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Messages - bhu

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14081
Off Topic Fun / Re: The Small Rants Thread, Continued...
« on: January 11, 2012, 03:13:56 PM »
Hugs for Ruam!  Wish I could say more but I'm not good at these things..

14082
Introduce Yourself / Re: I'm a n00b again!?
« on: January 11, 2012, 04:47:56 AM »
Nice to see you back :D

14083
Uncle Kittie's Unnecessary Revisions / Re: Incarnum
« on: January 11, 2012, 04:34:06 AM »
Redid them, and reworded Riding Bracers.  You dont bind the Horsemans circlet to the arms, you bind the bracers to the arms and the circlet to the brow for a combo effect

14084
yeah a few of the half critters might be better looking if you do them ...

14085
September 1776 / Re: Chapter 1: Smoke on the Horizon
« on: January 11, 2012, 03:55:29 AM »
"Sorry guys."

Mutters: "Goddammit."

If the arrow isn't too far away, Eric retrieves it. Otherwise, he just leaves.

You get it back.  As you leave the bug behind you hear more chittering in the distance and a sound like a strong wind rushing through the forest.


14086
"He's an asshole.  Like most peepul runnin' fer office.  Came outta the blue, thinks everyone outta vote fer him cause he'll fix all our problems.  Total asshole."

14087
Uncle Kittie's Guide to the Orient / Re: Silly Prestige Classes
« on: January 11, 2012, 03:48:58 AM »
SAMURAI, CURSED


   
"Look I know I seem a little odd, but it's just a temporary magical problem, really I swear."

 The Gods hate you for some odd reason and have trapped you in an inhuman form as punishment until they feel you have done significant penance.  Maybe you're just arrogant, or you interrupted one of them during a romantic moment, or you accidentally stepped on their pet butterfly.  Whatever the reason, they made you a monster.

BECOMING A CURSED
You have to have pissed off someone with real magical power to get this one.

 ENTRY REQUIREMENTS
   Flaw:  Cursed
   BAB:  +6
   Imposing Presence:  Staredown
   Skills:  Intimidate 9 ranks
   Feats:  Frightful Presence


Class Skills
 The Cursed's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Knowledge (Arcana, Nature, Religion)(Int), Listen (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each  Level : 2 + int

Hit Dice: d12

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +2     +2    Monstrous Form, Ki Pool
2. +1    +3     +3     +3    Supernatural Power
3. +2    +3     +3     +3    Onijutsu
4. +3    +4     +4     +4    Monstrous Form
5. +3    +4     +4     +4    Supernatural Power
6. +4    +5     +5     +5    Onijutsu
7. +5    +5     +5     +5    Monstrous Form
8. +6    +6     +6     +6    Supernatural Power
9. +6    +6     +6     +6    Onijutsu
10.+7    +7     +7     +7    Acceptance

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

Ki Pool:

Monstrous Form (Ex):

Supernatural Power (Su):

Onijutsu (Ex):
 
Acceptance (Ex):

PLAYING A CURSED
 Life was good till you piddled in a local pool belonging to the Moon God.  Now you look like something that could live on the Moon.  This complicates things a lot.  The other Samurai think you may be contagious.  The local priests are afraid of offending the Gods.  Your wife is afraid to have sex because she doesn't want monster babies.  And you don't even have revenge as an option because mortals don't really get to kick the ass of a Kami.
 Combat: Your new form is usually meant for combat (or at least messing people up somehow).  Exactly how varies from person to person depending on what God cursed you.
 Advancement: You hope to persuade the Gods to change you back and therefore commit yourself to doing good. Or you get pissed and go on a killing spree every so often.  One of the two.
Resources: Pretty much none unless a mystic or monk employees you.  Everyone else finds you terrifying.

CURSED IN THE WORLD
"HOLY CRAP!!! I mean, Takeshi...hiiii...how have you been..."
 Most people think you're an Oni.  Or maybe a particularly horrible Yokai.  which means they tend to run, send out priests to exorcise you, or form whatever the Japanese equivalent of pitchfork mobs are.
 Daily Life: Much of your day is spent dodging people and trying to find food and shelter.  The basic necessities of survival.
 Notables:
 Organizations: Some organizations form to either cure or exploit you.  Mostly noble will want to exploit you to terrify and intimidate the peasantry.  Or kill off potential problems such as the other nobles pet monster.

NPC Reaction
 Screaming release of their inner bowel is how most people greet you the first time. 

CURSED IN THE GAME
 This assumes one of the PC's will constantly be mistaken for a horrifying monster.  Make sure the group can live with this.
 Adaptation: This can be adapted for more serious campaigns.
 Encounters: Cursed are generally encountered in lonely places, or hidden within temples or the house of a patron.

Sample Encounter
EL 12: The PC's are hunting dinner in the forest when they come to a ramshackle hut with chickens in the yard, and the owner of the hut (a massive creature of some sort) staring back at them in surprise.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC CURSED

Hit Die: d12
Skills Points at Each  Level : 2 + int
Class Ability
Class Ability
Bonus Feats: The Epic Cursed gains a Bonus Feat every x levels higher than 20th

14088
Uncle Kittie's Guide to the Orient / Re: Silly Prestige Classes
« on: January 11, 2012, 03:25:34 AM »
ZOMBIE WHACKER


   
"Got no bananas here monkey ass. Keep walking."

 You have a severe hatred for the Undead.  Probably because you live in an age of zombie swarms.  Damn foreigners and their damn zombie hordes.  You'll kill 'em all one day.  For whatever reason a lot you seem to be women.  No one seems to quite know why.

BECOMING A ZOMBIE WHACKER
Some Gaijin raised an undead horde and since you pissed him off he's targeted you.

 ENTRY REQUIREMENTS
   Flaw: Zombie Magnet
   BAB: +6 
   Imposing Presence:  Staredown
   Skills:  Knowledge (Religion) 9 ranks
   Feats:  Dead Man Killer


Class Skills
 The Zombie Whacker's class skills (and the key ability for each skill) are Autohypnosis (Wis), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Geography, History, Local, Nobility & Royalty, Religion, War)(Int), Listen (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str).
Skills Points at Each  Level : 4 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +2    Zombie Killer, Ki Pool
2. +2    +3     +0     +3    A Life Enduring
3. +3    +3     +1     +3    Martial Schooling
4. +4    +4     +1     +4    Zombie Killer
5. +5    +4     +1     +4    A Life Enduring
6. +6    +5     +2     +5    Martial Schooling
7. +7    +5     +2     +5    Zombie Killer
8. +8    +6     +2     +6    A Life Enduring
9. +9    +6     +3     +6    Martial Schooling
10.+10   +7     +3     +7   Gravedigger

Weapon Proficiencies: A Zombie Whacker gains no new Weapon or Armor Proficiencies.

Ki Pool:

Zombie Killer (Ex):

A Life Enduring (Ex):

Martial Schooling (Ex):

Gravedigger (Ex):
 
PLAYING A ZOMBIE WHACKER
 Life was nicer before the white man came.  Before him you didn't have dead people eating the living.  You certainly didn't have any trying to kill you.  You very most definitely didn't go through barren nightmare wastelands full of monsters cause by foreign hoodoo.
 Combat: You train to always be aware, and always be ready.  Zombies come from anywhere at any time.  It's like they're drawn to you...
 Advancement: You excel at fighting the undead, and you intend to get better until none of them are left.
Resources: What with the apocalypse and all resources are scarce, but you get paid well for what you do.

ZOMBIE WHACKERS IN THE WORLD
""You got rid of those stiffs yet? I don't know what sort of kinky sh*t you're into, but I want those things buried.""
 The world is no longer what it was.  No one knows who to trust or what to do, and society is breaking down.  Fortunately you and a few others like you intend to stop the zombies and return things to normal.  It's not like you have a choice.
 Daily Life: You kill zombies, all day, every day.  you've swung a sword so often you behead them as a reflex action now.
 Notables:
 Organizations: Every noble is dedicated to destroying the undead horde (at least publicly).  You most likely work for them or hire out to stop minor local infestations.

NPC Reaction
 Killing dead people day after day has left you kinda messed up.  So other s avoid you, not just because you creep them out but because bad juju seems to follow you.

ZOMBIE WHACKERS IN THE GAME
 This class assumes one of you is a wandering zombie magnet.  It could generate party stress.
 Adaptation: This is meant for campaigns spoofing the zombie apocalypse
 Encounters: Zombie Whackers are usually found fighting the horde or recovering from doing so.

Sample Encounter
EL 12: The PC's are once again having a nice dinner when zombies break through the front wall of the restaurant chasing a young woman.  It's like the Gods know when they're eating...


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC ZOMBIE WHACKER

Hit Die: d10
Skills Points at Each  Level : 4 + int
Class Ability
Class Ability
Bonus Feats: The Epic Zombie Whacker gains a Bonus Feat every x levels higher than 20th

14089
Uncle Kittie's Guide to the Orient / Re: Silly Prestige Classes
« on: January 11, 2012, 03:20:27 AM »
SAMURAI, NAUGHTY


   
"Behind every great woman, is a guy looking at her ass."
 
 No matter what you do you are cursed to be sexually attractive.  No one can concentrate around you due to the sheer lust, and you usually sequester yourself from the public eye to stop the constant lewd commentary/groping attempts.

BECOMING A SLUT
Angering another supernatural entity as usual.

 ENTRY REQUIREMENTS
   Flaw:  Slutty
   Base Reflex Save:  +5
   Diplomatic Training:  must have any Feat granted by this Class Ability
   Skills:  Diplomacy 9 ranks
   Feat:  Improved Feint


Class Skills
 The Slut's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Jump (Str), Knowledge (Geography, History, Local, Nobility & Royalty, War)(Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble.
Skills Points at Each  Level : 6 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +0     +2     +2    The Hawtness, Ki Pool
2. +2    +0     +3     +3    Seduction
3. +3    +1     +3     +3    Self-Defense
4. +4    +1     +4     +4    The Hawtness
5. +5    +1     +4     +4    Seduction
6. +6    +2     +5     +5    Self-Defense
7. +7    +2     +5     +5    The Hawtness
8. +8    +2     +6     +6    Seduction
9. +9    +3     +6     +6    Self-Defense
10.+10   +3     +7     +7   Manslayer

Weapon Proficiencies: A Slut gains no new Weapon or Armor proficiencies.

Ki Pool:

The Hawtness (Su):

Seduction (Su):
 
Self-Defense (Ex):

Manslayer (Ex):


PLAYING A SLUT
 Being pretty is a curse already.  Someone or something jealous has decided to make that a million times worse for you.  You try to look at the bright side.  After all you can get laid at will and fending of unwanted affections is really increasing your combat abilities.  Hell you don't even need to bathe anymore.
 Combat: You're a pretty good fighter.  You have to be to fend off the local men, lesbians, zombies, demons, minor Gods, etc. who constantly fall in lust with you. 
 Advancement: You continue to learn fighting while someday hoping for the chance to murder whoever did this to you slowly.
Resources: It's almost a given that you have a patron.  It's also a given you'll eventually murder him for putting his hands on you so your money situation tends to be feast or famine.

SLUTS IN THE WORLD
"Sex is one of the nine reasons for reincarnation... The other eight are unimportant."
 Sex loses it's attraction quickly when the entire world views you as a walking fantasy.  You realize it's in part the curse that compels the dumber ones, but you do incidentally rid the world of a lot of creeps too.  But after a time it gets to you, and even the well-meaning people who can't suppress their boners while aiding you feel your anger.
 Daily Life: Your time is equally divided between seeking revenge on whoever cursed you, and revenge on whoever has pissed you off right this moment.
 Notables:
 Organizations: Many organizations want you, mostly for bad reasons.  Brothels, sex cults, perverts of all kinds lust after you.  A few can see past your curse and hire you for your bad-assery.

NPC Reaction
 NPC's can't see past your curse.  Even dressed in a burqa you somehow manage to look seductive, gaining you instant 'admiration' from men (well from anyone who would be attracted to you really', and hate from most women (or those who would have reason to be jealous of your attractiveness).  Not many beings see you as 'people'.  You're either an obstacle or an object of desire.  It's shocking how few of you turn to evil.

SLUTS IN THE GAME
 This is a guaranteed to make someone uncomfortable.  Make sure the group is ok with it and doesn't take things too far. 
 Adaptation: This is meant for games with a pretty dark sense of humor, or one that pokes subversively at certain common tropes in anime...
 Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
EL 12: The PC's are eating in a local dive when a woman walks in, and for the next 15 minutes they're lost in thoughts of her ass until she starts killing some greasy ronin near the bar with a pair of fish hooks.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC SLUT

Hit Die: d8
Skills Points at Each  Level : 6 + int
Class Ability
Class Ability
Bonus Feats: The Epic Slut gains a Bonus Feat every x levels higher than 20th

14090
Uncle Kittie's Guide to the Orient / Re: Silly Prestige Classes
« on: January 11, 2012, 03:17:56 AM »
SAMURAI, CAT


   
"Call me Lord Fluffy.  Lord.  Any other title merits being bitten."

 It takes a lot of doing but eventually even the Samurai are infiltrated by the Cat Burglar Guilds.  You were already Ninjas so it was only a matter of time.

BECOMING A CAT
Couple of Levels in Cat Burglar and Samurai will do you.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form, Enhanced Kitty Form (Bipedal, Polydactyl), Ki Pool
   Skills:  Bluff 8 ranks, Hide 8 ranks, Intimidate 8 ranks, Move Silently 8 ranks
   Feats:  Jibba Jabba, Samurai Kitteh


Class Skills
 The Cat's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Geography, History, Local, Nobility & Royalty, War)(Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each  Level : 6 + int

Hit Dice: d8

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

Weapon Proficiencies: A Cat gains no new Weapon or Armor Proficiencies.
 
PLAYING A CAT
 Wealth in ancient Japan is rice.  Wages are paid in rice, as are taxes.  So if you want to rob the wealthy, you need to join the Samurai to be able to move about freely.  Other people like performers can travel but they're dead-ass broke, and they don't get invited into the rooms of power.
 Combat: You try to adopt the Samurai's methods to one of your Kitty Forms, probably a humanoid one.  Although wielding a Katana as a Kitten has some appeal if  you could only figure out how.
 Advancement: You try to become the best of both worlds, both a warrior and a spy.  You need to for your job(s).
Resources: You have the patronage of your Lord, and the Cat Burglar Guild.  You may not be swimming in loot, but you live comfortably.

CATS IN THE WORLD
"OMG YOU'RE SO FUZZY I COULD DIE!"
 Japan has it's share of tyrants and poor like any other culture, so the Guilds find no real barrier to adapting to their society and conducting business as usual.  They just have to go about it in different ways sometimes.
 Daily Life: You live the life of a low level Samurai, running on errands for your Lord, and secretly reporting to your Masters at the Guild about his defenses.
 Notables:
 Organizations: You belong to a Guild obviously, and you pretend to belong to the local military as well.

NPC Reaction
 This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CATS IN THE GAME
 This is a good place to provide a quick note on how your class will effect game play statistically.
 Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
 Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

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


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC CATS

Hit Die: dx
Skills Points at Each  Level : x + int
Class Ability
Class Ability
Bonus Feats: The Epic Cat gains a Bonus Feat every x levels higher than 20th

14091
Uncle Kittie's Guide to the Orient / Re: Silly Prestige Classes
« on: January 11, 2012, 03:14:23 AM »
SAMURAI, FOREIGN (very foreign)


   
"Klaatu Barada Nikto!"

 There are foreigners, and then there are complete and total aliens.  Maybe you come from another world or another time or place, but you definitely stand out.  Thankfully your species has a warrior caste similar enough to the locals you might be able to fit in.

BECOMING AN ALIEN
How you would normally become a member of this prestige class.

 ENTRY REQUIREMENTS
   Flaw: Obvious Foreigner
   BAB:  +6
   Imposing Presence:  Staredown
   Race:  Must be a race completely alien to the local area.
   Feats:  Any 2 Racial Feats


Class Skills
 The Alien's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Geography, History, War)(Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Speak Language, Spot (Wis), and Swim (Str).
Skills Points at Each  Level : 4 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Alien Powers, Ki Pool
2. +1    +0     +0     +3    Alien Fighting Style
3. +1    +1     +1     +3    New Skills
4. +2    +1     +1     +4    Alien Powers
5. +2    +1     +1     +4    Alien Fighting Style
6. +3    +2     +2     +5    New Skills
7. +3    +2     +2     +5    Alien Powers
8. +4    +2     +2     +6    Alien Fighting Style
9. +4    +3     +3     +6    New Skills
10.+5    +3     +3     +7    Local Monster

Weapon Proficiencies: Aliens gain proficiency in any one weapon (usually something exotic).

Ki Pool:


Alien Powers (Ex):
 
Alien Fighting Style (Ex):

New Skills (Ex):

Local Monster (Ex):

PLAYING AN ALIEN
 Some accident of Fate took you far from your native home and dropped you among these superstitious, hairless primates.  The women all assume you want to force yourself on them, the men all feel the need to prove themselves by fighting you, and lets not even get started on their numerous whacky Gods who interfere with their lives.
 Combat: You try to hold off on revealing the extent of your powers, knowing your new 'allies' don't exactly trust you.  And fear of what you may or may not be capable of holds them back hoping you can be used as a weapon against their enemies.   
 Advancement: You learn the ways of your new adopted society while secretly practicing the craft of your own species waiting the day when you can return home again.
Resources: Not much until you can gain a local patron.

ALIENS IN THE WORLD
"Yew ain't from 'round here is yew boy?"
 You simply do not understand these foreigners you find yourself forced to live amongst, or their illogical Gods and customs.  You can see why the other species they cal Yokai live far away from them in the mountains and forests.
 Daily Life: Much of your daily life is spent trying to learn the local language and customs and finding food fit to eat.  The rest is answering questions from the suspicious and easily terrified locals who hope you will become their pet monster.
 Notables:
 Organizations: Some organizations like the nobility or the Onmyoji will take interest in you because a race they don't know about is a potential threat.  You're guaranteed attention by somebody.

NPC Reaction
 NPC's think you're an Oni.  You can pretty much imagine how that turns out.

ALIENS IN THE GAME
 This kind of assumes you may have difficulty so much as communicating with the locals let alone getting them to admit you aren't a threat to their lives. 
 Adaptation: This is meant for more over the top campaigns.
 Encounters: Aliens can be encountered anywhere (the middle of nowhere waiting for their own to rescue them is usually the smart bet).

Sample Encounter
EL 12: The PC's are awoken by a hideous monster in Samurai armor standing over them jabbering in a language they don't understand.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC ALIEN

Hit Die: d10
Skills Points at Each  Level : 4 + int
Class Ability
Class Ability
Bonus Feats: The Epic Alien gains a Bonus Feat every x levels higher than 20th

14092
Uncle Kittie's Guide to the Orient / Re: Silly Prestige Classes
« on: January 11, 2012, 02:26:45 AM »
SAMURAI, POLYMORPHED


   
"Woof."

 You have been permanently changed into the form of a small animal.  Your fighting skills will need some pretty unique adaptations to this, but you feel you may be able to continue working as you are a magical talking animal.   Your Lord worries about how employing a dog will make him look, and your wife...well let's just say you constantly worry about the possibilities of adultery...

BECOMING A CRITTER
Japan doesn't have Druids so...a mage did it...

 ENTRY REQUIREMENTS
   Flaw:  Critter
   Imposing Presence:  Staredown
   Base Fortitude Save:  +5
   Skills:  8 ranks divided among the Class Skills of whichever Animal you have become (see Critter Flaw)
   Feats:  Any Feat shared by the animal whose form you now have.


Class Skills
 The Critter's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Geography, History, Local, Nature, Nobility & Royalty, War)(Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str).
Skills Points at Each  Level : 4 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +2    Just a Dog, Ki Pool
2. +2    +3     +0     +3    Unleashing the Beast
3. +3    +3     +1     +3    Animal Style
4. +4    +4     +1     +4    Just a Dog
5. +5    +4     +1     +4    Unleashing the Beast
6. +6    +5     +2     +5    Animal Style
7. +7    +5     +2     +5    Just a Dog
8. +8    +6     +2     +6    Unleashing the Beast
9. +9    +6     +3     +6    Animal Style
10.+10  +7     +3     +7    Village Pet

Weapon Proficiencies: Critters are proficient with their Natural Weapons.

Ki Pool:

Just a Dog (Ex):

Unleashing the Beast (Ex):

Animal Style (Ex):

Village Pet (Ex):
 
PLAYING A CRITTER
 Someone has put your future employment and love life in jeopardy and oh how they will pay.  Assuming you can ever find them.  People see a talking animal and immediately think 'Yokai' and start shoving Priests at you to make you go away.
 Combat: Being an Animal you now have some minor natural fighting abilities to replace the years of sword training you have relied upon. 
 Advancement: You hope to lose your curse but in the meantime you may as well learn to adapt your fighting style to your new body.
Resources: Pretty much none unless someone takes pity on you and decides to help you get rid of your curse, or you can convince your current employer to retain you.  Some may hire you as a spy.

CRITTERS IN THE WORLD
"Hey Chozo!  Check out this dog!  Somebody made him armor.  Omg that's hysterical."
 Life sucks.  Many people treat you like a pet and assume you should just calmly accept being one now.  And then when you get frustrated enough to bite them they get all snippy.
 Daily Life: you spend much time pretending to be an animal to find the one responsible for your condition.  Once you do, it's scheming time.
 Notables:
 Organizations: There are many organizations devoted to assisting or curing you.  Your innate fluffiness  brings some advantages.

NPC Reaction
 This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CRITTERS IN THE GAME
 This is a good place to provide a quick note on how your class will effect game play statistically.
 Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
 Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
EL 12: The PC's are approaching a Shinto Shrine and are told to halt by a small dog.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC CRITTER

Hit Die: d10
Skills Points at Each  Level : 4 + int
Class Ability
Class Ability
Bonus Feats: The Epic Critter gains a Bonus Feat every x levels higher than 20th

14093
Uncle Kittie's Guide to the Orient / Re: Silly Prestige Classes
« on: January 11, 2012, 02:18:10 AM »
SAMURAI, KID



   
"MINE! MINE! MINE!"

 You have been cursed to have the body of a very small child.  Needless to say your spouse is not happy, and neither is your Lord.

BECOMING A KID
Damn mages, yada yada yada...

 ENTRY REQUIREMENTS
   Flaw:  Toddler
   Iron Will:  Indomitable Soul
   Base Willpower Save:  +5
   Skills:  Bluff 9 ranks
   Feats:  Mobility


Class Skills
 The Kid's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Jump (Str), Knowledge (Geography, History, Local, Nobility & Royalty, War)(Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), and Swim (Str).
Skills Points at Each  Level : 8 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +2    Just an Innocent Kid, Ki Pool
2. +1    +0     +3     +3    Scamper
3. +2    +1     +3     +3    Toddler-Fu
4. +3    +1     +4     +4    Just an Innocent Kid
5. +3    +1     +4     +4    Scamper
6. +4    +2     +5     +5    Toddler-Fu
7. +5    +2     +5     +5    Just an Innocent Kid
8. +6    +2     +6     +6    Scamper
9. +6    +3     +6     +6    Toddler-Fu
10.+7    +3     +7     +7    Village Brat

Weapon Proficiencies: A Kid gains no new Armor or Weapon Proficiencies.

Ki Pool:

Just an Innocent Kid (Ex):

Scamper (Ex):

Toddler-Fu (Ex):
 
Village Brat (Ex):

PLAYING A KID
 You have been robbed of your destiny.  You can't make love to your spouse, you can't perform your job, and everyone who doesn't know of your curse dismisses you as a child (or as an Oni if you demonstrate knowledge or skills a child shouldn't have).  You're pretty much one step away from exploding at any given time.
 Combat: Adapting your fighting techniques to your new body is not easy.  There are days you simply want to lay down and die.  But then the need for unholy testicle stabbin' vengeance returns and you decide to keep at it.  After all who suspects a 3 year old of being a Kenjutsu master.
 Advancement: You want revenge.  You want revenge real bad.  That pretty much sums up your path in life.
Resources: You look like a child and people consider you to be one.  You have no resources but what you can steal or what a sympathetic family can grant you.

KIDS IN THE WORLD
"I never met a kid I liked. "
 Your life is sheer anger now, and will be for some time.  Many of your kind are sent to Buddhist temples in the hopes that a monks life can diminish the fires of anger and get you to accept your Fate.  That usually works for about a week or two till the monk's get tired of your ranting and send you back.  Even Buddhists can run out of patience.
 Daily Life: Your days are spent obsessing over your situation and how you can rectify it.  Initially there's also the thought of revenge for whats been done to you, along with revenge on everyone who has slighted you since.  Whether or not that goes away depends on how successful you are in your attempts to secretly kill anyone who angers you.
 Notables:
 Organizations: Many Samurai turned toddlers form organizations dedicated to revenge or just plain old assassination.  It was immature behavior that convinced a mage to change you in the first place.  Some of you wise up, and some of you become just plain damn evil.

NPC Reaction
 NPC's react to you in horror from the thought that this could happen to them and they permanently lose their station in life.

KIDS IN THE GAME
 You effectively have no real legal status or authority.  No one can conceivably see you as an adult but your own kind.  Your social obstacles can become those of the parties in some cases.
 Adaptation: This is meant for silly campaigns, but could be meant for ones with a pretty dark sense of humor as well.
 Encounters: Kids are usually encountered ranting in the street, ranting in the local Daimyo's office, ranting at the door of the mage who cursed them, ranting just about anywhere in general.  You rant so much sometimes mages regret cursing you.  Not enough to change you back, but maybe enough to kill you...

Sample Encounter
EL 12: The PC's are having lunch when a small child dressed in full armor walks in and stabs a peasant to death while claiming to be the local Lord.  Turns out he is the local Lord.  The PC's are beginning to wonder if they should've come to this town...


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC KIDS

Hit Die: d8
Skills Points at Each  Level : 8 + int
Class Ability
Class Ability
Bonus Feats: The Epic Kid gains a Bonus Feat every x levels higher than 20th

14094
Uncle Kittie's Guide to the Orient / Re: Silly Prestige Classes
« on: January 11, 2012, 02:15:40 AM »
SAMURAI, OLD


   
"When your friends begin to flatter you on how young you look, it's a sure sign you're getting old."

 You have been cursed with extreme age.  Since then you've been steadily drinking  yourself to death but your age gives you the reputation of incredible skill so it sometimes works out for you.

BECOMING A GEEZER
Pissed off mage, etc.

 ENTRY REQUIREMENTS
   Flaw:  Old
   Iron Will:  Indomitable Soul
   Base Willpower Save:  +5
   Skills:  any Knowledge 9 ranks
   Feats:  Insightful Reflexes


Class Skills
 The Geezer's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Hide (Dex), Knowledge (Geography, History, Local, Nobility & Royalty, War)(Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str).
Skills Points at Each  Level : 8 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +0     +0     +2    Just a Harmless Old Man, Ki Pool
2. +2    +0     +0     +3    New Skills
3. +3    +1     +1     +3    Sakijutsu
4. +4    +1     +1     +4    Just a Harmless Old Man
5. +5    +1     +1     +4    New Skills
6. +6    +2     +2     +5    Sakijutsu
7. +7    +2     +2     +5    Just a Harmless Old Man
8. +8    +2     +2     +6    New Skills
9. +9    +3     +3     +6    Sakijutsu
10.+10   +3     +3     +7   Village Elder

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

Ki Pool:

Just a Harmless Old Man (Ex):

New Skills (Ex):

Sakijutsu (Ex):


Village Elder (Ex):
 
PLAYING A GEEZER
 You tell one old geezer he's so old he farts dust and the next day you're older than he is.  Some of you drown yourselves in alcohol, others retire on your sudden pension now that you're 'too old to fight'.  And retirement means you have a lot of free time to ponder your situation and how it may be remedied.
 Combat: Most people think you are well beyond combat other than teaching the theory of it.  And maybe not even that given your drinking.  However you have simply invented a form of drunken style Kenjutsu to suit your new reality (at least you keep telling yourself this).
 Advancement: Many of your kind degenerate into insanity or alcoholism (or appear to in order to find out who cursed them so they can get revenge).  You still continue on honing your swordcraft though.
Resources: You're fairly poor.  You might make some money doing odd jobs or teaching the sword, but you rarely have rich benefactors.

GEEZERS IN THE WORLD
"Akira is so old he pees dust."
Many of you learn new skills, refine old ones, or try to pass on what you know.  Some of you succumb to despair and saki.  Some of you go completely insane and run off into the woods.  Very few of you actually seem to succumb to old age though...
 Daily Life: You're retired.  Life is yours now to do with as you please.
 Notables:
 Organizations: You sometimes belong to organizations aiding the unfortunate given your new life experience.   Or ones for hunting down mages...

NPC Reaction
 Japanese society has always feared growing old, and you are now a constant daily reminder of that fear.  People will tend to shun you in the fears that somehow your infirmity will be catching.

GEEZERS IN THE GAME
 This class gives you an easy way to hide in plain sight.  If you play a senile drunk no one pays the slightest bit of attention to you.
 Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
 Encounters: Geezers are often found drinking, fishing, lounging about, or in some cases teaching others.

Sample Encounter
EL 12: The PC's witness a harmless old man give an arrogant young Samurai the caning of his life.  They find it so amusing they end up joining him for a drink at the local tavern.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC GEEZER

Hit Die: dx
Skills Points at Each  Level : x + int
Class Ability
Class Ability
Bonus Feats: The Epic Geezer gains a Bonus Feat every x levels higher than 20th

14095
Uncle Kittie's Guide to the Orient / Re: Silly Prestige Classes
« on: January 11, 2012, 02:14:03 AM »
SAMURAI, FAT


   
"What do you mean do I want dessert?  Is that a crack?"

 You have been cursed with incredible bulk, and no matter how you diet or exercise you still look like a modern day Sumo.  It doesn't seem to slow down your combat skills, but the kinks in  your love life really piss you off.

BECOMING A FATTIE
Piss off a mage in some way.  The usual.

 ENTRY REQUIREMENTS
   Flaw:  Huge
   BAB:  +6
   Imposing:  Staredown
   Skills:  Intimidation 9 ranks
   Feats:  Improved Toughness, Great Fortitude


Class Skills
 The Fattie's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (Geography, History, Local, Nobility & Royalty, War)(Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str).
Skills Points at Each  Level : 4 + int

Hit Dice: d12

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +2    The Incredible Bulk, Ki Pool
2. +2    +3     +0     +3    Bulk Hungry
3. +3    +3     +1     +3    Bulk Smash
4. +4    +4     +1     +4    The Incredible Bulk
5. +5    +4     +1     +4    Bulk Hungry
6. +6    +5     +2     +5    Bulk Smash
7. +7    +5     +2     +5    The Incredible Bulk
8. +8    +6     +2     +6    Bulk Hungry
9. +9    +6     +3     +6    Bulk Smash
10.+10   +7     +3     +7    One Fat Bastard

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

Ki Pool:


The Incredible Bulk (Ex):

Bulk Hungry (Ex):

Bulk Smash (Ex):

One Fat Bastard (Ex):
 
PLAYING A FATTIE
 You get mocked a lot over your weight.  But your sheer size also make you intimidating once you get pissed.  Unfortunately you have to crush a few people to shut everyone up, but with luck once you kill enough of them your infamy will shut the rest of the town up too.
 Combat: The  lucky among you quickly learn to use your weight to their advantage.  After all why try finesse when you have fists the size of hams.  Thankfully not all that weight is fat, but even that comes in handy close up.  You get much employment as a bodyguard just for being an easy target to hide behind.
 Advancement: Generally you find ways to adapt to your situation in a manner that will allow you to keep your position but it's usually a losing battle.
Resources: People sometimes mistake you for a Sumo as opposed to being cursed, so you can still make a bit of a decent living either wrestling or as a bodyguard.

FATTIES IN THE WORLD
"Hey lardass, you even got the strength to lift those arms let alone swing a sword?"
 People give you lots of crap, but a quick backhand changes that.  When your arm weighs more than the guy insulting you he quickly learns calling you names is outside his pay grade.
 Daily Life: You spend much time eating and fighting, not always in that order.
 Notables:
 Organizations: Given that you still have some battle prowess this isn't as devastating to your career as some curses.  You won't ever be allowed high up in the ranks, but they'll never let you go as a plain old infantry man or guard.  It's a menial position sometimes, but at least you have a job.

NPC Reaction
 NPC's treat you like any other overweight person: shabbily.  You had no idea that fat people took so much flak until you became one.  Fortunately it hasn't slowed you down any.

FATTIES IN THE GAME
 This class means the player will be taking some flak as usual.  Make sure he can handle it.
 Adaptation: This is meant for campaigns with a fairly caustic sense of humor.
 Encounters: Fat Samurai are usually guards of some sort as finding a beast that will bear their weight makes cavalry an unlikely option for them.  Many compete in Sumo or become a guard if they can't find a cure.

Sample Encounter
EL 12: The PC's enter a restaurant to find a man the size of several buffalo having dinner.  Someone asks if he intends to slow down anytime soon before the town starves, and it's on.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC FATTIE

Hit Die: d12
Skills Points at Each  Level : 4 + int
Class Ability
Class Ability
Bonus Feats: The Epic Fattie gains a Bonus Feat every x levels higher than 20th

14096
Uncle Kittie's Guide to the Orient / Re: Silly Prestige Classes
« on: January 11, 2012, 02:12:40 AM »
SAMURAI, CLOWN


   
"I AM BOOP-NOSE THE MIGHTY!"

 You have been cursed to be a ridiculed and mocked throughout your life, literally becoming a clown.  Needless to say your career as anything but a Ronin or street performer is over.  In the future perhaps you should be a little less haughty.

BECOMING A CLOWN
Again, you just need to have pissed off the right guy.

 ENTRY REQUIREMENTS
   Flaw:  Laughingstock
   Base Reflex Save:  +5
   Samurai Must have at least 1 Level in one of the Samurai classes.
   Skills:  Jump 4 ranks, Tumble 4 ranks
   Feats:  Dodge, Mobility


Class Skills
 The Clown's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (Geography, Local)(Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each  Level : 6 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +0     +2     +2    Clown Weaponry, Ki Pool
2. +2    +0     +3     +3    Clown Jutsu
3. +3    +1     +3     +3    Clinging Humiliation
4. +4    +1     +4     +4    Clown Weaponry
5. +5    +1     +4     +4    Clown Jutsu
6. +6    +2     +5     +5    Clinging Humiliation
7. +7    +2     +5     +5    Clown Weaponry
8. +8    +2     +6     +6    Clown Jutsu
9. +9    +3     +6     +6    Clinging Humiliation
10.+10   +3     +7     +7    Piemaster General

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

Ki Pool:

Clown Weaponry (Su):

Clown Jutsu (Su):
 
Clinging Humiliation (Su):

Piemaster General (Su):

PLAYING A CLOWN
 You used to be cock of the walk.  The man.  The baddest motherfucker on the street.  Now 4 year olds mock you and dogs piddle on your oversized shoes.  It doesn't make you any less deadly but it takes away the respect you crave.
 Combat: You try to be a straight-faced combatant but the curse doesn't even allow you the benefit of that.  You make funny noises when you walk, do pratfalls when hit, and bleed confetti.  In short no self respecting Samurai would be caught dead fighting you which makes you a terrific bodyguard as no one wants to risk the humiliation.
 Advancement: People don't take you seriously and consider you a target for public humiliation or assault.  So you get to be pretty good at either groveling or kicking ass.
Resources: Your curse makes you the target of mockery and humiliation by all.  You'd better get used to being poor...

CLOWNS IN THE WORLD
"He moves pretty good for someone wearing clown shoes..."
 Your fall has been a fairly precipitous one.  You went from fame and wealth, to ignominy and poverty.  Maybe you realized being an arrogant prick to the mage was a bad idea, or maybe you just want to feed him his own heart.  Clowns can go bad too.
 Daily Life: You generally wake up sleeping in the street to someone peeing on you (not always a dog).  You beg for food or perform fo it, getting pushed around and spat on, then black out exhausted in the ditch hoping the Yokai don't molest you in the night.
 Notables:
 Organizations: There are clown colleges devoted to perfecting the new combat style of your life but few of your kind accept what you have become enough to attend one.

NPC Reaction
 NPC's barely see you as human.  Even some of the Burakumin rate higher than you, which is probably why some of your kind go on to become monsters in human form.

CLOWNS IN THE GAME
 This PrC requires a player who can really take a lot of shit thrown at him.  Make sure he's up to the task.
 Adaptation: This is meant for campaigns with a dark sense of humor.
 Encounters: Clowns are usually encountered in the street, either performing or being harassed.

Sample Encounter
EL 12: The PC's feel sorry for a clown being peed on by some drunk when said clown kicks the mans testicles well up into his chest cavity.  Looks like a tough town...


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC CLOWN

Hit Die: d8
Skills Points at Each  Level : 6 + int
Class Ability
Class Ability
Bonus Feats: The Epic Clown gains a Bonus Feat every x levels higher than 20th

14097
Uncle Kittie's Guide to the Orient / Re: Silly Prestige Classes
« on: January 11, 2012, 02:11:03 AM »
SAMURAI, AFRO


   
"Nothing personal. It's just revenge."

 You have been cursed to be hated by all you encounter leading an unending life of violence and killing.  Some of you dislike this existence, some of you learn to enjoy it.  Either way anyone seeing you tends to perceive you as a social outsider, a minority, or even less than human.  They believe the worst stereotypes laid at the feet of your race, religion, ethnicity, etc. are true, and therefore perceive no reason why you shouldn't be killed at the earliest conceivable opportunity.  This unfortunately means that unless you remain strong, you eventually have one hell of a chip on your shoulder.

BECOMING AN AFRO
Generally you just have to have pissed off a powerful mage, and then somehow survive having this curse.

 ENTRY REQUIREMENTS
   Flaw:  Afro
   BAB:  +6
   Imposing Presence:  Staredown
   Skills:  Intimidate 9 ranks
   Feats:  Great Cleave


Class Skills
 The Afro's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Geography, Local, War)(Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str).
Skills Points at Each  Level : 2 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +2     +2    Inhuman Speed, Ki Pool
2. +2    +3     +3     +3    Cold-Blooded Killer
3. +3    +3     +3     +3    Aerial Slice
4. +4    +4     +4     +4    Inhuman Speed
5. +5    +4     +4     +4    Cold-Blooded Killer
6. +6    +5     +5     +5    Aerial Slice
7. +7    +5     +5     +5    Inhuman Speed
8. +8    +6     +6     +6    Cold-Blooded Killer
9. +9    +6     +6     +6    Aerial Slice
10.+10   +7     +7     +7    Number 1

Weapon Proficiencies: An Afro gains no new weapon or armor proficiencies.

Ki Pool:

Inhuman Speed (Ex):

Cold-Blooded Killer (Ex):


Aerial Slice (Su):

Number 1 (Su):
 
PLAYING AN AFRO
 Life is a brutal endless killing field  filled with fools who feel the need to kill you, and the corpses of those who failed.  And the occasional hottie who is attracted to you due to your 'aura of badassery and danger.'

So it ain't all bad..
 Combat: You excel at killing.  You have to because people are pretty much trying to kill you on a permanent basis.  Allies are difficult to find (unless you somehow go crazy and just imagine one).
 Advancement: You generally become ever better at killing unless you can get your curse lifted.  Otherwise you become dead.
Resources: No one likes you so you have no resources other than what you can take by force.

AFROS IN THE WORLD
"Are you ready to die like your pappy? "
 You are the wold's most hated man.  Not initially of course.  Initially you're just another one of 'those people', but when you fail to learn your place and fight back you inevitably end up killing people just to defend yourself.  Then their relatives and friends want some revenge, and eventually an ever-widening circle of people want your head as you keep killing opponents.  You have something really special in mind if you ever find that mage who cursed you...
 Daily Life: Your days are spent traveling lonely roads with no people, and then killing whoever you meet when you walk into a town when they realize you have a bounty on your head, or they just don't like how you look.
 Notables:
 Organizations: There are probably several organizations devoted to destroying you, but you yourself are a loner.

NPC Reaction
 NPC's are horrified by you since death follows you wherever you go.  Nobody wants you around because you're a walking vortex of death and tragedy.

AFROS IN THE GAME
 This PrC can ger overwhelming after a while.  You may wish to disallow it or a;;ow the PC a clear path to curing himself.
 Adaptation: This is meant for campaigns with a fairly dark sense of humor.
 Encounters: Afro Samurai are travelers by necessity so can be found just about anywhere.

Sample Encounter
EL 12: The PC's encounter a scene of horrifying carnage with sundered bodies everywhere.  Walking away in the distance at a leisurely pace is a lone man...


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC AFRO

Hit Die: d8
Skills Points at Each  Level : 2 + int
Class Ability
Class Ability
Bonus Feats: The Epic Afro gains a Bonus Feat every x levels higher than 20th

14098
September 1776 / Re: Chapter 1: Smoke on the Horizon
« on: January 10, 2012, 04:01:18 PM »
It hops out of the way nimbly.  WHen it settles it makes a high pitched chittering sound that echoes through the forest. 

Jones: "That quite possibly is our cue to leave, mount up and follow me."

14099
"Us? Naw we freelance.  Im Jebediah Tingie Who Walk'a Like'a Man.  Dis mah brudder Ezekial Talk'a Like'a Man, and mah cuzin Jimmy Who Fuck'a Like'a Man.  Our fambly were here fore the Union."

14100
General D&D Discussion / Re: Ambassador and Archaeologist
« on: January 10, 2012, 03:54:56 PM »
The archaeologist should have a version of Archivist's Knowledge, the ability to break curses, and bonuses against undead.  Moreover, it should be extremely good with whips.  There's a prestige class in Sword and Fist that lets you pull off all kinds of whip shenanigans--look at that for ideas.

I actually wouldn't make it a spellcaster at all, focusing instead on the Indiana Jones aspect.

He said ideally he wants a magic and non magic version

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