Author Topic: Uncle Kitties Handbook of Spuriously Made Prestige Classes  (Read 130684 times)

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bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #260 on: August 20, 2009, 09:08:19 AM »
SOLDIERS OF THE LAST ORDER


   
"The unclean are purified by the fires of our Lord."

 The Soldiers of the Last Order are a cult of Hobgoblins devoted to manifesting Nomog-Geaya on the Material Plane, and thus achieving victory over the other races.  They are watched closely by the churches of the other Goblinoid Deities for signs they openly intend to depose the priests of Maglubiyet, and for their habits of burning perfectly good slaves alive as sacrifices to their god.

BECOMING A SOLDIER OF THE LAST ORDER
Most Soldiers begin as Clerics or as multiclassed Cleric/Rangers of Cleric/Fighters who are accepted by the cult after proving themselves.

 ENTRY REQUIREMENTS
   Race:  Hobgoblin
   Domains:  Must have access to the Fire and War Domains.
   Feats:  Holy Warrior, True Believer, Two Weapon Fighting
   Skills:  Knowledge (Religion) 6 ranks
   Special:  Must be sponsored by a current member of the organization, and pass certain stringent tests of loyalty (such as murdering someone of their choice).


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

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +0     +2    Fire Resistance 5, +1 Divine spellcaster Level
2. +1    +3     +0     +3    Purifying Weapons, +1 Divine spellcaster Level
3. +2    +3     +1     +3    Sacrifical Flames
4. +3    +4     +1     +4    Fire Resistance 10, +1 Divine spellcaster Level
5. +3    +4     +1     +4    Purifying Weapons, +1 Divine spellcaster Level
6. +4    +5     +2     +5    Sacrifical Flames
7. +5    +5     +2     +5    Fire Resistance 15, +1 Divine spellcaster Level
8. +6    +6     +2     +6    Purifying Weapons, +1 Divine spellcaster Level
9. +6    +6     +3     +6    Sacrifical Flames
10.+7    +7     +3     +7   Sacred Warrior, +1 Divine spellcaster Level


Weapon Proficiencies: A Soldier gains no new weapon or armor proficiencies.
 
Fire Resistance (Su): At 1st level the Soldier gains Fire Resistance 5.  This increases to 10 at 4th level, and 15 at 7th level.

Purifying Weapons (Su): At 2nd level any Longsword or handaxe held by a Soldier is considered a Flaming weapon.

At 5th level it is considered a Flaming Burst weapon.

At 8th level it is considered a Charging, Flaming Burst weapon.

Sacrifical Flames (Su): At 3rd level you may sacrifice a humanoid prisoner of war to Nomog-Geaya by burning him alive.  The ritual takes 1 minute to perform, and once the victim dies in the fire the Soldier has access to one additional Domain of Nomog-Geaya's that he does not currently have access to for 1 day.  Note he still only gets one Domain spell per level, he just has access to more options.

At 6th level you gain access to your additional Domain for three days, and you may spontaneously cast spells from the Fire Domains as if you had the Spontaneous Domain Feat.

At 9th level all your Domain spells are cast at +1 caster level for 1 day after the sacrifice.

Sacred Warrior (Su): At 10th level you become immune to fire damage.  So long as you have a spell from either the Fire or War Domain uncast you have DR x/-, where x is equal to the spells level.

PLAYING A SOLDIER OF THE LAST ORDER
 Maglubiyet is a false God.  He is a weakling, and the Goblins he patronizes are a race of weaklings.  They are as much a thorn in the side of your race as the Elves and the other Humanoids.  They must perish.  All must perish in order to open the gate that will bring Nomog-Geaya to the world.  
 Combat: Fire features a great deal in your plans of combat.  Fire is unpredictable, and swiftly burns out of control, but your immunity to it means only your enemies need worry about the flames you set on the battlefield.  
 Advancement: Soldiers advance almost obsessively as both warriors of some sort and as Clerics.  To do otherwise would be to turn their back on their god.
Resources: The Soldiers are a small cult, and cannot be openly supported by the main church of Nomog-Geaya.  They cannot always give you help if they wish to remain working in the open, and most times you will be forced to rely on what you can buy or steal.

SOLDIERS OF THE LAST ORDER NAME IN THE WORLD
"That boy is obsessed with fire a little too much..."
 Soldiers generally interact with the world by setting it on fire and murdering it's relatives.  They're raids are small for now, but they put anyone they capture to death, and there seems to be no shortage of victims to kidnap in the larger cities.
 Daily Life: Most of a Soldiers life is spent preparing for war, preparing to sacrifice prisoners, and scheming to expand the influence of his cult.  Many hire out as mercenaries or assassins, provided their employer allows them to have the bodies.  
 Notables: Turcu (LE Male Hobgoblin Cleric 4/Fighter 2/Soldier of the Last Order 5) is a young fanatic determined to prove himself no matter what the cost.  
 Organizations: The Soldiers are a fairly small organization, but very closely knit by their fanaticism.  Unfortunately this drives away as many Hobgoblins as it converts.

NPC Reaction
 NPC's tend to be horrified at the Soldiers tendency to burn prisoners to death, and the Hobgoblins military leaders aren't very fond of it either.  Those religious sacrifices could be used as slaves or questioned to provide information.  

SOLDIERS OF THE LAST ORDER IN THE GAME
 This class is best in an all evil, all Hobgoblin campaign.  The Soldiers can hide their true intentions well, but they always give themselves away eventually, and it will make for problems in the party if any of them are Good.
 Adaptation: This is definitely for horrific or at least grim campaigns.
 Encounters: PC's will generally encounter the Soldiers anytime the Hobgoblins have gone to war, or as mercenaries seeking sacrifices to their deity.  In any case it will likely be a bloody and unhappy encounter.

Sample Encounter
EL 12: The PC's have barely escaped with their lives from the battlefield, and things have not gone well for their side.  Slinking into the forest they spot fires in a clearing, and find a small party of Hobgoblins burning prisoners alive.  Do they try to save them and possibly call down the army that may be nearby on their heads?  Or do they move on?


Turcu
LE Male Hobgoblin Cleric 4/Fighter 2/Soldier of the Last Order 5
Init +1, Senses: Listen +3, Spot +3, Dark Vision 60'
Languages Common, Goblin
------------------------------------------------
AC 23, touch 11, flat-footed 22  (+1 Dex, +12 Armor)
hp 73 (11 HD)
Fort +13, Ref +3, Will +11  
------------------------------------------------
Speed 30 ft. (6 squares), 40 w/Boots
Melee +4 Longsword +13/+8 melee (1d8+5/19-20) and +4 Handaxe +13 melee (1d6+4, x3)
Base Atk +10, Grp +11
Atk Options Rebuke Undead 5/day
Combat Gear
Spells Per Day  0: 6 (DC 13)
1st: 5 (DC 14)
2nd: 4 (DC 15)
3rd: 4 (DC 16)
4th: 2 (DC 17)
Caster Level 8th
-----------------------------------------------
Abilities Str 13, Dex 12, Con 14, Int 10, Wis 16, Cha 14
SQ Domains (Fire, War), Fire Resistance 10
Feats Holy Warrior, Martial Weapon Proficiency (Handaxe), True Believer, Two Weapon Fighting
Skills Climb +5, Concentration +8, Intimidate +6, Jump +1 (+6 w/Boots), Knowledge (Religion) +6, Move Silently +5, Ride +5, Spellcraft +4
Possessions +4 Longsword, +4 Handaxe, +4 Full Plate Armor, Boots of Striding and Springing, 229 GP



EPIC SOLDIER OF THE LAST ORDER

Hit Die: d8
Skills Points at Each  Level : 2 + int
Spells The Epic Soldiers caster level continues to increase with Epic Levels, but he doesn't gain additional spells per day.
Bonus Feats: The Epic Soldier gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: August 24, 2009, 08:45:48 AM by bhu »

veekie

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #261 on: August 22, 2009, 10:56:50 AM »
The Deathseeker is probably the most emo kobold I've seen.
The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

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

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

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

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

There is no higher price than 'free'.

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

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #262 on: August 23, 2009, 08:23:19 AM »
The Deathseeker is probably the most emo kobold I've seen.

SOme people just cant let stuff go :D

Added some class abilities to the Critter Hugger and I'm modifying the Soldier of the Last Order as well
« Last Edit: August 23, 2009, 10:25:51 AM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #263 on: August 26, 2009, 09:40:26 AM »
Finished up the Critter Huggers class abilities.  Thoughts on caster levels?

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #264 on: September 02, 2009, 08:46:07 AM »
MAGLUBIYET
Greater Deity
Symbol: Bloody Axe
Home Plane: Acheron
Alignment: Neutral Evil
Portfolio:    War, rulership
Worshipers: Goblins and Hobgoblins
Cleric Alignments: LG, LN
Domains: Chaos, Destruction, Evil, Trickery
Favored Weapon: Battleaxe

Maglubiyet appears as an 11' tall goblin with black skin and flaming eyes.  He is incredibly muscular for a Goblin. with sharp claws on his hands.  He is never seen without Kanbalta, a great black axe that constantly drips blood.

Dogma

Maglubiyet demands his followers oppose the followers of other Gods, particularly Kikanuti and the Elvish and Orcish pantheons.  He leads an army of dead Goblins against the Orcs eternally in Baator.


Clergy and Temples

The Sons of Maglubiyet make his temples in caves, and cut out the hearts of sacrificial victims for him once a month during the new moon.  They were gray-green scale mail and conical hats.

MAGLUBIYET
Fighter 20, Rogue 20
Large Outsider (Evil)
Divine Rank: 16
Hit Dice:             20d8+240 plus 20d10+240 plus 20d6+240 (1200 hp)
Initiative:           +14
Speed:                80 ft. (16 squares)
Armor Class:          75 (+10 Dex, +16 Divine, +29 Natural, +10 Deflection), touch 46, flat-footed 65
Base Attack/Grapple:  +55/+88
Attack:               +5 Battleaxe +88 melee (2d6+18/x3) or spell +83 melee/+80 ranged touch
Full Attack:          +5 Battleaxe +88/+83/+78/+73 (2d6+18/x3) or spell +83 melee/+80 ranged touch
Space/Reach:          10 ft./10 ft.
Special Attacks:      Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Sneak Attack +10d6, Crippling Strike, Opportunist
Special Qualities:   Divine Immunities, DR 30/Epic, Fire Resistance 21, Spell Resistance 48, Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 16 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (16 miles, DC 36), Trapfinding, Evasion, Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +6, Improved Evasion, Slippery Mind
Saves:                Fort +58, Ref +56, Will +50
Abilities:            Str 36, Dex 30, Con 34, Int 30, Wis 30, Cha 30
Skills:               Balance +48, Bluff +72, Climb +72, Concentration +51, Craft (Armorsmithing, Blacksmithing, Bowmaking, Metalworking, Weaponsmithing) +47, Diplomacy +48, Gather Information +49, Handle Animal +47, Hide +72, Intimidate +94, Jump +84, Knowledge (Dungeoneering, Geography, History, Local, Religion, The Planes, War) +49, Listen +72, Move Silently +72, Ride +48, Search +71, Sense Motive +71, Sleight of Hand +48, Spot +71, Swim +50, Tumble +72, Use Magic Device +72
Feats:                Adaptable Flanker, Cleave, Combat Reflexes, Defensive Sweep, Deft Strike, Deft Opportunist, Evasive Reflexes, Great Cleave, Greater Weapon Focus (Battleaxe), Greater Weapon Specialization (Battleaxe), Improved Critical (Battleaxe), Improved Initiative, Improved Sunder, Intimidating Strike, Overwhelming Assault, Power Attack, Rapid Assault, Robilars Gambit, Telling Blow, Vexing Flanker, Weapon Focus (Battleaxe), Weapon Specialization (Battleaxe), Close-Quarters Fighting (B), Combat Brute (B), Combat Expertise (B), Cometary Collision (B), Dodge  (B), Flay (B), Improved Bull Rush (B), Melee Evasion (B), Mobility (B), Power Critical (B), Shock Trooper (B)
Divine Immunities: Ability Damage, Ability Drain, Acid, Cold, Death Effects, Disease, Disintegration, Electricity, Energy Drain, Mind-Affecting Effects, Paralysis, Poison, Sleep, Stunning ,Transmutation, Imprisonment, and Banishment.
Salient Divine Abilities: Annihilating Strike, Banestrike (Elves), Battlesense, Call Creatures (Goblinoids, Wolves), Control Creatures (Goblinoids), Divine Sneak Attack, Divine Weapon Focus, Divine Weapon Mastery, Divine Weapon Specialization, Extra Domain (Trickery), Grow Creature (Goblinoids, Wolves), Irresistible Blows, Supreme Initiative, Wound Enemy
Domain Powers: Chaos and Evil spells are cast at +1 Caster Level, Smite 1/day
Spell-Like Abilities: Maglubiyet can cast the following spells at will as Spell-Like abilities:   Animate Objects, Blasphemy, Chaos Hammer, Cloak of Chaos, Confusion, Contagion, Create Undead, Desecrate, Disguise Self, Disintegrate, Dispel Good/Law, Earthquake, False Vision, Harm, Implosion, Inflict Critical Wounds, Inflict Light Wounds, Inflict Mass Light Wounds, Invisibility, Magic Circle Against Good/Law, Mislead, Nondetection, Polymorph Any Object, Protection from Good/Law, Screen, Shatter, Summon Monster IX (Chaos or Evil only), Time Stop, Unholy Aura, Unholy Blight, Word of Chaos. Caster Level is 26.  Save DC is 36 plus the spell level.
Possessions: Kanbalta: +5 Keen Vampiric Unholy Surge Battleaxe.

Other Divine Powers
As an Greater deity, Maglubiyet automatically receives the best possible result on any die roll he makes (including attack rolls, damage, checks, and saves). He is immortal.
Senses: Maglubiyet can see, hear, touch, and smell at a distance of 16 miles. As a Standard Action he can perceive anything within 16 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. he can extend his senses to up to 20 locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 16hours.
Portfolio Powers: Maglubiyet sense any act involving his portfolio the instant it happens and 16 weeks into the past or future.
Automatic Actions: Maglubiyet can use Craft (Armorsmithing, Metalworking, and Weaponsmithing) or Knowledge (War) as a Free Action if the DC for the task is 30 or lower. He can perform up to 20 Free Actions each round.
Create Magic Items: Maglubiyet can create any magic item.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #265 on: September 07, 2009, 10:12:14 AM »
GRANDMOTHER


   
"Violence is not the way of our creator."

 Grandmothers are the leaders of Bhuka society, as well as their connection to the Goddess Kikanuti.  They are responsible for both the physical and spiritual well-being of their fellow Bhuka.  Since there must always be Grandmothers in training in case the actual Grandmother dies, there are always several young priestesses ready to assume the mantle.  They are used to travel between villages and clans and keep the lines of communication going and help with problems threatening the Bhuka as a whole.

BECOMING A GRANDMOTHER
To become a Grandmother one must be a female Bhuka who sincerely believes in and is devoted to Kikanuti, as well as be accepted by the current Grandmother.

 ENTRY REQUIREMENTS
   Race:  Bhuka
   Gender:  Female
   Feats:  Leadership, True Believer
   Skills:  Diplomacy 4 ranks, Knowledge (History, Religion) 4 ranks
   Domains:  Must have access to two of the following Domains: Earth, Good, Magic, Protection, Plant, Summer


Class Skills
 The Grandmother's class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (Geography, History, Local, Nature, Religion)(Int), Search (Int), Sense Motive (Wis), Spellcraft (Int), and Survival (Wis).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +0     +2    Enhanced Domain Ability, +1 Level of Divine Spellcasting Class
2. +1    +3     +0     +3    Goddess Hear My Plea, +1 Level of Divine Spellcasting Class
3. +1    +3     +1     +3    Maybe We Can Work Something Out, +1 Level of Divine Spellcasting Class
4. +2    +4     +1     +4    Enhanced Domain Ability, +1 Level of Divine Spellcasting Class
5. +2    +4     +1     +4    Goddess Hear My Plea, +1 Level of Divine Spellcasting Class
6. +3    +5     +2     +5    Maybe We Can Work Something Out, +1 Level of Divine Spellcasting Class
7. +3    +5     +2     +5    Enhanced Domain Ability, +1 Level of Divine Spellcasting Class
8. +4    +6     +2     +6    Goddess Hear My Plea, +1 Level of Divine Spellcasting Class
9. +4    +6     +3     +6    Maybe We Can Work Something Out, +1 Level of Divine Spellcasting Class
10.+5    +7     +3     +7   Greater Mass Sanctuary, +1 Level of Divine Spellcasting Class


Weapon Proficiencies: A Grandmother gains no new weapon or armor proficiencies.
 
Enhanced Domain Ability (Su): At 1st, 4th, and 7th level you may enhance one of your domains.  At 1st level you gain one of the following benefits depending on which of the Domains you choose:

Earth: You can sacrifice one of your daily Turn Elemental attempts to spontaneously cast Nature's Rampart.
Good: You can cast Magic Circle Against Evil once per day as a Supernatural Ability.
Magic: For purposes of using Magic items via your Domain Ability your Wizard level is equal to your Cleric level.
Protection: The Protective Ward you generate affects your next 3 Saving Throw attempts.
Plant: You can sacrifice one of your daily Turn Plant attempts to spontaneously cast Plant Growth.
Summer: You can cast Daylight once per day as a Supernatural Ability.

At 4th level you may choose to augment your other Domain ability or enhance the one you have already chosen.  If you wish to enhance the one you have already chosen you get a power from the following list:

Earth: You can sacrifice one of your daily Turn Elemental attempts to spontaneously cast Commune with Nature.
Good: You can cast Dispel Evil once per day as a Supernatural Ability.
Magic: You can cast Lesser Spell Matrix once per day as a Supernatural Ability.
Protection: You can cast Indomitability once per day as a Supernatural Ability.
Plant: You can sacrifice one of your daily Turn Plant attempts to spontaneously cast Tree Stride.
Summer: You can cast Blistering Radiance once per day as a Supernatural Ability.

At 7th level you may choose to augment your second Domain ability or enhance the one you have already chosen twice.  If you wish to enhance the one you have already chosen you get a power from the following list:

Earth: You can sacrifice one of your daily Turn Elemental attempts to spontaneously cast Master Earth.
Good: You can cast Holy Word once per day as a Supernatural Ability.
Magic: You can cast Greater Arcane Sight once per day as a Supernatural Ability.
Protection: You can cast Dispelling Screen once per day as a Supernatural Ability.
Plant: You can sacrifice one of your daily Turn Plant attempts to spontaneously cast Animate Plants.
Summer: You can cast Blistering Radiance once per day as a Supernatural Ability.

Goddess Hear My Plea (Su): At 2nd level you may 'lose' any spell of 4th level or higher to spontaneously cast Divination.

At 5th level you may 'lose' any spell of 5th level or higher to spontaneously cast Commune.

At 8th level you may 'lose' and spell of 7th level or higher to spontaneously cast Resurrection.

Maybe We Can Work Something Out (Su): At 3rd level you may 'lose' any spell of 5th level or higher to spontaneously cast Mass Sanctuary.

At 6th level you may 'lose' any spell of 6th level or higher to spontaneously cast Geas/Quest.

At 9th level you may 'lose' any spell of 7th level or higher to spontaneously cast Renewal Pact.

Greater Mass Sanctuary (Su): At 10th level you may 'lose' any spell of 8th level or higher to spontaneously cast Mass Sanctuary as a Supernatural Ability.  Unlike the normal spell, this one affects all Allies within 100', and lasts 1 minute per level.

PLAYING A GRANDMOTHER
 You believe the best way to solve problems is to find out what caused them in the first place, and remedying it.  While others simply charge forward with swords, you ask why the monsters are suddenly attacking a village, because if you find out that you may be able to halt their attacks without killing them, or putting anyone else at risk.  And the villagers may gain them as allies if they are treated well enough.  There are few truly evil beings that cannot be reasoned with or understood.
 Combat: Violence only brings more violence.  Kikanuti teaches that you should solve problems without it.  And your tribe cannot risk your destruction as that would leave them without a connection to the Divine.
 Advancement: Grandmothers in training will eventually be the leaders of their people responsible for protecting them and educating a new generation of priestesses.  Therefore most concentrate on the skills they believe will best aid this design.  Raw power is of less interest to them than knowing how to keep their charges safe.
Resources: As a leader of the village in training, you have access to just about anything they have.  Assuming of course they have anything.  Bhuka aren't known for being rich.

GRANDMOTHERS IN THE WORLD
"I don't know what we'd do without you."
 Grandmothers tend to get respect from even some evil beings, so long as they live up to the duties of their station.  Being as they are willing to give many beings a second chance (or a first) when all others push them aside, there are many who will not willingly go against the Grandmothers.
 Daily Life: Your days are taken up by lessons from the current reigning Grandmother, and your duties to the village.  Occasionally these duties even include missions ot the outside world for the good of the tribe.
 Notables: Stikuchi (LG Female Bhuka Cleric 6/Grandmother 6) is a young woman learning to one day be the leader of her tribe, assuming it survives the various pogroms conducted against it by the Goblins.
 Organizations: The Grandmothers are a loose affiliation.  The reigning Grandmother of a village can decide to send the priestesses in training to help out other allies, and she hopes this help will be returned in times of need.  But there is nothing in the way of a formal organization with rules.

NPC Reaction
 NPC's tend to fawn over the Grandmothers if Bhuka, or at least respect them if they know who they are.  Outsiders to the desert often consider them little more than savages, an attitude that won't get them far if they need help.  Goblins and worshipers of Maglubiyet despise them.

GRANDMOTHERS IN THE GAME
 The Grandmothers tend to prefer peace over violence, and will not do well in a campaign with players who are bloodthirsty savages.  Campaigns involving war can still involve Grandmothers as they will be trying to stop it, but they won't do well if there are obviously revenge oriented PC's.
 Adaptation: The Grandmothers are pretty much written for a serious campaign set in the deserts involving the Bhukas.  If your campaign doesn't involve these things, well your players should probably try something else unless they want to do the 'fish out of water' thing.
 Encounters: Grandmothers are always found at Bhuka villages, or on errands for them.  They are also often found at the villages of their Crucian allies, or in any conflict involving nearby worshipers of Maglubiyet.

Sample Encounter
EL 12: "If you are looking for an ally to help you in the wastelands, you would do well to remember to be a little less condescending towards it's inhabitants.  Especially when you've been caught trying to pilfer our supplies."


Stikuchi
LG Female Bhuka Cleric 6/Grandmother 6
Init +0, Senses: Listen +4, Spot +4
Languages Bhuka, Goblin
------------------------------------------------
AC 23, touch 14, flat-footed 23 (+4 Deflection, +6 Armor, +3 Natural)
hp 66 (12 HD)
Fort +11, Ref +4, Will +14 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Light Mace +7/+2 (1d6)
Base Atk +7, Grp +7
Atk Options Turn Undead 5/day
Combat Gear
Spells Per Day 0: 6 (DC 14)
1st: 6 (DC 15)
2nd: 5 (DC 16)
3rd: 5 (DC 17)
4th: 4 (DC 18)
5th: 3 (DC 19)
6th: 2 (DC 20)
Caster Level 12
-----------------------------------------------
Abilities Str 10, Dex 10, Con 13, Int 10, Wis 18, Cha 14
SQ Sure Feet, Glare Resistance, Water Sense, +2 on Saves vs. Heat and Dehydration, Domains (Protection, Summer)
Feats Drift Magic, Improved Heat Endurance, Leadership, Priest of the Waste, Sacred Boost, True Believer, Heat Endurance (B)
Skills Concentration +5, Diplomacy +6, Gather Information +6, Knowledge (History, Local, Religion) +4, Knowledge (Nature) +6, Sense Motive +8, Spellcraft +4, Survival +7
Possessions +4 Ring of Protection,+6 Bracers of Armor, +3 Amulet of Natural Armor, Masterwork Light Mace, 1 Planar Ally Scroll, 45 GP



EPIC GRANDMOTHERS

Hit Die: d8
Skills Points at Each  Level : 4 + int
Spells The Grandmothers caster level continues to increase with Epic levels, but she does not gain additional spells per day.
Bonus Feats: The Epic Grandmother gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: September 27, 2009, 09:39:05 AM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #266 on: September 10, 2009, 07:58:02 AM »
KIKANUTI
Lesser God
Symbol: Clay pot painted with a stylized bird.
Home Plane:
Alignment: Neutral Good
Portfolio: Protection, fertility
Worshipers: Goblins
Cleric Alignments: CG, LG, NG
Domains: Earth, Good, Magic, Protection, Plant, Summer
Favored Weapon: Light Mace

Kikanuti is the Patron Goddess of the Bhuka people, and they believe she has rescued them from the darkness of the Underworld and brought them to the surface.

Dogma
 
Kikanuti firmly opposes Maglubiyet and the evil Goblinoid races, but she is not willing to risk her children, and advises them to always avoid conflict if they can.

Clergy and Temples

Each Bhuka village has a ceremonial pit covered with a lid of painted hides.  All ceremonies take place here.  Kikanuti only has female priests, and they are generally the head of each village presiding over a council of elders.


KIKANUTI
Cleric 20, Druid 20
Large Outsider (Good)
Divine Rank: 10
Hit Dice:             20d8+200 plus 20d8+200 plus 20d8+200 (1080 hp)
Initiative:           +10
Speed:                80 ft. (16 squares)
Armor Class:          62 (-1 Size, +10 Dex, +23 Natural, +10 Deflection, +10 Divine), touch 39, flat-footed 52
Base Attack/Grapple:  +50/+61
Attack:               +5 Light Mace +71 melee (1d4+1d6+12) or spell +66 melee/+69 ranged touch
Full Attack:         +5 Light Mace +71/+66/+61/+56 melee (1d4+1d6+12) or spell +66 melee/+69 ranged touch
Space/Reach:          10 ft./10 ft.
Special Attacks:      Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Turn Undead 17/day
Special Qualities:   Divine Immunities, DR 20/Epic, Fire Resistance 15, Spell Resistance 42, Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 10 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (1000', DC 32), Wild Shape 5/day (elemental 3/day), Animal Companion, Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Resist Nature's Lure, Venom Immunity, A Thousand Faces, Timeless Body
Saves:                Fort +56, Ref +50, Will +59
Abilities:            Str 24, Dex 30, Con 30, Int 30, Wis 36, Cha 35
Skills:               Bluff +45, Climb +40, Concentration +89, Craft (Pottery) +66, Diplomacy +99, Gather Information +45, Handle Animal +68, Heal +92, Hide +43, Knowledge (Arcana, History, Religion, The Planes) +43, Knowledge (Nature) +72, Listen +69, Move Silently +43, Profession (Farmer) +60, Search +43, Sense Motive +46, Sleight of Hand +47, Spellcraft +93, Spot +69, Survival +73, Swim +63, Tumble +43
Feats:              Augment Healing, Blind-Fight, Combat Casting, Consecrate Spell, Earth Devotion, Enlarge Spell, Extend Spell, Good Devotion, Greater Spell Penetration, Holy Potency, Imbued Healing, Maximize Spell, Protection Devotion, Protective Ward, Quicken Spell, Reach Spell, Sacred Boost, Spell Focus (Good), Spell Penetration, Touch of Healing, Transdimensional Spell
Divine Immunities: Ability Damage, Ability Drain, Acid, Cold, Death Effects, Disease, Disintegration, Electricity, Energy Drain, Mind-Affecting Effects, Paralysis, Poison, Sleep, Stunning ,Transmutation, Imprisonment, and Banishment.
Salient Divine Abilities: Area Divine Shield, Command Plants, Divine Earth Mastery, Divine Inspiration, Divine Shield, Extra Domains (Protection, Plant, Summer), Gift of Life, Life and Death
Domain Powers: +2 on Wisdom Based Skill Checks during summer, Turn Air Creatures 18/day, Cast Good spells at +1 caster level, Protective Ward 1/day, Rebuke Plant Creatures 18/day, use magic devices like scrolls/spells as a 5th level Wizard
Spell-Like Abilities: Kikanuti can cast the following spells at will as Spell Like Abilities:  Aid, Animate Plants, Antimagic Field, Barkskin, Blade Barrier, Command Plants, Control Plants, Control Weather, Dispel Evil, Dispel Magic, Earthquake, Elemental Swarm, Entangle, Holy Aura, Holy Smite, Holy Word, Identify, Imbue with Spell Ability, Impede Sun's Brilliance, Iron Body, Magic Circle Against Evil, Magic Stone, Mordenkainen's Disjunction, Nystul's Magic Aura, Mind Blank, Plant Growth, Prismatic Sphere, Protection from Energy, Protection from Dessication, Protection from Evil, Protection from Spells, Repel Wood, Repulsion, Sanctuary, Shambler, Shield Other, Skin of the Cactus, Soften Earth and Stone, Spell Immunity, Spell Resistance, Spike Stones, Stone Shape, Stoneskin, Storm of Vengeance, Summon Monster IX (Good only), Sunbeam, Sunburst, Sunstroke, Wall of Stone, Unearthly Heat, Wall of Thorns.  Caster Level is 20.  Save DC is 34 plus the spell level.
Cleric Spells Per Day: 6/9/8/8/8/8/6/6/6/6; Base DC=22 plus spell level
Druid Spells Per Day: 6/9/8/8/8/8/6/6/6/6; Base DC=22 plus spell level
Possessions: +5 Defending, Merciful, Holy Surge Light Mace


Other Divine Powers
As a Lesser deity, Kikanuti may take a 10 on any check.  She treats a roll of '1' on an Attack Roll or Saving Throw normally and not as an automatic failure.  She is immortal.
Senses: Kikanuti can see, hear, touch, and smell at a distance of 10 miles.  As a Standard Action she can perceive anything within 10 miles of her worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour.  She can extend his senses to up to 5 locations at once.  She can block the sensing power of deities of his rank or lower at up to two remote locations at once for 10 hours.
Portfolio Powers: Kikanuti sense any act involving cooperation or gaining/losing territory the instant it happens and retains the sensation for up to 6 weeks after the event occurs. 
Automatic Actions: Bargrivyek can use any xxx as a Free Action if the DC for the task is 20 or lower.  She can perform up to 5 Free Actions each round.
Create Magic Items: Kikanuti can create items involving protection or fertility as long as the items market price does not exceed 30,000 GP.
« Last Edit: September 22, 2009, 08:51:22 AM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #267 on: September 17, 2009, 09:59:39 AM »
Kikanuti just needs feats, Grandmother almost done.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #268 on: September 22, 2009, 09:01:31 AM »
Kikanuti finished, Grandmother all done except one class ability.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #269 on: September 27, 2009, 09:39:28 AM »
Grandmothers are done, moving on to the Vril next.

konner09

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #270 on: September 28, 2009, 03:21:05 AM »
i like all of them exepct the soldiers of the holy order :sorry i think its too cheap balance it out maybe or  something
[spoiler] Every generation has a teen heartthrob made for 16 and Tiger Beet magazine.

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

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

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

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #271 on: September 28, 2009, 07:09:22 AM »
i like all of them exepct the soldiers of the holy order :sorry i think its too cheap balance it out maybe or  something

What part of it is bugging you?

Radmelon

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #272 on: September 28, 2009, 03:42:27 PM »
Looks fine to me.

Bozwevial

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #273 on: September 28, 2009, 07:29:45 PM »
i like all of them exepct the soldiers of the holy order :sorry i think its too cheap balance it out maybe or  something

What part of it is bugging you?

It looks perfectly fine to me. Maybe slap a restriction on the end of the sacrificial ability to clarify that it doesn't stack.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #274 on: October 01, 2009, 07:49:32 AM »
VRIL ESCAPEE


   
"Wait...that elf...is it an elf, or is it a Drow wearing lots of makeup?"

 The Vril often have some serious problems.  Basically magically engineered slaves of the Drow, the horrifyingly bloody training they undergo to weed out the weaker amongst them sometimes gives the survivors what could be considered anger issues.  Eventually this growing anger leads some of the Vril slaves to say or do something unthinkable, and they are sentenced to death.  A very lucky few manage to escape their fate, some of which die in the hazards of the Underdark.  The Vril are pretty adaptive though, and the survivors are quite tough.

BECOMING A VRIL ESCAPEE
Escape the Drow and live.  That's really just about it.

 ENTRY REQUIREMENTS
   Race:  Vril
   Skills:  Climb 4 ranks, Listen 4 ranks, Survival 6 ranks
   Feats:  Improved Skinshift, Vril Drow Slayer
   Class Features:  Rage
   BAB:  +6


Class Skills
 The Vril Escapee's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Nature, Dungeoneering)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each  Level : 4 + int

Hit Dice: d12

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +0    Shrieking Rage
2. +2    +3     +0     +0    Enhanced Skinshifting
3. +3    +3     +1     +1    Drow Killer
4. +4    +4     +1     +1    Shrieking Rage
5. +5    +4     +1     +1    Enhanced Skinshifting
6. +6    +5     +2     +2    Drow Killer
7. +7    +5     +2     +2    Shrieking Rage
8. +8    +6     +2     +2    Enhanced Skinshifting
9. +9    +6     +3     +3    Drow Killer
10.+10   +7     +3     +3    WAAAAARGH!


Weapon Proficiencies: A Vril Escapee gains no new weapon or armor proficiencies.
 
Shrieking Rage (Ex): At 1st level the Vrils Shriek attack does an additional +1d6 damage when you are Raging, and you gain an additional daily use of your Shriek ability.

At 4th level you may use Rage and Shriek once more per day.

At 7th level you may use Rage and Shriek an additional time per day, and gain an additional daily use of Shriek as a Free Action on the round you die.  Your dying Shriek does double the normal damage.

Enhanced Skinshifting (Ex): Beginning at 2nd level, the Vril Escapee can choose to Skinshift simultaneously whenever it Rages as a Free Action, and the Skinshift lasts as long as it's Rage would (meaning if the Escapee has the Extend Rage Feat it extends the Sinshift as well).

Beginning at 5th level whenever the Escapee SKinshifts it chooses two types of damage it's DR affects instead of just one.

At 8th level whenever the Escapee Skinshifts it gains DR/-.

Drow Killer (Ex): At 3rd level the Bonus you get on Attack rolls due to your Vril Drow Slayer Feat against the Drow (and related creatures) and spiders increases to +2.

At 6th level it increases to +4.  The Save DC of your Shriek ability increases by +2 when used against Drow (or related creatures) or Spiders (this stacks with the Ability Focus  Feat).

At 9th level it increases to +6.

WAAAAARGH! (Su): Your opponents no longer get a Saving Throw against your Shriek ability.

PLAYING A VRIL ESCAPEE
 You aren't a nice guy.  Life (well, the Drow really) has given you a pretty crappy deal.  You live for the few moments something ticks you off and gives you the excuse to vent your pent up anger.  Basically your a manic depressive psychopath with a hair trigger, but you come in handy.  You'd have to for people to be willing to put up with you.
 Combat: Like most Barbarians you tend to Rage and bodily fling yourself at enemies in combat, especially groups of them given your Shrieking ability.  A good Shriek can hurt or take out a decent group of lower powered foes all at once.  Even hurting you isn't such a good idea due to your reflexively screaming in pain.
 Advancement: Escapees vary greatly.  Many simply go the road of anger and bloodshed, but they tend to have myriad obsessions due to the tortures they have undergone.  So there is a good deal of variety among them.  A few even end up becoming cured (or at least as close as they get), and go on to lead decent lives.
Resources: Unless you've somehow gained a benefactor after fleeing the Drow, you're on your own.  You probably have little or no money, no skills outside of killing, and no real knowledge of the outside world.

VRIL ESCAPEES IN THE WORLD
"Somebody really needs to have a talk with that guy.  Not me though,  I like living."
 Vril Escapees are hated by the Drow, who irrationally assume that once they escape they'll try freeing their brethren (brethren they have had to fight against to stay alive their entire lives).  They aren't exactly well loved by non-Drow who don't quite like their unpredictable outbursts of temper, lack of any social abilities, and unusual mental deviancies gained by a lifetime of torture.  On the other hand those obsessed with exterminating the Drow adore you, and often tend to adopt you for your useful abilities in hunting down your former masters.
 Daily Life: You spend most of the day polishing your pickaxe, and fantasizing about revenge.  Or slowly enacting said revenge.  Or slowly beating to death some poor fool in a bar cause he looked at you funny.  Sometimes you spend it pestering the barmaid to teach you about flowers because there weren't any in the Underdark.
 Notables: Angqos (CE Male Vril Barbarian 6/Vril Escapee 6) does not regret the hell he endured after fleeing his Mistress in the Underdark,  He now spends his time organizing and leading war parties against the Drow.
 Organizations: The Escapees almost always end up joining any organization devoted to killing the Drow.  Not by choice, but because usually said organizations are the only ones who can help protect them from the wrath of their former owners.  And are willing to put up with their problems.  And teach them to live outside their former warrens.

NPC Reaction
 NPC's generally don't like you.  First, you're a goblinoid, which means trouble.  Bad trouble.  Second, the Drow want you dead.  Which definitely means you're trouble.  Third...you have some emotional issues.  BIG emotional issues.  People still talk about the day you burned down the bar trying to swat a persistent fly.  Granted you helped rebuild the bar, so they didn't hang you, but they're still kinda uneasy...
VRIL ESCAPEES IN THE GAME
 The Escapees should be easy to fit into any campaign involving the Drow.  Without the Drow you'll need to substitute some master they have a dislike for, but that shouldn't be too big a problem.
 Adaptation: The Escapee could go easily in a light or dark campaign.  In the case of the former you have the explosive tempered hothead who cause no end of shenanigans.  In the latter, you have an obsessed pychotic desperately clinging to his last shreds of normality and trying to put his life back together.
 Encounters: PC's on the run from the Drow may run into an Escapee making a break for it himself.  Or if they sign on to fight the Drow, or come upon a battle involving them they will also possibly see a Vril Escapee.

Sample Encounter
EL 12: "Awright.  Due to my 'experience', I've been put in charge of this operation.  We're goin' up against a full sized Drow war party.  Now this means some of you are gonna die..."

"Screw this man, I'm outta here!"

"And the rest of you will be enjoying the affections of that guys wife when you return as war hero's."

"HEY!!"

"Sorry kid.  War is hell."


Angqos
CE Male Vril Barbarian 6/Vril Escapee 6
Init +2, Senses: Listen +5, Spot +5, Dark Vision 60'
Languages Goblin, Undercommon
------------------------------------------------
AC 27, touch 13, flat-footed 25 (+1 Size, +2 Dex, +4 Natural, +10 Armor)
AC Raging 25, touch 11, flat-footed 23 (-2 Rage, +1 Size, +2 Dex, +4 Natural, +10 Armor)
hp 126 (12 HD), 150 Raging
Fort +14 (+16 Raging), Ref +6, Will +4 
Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +2
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Greatsword +14/+9/+4 (1d10+2/19-20)
Melee Raging +1 Greatsword +16/+11/+6 (1d10+5+1d8/19-20)
Ranged +1 Javelin +14 (1d6+1)
Base Atk +12, Grp +9 (+11 Raging)
Atk Options Rage 2/day, Shriek 1/day, Shrieking Rage, Drow Killer
Combat Gear 1 Potion of Cure Serious Wounds
-----------------------------------------------
Abilities Str 13 (17 Raging), Dex 14, Con 18 (22 Raging), Int 8, Wis 10, Cha 10
SQ Energy Resistance (Sonic) 5, Light Blindness, Skinshift 4/day, Fast Movement, Enhanced Skinshifting
Feats Improved Skinshift, Instantaneous Rage, Mad Foam Rager, Sudden Shriek, Vril Drow Slayer
Skills Balance +7, Climb +10 (+12 Raging), Hide +7, Intimidate +5, Jump +8 (+10 Raging), Listen +5, Move Silently +7, Spot +5, Survival +7
Possessions +5 Breastplate, +1 Berserker Brash Maiming Greatsword, +1 Distance Returning Javelin, Cloak of Stone, Heartseeking Amulet, 1 Potion of Cure Serious Wounds, 249 GP



EPIC VRIL ESCAPEE

Hit Die: d12
Skills Points at Each  Level : 4 + int
Shrieking Rage Beginning at Level 21 and every 3 levels thereafter the Escapee gains an additional daily use of either Rage or Shriek.
Drow Killer Beginning at Level 24 and every 3 levels thereafter your Bonus against the Drow and Spiders increases by +2.
Bonus Feats: The Epic Vril Escapee gains a Bonus Feat every x levels higher than 20th
« Last Edit: October 15, 2009, 08:21:45 AM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #275 on: October 05, 2009, 09:30:22 AM »
oops dubba post
« Last Edit: October 15, 2009, 08:22:03 AM by bhu »

konner09

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #276 on: October 06, 2009, 05:34:39 PM »

[/quote]

What part of it is bugging you?
[/quote]

It looks perfectly fine to me. Maybe slap a restriction on the end of the sacrificial ability to clarify that it doesn't stack.
[/quote]

the part that is bugging me is the possibilites of doing one huge stack makingaonehitwin
[spoiler] Every generation has a teen heartthrob made for 16 and Tiger Beet magazine.

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

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

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

Bozwevial

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #277 on: October 06, 2009, 07:03:36 PM »
the part that is bugging me is the possibilites of doing one huge stack makingaonehitwin

The only possible benefit you could derive from this, since there are only seven domains you can gain access to, is a silly CL--something you could do with Greater Consumptive Field anyway. Moreover, it only applies to domain spells.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #278 on: October 08, 2009, 07:35:02 AM »
SHRIEKER


   
Mistress keeps telling me I'm 'disturbingly capable for one of the lesser races'.  I just know I'm gonna haveta kill her now before she has me offed..."

 Shriekers are Vril trained as Battle Mages for their Drow Mistresses.  Since their style of magic tends to be loud and unsubtle they aren't really going to be much good as assassins, and the odds are they'll die before their restricted training allows them to become too much of a menace.

BECOMING A SHRIEKER
Most Shriekers begin as Sorcerers or Warmages before taking levels in this class.
 ENTRY REQUIREMENTS
   Race:  Vril
   Spells:  Must be able to cast 2nd level Arcane spells, at least one of which has the Sonic descriptor
   Skills:  Concentration 8 ranks, Knowledge (Arcana) 8 ranks, Spellcraft 8 ranks
   Feats:  Battle Caster, Dazing Shriek, Sudden Shriek


Class Skills
 The Shrieker's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (Arcana, Dungeoneering)(Int), and Spellcraft (Int).
Skills Points at Each  Level : 2 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Extra Shriek, +1 Level of Arcane Casting Class
2. +1    +0     +0     +3    Shrieking Spell
3. +1    +1     +1     +3    Sonic Combat Training, +1 Level of Arcane Casting Class
4. +2    +1     +1     +4    Extra Shriek, +1 Level of Arcane Casting Class
5. +2    +1     +1     +4    Shrieking Spell
6. +3    +2     +2     +5    Sonic Combat Training, +1 Level of Arcane Casting Class
7. +3    +2     +2     +5    Extra Shriek, +1 Level of Arcane Casting Class
8. +4    +2     +2     +6    Shrieking Spell
9. +4    +3     +3     +6    Sonic Combat Training, +1 Level of Arcane Casting Class
10.+5    +3     +3     +7    Death Scream, +1 Level of Arcane Casting Class


Weapon Proficiencies: A Shrieker gains no new weapon or armor proficiencies.
 
Extra Shriek (Ex): At levels 1, 4, and 7 you gain one extra daily use of your Shriek ability.

Shrieking Spell (Su): At level 2 you may 'lose' one of your daily uses of your Shriek ability to modify a spell you are casting that has the Sonic descriptor.  At level 2 the you may chose to cast the spell as though it had been cast with one of the following Metamagic Feats: Enlarge Spell, Extend Spell.

At level 5 you may also use it to cast a spell as though it had been cast with one of the following Metamagic Feats: Empower Spell, Explosive Spell.

At level 8 you may also use it to cast a spell as though it had been cast with one of the following Metamagic Feats: Maximize Spell, Widen Spell.

Sonic Combat Training (Su): At third level when preparing spells you may prepare any spell with the Sonic descriptor as a spell one level higher (or if you do not prepare spells you may cast it as a Full Round Action instead of a Standard Action).  If your opponent doesn't Save successfully vs. this spell (or if it has no Save) he must make a Fortitude Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be Dazed 1 round.

At 6th level if he fails the Save he is Dazed 1d3 rounds.

At 9th level he no longer casts the spell as a spell 1 level higher (or casts it as a Standard action like any spell if he doesn't prepare spells ahead of time).

Death Scream (Su): Once per encounter you may unleash the Death Scream: A 60' long cone of Sonic energy doing 1d6 damage per Hit Die you possess (Reflex Save for half damage, Save DC is 10 plus half Hit Dice plus Charisma modifier).  Anyone damaged by it must also make a Second Save (Same DC) or be permanently Deafened and Dazed 1d3 rounds.

PLAYING A SHRIEKER NAME
 Your mother always told you that you had a death wish, and an unholy attraction to elf women.  Nothing else could explain your willingness to so obviously become cannon fodder in the service of someone who barely recognizes your existence.  You'd explain to her your training will one day come in handy during the revolution, but Mistress may be listening...
 Combat: You're made for combat.  Or so your Mistress says.  She gets you into fights before you've healed from the last one, uses you as a 'trap shield', barely feeds and equips you, and perversely wants you to be a competent enough killer to defend her yet not pose a threat to her existence.  In return for this service you get to hang out with some crazy half naked Drow chick and occasionally learn new killin' spells.  Hardly seems fair does it?
 Advancement: Unless and until they can escape, Shriekers advance in whatever direction they're told to unless they can find training on the side away from their Mistress (which isn't likely).
Resources: Usually you are owned by a Drow who uses you as their own private cannon.  So you have whatever resources they wish to give you, unless you've escaped, at which point you're initially dead broke.  It ain't easy being a Goblinoid...

SHRIEKERS IN THE WORLD
"Do you sometimes get the feeling Teblice stares at me in an unnatural way?
 Shriekers are poor creatures bred for nothing but battle, and who are smart enough to know it.  many of them suffer from depression or odd mental quirks due to the stress of their situation, and usually die before they can get help.  Once freed however, they are remarkably loyal to whoever is responsible, even if that person is of a Good alignment.  You can just see the Lawful Good Paladin being followed by his Chaotic Evil wannabe sidekick.  "I can change boss, no seriously..."
 Daily Life: Your days are spent training, avoiding death at the hands fo your fellows, avoiding death at the hands of your Mistress, and avoiding death at the hands of her enemies.  On the odd occasion you get to vent your frustration, bad stuff happens.
 Notables: Teblice (CE Male Vril Warmage 6/Shrieker 6) is a budding revolutionary unwilling to admit his secret elf fetish (especially to his mom).
 Organizations: Escaped Shriekers often band together to form anti drow groups, or at least for mutual protection.  Otherwise the closest thing they have are the training camps back in the slave warrens.  Which may one day be the center of a revolutionary uprising against the hated Drow.
NPC Reaction
 NPC's tend to be on the business end of your sonic abilities, usually at the order of your Mistress.  Which means they hate her, and you aren't exactly popular...

SHRIEKERS IN THE GAME
 Shriekers are assumed to be (or at one point have been) slaves.  This may make some players uncomfortable, so make sure they're okay with it.
 Adaptation: Shriekers tend to be more for serious campaigns given their origins as slaves, but they could do in humorous ones as the sarcastic sidekick/minion.
 Encounters: Shriekers are generally assigned to protect important Drow, or help with raiding parties.  So PC's will see them twhen the Drow go to war, or the PC's try to sneak into a dark elf stronghold.

Sample Encounter
EL 12: The PC's are spying on a Drow caravan, wondering how best to take it, and looking for an opening.  They notice a weird striped goblinoid who always seems to be near the Priestess in charge of it looks to be...enamored of her.  Perhaps he likes other Elves as well.  Now if only the party can talk the Elven Knight into chatting him up so they can gain some info...


Teblice
CE Male Vril Warmage 6/Shrieker 6
Init +2, Senses: Listen +0, Spot +0, Dark Vision 60'
Languages Goblin, Undercommon, Dwarven, Orc
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AC 28, touch 19, flat-footed 26 (+1 Size, +2 Dex, +9 Armor, +6 Shield)
hp 66 (12 HD)
Fort +6, Ref +6, Will +10 
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Speed 30 ft. (6 squares)
Melee +4 Morningstar +9/+4 (1d6+3)
Base Atk +6, Grp +1
Atk Options Shriek 1/day, Warmage Edge +2,
Combat Gear
Spells Per Day 0: 6 (DC 12)
1st: 7 (DC 13)
2nd: 7 (DC 14)
3rd: 6 (DC 15)
4th: 5 (DC 16)
5th: 3 (DC 17)
Caster Level 10
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Abilities Str 8, Dex 14, Con 14, Int 14, Wis 10, Cha 14
SQ Skinshift 3/day, Light Blindness, Armored Mage (Light), Advanced Learning (Luminous Gaze, Wind Wall)
Feats Battle Caster, Dazing Shriek, Greater Spell Focus (Evocation), Spell Focus (Evocation), Sudden Shriek
Skills Concentration +17, Intimidate +17, Knowledge (Arcana) +17, Spellcraft +17
Possessions +5 Chain Shirt, +5 Light Steel Shield, +4 Morningstar, Bracers of the Blast Barrier, Dimension Stride Boots, 83 GP



EPIC SHRIEKER

Hit Die: d6
Skills Points at Each  Level : 2 + int
Extra Shriek At level 21 and every 3 levels thereafter you gain 1 extra daily use of your Shriek ability.
Spells Your caster level continues to increase with Epic levels but you do not gain extra spells per day or learn new spells.
Bonus Feats: The Epic Shrieker gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: October 15, 2009, 08:01:50 AM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #279 on: October 10, 2009, 08:07:02 AM »
Any thoughts on the Shrieking Spell ability or caster levels for this one?