and rarely deviate from it much. 
Resources: You have possibly the resources of whatever gang or Guild employs you for equipment and training.  But even they may look down on you, or just expect you to brute force your way through any problems.

ORC THUGS IN THE WORLD
"I know! Let's turn him over to Mongo!"
Orc Thugs are in a tight spot.  They're hunted by he law where they live, their tribe will kill them if they return, and the Guild will kill them if they leave.  In the meantime the Guild may feel free to use you as cannon fodder. 
 Daily Life: Due to your problems with light most of your day is spent sleeping.  At night time you'll get a list of targets and where to find them and what to do.  Then you get to go bash heads while avoiding the local city guard.
 Notables: Tor (CN Male Barbarian 3/Rogue 3/Orc Thug 6) is a local enforcer for organized crime.  Unlike most thugs, he isn't specific to one organization, and hires to whoever will pay him. 
 Organizations: Orc Thugs themselves rarely have an organization devoted to them, but are usually part of a Guild or outlaw gang of some kind.

NPC Reaction
NPC's hope to never encounter an Orc Thug.  It means they owe money to bad people, or they've stolen from bad people, or bad people want them hurt.  Neither of these options is really a good one.

ORC THUGS IN THE GAME
Orc Thugs won't affect game play all that much, they'll just give he local hitmen a bit of flavor perhaps.
 Adaptation: Orc Thugs are fairly easy to adapt to any campaign.  Thieve's Guilds aren't all that picky about hiring cheap muscle, and Orc's in a town won't have many other options.
 Encounters: PC's will most likely enconter an Orc Thug when the local Thieve's GUild wants to warn them to leave town, shake them down for info, take their life or money, etc.

Sample Encounter
EL 12: The PC's are warned to get out of town by the local Thieve's Guild.  The warning is served up by Tor.  Until he learns the PC's are in town to smuggle out several families of Orcs outcast just as he was.  He helps them out, and then ends up framed for murder.  Obviously no one will believe a professional killer isn't guilty of a hit, especially an Orc.  Even worse, he's been not so subtly informed the PC's are responsible for his situation.  Now they have to clear him, while dodging the mob, quite possibly the authorities as well, and an enraged Tor who is out for blood.



TOR
CN Male Orc Barbarian 3/Rogue 3/Orc Thug 6
Init +2, Senses: Listen +7, Spot +10, Dark Vision 60'
Languages Orc, Common
------------------------------------------------
AC 18, touch 12, flat-footed 16  (+2 Dex, +6 Armor)
AC 16, touch 10, flat-footed 14  (-2 Rage, +2 Dex, +6 Armor)
hp 80 (12 HD) (104 hp in Rage)
Fort +11 (+13 Rage), Ref +8, Will +4 (+6 Rage)
------------------------------------------------
Speed 40 ft. (8 squares)
Melee +1 Keen Brash Berserker Falchion +16/+11/+6 (2d4+6/15-20)
                  (+1 Keen Brash Berserker Falchion +20/+15/+10 2d4+1d8+9/15-20 Raging)
Unarmed Strike +15/+10/+5 (1d10+6)
(Unarmed Strike +19/+14/+9 1d10+9 Raging)
Base Atk +11, Grp +15 (+17 Rage)
Atk Options Rage 3/day, Sneak Atack +5d6, Evasion, Uncanny Dodge
Combat Gear 4 Potions of Cure Serious Wounds
-----------------------------------------------
Abilities Str 18 (22 Rage), Dex 14, Con 15 (19 Rage), Int 10, Wis 10, Cha 6
SQ Fast Movement, Illiteracy, Trap Sense +2
Feats Improved Unarmed Strike, Intimidating Rage, Intimidating Strike, Instantaneous Rage, Superior Unarmed Strike, Telling Blow, Throat Punch

Skills Climb +14, Hide +12 (+17), Intimidate +8, Knowledge (Local) +5, Listen +7, Move Silently +12 (+17), Search +4, Spot +10, Survival +6
Possessions +2 Shadow Silent Moves Hide Armor, +1 Brash Berserker Keen Falchion, Bear Helm, Belt of Growth, Deathstrike Bracers, Goggles of Day, Retributive Amulet, Bag of Holding Type IV, 4 Potions of Cure Serious Wounds, 3960 gp


EPIC ORC THUG

Hit Die: d8
Skills Points at Each  Level : 4 + int
Ambush Feats: The Epic Orc Thug gains an additional Bonus Ambush Feat at 21st level, and every 3 levels thereafter (i.e. level 24, level 27, etc.).
Bonus Feats: The Epic Orc Thug gains a Bonus Feat every 4 levels higher than 20th
« Last Edit: February 22, 2009, 09:34:31 AM by bhu »

Chemus

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #16 on: December 22, 2008, 04:27:40 PM »
Now THAT makes the raging rogue truly fun as a melee smacker. Considering that rogues and hitters need bumping to compete with anything that the CoD/Wiz could summon, this looks good. Gotta play an orc sometime...
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bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #17 on: December 23, 2008, 06:29:13 AM »
FISTS OF GRUUMSH


   
"With the Gods themselves on my side who can stop me?"

Warlocks aren't common among the Orcs, and many of them that do exist owe their powers due to divine lineage within their families past, or deals made with the Orcish pantheon for power...

BECOMING A FIST OF GRUUMSH
The Fists of Gruumsh are pretty much specialist Warlocks, and usually start as such.

 ENTRY REQUIREMENTS
   Race: Orc
   Class Abilities: Eldritch Blast 3d6
   Incantations: Eldritch Spear, Fell Flight
   Feats:  Eldritch Claws, Grappling Blast (See Dragon Magazine #358)


Class Skills
 The Fist of Gruumsh's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Arcana, Planes, Religion) (Int), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha)
Skills Points at Each  Level : 2 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Baghtru's Gift
2. +1    +0     +0     +3    Eldritch Feat, +1 level of existing incantation using class
3. +2    +1     +1     +3    +1 level of existing incantation using class
4. +3    +1     +1     +4    Ilneval's Gift
5. +3    +1     +1     +4    Eldritch Feat, +1 level of existing incantation using class
6. +4    +2     +2     +5    +1 level of existing incantation using class
7. +5    +2     +2     +5    Eldritch Feat, +1 level of existing incantation using class
8. +6    +2     +2     +6    Gruumsh's Gift
9. +6    +3     +3     +6    +1 level of existing incantation using class
10.+7    +3     +3     +7    Burning Eye


Weapon Proficiencies: The Fist of Gruumsh gains no new weapon or armor proficiencies.
 
Incantations: At levels 2,3,5,6,7, and 9 the Fist of Gruumsh gains new Incantations as if they were warlock levels.  I.E. a 6th level Warlock/6th level Fist has the same amount of Incantations as a 10th level Warlock.

Baghtru's Gift (Su): When using your Eldritch Claws or Grappling Blast Feats your Eldritch Blast does additional damage.  Add +1d6 damage for every 2 levels of Fist of Gruumsh.

Eldritch Feats: At 2nd, 5th, and 7th level the Fist gains a Bonus Feat from the following list:  Ability Focus (Eldritch Blast), Empower Spell Like Ability, Extra Invocation, Heighten Spell Like Ability, Maximize Spell Like Ability, Quicken Spell Like Ability, Spell Penetration, Sudden Ability Focus

Ilneval's Gift (Su): A number of times per day equal to the Fists Charisma modifier (minimum of 1) the Fist can unleash an Eldritch Blast modified by Blast Incantations that does not allow a Saving Throw.

Gruumsh's Gift (Su): When using your Eldritch Spear or Eldritch Glaive Incantations, your Eldritch Blast Criticals on an 18-20 doing x2 damage.  This does not stack with other effects that increase critical threat ranges.

Burning Eye (Su): At 10th level one of the Fists Eyes explodes into magical flame.  he can see with it normally.  A number of times per day equal to his Charisma modifier he can Take 20 on any roll as a Free Action.

PLAYING A FIST OF GRUUMSH
Orc culture is pretty conformist, and it only really respects power.  Being as yours comes from the Gods you're allowed to be different to some extent, but you need to acquire and hold as much power as you can get.  You're going to have too many rivals not to.
 Combat: Early on you'll be specializing in melee fighting most likely.  Ranged combat will come with more levels.
 Advancement: Most Fists are pretty straight forward.  They're combat Warlocks, and rarely deviate from that course.
Resources: The Fists of Gruumsh are pretty much a religious cult, and usually have a decent place in the hierarchy of their tribe.  Which means that they can ask their tribe for pretty much anything as long as it isn't obviously bad for the tribe or insanely over the top.

FISTS OF GRUUMSH IN THE WORLD
"See this scar?  Got it from a skinny little Orc with burnin' fists.  Watch out for them skinny orcs boy."
Your life is interesting, in the Chinese sense of the term.  The Gods are always scheming to use you against one another as a pawn of some kind.  The priests and warchiefs are always scheming to get rid of you.  The enemies of the tribe always make you a prominent target.  You need a vacation really...
 Daily Life: The Orcish Gods granted you your powers so they tend to send you some interesting dreams, and meddle in your life.  Your days are usually spent either training, dealing with whatever the gods have sent your way, or dealing with the machinations of jealous priests.
 Notables: Keth the Murderer (Warlock 6/Fist of Gruumsh 6).  So called because of killing everyone in his tribe that opposed him to gain position as it's head.
 Organizations: The Fists of Gruumsh are allied closely to the Priests of the Orcish pantheon, but they have little more organization than that.  Some do occasionally decide to take over, and band together to get rid of their opposition in the tribe.

NPC Reaction
Orcs with blazing fists and the ability to shoot eldritch blasts?  The idea is terrifying to the average NPC, who prefers his Orcs to be stupid melee fighters he can easily get away from.

FISTS OF GRUUMSH IN THE GAME
Fists of Gruumsh are combat Warlocks as opposed to area control.  With their abilities centering around Eldritch Blast they may be show offs if
 Adaptation: The Fists will be intriguing in an all Orc campaign, as t hey will either be bodyguards of the priests of Gruumsh or competing to supplant them.
 Encounters: Usually PC's will encounter a Fist of Gruumsh with a party of Orc clerics on some sort of mission for their gods.  the Fists will be bodyguards basically.

Sample Encounter
EL 12: Now that he's assassinated everyone in the tribe who can oppose him, Keth is leading the tribe on night raids.  Instead of theft they're destroying crops and livestock, and poisoning the wells.  The hope is that sufficient damage will be done that the humans perish in he winter without food, or they'll leave before it can happen.


Keth The Murderer
CE Male Orc Warlock 6/Fist of Gruumsh 6
Init +1, Senses: Listen -1, Spot -1, Dark Vision 60'
Languages Orc, Common
------------------------------------------------
AC 23, touch 14, flat-footed 22 (+1 Dex, +9 Armor, +3 Deflection)
hp 66hp (12 HD)
Fort +6, Ref +5, Will +9 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee 2 Eldritch Claws +11 melee (1d10+6d6+3) or +1 Unholy Surge Morningstar +12/+7 (1d8+4)
Ranged  Eldritch Blast +9 Ranged Touch (3d6)         
Base Atk +8, Grp +10
Atk Options Eldritch Blast 3d6 (DC 18), Eldritch Claws +6d6 (DC 18), Grappling Blast +6d6 (DC 18), Earth's Embrace, Ilneval's Gift
Combat Gear 4 Potions of Cure Serious Wounds
Incantations Least: Dark Ones Own Luck, Eldritch Spear, Fell Flight
                           Lesser: Brimstone Blast, Curse of Despair, Fell Flight
-----------------------------------------------
Abilities Str 16, Dex 13, Con 14, Int 6, Wis 8, Cha 16
SQ Detect Magic, Damage Reduction 1/Cold Iron Decieve Item, Baghtru's Gift, Ilneval's Gift 3/day
Feats Earth's Embrace, Eldritch Claws, Grappling Blast, Improved Unarmed Strike, Improved Grapple, Superior Unarmed Strike, Ability Focus (Eldritch Blast, B), Sudden Ability Focus (Eldritch Blast, B)
Flaws
Skills Concentration +4, Intimidate +5, Knowledge (Religion) +0, Spellcraft +0, Use Magic Device +10
Possessions +5 Chain Shirt, +1 Unholy Surge Morningstar, Warlock's Scepter, +3 Ring of Protection, 4 Potions of Cure Serious Wounds, 1137 gp


EPIC FIST OF GRUUMSH

Hit Die: d6
Skills Points at Each  Level : 2 + int
Invocations: The Epic Fist of Gruumsh' caster level continues to increase, but he does not gain new invocations.
Baghtru's Gift: Baghtru's Gift continues to increase +1d6 for every 2 levels past the 20th.
Bonus Feats: The Epic Fist of Gruumsh gains a Bonus Feat every 4 levels higher than 20th
« Last Edit: February 22, 2009, 09:34:53 AM by bhu »

Prak, the Mad

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #18 on: December 23, 2008, 06:37:57 AM »
Baghtru's Gift (Su): When using your Eldritch Claws or Grappling Blast Feats your Eldritch Blast does additional damage.  Add half your Fist of Gruumsh level (round up) to the Eldritch Blast damage.
This is so minor as to hardly matter, I would suggest making the levels of Warlock and Fist of Gruumsh stack for determining blast damage.

Quote
Ilneval's Gift (Su): A number of times per day equal to the Fists Charisma modifier (minimum of 1) the Fist can unleash an Eldritch Blast that does not allow a Saving Throw.
Eldritch blast is a ranged touch attack, and does not, normally, require a save, you might want to change this, or specify a blast shape that does require a save.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #19 on: December 23, 2008, 07:06:12 AM »
Thanks Prak, reworded them a lil.