Author Topic: Multiracial Classes and Miscellaneous  (Read 11886 times)

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Multiracial Classes and Miscellaneous
« on: November 06, 2011, 09:30:11 PM »
Classes
Aasimar (Page 1) [Any]
Capnomancer (Page 1) [Any Spellcaster]
Combat Nun (Page 1) [Monk]
Cryptid (Page 1) [Any]
Cryptozoologist (Page 1) [Any]
Deathtouched (Page 1) [Any]
Domme (Page 1) [Any Arcane Spellcaster]
Dragonborn (Page 1) [Any]
Farspawn (Page 1) [Any]
Feral Psychic (Page 1) [Any Psionic]
Forgecrafted (Page 1) [Any]
Feytouched (Page 1) [Any]
Hexer (Page 1) [Any Spellcaster]
Gaijin Marshall (Page 1) [Samurai]
Peacemaker (Page 1) [Cleric]
Super Happy Fun Berserker (Page 1) [Barbarian]
Tiefling (Page 1) [Any]

Feats
Rage Feats (Page 1)

Gods
Meriadar (Page 1)
« Last Edit: February 12, 2017, 04:54:48 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Uncle Kitties Handbook of Spuriously Designed Prestige Classes
« Reply #1 on: November 08, 2011, 05:24:03 AM »
THE SUPER HAPPY FUN BERSERKER



”Happy happy joy joy, happy happy joy joy!”

Some people are born with an inexplicable link to the Positive Energy Plane.  This has many unfortunate effects on their lives.  If undead need taking care of, they are called upon whether they want the job or not (or even if they are capable of handling it).  They are also extremely hyperactive, always in motion, always making noise.  They are, in other words, unbearably annoying.

BECOMING A SUPER HAPPY FUN BERSERKER
Super Happy Fun Berserkers are born more than made.  Anyone with the link to the Positive Energy Plane (i.e. the Power of Positivity Feat) and at least 1 level in Barbarian can become one.  Provided they can find someone willing to put up with them long enough to teach them.

ENTRY REQUIREMENTS
Class Abilities: Rage
Saving Throws: Base Fortitude Save +5 or higher
Feats: The Power of Positivity
Skills: Climb 4 ranks, Jump 4 ranks, Swim 4 ranks
Alignment: Super Happy Fun Berserkers must be Chaotic.
Special: Must have been trained to harness the power of their excess Positive Energy, preferably by someone with extreme amounts of patience.

Class Skills
The Super Happy Fun berserker's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Jump (Str), Swim (Str), Tumble (Dex), and Use Magic Device (Cha)
Skills Points at Each Level: 2 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +2    Channel Positive Energy (Positive Weapon)
2. +2    +3     +0     +3    Positive Energy Feat
3. +3    +3     +1     +3    Hyper Mode 1/day
4. +4    +4     +1     +4    Channel Positive Energy (Positive Surge)
5. +5    +4     +1     +4    Positive Energy Feat
6. +6    +5     +2     +5    Hyper Mode 2/day
7. +7    +5     +2     +5    Channel Positive Energy (Positive Energy Conversion)
8. +8    +6     +2     +6    Positive Energy Feat
9. +9    +6     +3     +6    Hyper Mode 3/day
10.+10   +7     +3     +7    Super Deluxe Hyper Bouncy Mode

Weapon Proficiencies: Super Happy Fun Berserkers gain no new weapon or armor proficiencies.
 
Channel Positive Energy (Su):  At 1st level your unarmed strikes, grapples, and any weapon you use does +1d6 Positive Energy damage on a successful hit.

At 4th level whenever you successfully confirm a critical with a weapon or unarmed strike it unleashes a burst of positive energy.  The amount of damage depends on the weapons critical multiplier: x2 (+1d10), x3 (+2d10), x4 (+3d10). 

At 7th level whenever you successfully hit with an unarmed strike or weapon, or make a successful Grapple Check all damage done is considered Positive Energy Damage.

Positive Energy Feat:  At 2nd, 5th and 8th level you can choose a Bonus Feat from the following List if you meet the Prerequisites:  Positive Attitude, Positive Aura, Positive Karma, Positively Awesome, Positively Charming, Positively In Denial, Positively Insane, Positive Soul

Hyper Mode (Su):  At 3rd level you may enter Hyper Mode as a Free Action.  Hyper Mode lasts for 3 rounds, plus 1 round per point of Charisma Modifier.  While in Hyper Mode you are Hasted as per the spell. 

At 6th level you may enter Hyper Mode twice per day.

At 9th level you may enter Hyper Mode three times per day.

Super Deluxe Hyper Bouncy Mode (Su): At 10th level you may enter Super Deluxe Hyper Bouncy Mode once per day as a Swift Action.  While in Super Deluxe Hyper Bouncy Mode you may add your Charisma Bonus to all dice rolls.  Super Deluxe Hyper Bouncy Mode lasts for 3 rounds, plus 1 round per point of Charisma Modifier.  You may also now simultaneously enter into Rage, Hyper Mode, and Super Deluxe Hyper Bouncy Mode as a Standard Action.  If you have the Instantaneous Rage Feat you can enter all three as a Swift Action. 

PLAYING A SUPER HAPPY FUN BERSERKER
Life goes by fast, and so do you.  You should always be in motion, always restless, full of nervous energy.  Talk quick, walk quick, eat quick, etc.  You barrage people with a nonstop stream of random chatter about whatever nonsense is in your head at the time.  You only shut up to eat, sleep, or when so surprised words are lacking for you.  Thinking things through is for other people.  Why plan to take the temple when you can simply charge in and start whacking?  You get mad quick, and forgive just as quick (you just do a lot of damage in the process).  See here for an example: http://www.youtube.com/watch?v=VGLCedHTLLY
Combat: Super Happy Fun Berserkers are neither subtle or tactically inclined opponents.  They generally wear lighter armor for freedom of movement, and wield as big a weapon as they can find to do the most damage.  Strategy is to run straight at the opponent swinging away as fast and hard as you can while laughing like a madman.  And then jumping up and down on him awhile when he goes down, while mocking him.  Think of how a small, impulsive child with attention issues would fight if you gave them super powers.  It ain’t pretty is it?
Advancement: Advancement kind of depends on what Feats a SHFB takes.  Most all take a pretty similar path (i.e. fast tank on legs that giggles while smashing stuff), with the only real difference being what Feats they take as whims take them in slightly different directions.
Resources: Usually the tribe or persons employing a Super Happy Fun Berserker are their only true method of getting any resources they can’t just take for themselves.  It takes an odd person to employ them, so many of them aren’t exactly swimming in wealth themselves.

SUPER HAPPY FUN BERSERKERS IN THE WORLD
”I swear…by all the Gods…if she doesn’t shut the hell up…”

Super Happy Fun Berserkers are somewhat loathed, and often don’t interact well with others.  They move nonstop as fast as they can, talk as fast and loud as they can, and generally behave like a small bear with an extreme attention deficit disorder.  This lack of focus makes it difficult for them to gain skills, and therefore gainful employment as anything other than a “dead guy whacker”.  Of course you often tend to whack whatever is within in range, sometimes just because…
Daily Life: You spend much of your time running about talking nonstop aimlessly and bouncing off the walls.  Strangers who don’t know you will tend to assume you have some sort of strange mental disorder, or that you eat drugs the way most people eat candy (i.e. your actions simply scream “speed freak”). 
Notables: Super Happy Fun Tiffies (CG Female Human Barbarian 6/Super Happy Fun Berserker 6) is the local “critter beater downer” for her tribe.  Unless it’s cute.  Tiffies doesn’t beat up cute monsters.  She’s weird that way.  She’s occasionally adopted stray Animals or Magical Beasts who seem to understand she poses them no threat as long as they behave.  Twitchy Bob (CN Male Half-Orc Barbarian Barbarian 6/Super Happy Fun berserker) is neither happy nor fun.  Since every monster that comes to his town is considered his responsibility, and everyone considers him their pet killer, he’s begun to suffer from severe depression.  And paranoia.  He’s called Twitchy because so many people have challenged him he tends to swat at anything that gets within 20 feet of him. 
Organizations: Super Happy Fun Berserkers don’t have any real organization, even though they do have occasional get togethers (it’s nice to be around people like yourself).  Many tribes do have one poor unfortunate soul whose job is to train them to use their abilities.  They are well paid, but this is still generally regarded as a punishment, not a valued position in the tribe.  On the one hand you don’t have to hunt, defend the tribe, or contribute in any meaningful way.  On the other, you have to live with a gibbering lunatic who never lets you sleep, may be suicidally insane, and who has the common sense of a 5 year old on methamphetamines.

NPC Reaction
NPC’s are initially happy to meet the charismatic monster slayer that has just saved them from the clutches of the Wraiths.  That lasts about 5 minutes until their savior begins talking.  A few days later they’d voluntarily sell their souls to Asmodeus just to get them to shut up.  Sometimes they hang themselves if trapped in a small room with them.

SUPER HAPPY FUN BERSERKERS IN THE GAME
Make sure the player who takes this PrC isn’t too obnoxious, as it would be easy to do so.  Yes, the Super Happy Fun Berserkers are annoying, but that can simply be described without the player going at lengths to actually annoy the other players.  Make sure they know less is more in this case.  Playing a babbling maniac is okay, just don’t actually be a babbling maniac while doing so.  It’s okay to say “I’m annoying the Dwarf” rather than poking the Dwarf’s player every 5 seconds and repeating “Hey.  Hey.  Hey Dwarf.  You gots a beard.   Ehehehehehehehehehee.”
Adaptation: This is meant for campaigns that aren’t entirely serious.  Obviously it could work in a serious campaign with only some name changes and slight modifications, but it’s meant for humorous campaigns.  You could have a cult devoted to them in a serious campaign as they would be a first line of defense against the Undead. 
Encounters: If the PC’s are visiting the Positive Energy Plane, or going up against lots of Undead chances are they may get a few of these guys to tag along.  Or they may have met one, and became that Berserkers temporary obsessive love interest.  Since they don’t sleep much they are often used as guards, so the PC’s may have to deal with them to get in somewhere some day.  Or even worse be stationed next to one.

Sample Encounter
EL 12: The PC’s are asked to help escort the daughter of a local Cleric of Pelor to a nearby city state.  Unfortunately she’s…a little hyper.  Make that a lot hyper.  People are trying to kill her constantly and she really doesn’t appear to need help with that.  But the locals consider the PC’s responsible for the massive collateral damage her fights cause.  Plus she appears to have adopted a baby Owlbear she refers to as “Mistah Fuzzywubbinses”.  Fuzzywubbinses appears to love her.  He does NOT like the PC’s, or any other living thing apparently.  But the Cleric’s daughter would be completely crushed if anything happened to her beloved pet, so if the PC’s want paid they can’t kill it.  And for some reason undead keep popping out of the woodwork around her.  It’s like she’s catnip for Ghouls.


Super Happy Fun Tiffies
CG Human Female Barbarian 6/ Super Happy Fun Berserker 6
Init +2, Senses: Listen +8, Spot +0
Languages Common
------------------------------------------------
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 Armor)
AC Raging 14, touch 10, flat-footed 12 (-2 Rage, +2 Dex, +4 Armor)
AC Hyper Mode 17, touch 13, flat-footed 14 (+2 Dex, +4 Armor, +1 Dodge)
AC Raging+Hyper Mode 15, touch 11, flat-footed 12 (-2 Rage, +2 Dex, +4 Armor, +1 Dodge)
hp 84 (12 HD), 108 hp Raging
Fort +11 (+16 w/dress), Ref +7 (+8 Hyper Mode, +12 w/dress, +13 w/Dress and Hyper Mode), Will +7 (+12 w/dress) 
Uncanny Dodge, Improved Uncanny Dodge
------------------------------------------------
Speed 40 ft. (8 squares), 70 ft. in Hyper Mode
Melee +3 Keen Scythe +17/+12/+7 (2d4+6+1d6 Positive Energy, 19-20, x4)
Melee Raging +3 Keen Scythe +19/+14/+9 (2d4+9+1d6 Positive Energy, 19-20, x4)
Melee Hyper Mode +3 Keen Scythe +18/+18/+13/+8 (2d4+6+1d6 Positive Energy, 19-20, x4)
Melee Raging+Hyper Mode +3 Keen Scythe +20/+20/+15/+10 (2d4+9+1d6 Positive Energy, 19-20, x4)
Base Atk +12, Grp +14
Atk Options Rage 2/day (4 rounds), Channel Positive Energy (Positive Weapon, Positive Surge), Hyper Mode 2/day (7 rounds)
Combat Gear Belt of Battle
-----------------------------------------------
Abilities Str 14, Dex 14, Con 13, Int 8, Wis 10, Cha 16
Abilities Raging Str 18, Con 17
SQ Fast Movement, Illiteracy, Trap Sense +2
Feats Extend Rage, Instantaneous Rage, Positive Attitude (B), Positive Karma, Positively In Denial, Positively Awesome (B), Positively Charming, Power of Positivity
Skills Climb +8, Handle Animal +10, Jump +8, Listen +8, Survival +8, Swim +6, Tumble +12, Use Magic Device +12
Possessions Belt of Battle, +5 Dress (i.e. Vest) of Resistance, +3 Keen Scythe, +4 Bracers of Armor, Shoes (i.e. Boots) of Jumping, 500 GP for other sundry equipment

”Do not taunt Super Happy Fun Tiffies.”

Positive Energy Feats

Power of Positivity
You are born with a connection to the Positive Energy Plane.
 Prerequisites: Must be taken at 1st level, Con 15
 Benefits: You gain Resistance 10 against negative energy effects such as Inflict Wound spells.

Positively Awesome
Your connection to the Positive Energy Plane has increased
 Prerequisites: Power of Positivity
 Benefits: You are now immune to the effects of exposure to the Positive Energy Plane.

Positive Karma
Your connection to the Positive Energy Plane makes healing you easy.
 Prerequisites: Any 3 Positive Energy Feats
 Benefits: The Caster Level of any spells from the Healing subschool are +2 Caster level when cast on you.

Positive Attitude
You are unflaggingly cheerful and difficult to mess with.
 Prerequisites: Positively Awesome, Power of Positivity
 Benefits: You gain a +2 Resistance Bonus to Willpower Saves.   

Positively Insane
You have a certain…twitchiness…Fortunately this has made you tough after a while.
 Prerequisites: Any 3 Positive energy Feats
 Benefits: You gain a Resistance Bonus to your Armor Class equal to the number of Positive Energy Feats you have.

Positively In Denial
You simply cannot die.  Nope.  Nope
 Prerequisites: Positive Attitude, Positive Karma, Positively Awesome
 Benefits: You become immune to Energy Drain, Aging, and Death Effects.  If killed you will not rise as an Undead.

Positively Charming
The lil critters of nature, they know you love them.
 Prerequisites: Positive Attitude
 Benefits: Living creatures that are Mindless or that have an Int of 3 or less will not willingly attack you unless you attack first.  Initial reactions will be Friendly.

Positive Aura
People are healthier around you
 Prerequisites: Any 3 Positive Energy Feats, one of which must be Positive Karma
 Benefits: Spells from the Healing subschool cast on living creatures that are cast within 10’ of you are +2 Caster Level. 

Positive Soul
Fake mediums claim they are blinded by the whiteness of your souls aura.  Real ones say it too.
 Prerequisites: Positive Aura
 Benefits: If Raised or Resurrected you do not lose levels or Constitution.  You are immune to Ability Drain/Damage.



EPIC SUPER HAPPY FUN BERSERKER

Hit Die: d10
Skills Points at Each  Level : 2 + int
Hyper Mode At 22nd level, and every 3 levels thereafter you gain an additional Daily use of Hyper Mode.
Super Deluxe Hyper Bouncy Mode Beginning at Level 30, and every 10 levels thereafter you gain one additional daily use of Super Deluxe Hyper Bouncy Mode.
Bonus Feats: The Epic Super Happy Fun Berserker gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: March 02, 2022, 02:43:24 AM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Uncle Kitties Handbook of Spuriously Designed Prestige Classes
« Reply #2 on: November 09, 2011, 03:44:37 AM »
CRYPTID


   
"Yorp?"

Cryptids are animals or hominids that may or may not exist but have been seen by many people.

BECOMING A CRYPTID
You don't really become a cryptid you're pretty much born one. 

 ENTRY REQUIREMENTS
   Type:  Any Animal or Vermin, Any Magical Beast with an Intelligence of 2 or less, Any Giant, Humanoid, or Monstrous Humanoid with a Racial Intelligence Penalty.
   Special:  Must have ranks in Hide or Move Silently OR a Feat giving bonuses with one of those 2 skills OR a Racial Bonus to one of those skills.
   

Class Skills
 The Cryptid's class skills (and the key ability for each skill) are Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Wis), Spot (Wis), Survival (Wis), and Swim (Str).  They also have any skills listed in their monster entry not included here as a class skill.
Skills Points at Each  Level : 2 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +2     +0    Size is No Problem
2. +1    +3     +3     +0    Camouflage
3. +2    +3     +3     +1    Only A Legend
4. +3    +4     +4     +1    Speed is No Problem
5. +3    +4     +4     +1    Hide In Plain Sight
6. +4    +5     +5     +2    Bigfoot Is a Commie
7. +5    +5     +5     +2    Ambush
8. +6    +6     +6     +2    I Am As One With the Bushes
9. +6    +6     +6     +3    OMG Bigfoot Is An Alien
10.+7    +7     +7     +3    Obfuscation


Weapon Proficiencies: Cryptids gain no new weapon or armor proficiencies

Size Is No Problem (Ex): Cryptids take no Size Penalty to Hide Checks.

Camouflage (Ex): Identical to the ability listed on page 51 of the PHB.

Only A Legend (Ex): Myths and rumors about you have become so obfuscated in the retelling, that all Knowledge skill checks made to gain information about you (i.e. Knowledge:Nature if you're an animal) take a -4 Penalty.

Speed Is No Problem (Ex): Cryptids take no penalties to Hide or Move Silently checks regardless of how fast they move.

Hide In Plain Sight (Ex): Identical to the ability listed on page 51 of the PHB.

Bigfoot Is A Commie (Ex): The penalties to Knowledge skill checks from Only A Legend raise to -8.  Opponents with Bardic Knowledge or similar type abilities have a -4 on those rolls now too.

Ambush (Ex):  If you are successfully hidden or concealed and your opponents cannot see you, you can spring from hiding and let out a huge roar while you charge as a Standard Action.  Any opponent capable of perceiving you must make a Willpower Save (DC is 10 plus half your Hit Dice plus Charisma Modifier, +4 for every Size Category bigger you are than your opponent) or be Panicked for 2d6 rounds.  If they succeed they are Shaken for the rest of the encounter (mostly from the embarrassment of having their bowels release).

I Am As One With The Bushes (Ex): You can always Take 10 on Hide and Move Silently checks, regardless of the circumstances you find yourself in.

OMG Bigfoot Is An Alien (Ex): Knowledge checks made against you (unless it happens to be Knowledge: Your specific Cryptid) automatically fail to provide any useful information.  Bardic Knowledge type checks are now at -8.  People just seem to invent total gibberish about you.

Obfuscation (Su): People you encounter now cannot remember things correctly.  Any being encountering you must make a Willpower Save (DC is 10 plus half hit dice plus Charisma modifier plus 4 for every Size Class bigger you are than them).  If they succeed, they cannot remember details exactly.  For example if you are a bigfoot they will disagree on color, or size, or minor details.  Some might even believe you are a wolfman or bear man, or an animal.  But they will have the gist of the encounter right.

If they don't succeed things get fun.  They disagree wildly on what they saw/experienced.  For 1d6 days after the event whenever it is mentioned or someone inquires about it they will become hysterical, either brutally rationalizing anything and everything they saw ("Swamp gas.  Hadda be."), or spew the most delirious, psychedelic nonsense they can muster.  Either way they won't come across as a believable witness.  Even after the 1d6 days are up they still won't agree on what they saw, but it'll be less nutzoid. This is a Mind-affecting effect.

Paladin: "Okay, so let's run through this again.  You were 'adventuring' outside our city, when an unknown thing attacked you.  What did it look like again?"

The Dwarf: "It was a bear.  Just a bear.  Musta been hopped up on potions or somethin'..."

The Halfling: "IT CAME FROM THE SKY!!!! IT CAAAMME FROOM THE SKYYYYYYYYYYYYY!!!!!"

The Human: "It had 14 mouths and 16 buttocks, and a tongue in it's eyeballs!"

The Elf: "It was a multiheaded, lightning spewing, anthropomorphic Buttwhale with flaming testicles of DOOM!!"

Paladin: "You uh...you wouldn't be out here in the woods sampling the local mushrooms would you?  They're bad stuff."

Dwarf: "No sir, we aren't drug users."

Paladin: "Cause I can't help but notice all the mushrooms over in your camping site..."

Halfling: "The Squirrel left those after he ate Bob's brain."

Paladin: "The...squirrel...."

Human: "Yeah a squirrel ambushed us with some mindblasts after that thing attacked.  He dropped the shrooms after fleeing with Bob's head."

Paladin: "Just for my own personal edification...what does a squirrel look like?"

Dwarf: "They're kinda tall purple people with tentacles on their face, and ..."

Paladin: "THATS A MINDFLAYER YOU IDIOT!!"

Elf: "No, Mindflayers are littly fuzzy forest critters with foofy tails that store nuts for the winter."

Paladin: "You people are nuts.  Unless I get some straight answers and you tell me where this thing went someone is getting this +2 Holy Flaming Bastard Sword right up their.."

Elf: "THAT WAY!! It went that way!"

2 minutes later

Dwarf: "You know darn well it didn't go that way."

Elf: "I hadda get rid of the Paladin so we could flee.  They're one step removed from being serial killers you know."



PLAYING A CRYPTID
You are a legendary being that may or may not be real.  So don't show up very often, hide as much as possible.  Show yourself only to drunks, or people who are alone, or who would be stigmatized by their society.  If you get spotted by someone believable lay low for a while.
 Combat: You really only enter into combat when you're one on one with someone you can take (it furthers your legend when the body is found), or you have no choice.
 Advancement: Most cryptids advance as creatures of their type after they have maxed out the levels of this PrC.
Resources: Cryptids only available resource will be members of their own species.  And maybe a few friendly cryptozoologists.  Others will want to kill them for a variety of reasons.

CRYPTIDS IN THE WORLD
"Ah knows there's a critter or sumpin' up on Black Rock!  Knows it ah tell ye!'
Cryptids are rarely seen by civilized people, usually by accident.  And for good reason.  Civilized people are nuts.  They poop everywhere, throw trash around, and keep trying to put an arrow in you because "thet thar pelt'd look good by the fahr".
 Daily Life: Your daily life isn't any different than any animals or primitive hominids really.  Other than the occasional hunter determined to prove your existence.
 Notables: Bob (N Male Sasquatch/Cryptid 9) is a noted prankster among his people.
 Organizations: Most organizations will be determined to find and expose Cryptids as real.  Whether or not they want to help you or sell Nessie burgers is a different story...

NPC Reaction
General reactions can be described as "HOLY SHIT IT'S A SKUNK APE!!!!!!!!!!!!!!!!!!MAH!!MAH!!!GIT MAH APE KILLIN' BOW!!!!"

CRYPTIDS IN THE GAME
Monsters with the Cryptid template will be a good deal more sneaky and crafty than they would usually.  This template also assumes that whatever critter you apply it to is a possibly legendary not well known beast in your campaign world.
 Adaptation: As can be expected this is a not entirely serious PrC.  So it would do best in goofy campaigns.
 Encounters: PC's will usually encounter a Cryptid at random somewhere on the outskirts of civilization.

Sample Encounter
EL 12:

DM: "Okay as you come to the clearing you notice a large hairy hominid.  He appears to be wearing a shirt saying "I am NOT the transvestite father of Elvis' mutant space child."

Player 1: "How does he look?"

DM:  "He's smiling.  You notice he's carrying a rock..."

Players 2-4: "Awwwwwww shit..."


Bob
N Male Sasquatch/Cryptid 9
Init +0, Senses: Listen +5, Spot +5, Dark Vision 60', Scent
Languages Sasquatch
------------------------------------------------
AC 11, touch 9, flat-footed 11 (-1 Size, +2 Natural)
hp 93 (12 HD)
Fort +10, Ref +9, Will +7 
------------------------------------------------
Speed 40 ft. (8 squares)
Melee Unarmed Strike +12/+7 (1d4+4) or Spear +12/+7 (1d8+4)
Base Atk +9, Grp +17
Atk Options  Ambush (DC 14 plus possible size modifiers)
-----------------------------------------------
Abilities Str 18, Dex 10, Con 16, Int 6, Wis 12, Cha 7
SQ Size Is No Problem, Camouflage, Only A Legend, Speed Is No Problem, Hide In Plain Sight, Bigfoot Is A Commie, Ambush, I Am As One With The Bushes, OMG Bigfoot Is An Alien
Feats Alertness, Improved Unarmed Strike, Simple Weapon Proficiency (Spear), Stealthy, Toughness
Skills Climb +5, Hide +6, Intimidate +1, Listen +5, Move Silently +4, Spot +5, Survival +2
Possessions Spear, or maybe a rock...

Note: I used Raptorial's version of Sasquatch from the Wizards boards.

EPIC CRYPTID

Hit Die: d8
Skills Points at Each  Level : 2 + int
Bonus Feats: The Epic Cryptid gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: February 08, 2017, 11:49:10 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Uncle Kitties Handbook of Spuriously Designed Prestige Classes
« Reply #3 on: November 09, 2011, 03:47:14 AM »
FERAL PSYCHIC


   
"Don't make me angry..."

 Some Orc and Goblinoids can use their psychic powers to become juggernauts in physical combat.  Many are raised in the most primitive societies of their peoples.

BECOMING A FERAL PSYCHIC
Most Feral Psychics are Psychic Warriors, with sometimes a level in Barbarian, Ranger, or Scout.

 ENTRY REQUIREMENTS
   Race:  Any Orc or Goblinoid
    Manifester Level:  5th
    Feats:  Improved Unarmed Strike, Psionic Body, and either Psionic Fist or Psionic Weapon
   SKills:  Concentration 4 ranks, Survival 4 ranks


Class Skills
 The Feral Psychic's class skills (and the key ability for each skill) are Autohypnosis (Wis), Climb (Str), Concentration (Con), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Psionics), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +0     +0    Psychic Combat
2. +1    +3     +0     +0    Psychic Body
3. +2    +3     +1     +1    Empowered Psionic Feat
4. +3    +4     +1     +1    Psychic Combat
5. +3    +4     +1     +1    Psychic Body
6. +4    +5     +2     +2    Empowered Psionic Feat
7. +5    +5     +2     +2    Psychic Combat
8. +6    +6     +2     +2    Psychic Body
9. +6    +6     +3     +3    Empowered Psionic Feat
10.+7    +7     +3     +3    Psychic Brute


Weapon Proficiencies: A Feral Psychic gains no new weapon or armor proficiencies.
 
Manifester Levels: The Feral Psychics Manifester Class levels and Prestige Class levels stack for determining how many power points they get and their Manifester Level.  For powers known though they are considered to be 5 levels lower (i.e. assuming they are Psychic Warrior 5/other class ?, the first 5 levels of that class do not gain them new powers known.

Psychic Combat (Su): Feral Psychics can use their psionic powers to enhance the fighting abilities they already possess.  Psychic Combats actual effect varies depending on what fighting abilities you already have.  You may only spend power points on your Psychic Combat Style equal to your Manifester level just as if it were a power.  Choose one of the following you meet the prerequisites for:

Psychic Rage (Prerequisite: Rage): At 1st level you can increase the duration of your Rage by spending Power Points as a Free Action.  It increases another 2 rounds per power point spent. 

At 4th level you may spend 5 Power Points to Rage an additional time per day after you have run out of daily uses of Rage.

At 7th level you may spend 5 power points as a Free Action when you Rage, and for the duration of your Rage you may not be Dazed or Stunned, and are immune to Morale Penalties.


Psychic Skirmisher (Prerequisite: Skirmish): At first level you can spend 2 power points as a Free Action to increase your Skirmish damage by +1d6, or 2 power points to increase your Skirmish AC Bonus by +1.  Every 2 additional power points increases it another +1d6 or +1 AC.  This effect lasts 1 round.

At 4th level spending another 2 power points makes the additional skirmish bonuses last 2 more rounds, and each additional 2 power points increases duration another 2 rounds.

At 7th level you can expend your Psionic Focus to automatically confirm a critical hit if you were using your Skirmish ability.


Psychic Slayer (Prerequisite: Favored Enemy): At 1st level, anytime you succeed in hitting a favored enemy with an attack you can spend power points to up the damage as a Free Action after the hit, doing +2 damage per power point. 

At 4th level you can expend your Psionic Focus to automatically confirm a critical hit against a Favored enemy.

At 7th level you can expend your Psionic Focus and spend 5 power points as a Free Action to automatically avoid a threatened critical by a Favored Enemy.


Psychic Ambusher (Prerequisite: Not having Favored Enemy, Rage, or Skirmish as Class Abilities): At 1st level you become able to Manifest Evade Attack.

At 4th Level you become able to Manifest Escape Detection.

At 7th level you become able to Manifest Detect Remote Viewing, and Remote Viewing.


Psychic Body (Su): Feral Psychics may also use their Psionic powers to enhance their physical form. Much like their Psionic powers you may only spend power points equal to your Manifester level. At levels 2, 5, and 8 you may choose one ability from the following:

Enhance Body: This ability may be taken multiple times.  Each time it is taken you may choose one of your physical ability scores (Str, Dex, or Con).  It costs 2 power points to Manifest as a Swift Action.  The chosen ability score gains a +4 Enhancement Bonus for 1 round.  The duration can be extended by 2 rounds per 1 power point.  The Enhancement Bonus can be increased by +1 per 1 power point.

Enhance Damage: You may spend Power Points to increase your weapon, natural weapon, or unarmed strike damage for the duration of the encounter as a Swift Action. You may increase your base unarmed strike (or weapon) damage (+1d4=1 power point, +1d6=3 points, +1d8=5 points, +2d6=7 points), can increase your Critical Threat Range by one (+5 points), and increase your Critical Multiplier by 1 (+5 points).  Your unarmed strikes or weapon attacks enhanced by this ability are considered magic for purposes of overcoming DR.

Enhance Defense: You may spend power points as a Swift Action to gain one of various bonuses to your Armor Class.  You may choose Armor, Deflection, Dodge, Insight, or Natural Armor.  Armor and Natural Armor are +1 per power point.  Dodge and Insight are +2 per 3 power points.  Deflection is +1 per 2 power points.  This lasts for the duration of the encounter.

Enhance Movement: As a Swift Action you may enhance or gain new forms of movement for 10 rounds.  You may increase any form of movement you already possess naturally by 10 feet per power point.  To gain a 30' Swim move costs 2 points.  To gain a 30' Climb move costs 2 points.  To gain a 30' Burrow move costs 3 points.  To gain a 30' (Poor) Fly Move costs 5 points.  Once the points are spent to gain a movement form, it may be increased for the same power point cost as forms of movement you already had.  To increase the maneuverability of Flight speed costs +3 points per increase (i.e. from Poor to Average, from Average to Good, etc.).

Enhance Skills: As a Swift Action you may spend power points to enhance any skill on the following list: Balance, Climb, Hide, Jump, Listen, Move Silently, Search, Spot, Survival, Swim, and Tumble.  The bonus lasts for 10 minutes, and it costs 1 power point to enhance one skill by +4.  Each additional +2 costs another power point as does each skill enhanced past the first.

Enhance Toughness: As a Swift Action you may enhance your Saving Throws, add temporary hit points as a damage buffer, or possibly even add Damage Reduction.  Duration is for the rest of the encounter.  Every 2 power points grants a +1 Resistance Bonus to one Saving Throw.  You may create a pool of temporary hit points by spending 1 power point per 5 hit points.  Damage is removed from this pool before it is removed from your own hit points, and if the pool is depleted this power ends.  Until then extra power points may be spent as a Swift Action to reinforce it.  Damage done to the pool is NOT subtracted from your own hit points once the spell ends.  Also you may gain Damage Reduction by spending 3 power points for every +2 DR/-.

Empowered Psionic Feat (Su): Feral Psychics are able to take more advantage than usual from some Psionic Feats.  Much like their Psionic powers you may only spend power points equal to your Manifester level on your enhanced Feats.  At levels 3, 6, and 9 they may choose 1 Feat to enhance from the following list if  they have it:

Aligned Attack: When using this Feat you may expend additional power points to increase the damage done.  1 power point increases the damage done by +1d6 for this round

Deep Vision: You no longer need to be Psionically Focused to gain the benefits of this Feat.

Focused Perception: Your Blindsight now lasts for an extra 3 rounds if you spend 1 power point.

Focused Sunder: When using this Feat you may expend 5 power points to ignore the weapons Hardness this round.

Ghost Attack: You may automatically hit Incorporeal creatures, you don't need to roll twice any longer.

Instinctive Consummator: By spending 5 power points you may increase your weapons critical multiplier by 1 (i.e. if it normally does x2 damage it now does x3).

Mental Juggernaut: You may use this Feat against any effect that would stun you, not merely magic/psionic ones, and may spend 1 power point to avoid expending your Psionic Focus.


Mental Leap: When using this Feat you may expend additional power points to increase the Jump Bonus (an additional +2 per power point spent) this round.

Psionic Dodge: When using this Feat you may expend additional power points to increase the Dodge Bonus to AC (+1 per 2 power points spent, lasts for the encounter).

Psionic/Greater Psionic Fist: By expending 2 power points whenever you make an applicable attack your unarmed strikes/natural weapons do +3d6 (+6d6 w/Greater Feat).

Unavoidable Strike: If you decide to use this Feat you may spend 5 power points instead of losing your Psionic Focus.

Psionic/Greater Psionic Shot: By expending 2 power points whenever you make an applicable attack your ranged weapons do +3d6 (+6d6 w/Greater Feat).

Fell Shot: If you decide to use this Feat you may spend 5 power points instead of losing your Psionic Focus.

Psionic/Greater Psionic Weapon: By expending 2 power points whenever you make an applicable attack your melee weapons do +3d6 (+6d6 w/Greater Feat).

Deep Impact: If you decide to use this Feat you may spend 5 power points instead of losing your Psionic Focus.

Speed of Thought: When using this Feat you may increase your landspeed by an additional +30 feet by expending 5 power points.  This lasts for the rest of the encounter.

Up the Walls: You no longer need to end your movement on a horizontal surface while using this Feat.

Wounding Attack: When using this Feat if you expend 5 power points you may do 1d4 Constitution damage instead of 1 point.


Psychic Brute (Su): At 10th level you gain the supreme ability available to the Psychic Brute:  Once per round as a Swift Action you may spend power points to ignore any damage taken in 1 round, or ignore a spell or effect that specifically targets you.  Each 3 power points spent delays the time before you suffer the effects by 1 round.

PLAYING A FERAL PSYCHIC
 You are insular, nervous, and always on edge.  You tend to react more from instinct or reflex than conscious thought, and sometimes people end up dead when they make sudden moves near you.  In other words sudden moves or loud noises near you are bad ideas.
 Combat: Feral Psychics tend to prefer ambushes to straightforward combat, as usually there won't be anyone to heal them up if they get really hurt.  This doesn't mean they won't stand toe to toe with someone, but being loners they prefer to have as much of an edge as they can.
 Advancement: The options of a Feral Psychic are pretty limited unless they can find a teacher.  Most simply try to excel at combat, and survival skills.
Resources: Feral Psychics generally have whatever resources they can provide themselves.  Misunderstood by their own people they try to be as self-reliant as possible. 

FERAL PSYCHICS IN THE WORLD
"The freaky one with the shark's eyes makes me nervous."
 You are primarily a hunter and fighter for the tribe.  You don't interact much with them or anyone else as you don't really understand civilization.  You'd honestly prefer living out in the wild on your own.
 Daily Life: You spend most of your time hunting for food or hunting your enemies.  Sometimes you do odd jobs for the tribe involving your woodland skills, such as gathering good firewood or finding medicinal herbs. 
 Notables: Burka (CN Male Orc Ranger 1/Psychic Warrior 5/Feral Psychic 6) is his tribes war chief.  Normally he wouldn't be allowed in such a position, but the former chiefs have all died in battle, and no one else was capable of taking their place.  Plus the tribe has prospered under his rule.
 Organizations: Feral Psychics don't really have any organizations bigger than an older Psychic teaching the younger ones.

NPC Reaction
 NPC's are as scared of you as any other Orc/Goblinoid.  Maybe a little moreso.  After all you look...different some how. 

FERAL PSYCHICS IN THE GAME
 Feral Psychics make a nice surprise for PC's who assume that all Goblins are token mooks and all Orcs are just thugs.  Perfect to spring on unsuspecting parties.
 Adaptation: Not sure this one would fit in most campaigns that don't have psionics as a common casting type.  Otherwise they make make a nice change of pace from the usual.
 Encounters: PC's will generally encounter Feral Psychics far from civilization, and they will usually only encounter one raiding their camp in the middle of the night for food.  Some have gone crazy from isolation though and murder anything that enters their territory.

Sample Encounter
EL 12: Burka has decided to restore the tribes shattered defenses, and has been raiding.  He's had bad luck though, and has accidentally slain the daughter of a priest of St. Cuthbert who is howling for revenge.  The PC's are asked to accompany said priest, but along the way they find him more disquieting than the Orcs as he wantonly slaughters anything that angers him.  Is it possible they can convince Burka to accept a more peaceful solution and simultaneously prevent the priest from killing anything in his path to get to the Orcs?


Burka
CN Male Orc Ranger 1/Psychic Warrior 5/Feral Psychic 6
Init +0, Senses: Listen +3, Spot +3, Dark Vision 60'
Languages Orc, Common
------------------------------------------------
AC 20, touch 10, flat-footed 20 (+10 Armor)
hp 78 (12 HD)
Fort +12, Ref +5, Will +5 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Unarmed Strike +12/+7 (1d10+4)
Base Atk +8, Grp +12
Atk Options Favored Enemy (Human), Psychic Combat (Psychic Slayer), Psychic Body (Enhance Defense, Enhance Skills), Empowered Psionic Feats (Greater Psionic Fist, Wounding Attack)
Combat Gear 2 Potions of Cure Serious Wounds
Powers Known 1st: Biofeedback, Bite of the Wolf, Grip of Iron
2nd: Body Adjustment, Body Purification
Caster Level 11 Power Points 47
-----------------------------------------------
Abilities Str 18, Dex 10, Con 13, Int 8, Wis 14, Cha 10
SQ Light Sensitivity, Wild Empathy
Feats Greater Psionic Fist, Improved Unarmed Strike, Superior Unarmed Strike, Psionic Fist, Unavoidable Strike, Psionic Body (B), Speed of Thought (B), Track (B), Wounding Attack (B)
Skills Autohypnosis +6, Climb +6, Concentration +5, Heal +3, Hide +2, Jump +6, Knowledge (Geography, Nature) +0, Listen +3, Move Silently +1, Search +0, Spot +3, Survival +6, Swim +5
Possessions Skin of the Chameleon, +5 Shadow Silent Moves Breastplate, Bag of Boulders, Survival Pouch, Boots of Tracklessness, Cat's Eye Brooch, Devastation Gauntlets, Goggles of Day, Phoenix Helm, 2 Potions of Cure Serious Wounds, 450 GP



EPIC FERAL PSYCHIC

Hit Die: d8
Skills Points at Each  Level : 4 + int
Empowered Psionic Feat At Level 23 and ever 3 Levels thereafter you may enhance an additional Psionic Feat you know.
Bonus Feats: The Epic Feral Psychic gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: February 11, 2017, 08:17:03 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Uncle Kitties Handbook of Spuriously Designed Prestige Classes
« Reply #4 on: November 09, 2011, 03:47:43 AM »
COMBAT NUN



”Now that I’ve promptly kneed your scrotum well into your chest cavity perhaps you’ll think twice about grappling a poor helpless nun.”

In the peaceful hills of De Da Pigu valley there is a temple for the training of female monks (nuns).  Unfortunately for them many of the surrounding city-states are at war with one another, and many soldiers stop by to get healed.  Or to get drunk and have their way with the women.  For the Pigu nuns are famous for both their rice wine (it’s how they support the temple’s costs), and their natural beauty.  And their being nuns make most believe that somehow they all have vows of chastity which isn’t the truth, but which makes them attractive to marauding bands of villains looking for a few innocents to plunder.  Naturally the nuns have become pretty proficient at kicking behind because of this. 

BECOMING A COMBAT NUN
Pretty much any woman spending time at the Pigu temple will become a member of this class, whether they want to or not.

ENTRY REQUIREMENTS
Gender: Female
Class Abilities: Unarmed Strike, Ki Strike
BAB: +4
Feats: Combat Expertise, Power Attack, Stunning Fist, Superior Unarmed Strike *
SKills: Jump 6 ranks, Sense Motive 6 ranks, Tumble 6 ranks

* Superior Unarmed Strike is in Tome of Battle

Class Skills
The Combat Nun's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Winemaking)(Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Religion)(Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), and Tumble (Dex).
Skills Points at Each Level: 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +2     +0    Monk Abilities, Combat Training
2. +2    +3     +3     +0    Iron Fist+1d6
3. +3    +3     +3     +1    Specialty Training
4. +4    +4     +4     +1    Combat Training
5. +5    +4     +4     +1    Iron Fist+2d6
6. +6    +5     +5     +2    Specialty Training
7. +7    +5     +5     +2    Combat Training
8. +8    +6     +6     +2    Iron Fist+3d6
9. +9    +6     +6     +3    Specialty Training
10.+10   +7     +7     +3   Butt Kickin’ Machine


Weapon Proficiencies: Combat Nuns become proficient in all Simple and Martial Bludgeoning Weapons.
 
Monk Abilities: Your Monk and Combat Nun levels stack for purposes of determining your Unarmed Damage and AC Bonus (and the number of times per day you may use Stunning Fist), and you may multiclass freely between this Prestige Class and Monk.

Combat Training (Ex): At levels 1, 4, and 7 you may choose a maneuver from the following list to learn and use in combat:

Spinal Tap:  If your opponent is unsuspecting (i.e. you are behind him, he’s distracted, etc) you like to brutally fisticate his spinal column in a manner intended to cause him massive personal injury.  Whenever your opponent is unaware of your presence, is flat-footed, or has lost his Dexterity Bonus to AC  you may attack with an Unarmed Strike as a Full Round Action.  If you are successful you do maximum damage with the strike and your opponent must make a Fortitude Save (DC is 10 plus half hit dice plus Strength Modifier) or die instantly.  This attack doesn’t work on creatures immune to Critical hits or without discernable anatomy, and is not available until Level 7.

Kneecapin’:  You stomp on your opponents knee, crushing the kneecap and bending his leg in a direction in a way it wasn’t meant to go.  As a Full Round Action you may make an Unarmed Strike.  If it hits successfully the opponent is Knocked Prone and his Movement rate is halved until he either is subject to a Cure Wounds spell or he gets medical attention (a weeks stay in a hospital).  They must also make a Fortitude Save (DC is 10 plus half hit dice plus Strength Modifier) or permanently lose the use of that leg (a Heal or Regeneration spell will fix this).  This attack doesn’t work on creatures immune to Critical hits or without discernable anatomy.

Chin Smash: You grab your opponents head and knee his lower jaw into his brain cavity.  As a Full Round Action you may make an Unarmed Strike.  If you hit successfully your opponent is Knocked Prone and Stunned 1 round.  They must also make a Fortitude Save (DC is 10 plus half Hit Dice plus Strength Modifier) or be knocked Unconscious 1 round, and be Confused (as per the spell) for the rest of the encounter.  This attack doesn’t work on creatures immune to Critical hits or without discernable anatomy.

De-groininator: You can knee your opponents groin so hard their pelvic bone shatters and flies into their heart killing them.  Well not yet, but you hope one day it’ll be that horrifying.  As a Full Round Action you may make an Unarmed Strike.  If you hit successfully your opponent is Knocked Prone, and Dazed 1 Round.  They must also make a Fortitude Save (DC is 10 plus half hit dice plus Strength Modifier) or instead they are Stunned 1 round, and Staggered for the rest of the encounter regardless of how many hit points they have.  This attack doesn’t work on creatures immune to Critical hits or without discernable anatomy.

Drop the Big Elbow:  If the Nun succeeds with a Trip Attack, she may immediately hit her opponent with an Unarmed Strike using her highest Attack Bonus as they lay prone as an Immediate Action (effectively dropping an elbow on their face as a nice follow-up to the trip).

Bad Chiropracty:  You know how to manipulate your opponent’s spine and joints in bad ways.  If you have your opponent successfully Pinned in a Grapple he must make a Fortitude Save each round the Pin is maintained (DC is 10 plus half hit dice plus Wisdom modifier) or be Paralyzed for 1d6 rounds.  This attack doesn’t work on creatures immune to Critical hits or without discernable anatomy.


Iron Fist (Ex): At second level whenever you confirm a critical hit against an opponent with an unarmed strike you add +1d6 damage.  This increases to +2d6 damage at level 5, and +3d6 damage at level 8.

Specialty Training (Ex): To keep the Temple’s nuns from being predictable the Head Nun decreed that they would all work on a special substyle of their own devising.  That way foes wouldn’t know what to expect.  At level 3 you get a Feat that simulates your particular substyle.  Depending on which Feat you choose, you also get another Feat at levels 6 and 9 as followup training:

Internal Hemmorhaging Kung Fu: Fists of Iron (3rd), Brutal Strike (6th), Improved Critical (Unarmed Strike)(9th).  (These Feats are in the Complete Warrior and PHB II)

Horny Moose Kung Fu: Reckless Charge (3rd), Powerful Charge (6th), and Greater Powerful Charge (9th).  (These Feats are in the Miniatures Handbook)

Lying Weasel Kung Fu: Combat Reflexes (3rd), Vexing Flanker (6th), Adaptable Flanker (9th). (These Feats are in the PHB II).

Psycho Squirrel Kung Fu: Flying Kick (3rd), Combat Acrobat (6th), and Acrobatic Strike (9th).  (These Feats are in Complete Warrior and PHB II).

Bad Touch Kung Fu: Pain Touch (3rd), Weakening Touch (6th), Freezing the Lifeblood (9th).  (These Feats are in the Complete Warrior).

Farting Yak Kung Fu: Fiery Fist (3rd), Fiery Ki Defense (6th), Ki Blast (9th).  (These Feats are in PHB II).

Rape Prevention Kung Fu: Dodge (3rd), Melee Evasion (6th), Defensive Strike (9th).  (These Feats are in Complete Warrior and PHB II). 

Huggy Bear Kung Fu: Improved Grapple (3rd), Earth’s Embrace (6th), Choke Hold (9th).  (These Feats are in Complete Warrior and Oriental Adventures).

Howler Monkey Kung Fu: Kiai Shout (3rd), Greater Kiai Shout (6th), Intimidating Strike (9th) (Feats are in Complete Warrior and PHB II).

Pointy Toe Kung Fu: Extra Stunning (3rd), Roundabout Kick (6th), Snap Kick (9th) (These Feats are in Tome of Battle and Complete Warrior).

Sissy Dragon Kung Fu: Unbalancing Strike (3rd), Falling Star Strike (6th), Pharaoh’s Fist (9th).  (These Feats are in Oriental Adventures and Sandstorm).

Butt Kickin’ Machine: Having long ago given up on transcendence or enlightenment, the Nuns have focused on whoopin’ butt instead.  At 10th level their Unarmed Strikes do +4d6 damage on a confirmed critical.  If they roll a natural ‘1’ on an attack roll with an Unarmed Strike they may spend a daily use of their Stunning Fist to reroll the attack as a Free Action (but they must accept the results of the second roll).  Nuns also gain a Competence Bonus on all opposed combat checks (Bull Rush, Disarm, Grapple, Trip, etc.) equal to their Wisdom Bonus.

PLAYING A COMBAT NUN
You joined the nunnery to learn a trade, get the local men to stop pestering you for marriage, and live peacefully.  It’s hard, but it’s a fulfilling life.  And one day when you spot a man with potential you’ll leave the Temple and settle down.  But till then you have to put up with bands of marauding brigands and soldiers.  Well actually you always had to do that, now you can just fight back is all.  You’d think the men would notice you for your wonderful devotion to the temple, your superb craftsmanship that enables you to produce the region’s best rice wine, etc.  But no.  All they notice is your magnificent ghetto bootay.  Friggin’ drunks.
Combat: Generally you specialize in putting the hurt on people as quickly and efficiently as possible.  The goal being not to kill them so much as make them wish you had.   That way they get the idea that picking on women is bad in general, and that some are capable of doing hideous damage by way of retribution.  Also it’s kinda hard to tell the butt kickin’ women from regular ones, so it’s best to give them all a pass…
Advancement: Most Combat Nuns tend to advance down pretty similar lines (mostly because they don’t often get much other choice).  Every time they try to branch out and do something different the Ogre’s show up in town demanding wine and women, and it’s right back to kicking butt.  Course if you ever have grandkids you’ll have some awesome stories to tell them about how you shoved your pinky finger through an Oni’s spine that one time…
Resources: A Combat Nun always has her fellow sisters to draw upon for aid, as well as many a thankful townsperson whom they have rescued from the usual drifting vagabonds who wonder into town robbing and killing as they go.  It’s like your life is a spaghetti western or something…

CLASS NAME IN THE WORLD
I like…Kung Fu…Nuns and I cannot Lie! You otha brothas can deny!”

You get along pretty well with the locals.  Outsiders not so much.  Outsiders think just cause you’re a Nun you can’t hold your own.  Well you’ll show em’.  A good swift blow to the spine changes most of their attitudes right quick.  Darn monsters wandering out of the mountains and grabbing you by the backside in the fields, who the hell do they think they are?  And who is this Asmodeus they keep talking about like it’s supposed to impress you?  The human brigands are just as bad.  At this rate you’ll need to stop bathing just to ensure you get some peace and quiet…
Daily Life: You spend much time teaching the local children, performing upkeep on the temple, tending the fields, and sundry other chores.  Your daily assignments vary.  But the one constant is Kung Fu training.  You need to be able to defend yourself and the local innocents.  Plus being able to beat up Trolls and call them sissies is awesome.
Notables: Pusheng Toy (LG Female Human Monk 6/Combat Nun 6) is a local Nun of promising caliber.  She has done well at her training and may even be ready for advancement to Headmistress status at the temple.  As long as she can do something about that pesky Death Slaad who keeps trying to get her to marry him.  Some alien demon frogs just don’t listen to the word “no”.
Organizations: The Combat Nuns pretty much are an organization.  They don’t have much in the way of political power, but the people love them more than the aristocracy so it’s wise for the nobility to listen to them if they don’t want the peasants ticked.  They also don’t have a lot of money, but since they are well respected they can sometimes manage to get what they need from admirers.

NPC Reaction
Presuming the NPC isn’t drunk, evil, or a monster they pretty much adore you.  You’re the holy lady who protects them after all.  If they are drunk and/or evil the reaction is pretty much “Hey baby” or something even less imaginative. 

COMBAT NUNS IN THE GAME
This class will definitely make the bad guys suspect women a bit more.  Or at least lead them to think that they aren’t as helpless as they may seem regardless of the situation.  But then there aren’t a lot of smart bad guys out there or there wouldn’t be a need for this class.
Adaptation: This is meant for not entirely serious campaigns, or more specifically ones with a bit of edgy humor.  Not that it can’t be easily enough adapted, but it’s generally not meant to be serious cause then the premise would be a little disturbing if it were realistic.
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 walking into a lovely local little village when they are greeted by the sight of a robed woman violently kneeing a soldier in the spine repeatedly before kicking him in the face and breaking his jaw.  The villagers appear to be cheering her on.  Might be wise not to pull any on games while you’re here…


Pusheng Toy
LG Female Human Monk 6/Combat Nun 6
Init +2, Senses: Listen +6, Spot +6
Languages Common
------------------------------------------------
AC 27, touch 19, flat-footed 25 (+2 Dex, +5 Wis, +6 Armor, +2 Natural, +2 Deflection)
hp 54 (12 HD)
Fort +12, Ref +14, Will +11
Evasion, Still Mind
------------------------------------------------
Speed 50 ft. (10 squares)
Melee Unarmed Strike +10/+5 (2d8+2) With Belt: +13/+8 (2d8+5)
Base Atk +8, Grp +10 (+13 w/Belt)
Atk Options Flurry +8/+8/+3 (2d8+2) (+11/+11/+6 2d8+5 w/Belt), Stunning Fist 12/day, Drop the Big Elbow, Kneecappin’, Iron Fist +2d6
-----------------------------------------------
Abilities Str 14 (20 w/Belt), Dex 14, Con 10, Int 8, Wis 17, Cha 12
SQ Unarmed Strike, AC Bonus, Unarmed Speed Bonus, Ki Strike, Slow Fall 30’, Bad Touch Kung Fu
Feats Combat Expertise, Great Fortitude, Improved Disarm, Lightning Reflexes, Power Attack, Superior Unarmed Strike, Combat Reflexes (B), Improved Trip (B), Pain Touch (B), Stunning Fist (B), Weakening Touch (B)
Skills Hide +8, Jump +8, Listen +6, Move Silently +5, Sense Motive +9, Spot +6, Tumble +11
Possessions Belt of Giant Strength +6, Bracers of Armor +6, +2 Ring of Protection, +2 Amulet of Natural Armor


EPIC COMBAT NUN

Hit Die: d8
Skills Points at Each  Level : 4 + int
AC Bonus The Nun's AC Bonus when unarmored increases by +1 for every 5 levels over 20th.
[BStunning Attack[/B] Use the Nun's Class Level to determine the Save DC for this attack as normal.
Combat Training At level 21 and every 3 levels thereafter the Combat Nun gains a new combat maneuver.
Iron Fist The Nun's Iron Fist increases by +1d6 at level 22 and every 3 levels thereafter.
Bonus Feats: The Epic Combat Nun gains a Bonus Feat every 5 levels higher than 20th
« Last Edit: March 02, 2022, 02:44:25 AM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Uncle Kitties Handbook of Spuriously Designed Prestige Classes
« Reply #5 on: November 09, 2011, 04:07:16 AM »
MERIADAR
Intermediate Deity
Symbol: Decorated Bowl
Home Plane: Arcadia
Alignment: Lawful Neutral
Portfolio:    Patience, meditation, tolerance, arts and crafts
Worshipers: Mongrelfolk, converted evil humanoids, good humanoids
Cleric Alignments: LG, LN
Domains: Law, Protection, Trickery
Favored Weapon: Unarmed Strike

Meriadar appears as a patchwork of the various humanoid races much like the Mongrelfolk who are his worshipers, but his features seem to shift from moment to moment.  He may also appear as a tall figure of any humanoid race, usually dressed in simple brown robes.

Dogma

Meriadar expects his followers to be open-minded, tolerant of racial and cultural differences, and respectful.  His believers are encouraged to practice the arts and sciences, and to support their neighbors (even those who may not be so open minded as they are).  His followers are asked to be non violent, but not pacifistic.  They are not to begin battles, but are allowed to defend themselves if there is no option.


Clergy and Temples

Most of Meriadar's worshipers are Mongrelfolk or good aligned humanoids, but he does actively seek to redeem evil humanoids as well in order to stop the non ending bloodshed between the races.  He particularly prizes converting the Goblinoids and his hated by many of the Goblin/Bugbear deities for this (especially Stalker). 

Meriadar's priests are almost entirely Mongrelfolk or converts from more savage races.  They are very active in society and ploitics, preaching the need for reform, and acceptance of those who are different from the cultural mainstream. 

MERIADAR
Cleric 20, Monk 20
Medium Outsider (Lawful)
Divine Rank: 15
Hit Dice:             20d8+180 plus 20d8+180 plus 20d8+180 (1020 hp)
Initiative:           +16
Speed:                80 ft. (16 squares)
Armor Class:          90 (+12 Dex, +15 Divine, +28 Natural, +13 Deflection, +12 Wisdom), touch 62, flat-footed 78
Base Attack/Grapple:  +50/+63
Attack:               Unarmed Strike +74 (2d10+9)
Full Attack:          Unarmed Strike +74/+69/+64/+59 (2d10+9)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Turn Undead 16/day, Flurry of Blows, Ki Strike (Magic, Lawful, Adamantine), Quivering Palm (DC 52)
Special Qualities:   Divine Immunities, DR 25/Epic, Fire Resistance 20, Spell Resistance 47, Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 15 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (1500', DC 38), Unarmored AC Bonus, Tongue of the Son and Moon, Still Mind, Evasion, Slow Fall 90', Empty Body, Improved Evasion, Wholeness of Body, Abundant Step
Saves:                Fort +60, Ref +57, Will +63
Abilities:            Str 28, Dex 35, Con 28, Int 28, Wis 35, Cha 36
Skills:               Concentration +70, Craft (Calligraphy, Painting, Pottery, Sculpting, Stonemasonry, Weaving) +66, Diplomacy +74, Heal +51, Hide +50, Knowledge (History) +47, Knowledge (Religion) +48, Listen +50, Move Silently +50, Sense Motive +50, Spellcraft +47, Spot +50, Tumble +50
Feats:                Combat Expertise, Craft Magic Arms and Armor, Craft Rod, Craft Scepter, Craft Staff, Craft Wand, Craft Wondrous Item, Deflect Arrows, Dodge, Forge Ring, Improved Feint, Improved Initiative, Improved Trip, Scribe Scroll, Exceptional Artisan, Extraordinary Artisan, Improved Initiative, Legendary Artisan, Mobility, Snatch Arrows, Superior Unarmed Strike, Combat Reflexes (B), Improved Disarm (B), Improved Unarmed Strike (B), Stunning Fist (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: Alter Form, Alter Size, Area Divine Shield, Clearsight, Craft Artifact, Create Greater Object, Create Object, Divine Dodge, Divine Inspiration, Divine Monk, Divine Shield, Know Secrets, Lay Quest, Master Crafter, Sunder and Disjoin, Supreme Initiative,
Domain Powers: Spells with the Law Descriptor are at +1 Caster Level, create protective ward 1/day
Spell-Like Abilities: Meriadar can cast the following spells at will as Spell-Like abilities: Antimagic Field, Calm Emotions, Confusion, Dictum, Disguise Self, Dispel Chaos, False Vision, Hold Monster, Invisibility, Magic Circle Against Chaos, Mind Blank, Mislead, Nondetection, Orders Wrath, Polymorph Any Object, Prismatic Sphere, Protection from Chaos, Protection from Energy, Repulsion, Sanctuary, Screen, Shield of Law, Shield Other, Spell Immunity, Spell Resistance, Summon Monster IX (Law only), Time Stop.  Caster Level is 25.  Save DC is 38 plus the spell level.
Possessions: None.

Other Divine Powers
As an Intermediate deity, Meriadar automatically receives a die roll of 20 on any check.  He treats a roll of '1' on an Attack Roll or Saving Throw normally and not as an automatic failure.  he is immortal.
Senses: Meriadar can see, hear, touch, and smell at a distance of 15 miles.  As a Standard Action he can perceive anything within 15 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 10 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 15 hours.
Portfolio Powers: Meridar sense any act of violence or warfare the instant it happens and retains the sensation for up to 15 weeks after the event occurs. 
Automatic Actions: Meriadar can use any Craft skill or Diplomacy as a Free Action if the DC for the task is 25 or lower.  He can perform up to 10 Free Actions each round.
Create Magic Items: Meriadar can create wondrous items as long as the items market price does not exceed 200,000 GP.

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Uncle Kitties Handbook of Spuriously Designed Prestige Classes
« Reply #6 on: November 09, 2011, 04:07:39 AM »
DOMME


   
”I’ll have what I want one way or the other.”

 Dommes are casters (usually Beguilers, but sometimes Wizards or Sorcerers) who have specialized in a particular niche: finding targets who have dominance and submission fantasies, and using their arcane powers to exploit them.  Actual dominatrixes tend to despise them, as they consider the Dommes a perversion of everything they stand for.  Unfortunately the Dommes have arcane power to back up their considerable influence, and it isn’t likely they’ll be going away anytime soon because the subculture they prey on isn’t particularly well protected by the law.

BECOMING A DOMME
Most Dommes begin as Bequilers or Specialist Wizards who focus on Enchantment.

 ENTRY REQUIREMENTS
   Gender:  Female
   Feats:  Arcane Defense (Enchantment),  Spell Focus (Enchantment), Unsettling Enchantment
   Skills:  Bluff 8 ranks, Diplomacy 8 ranks, Gather Information 8 ranks, Sense Motive 8 ranks
   Casting:  Must be able to cast at least 3rd level Arcane spells, one of which must be Suggestion.


Class Skills
 The Domme’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Knowledge (Arcane, Local, Nobility)(Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Skills Points at Each  Level : 6 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Distracting Presence
2. +1    +0     +0     +3    Subtle Influence, +1 level of Arcane casting class
3. +1    +1     +1     +3    Intoxicating Presence, +1 level of Arcane casting class
4. +2    +1     +1     +4    Distracting Presence, +1 level of Arcane casting class
5. +2    +1     +1     +4    Subtle Influence, +1 level of Arcane casting class
6. +3    +2     +2     +5    Intoxicating Presence, +1 level of Arcane casting class
7. +3    +2     +2     +5    Distracting Presence, +1 level of Arcane casting class
8. +4    +2     +2     +6    Subtle Influence, +1 level of Arcane casting class
9. +4    +3     +3     +6    Intoxicating Presence, +1 level of Arcane casting class
10.+5    +3     +3     +7   Twist Soul


Weapon Proficiencies: Dommes gain proficiency with Spiked Chains and Whips and with Leather Armor.  They are considered traditional badges of office.
 
Distracting Presence (Su): At 1st level your control over your Enchantment powers is such that your mere presence can be distracting.  Choose 1 opponent within 60' who can see you.  Whenever they must make a Concentration Check the DC of their Check increases by +2.  This is a Mind-Affecting Effect and is always on.

At 4th level their Check DC increases by +4.

At 7th level their chosen opponent automatically fails any Concentration Check.

Subtle Influence (Su): Eventually the Domme's Enchantment spells begin to have additional effects on their victim.  This ability may be used a number of times per day equal to her Charisma Modifier.  At 2nd level if an opponent fails a Saving Throw against one of her Enchantment spells, she may shift his alignment 1 step towards Chaos or Evil for the duration of the spell.

At 5th level if her opponent fails a Saving Throw against one of her Enchantment Spells she can Command (as per the spell) him to perform an action for 1 round.

At 8th level if her opponent fails a Saving Throw against one of her Enchantment spells he cannot attack her or allow her to be attacked for the duration of the spell.  He will not kill an Ally, but will pursue any means of preventing them from harming her (i.e. grappling, disarms, trips, non lethal spells, etc).

Intoxicating Presence (Su): At 3rd level if you successfully cast an Enchantment spell on an opponent who is under the effects of your Distracting Presence Ability, he must make an additional Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be addicted to your presence.  Whenever he is not within 60' of you (unless he has been directed on a mission by you) he will be depressed and sullen.  Initially this Manifests as a -1 on all rolls once he has been away from you for at least 1 hour.  Each 24 hours he spends outside your presence, and is not performing a mission for you, he must make another Willpower Save or the penalty on rolls increases by 1 (this is cumulative).  If the penalty on rolls exceeds his Hit Dice by 3 (i.e. if he has 5 HD, and the penalty gets to -8), he becomes suicidal unless brought to you, or promised that he is being bought to you immediately.  Remove Curse, Wish, or Miracle will cure this effect.

At 6th level if you cast an Enchantment spell on someone who is addicted to your presence, and he fails a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) he becomes addicted to your magic as well.  He gains a -1 penalty to all rolls when he is not under the influence of an Enchantment spell cast by you (this penalty is cumulative with not being within your presence). Remove Curse, Wish, or Miracle will cure this effect.

At 9th level if you cast an Enchantment spell on someone who is addicted to your magic, and he fails a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier), the duration of the spell you cast on him becomes permanent.  Wish or Miracle will cure this effect.


Twist Soul (Ex): At 10th level the Domme can permanently stain or pollute the soul of those she has under her sway.  Once per day as a Standard Action she can perform one of the following effects on a victim she has managed to permanently cast an Enchantment spell on (These effects are permanent until cured by a Wish or Miracle spell):

She can permanently alter their personality in any way she chooses, potentially even changing their alignment over time.  She could for example make a charitable man heartless and greedy.

She can inflict any known mental insanity or fetish on them she wishes.  The exact effects are up to the DM, but should not be good.  She could make a worshiper of a Sun God afraid of the light, she could even cause a Paladin to become a Sociopath.

She can alter the memories of the subject completely, including wiping out any memories of herself.  She could even remove the memories of his family, and insert herself as a lifelong faithful wife.

She can erase any resistance the victim has to her charm or compulsion spells.  From now on when she casts a spell like Dominate she can even order them to kill loved ones if they fail the Saving Throw against the spell.

PLAYING A DOMME
People aren’t real like you are.  They aren’t important in anyway, and they seem to remind you of paper cutouts more than flesh and blood beings.  Forcing them to do what you want or causing their deaths doesn’t seem to even be something that matters let alone the cause for controversy everyone seems to make it.  There are some who call you a psychopath, but a few minutes alone with you is usually sufficient to change their mind.
 Combat: Domme’s prefer to use their catspaws to fight for them.  They don’t confront enemies, they seduce someone more powerful and have him send his followers to teach them a lesson.  If forced they will use their spells to try to subdue opponents, and turn them into willing bodyguards.  At least long enough to escape for the moment.
 Advancement: Domme’s only care about power and money.  They will take whatever Feats are necessary to extend the power of their spells, and thusly their reach.
Resources: Dommes often have several mind controlled sugar daddies, so they often have ample resources at their beck and call.  While some just use this to make themselves richer, the ones who aren’t so myopic often entrench their positions making themselves the power behind the throne.

DOMMES IN THE WORLD
Tonight the bitch dies!”
 Dommes are perversely adored and hated at the same time.  Many are among the most famous people in the world simply because they are always seen hanging on the shoulders of the worlds most famous (or infamous) people.  But those people aren’t usually with the Domme willingly.  They’re there due to her spells.  And the few people who know that the Domme’s regularly mindrape anyone they come into contact with hate them with a passion.  Many of them devote their lives to destroying them.
 Daily Life: Domme’s spend their days scheming and making sure their current chess pieces are firmly under their control.  Along with their spells they aren’t above kidnapping, blackmail, and murder.
 Notables: Sybil (NE Human Female Beguiler 6/Domme 6) is a well known "entertainer" for powerful men (and sometimes women).  No one seems to know what they see in her, particularly since she seems to bring bad luck to her paramours, but she seems capable of charming all her would be detractors.
 Organizations: Domme’s are solitary in nature as their ego’s will not permit them to cooperate with one another except in the most dire circumstances (and even then only temporarily).  There are however a great many organizations devoted to their downfall (usually composed of participants in the BDSM subculture).

NPC Reaction
 Due to the Domme’s often exotic nature (and their flaunting their sex appeal deliberately) NPC’s often seem enthralled by them.  Most everyone is curious about the beautiful woman who seems ot be able to command just about anyone in the nobility with a wink and a promising smile.  NPC’s who know the truth are usually openly repulsed, and will suffer for it if she notices.

DOMMES IN THE GAME
 This will not be a good class to allow PC’s.  Ever.  Domme’s tend to be emotionless sociopathic manipulators who leave a trail of dead bodies and broken minds in their wake.   It’s more of a PrC for BBEG’s for your campaign.
 Adaptation: This is a pretty dark PrC, and it really only works for campaigns where morality isn’t black and white.  Dommes are sort of cyberpunk in concept in some ways, but set in a fantasy world.  And I  say cyberpunk not as in cyborgs, but more in the theme of “How long can you continue to do whatever is needed to survive without losing your humanity?’
 Encounters: PC’s encounter a Domme’s thralls far more often than they do the Domme herself.  They hide themselves well, and it will often tae quite some digging for the PC’s to figure out who their enemy really is.

Sample Encounter
EL 12: The PC’s are at a banquet in their honor, when their friend the Duke introduces them to his new concubine, a tall redhead in black.  A mere week later they’re in jail on his orders wondering what the hell happened. 


Sybil
NE Human Female Beguiler 6/Domme 6
Init +1, Senses: Listen +9, Spot +9
Languages Common, Elven, Sylvan
------------------------------------------------
AC , touch , flat-footed   (+1 Dex, )
hp 42 (12 HD)
Fort +4, Ref +5, Will +11 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +6, Grp +5
Atk Options
Combat Gear
Spells Per Day 0: 6 (DC 14)
1: 7 (DC 15)
2: 7 (DC 16)
3: 7 (DC 17)
4: 7 (DC 18)
5: 4 (DC 19)
Caster Level 11
-----------------------------------------------
Abilities Str 8, Dex 12, Con 10, Int 18, Wis 13, Cha 14
SQ Armored Mage, Trapfinding, Cloaked Casting (+1 DC), Surprise Casting, Advanced Learning (Miser's Envy)
Feats Arcane Defense (Enchantment),  Greater Spell Focus (Enchantment), Greater Spell Penetration, Spell Focus (Enchantment), Spell Penetration, Unsettling Enchantment, Silent Spell (B)
Skills Appraise +12, Bluff +10, Concentration +8, Diplomacy +10, Disable Device +9, Disguise +10, Escape Artist +9, Gather Information +10, Hide +9, Knowledge (Arcana, Local, Nobility) +12, Listen +9, Move Silently +9, Open Lock +3, Search +12, Sense Motive +9, Sleight of Hand +6, Spellcraft +9, Spot +9, Use Magic Device +7
Possessions



EPIC DOMME

Hit Die: d6
Skills Points at Each  Level : 6 + int
Casting Your Epic levels increase your Caster Level, but you do not gain any new spells per day, or learn new spells.
Bonus Feats: The Epic Domme  gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: March 02, 2022, 02:45:27 AM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Uncle Kitties Handbook of Spuriously Designed Prestige Classes
« Reply #7 on: November 09, 2011, 04:08:19 AM »
PEACEMAKER


   
"If we do not end war - war will end us.  Everybody says that, millions of people believe it, and nobody does anything."

 Peacemaker's act as teachers and diplomats, trying to unite the quarreling humanoid races together and thus preventing bloody wars.  Despite being not always entirely successful (especially with the Orcs and Goblinoids) they soldier on, their faith in their God shielding them from thoughts of despair.

BECOMING A PEACEMAKER
Most Peacemaker's are Clerics with a level or two in a more socially oriented class (like Rogue) to pick up a few diplomacy skills.

 ENTRY REQUIREMENTS
   Race:  Mongrelfolk, or any humanoid who is either Neutral or who has converted from Evil
   Patron:  Meriadar
   Class Abilities:  Must have access to the Protection Domain
   Feats:  Improved Unarmed Strike, Negotiator, Superior Unarmed Strike
   Skills:  Bluff 4 ranks, Diplomacy 4 ranks, Gather Information 4 ranks, Knowledge (Local, Religion) 4 ranks, Sense Motive 4 ranks
   Alignment: Lawful Good, Lawful Neutral, or Neutral


Class Skills
 The Peacemaker's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (Any)(Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Speak Language and Spot.
Skills Points at Each  Level : 4 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Diplomacy, +1 Level of Divine Spellcasting Class
2. +1    +0     +0     +3    The Balm of Peace, +1 Level of Divine Spellcasting Class
3. +2    +1     +1     +3    Protective Ward, +1 Level of Divine Spellcasting Class
4. +3    +1     +1     +4    Diplomacy, +1 Level of Divine Spellcasting Class
5. +3    +1     +1     +4    The Balm of Peace, +1 Level of Divine Spellcasting Class
6. +4    +2     +2     +5    Protective Ward, +1 Level of Divine Spellcasting Class
7. +5    +2     +2     +5    Diplomacy, +1 Level of Divine Spellcasting Class
8. +6    +2     +2     +6    The Balm of Peace, +1 Level of Divine Spellcasting Class
9. +6    +3     +3     +6    Protective Ward, +1 Level of Divine Spellcasting Class
10.+7    +3     +3     +7    Protection of Faith, +1 Level of Divine Spellcasting Class


Weapon Proficiencies: A Peacemaker gains no new weapon or armor proficiencies.
 
Diplomacy (Ex): At levels 1, 4, and 7 choose 1 skill from your class list that is based on Charisma or Wisdom.  From now on you may always take 10 with that skill.

The Balm of Peace (Su): At 2nd level you may cast Calm Emotions at will as a Supernatural Ability. 

At 5th level the Calm Emotions ability affects all beings in a 40' spread, and the Duration is 1 round per character level.

At 8th level the Calm Emotions ability lasts 10 minutes per character level, and the Save DC is increased +4.

Protective Ward (Su): At 3rd, 6th, and 9th level you may use the Protective Ward Domain Ability an additional time per day.  Beginning at 3rd level your Cleric and Peacemaker levels stack for purposes of determining your Cleric Level for this ability.

Protection of Faith (Su): At 10th level you may expend one daily use of your Turn Undead ability to keep a Protective Ward in place once it has been used.  In other words if your Ally has to make a Save (and would thus use up the benefit of his Protective Ward) you may expend the use of Turn Undead to give him the Bonus for a second Save.  This still does not increase the duration of the ability, and the Ally must be within 60' for you to do this.  You may now use the Protective Ward ability as a Swift Action up to 5 times per day.  Spells you cast from the Abjuration school are cast at +1 caster level.

PLAYING A PEACEMAKER
 Racism and intolerance are the core of all warfare as you see it.  If you can get beings of all races and cultures to accept one another as equals you can put an end to war.  Some say this makes you a blind, naive fool.  But you have faith that Meriadars cause will one day bring peace to the world.
 Combat: peacemakers never initiate combat.  They will defend others if necessary, and themselves as well.  But they do not start fights.
 Advancement: Most Peacemakers strictly pursue the art of the Diplomat.  They desire to see war and bigotry end, and that requires a certain single minded dedication.
Resources: Peacemakers may be destitute quite often themselves, but their generosity and hard work often earns them enough repsect that others will help them in whatever way they can in times of need.

PEACEMAKERS IN THE WORLD
"I am beginning to see you too often on the field of battle little priest.  I think perhaps it is time I made an end of your scheming."
 Peacemakers lobby hard to get the various races to accept one another as equals under the Law, with identical rights and opportunities.  This makes their cause at times unpopular given how deep racism can run in some communities, especially at wartime.  But they are recognized for their efforts to prevent unnecessary death.
 Daily Life: Your days are incredibly busy.  You must heal the sick, tend the wounded, plan for future problems (you probably live in a war zone after all), and try to limit the carnage in any way possible.
 Notables: Nyenka (LN Female Goblin Cleric 5/Rogue 1/Peacemaker 6) has been on the front lines of every Goblinoid War in the last decade trying to end the fighting.  She is the target of many assassination attempts by the Goblin Clergy.
 Organizations: The Peacemakers are an organization dedicated to ending war and bigotry.  Their efforts are seen as futile by most given their small numbers, but many end up as advisers to beings in power.  Which can be far more valuable than simple force in numbers.

NPC Reaction
 Peacemakers tend to be respected by all, including some Lawful Evil beings.  Only Neutral and Chaotic Evil beings truly despise them for the role they play in disrupting their schemes (LE beings at least see a use for them).

PEACEMAKERS IN THE GAME
 Peacemakers try to stop fights.  PC's usually try to start them.  Playing this PrC will require a certain mindset from it's player, and his companions.  It can easily be as big a problem as a Paladin in the wrong group.
 Adaptation: This is best used in campaigns where war is common, at least among the humanoid races.
 Encounters: PC's will encounter Peacemakers in wartime, usually as diplomats or healers.  They try not to take sides, and act as neutral go betweens trying to stop, or at least limit the fighting.

Sample Encounter
EL 12: The PC's have been hired to protect a goblin priest that the local Duke claims is working on the humans side in an attempt to put an end to the war.  He says her own people are trying to murder her.


Nyenka
LN Female Goblin Cleric 5/Rogue 1/Peacemaker 6
Init +2, Senses: Listen +10, Spot +8, Dark Vision 60'
Languages Goblin, Common
------------------------------------------------
AC 22, touch 16, flat-footed 20 (+1 Size, +2 Dex, +6 Armor, +3 Deflection)
hp 58 (12 HD)
Fort +7, Ref +7, Will +13 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Unarmed Strike +11/+6 (1d10)
Base Atk +7, Grp +1
Atk Options +1d6 Sneak Attack
Combat Gear
Spells Prepared 0: 6 (DC 14)
1: 6 (DC 15)
2: 5 (DC 16)
3: 5 (DC 17)
4: 4 (DC 18)
5: 2 (DC 19)
6: 1 (DC 20)
Caster Level 11
-----------------------------------------------
Abilities Str 6, Dex 15, Con 12, Int 10, Wis 18, Cha 12
SQ Domains (Protection, Trickery), Turn Undead 4/day, Trapfinding, Diplomacy, Balm of Peace, Protective Ward
Feats Improved Unarmed Strike, Negotiator, Stunning Fist, Superior Unarmed Strike, Weapon Finesse
Skills Bluff +7, Concentration +7, Diplomacy +9, Gather Information +7, Knowledge (Arcana, Local, Religion) +6, Listen +10, Move Silently +6, Sense Motive +12, Spellcraft +4, Spot +8 (+18 w/Third Eye)
Possessions +2 Amulet of Mighty Fists, +6 Bracers of Armor, +3 Ring of Protection, Third Eye Aware



EPIC PEACEMAKER

Hit Die: d6
Skills Points at Each  Level : 4 + int
Diplomacy At 21st level and every 3 levels thereafter you may choose a new skill for Diplomacy.
Protective Ward At 23rd level and every 3 levels thereafter you gain an additional daily use of your Protective Ward.
Spells: You caster level increases with Epic Levels, but you do not gain additional spells per day.
Bonus Feats: The Epic Peacemaker gains a Bonus Feat every 4 levels higher than 20th
« Last Edit: February 11, 2017, 08:18:30 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Uncle Kitties Handbook of Spuriously Designed Prestige Classes
« Reply #8 on: November 09, 2011, 04:22:08 AM »
THE CRYPTOZOOLOGIST


   
"Good Evening! And welcome to Mutual of Omaha's Wild Kingdom! I'm your host Marlin Perkins.  Tonight you'll be watching Jim in the field being maritally violated by the legendary Snake Woman of the Burning Hell Desert while I sit safely in my tent surrounded by steak, ale, and nubile Half-Elves."

 Cryptozoologists are individuals (usually with well developed woodcraft skills) who have encountered a cryptid and become obsessed with them, or perhaps they've simply heard of the encounters of others and gotten curious.  They lead lives of excitement and danger as they attempt to prove the existence of the most hidden and legendary beings of the natural world.  And sometimes of the not so natural world given that magic exists.  Many are also unfortunately derided as frauds and hustlers.

BECOMING A CRYPTOZOOLOGIST
The Cryptozoologist needs a great deal of skills if he wishes to survive and pursue his quest, let alone ever become successful.  Generally the requisite training and a desire to go out into the wilderness alone after potentially hostile critters capable of devouring you whole are the only requirements.

 ENTRY REQUIREMENTS
   Skills:  Climb 4 ranks, Gather Information 4 ranks, Knowledge (Nature) 4 ranks, Ride 4 ranks, Survival 4 ranks, and Swim 4 ranks
   Feats:  Exotic Weapon Proficiency (Net), Investigator, Track
   Base Saving Throw:  Any one Base Save at +5


Class Skills
 The Cryptozoologist's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Dungeoneering, Geography, History, Local, Nature)(Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Speak Language, Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skills Points at Each  Level : 8 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +2    See the Unseen
2. +1    +0     +3     +3    Lore
3. +2    +1     +3     +3    Toughness
4. +3    +1     +4     +4    See the Unseen
5. +3    +1     +4     +4    Lore
6. +4    +2     +5     +5    Toughness
7. +5    +2     +5     +5    See the Unseen
8. +6    +2     +6     +6    Lore
9. +6    +3     +6     +6    Toughness
10.+7    +3     +7     +7   A Hard Man to Fool

Weapon Proficiencies: Cryptozoologists gain no new armor or weapon proficiencies.
 
See the Unseen (Ex): At 1st level you gain a +4 Competence Bonus to Spot Checks, but only when you're making an opposed Spot vs. Hide Check. 

At 4th level the Bonus increases to +6, and if your opponent has the Camouflage ability he doesn't gain it against you.

At 7th level the Bonus increases to +8, and if your opponent has the Hide in Plain Sight ability he doesn't gain it against you.

Lore (Ex): By second level you've been traveling quite a bit and gain the Lore ability.  This is identical to the Bardic Knowledge ability on page 28 of the PHB.

At 5th level you no longer take penalties to Lore checks due to the Class or Special Abilities of opponents.

At 8th level you no longer take penalties (or suffer automatic failure) to Knowledge Checks due to the Class or Special Abilities of opponents.

Toughness (Ex): By 3rd level you have been bitten, stung, zapped, poisoned, and god knows what else by just about any critter imaginable.  And it's only gonna get worse from here.  You gain a +2 Resistance Bonus to Fortitude Saves.

At 6th level you can reroll a failed Fortitude Save a number of times per day equal to your Hit Dice divided by 5.

At 9th level you can reroll any failed opposed combat check a number of times per day equal to you Hit Dice divided by 5.  You've gotten used to wrasslin' uncooperative Bigfoots.

A Hard Man to Fool (Ex): Beginning at 10th level you may always track an opponent, even if they have the Trackless Step ability, or the benefit of a Pass Without Trace spell.  You also gain a Resistance Bonus to Willpower Saves against Illusion and Enchantment spells equal to you Wisdom Bonus.

PLAYING A CRYPTOZOOLOGIST
 Cryptozoologists are obsessed with proving Cryptids real, no matter how much crap they have to take form the uneducated masses.  A difficult task as most Cryptids only wish to be left alone, and their Prestige Class abilities make them fairly good at it.  Sometimes the two become unlikely allies temporarily (Cryptozoologists also tend to be lovers of nature, and don't like to see it despoiled), but they usually part ways again.   
 Combat: You really prefer to be a scholar more than a fighter.  This isn't to say that you can't fight if pressed, but you generally prefer not to if oyu can at all avoid it.  After all, if you die, someone else will become famous for proving Bigfoots existence, and that will not do.
 Advancement: Cryptozoologists enter many varied professions as part of their careers.  Most become scholars or intellectuals of some kind, or perhaps guides or scouts.  Pursuing cryptids is their side hobby, one which consumes them for most of their days.   A span of time which can be short if they ever actually encounter what they;re looking for...
Resources: You have the occasional curious wealthy patron or university backing you, but if results aren't quick and obvious in coming many don't have the patience to keep giving you funds.  Most cryptozoologists end up on their own with whatever they can scrape up.

CRYPTOZOOLOGISTS IN THE WORLD
"That feller down ta tha wizerds skewl keeps a 'sayin' Bigfoots don't plant their seed in wimmens bellies.  Well how does he 'splain mah dotter?"!
 You take a lot of grief for your beliefs.  The mind bending abilities of experienced Cryptids doesn't help much either.  One day you'll be more resistant to them, and not go all gibbery.  Hopefully your reputation isn't beyond repair by then.  On the other hand your tolerance for a diversity of cultures and beliefs does make for some friends in odd places.
 Daily Life: Much of your life is daily drudgery waiting for news of new sightings, while doing research in your spare time.  Occasionally there's some mild excitement such as a native uprising, or vampires trying to nibble you in your sleep, but mostly it's waiting in between quests to prove the existence of ever more improbable critters.
 Notables: Jim XIV (Neutral Good Human Male Scout 6/Cryptozoologist 6) is the latest in a long line of Jim clones created to serve the aging Wizard Marlin Perkins.  He hopes vainly to escape the fate of his predecessors.
 Organizations: Cryptozoological organizations are usually a band of like-minded individuals hoping to pool what little resources they have together in hopes of increasing their chances of success.You also know that when bad events happen, cryptids usually get the blame when there are much less exotic explanations (such as corrupt local nobles), and you do your best to look after them.

NPC Reaction
 NPC reactions vary.  After all you've been found naked in the woods babbling about were sheep before.  You've tried explaining that was a temporary mental aberration due to supernatural influences, but small minded people are difficult to reassure.  The Cryptids don't like you much better since you try to prove their existence, but you truly do believe they can live in peace with the rest of the world.

CRYPTOZOOLOGISTS IN THE GAME
 Cryptozoologists obsessions can lead them to hog the spotlight if cryptids aren't the subject of a campaign, or make them feel pointless if there are no cryptids at all.  So make sure the campaign has the appropriate theme if you wish to allow this class.
 Adaptation: This is mostly meant for silly campaigns, much like the Cryptid PrC.
 Encounters: Cryptozoologists are usually encountered in far off places in the weirdest of situations.  Usually with odd beings for company.

Sample Encounter
EL 12: "You see that old man laughing maniacally in the tent?  That's Marlin Perkins.  Wizard extraordinaire.  Help me please, he plans to kill me like he has all the other Jim clones.  We wrestle animals for his amusement you see."


Jim XIV
Neutral Good Human Male Scout 6/Cryptozoologist 6       
Init +4, Senses: Listen +6, Spot +6
Languages Comon, Goblin, Orc
------------------------------------------------
AC , touch , flat-footed   (+3 Dex, )
hp 66 (12 HD)
Fort +7, Ref +13, Will +9 
Uncanny Dodge, Battle Fortitude +1
------------------------------------------------
Speed 40 ft. (8 squares)
Melee
Base Atk +8, Grp +9
Atk Options Skirmish (+2d6, +1 AC)
Combat Gear
-----------------------------------------------
Abilities Str 13, Dex 16, Con 14, Int 10, Wis 14, Cha 8
SQ Trapfinding, Fast Movement, Trackless Step, Evasion, Flawless Stride
Feats Endurance, Exotic Weapon Proficiency (Net), Improved Grapple, Improved Unarmed Strike, Investigator, Track, Improved Initiative (B),
Skills Balance +7, Bluff +5, Climb +5, Decipher Script +4, Diplomacy +5, Gather Information +7, Handle Animal +5, Hide +7, Jump +4, Knowledge (Dungeoneering, Geography, Nature) +4, Listen +6, Move Silently +7, Ride +7, Search +7, Spot +6, Survival +6, Swim +5, Use Rope +7
Possessions



EPIC CRYPTOZOOLOGIST

Hit Die: d6
Skills Points at Each  Level : 8 + int
Bonus Feats: The Epic Cryptozoologist gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: February 08, 2017, 11:58:04 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Uncle Kitties Handbook of Spuriously Designed Prestige Classes
« Reply #9 on: November 09, 2011, 04:25:50 AM »
GAIJIN MARSHALL


   
"The true barbarian is he who thinks everything barbarous but his own tastes and prejudices."

 Bushido is a code prone to certain hypocrisies.  While the Samurai themselves are not allowed to commit certain acts, nor break the Code, it seems perfectly okay to order their subordinates to do so.  For this reason many hire foreign mercenaries that are largely considered barbarians by their people.  They can order the mercs to commit any act, and a terrified populace becomes even more terrified as the Daimyo who is normally allowed to murder them by law now has a sadistic monster he sends to perform that purpose.  A monster who can commit atrocities even their Lord could not.

BECOMING A GAIJIN MARSHALL
Be a warrior of a foreign country or of a minority race in the land you live in, and be pitiless enough and dangerous enough to attract the attention of a rich Daimyo who needs such a servant.

 ENTRY REQUIREMENTS
   Class Features:  Staredown
   BAB:  +6
   Alignment:  Lawful Evil
   Skills:  Intimidate 6 Ranks, Sense Motive 6 Ranks
   Feats:  Intimidating Strike, Kiai Shout


Class Skills
 The Gaijin Marshall's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (Local, Nobility)(Int), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str)
Skills Points at Each  Level : 2 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Glare
2. +2    +3     +0     +0    Cull the Weak 1/encounter
3. +3    +3     +1     +1    Quick Tempered 1/encounter
4. +4    +4     +1     +1    Mass Staredown
5. +5    +4     +1     +1    Cull the Weak 2/encounter
6. +6    +5     +2     +2    Quick Tempered 2/encounter
7. +7    +5     +2     +2    Improved Staredown
8. +8    +6     +2     +2    Cull the Weak 3/encounter
9. +9    +6     +3     +3    Quick Tempered 3/encounter
10.+10   +7     +3     +3    A Peon No More

Weapon Proficiencies: Gaijin Marshall's gain no new weapon or armor proficiencies.
 
Glare (Ex): Beginning at 1st level, if you successfully use your Staredown ability on an opponent he is -2 on all rolls, not just the ones listed on page 76 of the PHB.

Cull the Weak (Ex): Beginning at 2nd level the Gaijin Marshall may Cull an opponent once per encounter if he fits one of the following criteria: His Strength score is less than that of the Marshall's, his Hit Dice are less than the Marshall's, or he has failed a Save against the Marshall's Staredown ability.  The Culling must be announced before attempting a melee attack, and the strike gains a bonus to Attack and Damage rolls equal to your Gaijin Marshall level.  You gain an additional daily use at levels 5 and 8.

Quick Tempered (Ex): Beginning at 3rd level whenever you take damage you automatically threaten a critical on your next successful attack.  This ability may be used once per encounter (twice per encounter at level 6, three times at level 9).

Mass Staredown (Ex): Identical to the Samurai ability listed on page 10 of the Complete Warrior.

Improved Staredown (Ex): Identical to the Samurai ability listed on page 10 of the Complete Warrior.

A Peon No More (Ex): Beginning at 10th level you may now use your Cull the Weak ability on any opponent.  Any opponent subject to a Fear or Morale effect that is successfully hit by you must make a Fortitude Save (Save DC is 10 plus 1/2 HD plus Strength Modifier) or be Stunned for 1 round.

PLAYING A GAIJIN MARSHALL
 As long as you keep your Lord's favor, you can do just about anything you want.  And that's good, because he's probably going to ask you to do more than a few things even you don't like.  And you'd better do them because otherwise he'll have you tortured to death to keep you quiet and tie up loose ends.   
 Combat: It's rare that you have to engage in actual combat since you're usually sent to rape and murder peasants (or put down people barely armed and inexperienced).  You're an instrument of terror.  But your excesses (or more accurately the excesses ordered by your Daimyo) occasionally cause serious rebellions, so you'll need to keep those combat skills sharp. 
 Advancement: Advancement for you will depend on whether or not you wish to follow your Lord's wishes.  After all if you don't bad things will happen to you.  So he pretty much decides what you'll be doing (which will heavily influence what classes you'll be taking).
Resources: While on missions for your Lord you get whatever he assigns you.  And you can commandeer things in his name as long as you don't go overboard.  On personal missions you might be on your own as long as your interests don't overlap those of your patron.

GAIJIN MARSHALLS IN THE WORLD
"It sounds mercenary and it smacks of rats leaving the sinking ship. But get real, when everyone is bailing out, you don't want to be the last man standing."
 You pretty much interact with the world in one of two ways: A subordinate taking orders, or a brutal monster carrying them out.  You rarely have any 'off time' to be yourself, always having to maintain a certain facade of control.  It's little wonder you're capable of horrifying acts with that level of stress.
 Daily Life: Most of your day is spent performing whatever bloody act of retribution you've been ordered to do.  It's actually somewhat of a relief because if you weren't out raping and killing you'd have to be playing sycophant to your Daimyo telling him how he's always right.
 Notables: Crom (LE Male Hobgoblin Samurai 6/Gaijin Marshall 5) knows he is nothing more than a tool of his Daimyo.  A blunt force instrument of terror and represion, and he chafes at being used.  But he has a plan...
 Organizations: You pretty much belong to your Daimyo's household, which is effectively an organization even if you don't perceive every part of it.  You just know he's got some ninjas somewhere spying on you.

NPC Reaction
 NPC's are horrified by you, even the Daimyo's staff.  After all you're little more than a monster in their eyes, and should be a slave at best, yet you're the Daimyo's right hand man.  Theoretically he can order him to kill you, and what greater shame than being killed by a beast.

GAIJIN MARSHALLS IN THE GAME
 This is a pretty nasty piece of work, and it assumes the PC is willing to be a monster who kills for other monsters in human form.  You might wanna discuss it with your player before allowing this.
 Adaptation: This one is almost definitely for dark campaigns, especially tragic ones where good and evil isn't really easily decided.
 Encounters: Gaijin Marshalls are usually encountered performing work for the Daimyo.  In other words murdering innocents and putting down rebellions.  They can also be seen at court, being quietly intimidating.

Sample Encounter
EL 12: "The Daimyo has asked me to escort you to his presence.  You are to come now.  In pieces if necessary.  Get dressed."


Crom
LE Male Hobgoblin Samurai 6/Gaijin Marshall 5
Init +0, Senses: Listen +1, Spot +1, Dark Vision 60'
Languages Common, Goblin
------------------------------------------------
AC 27, touch 14, flat-footed 27 (+13 Armor, +4 Deflection)
hp 93 (11 HD)
Fort +12, Ref +3, Will +4 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +3 bastard Sword +16/+11/+6 (1d10+5/19-20)
Base Atk +11, Grp +13
Atk Options Quick Tempered +2, Cull the Weak 2/encounter, Two Swords as One, Kiai Smite 1/day, Staredown, Glare, Mass Staredown, Quick Tempered 1/encounter
Combat Gear 1 Potion of Cure Serious Wounds
-----------------------------------------------
Abilities Str 14, Dex 10, Con 16, Int 10, Wis 12, Cha 16
SQ
Feats Greater Kiai Shout, Intimidating Strike, Kiai Shout, Power Attack, Exotic Weapon Proficiency (Katana)(B), Quick Draw (B)
Skills Concentration +6, Intimidate +13, Knowledge (Local, Nobility) +3, Move Silently +4, Ride +3, Sense Motive +7
Possessions +5 Full Plate, +4 Ring of Deflection, +3 Bastard Sword, Cape of the Mountebank, 1 Potion of Cure Serious Wounds, 185 GP



EPIC GAIJIN MARSHALL

Hit Die: d10
Skills Points at Each  Level : 2 + int
Cull the Weak You gain an additional daily use at Level 22 and every 3 levels thereafter.
Quick Tempered The Bonus of this ability increases by an additional +2 at level 23 and every 3 levels thereafter.
Bonus Feats: The Epic Gaijin Marshall gains a Bonus Feat every 3 levels higher than 20th

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Uncle Kitties Handbook of Spuriously Designed Prestige Classes
« Reply #10 on: November 09, 2011, 04:28:54 AM »
Rage Feats



Bloody Rage
When raging you can do terrible damage.
Prerequisites: Rage, Improved Critical
Benefits:   When you are Raging and you successfully confirm a Critical hit you may expend a daily use of your Rage to increase the weapons critical multiplier by 1 for the duration of that Rage.  In other words if it normally does x2 damage on a critical, it now does x3

Painless Rage
You don't feel pain as much when raging.
Prerequisites: Rage, Damage Reduction as a Class Feature, Improved Toughness
Benefits:  When Raging the DR you gain from the Barbarian class doubles.  For example if you normally have DR 2/-, you have DR 4/- while raging.

Epic Bloody Rage
You really hand out the pain when Raging
Prerequisites: Mighty Rage, Bloody Rage, BAB 21+
Benefits:  While raging you may expend an extra daily use of your Rage.  A number of times during that Rage session equal to your Constitution modifier you may elect to do maximum damage instead of rolling for it.  You do not have to declare you are using this ability until you would normally roll damage.

Epic Painless Rage
Nobody takes a beating like you
Prerequisites: Rage, DR 5/- or better as a Class Feature, Base Fort Save +15, Painless Rage
Benefits:  You have a 50% chance to turn a successfully confirmed critical hit into a regular hit while raging.

Endless Rage
It's hard to calm you down.
Prerequisites: Rage, Extend Rage, Extra Rage
Benefits:  Whenever you fail a Fortitude or Willpower Saving Throw, you regain one expended daily use of Rage.  You may use this ability a number of times per day equal to your Constitution Modifier.

Channel Rage
Your Rage has saved you on more than one occasion.
Prerequisites: Rage, Mad Foam Rager
Benefits:  Whenever you fail a Saving Throw, you may 'lose' a daily use of Rage to re-roll the Saving Throw as a Swift Action. 

Improved Channel Rage
Your Rage makes competing with you difficult.
Prerequisites: Channel Rage
Benefits:  Whenever you make an opposed Combat Check and fail (Grapple, Trip, Overrun, Bull Rush, etc), you may 'lose' a daily use of Rage to re-roll as a Swift Action.

Greater Channel Rage
Your Rage makes you explosively powerful.
Prerequisites: Improved Channel Rage
Benefits: You now get a +4 Bonus when making re-rolls with Channel Rage or Improved Channel Rage.

Supernatural Rage
Your Rage gives you unusual power.
Prerequisites: Rage, Must be taken at 1st level
Benefits: You may 'lose' one daily use of Rage to regain a daily use of any Class Ability.

Improved Supernatural Rage
Your power gives you unusual Rage
Prerequisites: Supernatural Rage
Benefits: You may 'lose' one daily use of any Class Ability to regain a daily use of Rage.

Greater Supernatural Rage
You're an odd berserker...
Prerequisites: Improved Supernatural Rage
Benefits: You gain a pool of daily uses that you can use for any class ability.  For example if you can Rage 3/day, use Bardic Music 3/day and Turn Undead 2/day, you have a pool of 8 daily uses, and may use them interchangeably for any of these class abilities.


Feat
Des
Prerequisites:
Benefits
work in progress
« Last Edit: February 09, 2017, 12:05:57 AM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Uncle Kitties Handbook of Spuriously Designed Prestige Classes
« Reply #11 on: November 09, 2011, 04:37:59 AM »
HEXER


   
“Latent in every man is a venom of amazing bitterness, a black resentment; something that curses and loathes life, a feeling of being trapped, of having trusted and been fooled, of being the helpless prey of impotent rage, blind surrender, the victim of a savage, ruthless power that gives and takes away, enlists a man, and crowning injury inflicts upon him the humiliation of feeling sorry for himself.”

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

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

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


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

Hit Dice: d6

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

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

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

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

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

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

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

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

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

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

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

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

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


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


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



EPIC HEXER

Hit Die: d6
Skills Points at Each  Level : 4 + int
Evil Eye At Level 22 and every 3 Levels thereafter you get an additional daily use of your Evil Eye.
Spellcasting Your caster Level improves with Epic Levels but you gain no additional spells per day.
Bonus Feats: The Epic Class Name gains a Bonus Feat every 4 levels higher than 20th

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Multiracial Classes and Miscellaneous
« Reply #12 on: December 14, 2011, 02:47:39 AM »
added a few new rage feats

Offline littha

  • Epic Member
  • ****
  • Posts: 2952
  • +1 Holy Muffin
    • View Profile
Re: Multiracial Classes and Miscellaneous
« Reply #13 on: March 11, 2012, 06:44:08 PM »
Power of Positivity is an option on your bonus feat list for Super Happy Fun Berserker despite it being required to enter the PRC.

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Multiracial Classes and Miscellaneous
« Reply #14 on: March 11, 2012, 09:29:14 PM »
thanks Littha...gettin' old in mah old age...

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Multiracial Classes and Miscellaneous
« Reply #15 on: March 10, 2013, 03:09:00 PM »
CAPNOMANCER


   
"Fortune does not change men; it unmasks them."

 A Capnomancer is a diviner whose chosen method of telling the future or communicating with the supernatural world is through smoke.  Usually by burning incense, or natural materials like branches of specific plants.  Most are druids but virtually any spellcasting class can become one.

BECOMING A CAPNOMANCER
Generally being able to cast spells is the only prerequisite.

 ENTRY REQUIREMENTS
   Spellcasting:  Must be able to cast 3rd Level Spells, at least one of which must be from the Divination school.
   Skills:  Knowledge (Arcana) 6 ranks


Class Skills
 The Capnomancer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (any) (Int), Listen (Wis), Spellcraft (Int), and Spot (Wis).
Skills Points at Each  Level : 4 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Capnomancy
2. +1    +0     +0     +3    Trance State
3. +1    +1     +1     +3    Capnomancy
4. +2    +1     +1     +4    Trance State
5. +2    +1     +1     +4    Burning Message
 

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

Capnomancy (Sp): Beginning at 1st Level the Capnomancer can cast Augury, Circle Dance, Omen of Peril as Spell-Like Abilities.  This ability may be used 5/day, and you decide which spell you ar using when you decide to use the ability.  Capnomancy requires the use of a smoking fire in order for you to read the future in the plumes of smoke.

At third Level you may use Capnomancy 8/day.  You may now also use it to cast Divination, or Find the Path.

Trance State (Su): At second Level the Capnomancer and his Allies may sit around a fire while the Capnomancer casts Commune as a Supernatural Ability.  This works in all ways like Commune, except that each person sitting around the fire may ask one question (whose answer the Capnomancer interprets).  This may be done 1/week at 2nd Level.  This increases to 1/day at 4th Level.

Burning Message (Su): At 5th Level the Capnomancer may send a message through smoke 1/day by building a bonfire.  He may impart a message no longer than 2 words per caster level, and anyone with the Capnomancy Class Ability who sees the smoke is able to view the message.  Alternatively they may also make a DC 20 Knowledge (Arcana) Check to get the message.  Visibility of the column of smoke is 1 mile per caster level on a flat plain, but high winds or other obstructions may hamper this.
 
PLAYING A CAPNOMANCER
 Brief description on how to play the class you are designing.
 Combat: You generally are consulted before wars or battles for your advice, but rarely do you physically participate.  You're considered too valuable for that.
 Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: A great many people consult you for problems if you let them, so if you;re of the mind to you could become quite wealthy but generally diviners have less material concerns.

CAPNOMANCERS IN THE WORLD
"The mould of a man's fortune is in his own hands."
 A brief description of how your class is persevered in the world and how he interacts with the world.
 Daily Life: Some general information about the typical day in the life of your class.
 Notables:
 Organizations: Diviners in general are loners or quite individualistic.  You may run a school to pass on the knowledge you have learned or contribute to the one that taught you, but rarely do you participate in anything bigger or more secular.

NPC Reaction
 NPC's love you, so long as you tell them what they want to hear.  A good diviner always has an escape route planned.

CAPNOMANCERS IN THE GAME
 This class assumes that the party doesn't mind stopping so often so you can build a fire (and that you have the materials to make a fire).  In certain areas of the world it's efficacy will obviously be reduced (and obviously underwater campaigns are out).
 Adaptation: This can be used for either silly or serious campaigns.
 Encounters: Capnomancers are often consulted before any undertaking, such as wars, quests, etc.

Sample Encounter
EL 12: The PC's are sent to consult a local seer about the likelihood of good fortune in a local towns attempts to put down an Orc infestation.  Mostly because the Orcs are in the way that the PC's must travel and the locals aren't taking the risk.


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 CAPNOMANCER

Hit Die: d6
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Capnomancer gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: March 29, 2013, 10:46:39 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Multiracial Classes and Miscellaneous
« Reply #16 on: June 15, 2015, 02:09:51 AM »
AASIMAR

For we do not wrestle against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this age, against spiritual hosts of wickedness in the heavenly places.
 


Aasimar’s are the human embodiment of aasimons, commonly known as angels. At the onset of their transformation they begin appearing much like normal humans but slowly develop more and more angelic qualities as they mature. These traits vary considerably but can include such things as silver hair, golden eyes, ivory skin, and feathered wings. 

BECOMING AN AAASIMAR
Typically, aasimar’s begin as normal humans who through the direct grace of a god’s power are bestowed with an angelic nature. Much less frequently the gods will bestow a ritual with this angelic boon so that a human may perform a ceremony to begin their journey down the celestial path.   


 ENTRY REQUIREMENTS
   Race:  Human
   Alignment:  Cannot be Evil

Class Skills
 The Aasimar's class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Knowledge (Any)(Int), Listen (Wis), Spellcraft (Int), SPot (Wis) and Use Magic Device (Cha).
Skills Points at Each  Level : 4 + int

Hit Dice: d12

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +2     +2    Change Shape, Darkvision 60 ft.
3. +2    +3     +3     +3    Angelic Heritage I
6. +3    +3     +3     +3    Angelic Defenses
9. +4    +4     +4     +3    Angelic Heritage II
12. +5    +4     +4     +4    Apotheosis
 

Weapon Proficiencies: Aasimars are proficient with all Simple and Martial Weapons.
 
Change Shape (Su): An Aasimar can assume the form of any Small or Medium humanoid. This is otherwise identical to the Change Shape ability listed in the Monster Manual.

Angelic Heritage I (Su): As a Standard Action, you can smite an opponent a number of times per day equal to your Cha Modifier plus one as a Ranged attack.  The opponent must be within 60 ft. and you must have line of sight to him.  He takes 1d8 Holy damage per three full hit dice you possess.  In addition you get +1 Str, and +2 Cha, and get Improved Disarm as a Bonus Feat whether you meet the prerequisites or not.

Angelic Defenses (Su):
You permanently gain the effects of the Protection from Evil spell.

Angelic Heritage II (Su): When you use your Smite attack now, foes must also make a Save (Save DC is Charisma Based), or be Stunned 1d3 rounds.  In addition you get +1 Str, +2 Wis.

Apotheosis: Your type permanently changes to Outsider with the Native Subtype and you no longer naturally age. You gain wings, typically feathered, and can fly at your base base land speed (good maneuverability). You can cast a Quickened Holy Aura spell once per day. Casting this is a swift action that does not draw attacks of opportunity. Caster level is equal to hit dice, and the save DC is Charisma-based (DC = 10 + 1/2 hit dice + Cha modifier).
« Last Edit: August 13, 2015, 03:01:16 AM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Multiracial Classes and Miscellaneous
« Reply #17 on: June 17, 2015, 10:02:47 PM »
DEATHTOUCHED

"The first step to eternal life is you have to die."

Deathtouched seek to drive off the specter of death by embracing a transformation to undeath. This process can take years but once completed they leave the living world behind. At the beginning of their change they appear much as before but depending on their lineage either remain frozen forever in their original human form or slowly devolve into horrid forms or rot and decay. Whatever their final form and no matter the level of decay, deathtouched retain a supernatural vitality to the bitter end.

BECOMING A DEATHTOUCHED
Most often, deathtouched transition by infection from another undead creature or by a magical ritual. Less often their state of undeath can come about by way of a curse issued by a greater power.

 ENTRY REQUIREMENTS
   Race:  Human
   Special:  Must be infected by an Undead (i.e. fail to save vs Energy or Ability Drain), go through an appropriate alchemical process, or be cursed via a mystic ritual.


Class Skills
 The Deathtouched's class skills (and the key ability for each skill) are Hide (Dex), Intimidate (Cha), Knowledge (Arcana, Religion)(Int), Listen (Wis), Spellcraft (Int), Spot (Wis) and Use Magic Device (Cha).
Skills Points at Each  Level : 4 + int

Hit Dice: d12

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Immortality, Darkvision 60 ft.
3. +1    +0     +0     +3    Unnatural Heritage I
6. +2    +1     +1     +3    Unnatural Defenses
9. +2    +1     +1     +4    Unnatural Heritage II
12. +2    +1     +1     +4    Apotheosis
 

Weapon Proficiencies: Deathtouched are proficient with all Simple Weapons.
 
Immortality (Ex): The Deathtouched is immune to disease, poison and aging effects (magical or otherwise).  They do not require food, water or air.  For the moment they still require sleep.

Unnatural Heritage I (Su): As a Standard Action, you can curse an opponent a number of times per day equal to your Cha Modifier plus one as a Ranged attack.  The opponent must be within 60 ft. and you must have line of sight to him.  He takes 1d8 negative energy damage per three full hit dice you possess. The Deathtouched also gets a choice of +2 Str, +1 Dex or +1 Str, +2 Dex; and gets Improved Sunder as a Bonus Feat whether he meets the prerequisites or not

Unnatural Defenses (Su): You gain a +1 Resistance Bonus to Saving Throws.  This increases to +2 at 6 HD, and +3 at 0 HD. 

Unnatural Heritage II (Su): When you use your Curse attack now, foes must also make a Save (Save DC is Charisma Based), or be Sickened 1d3 rounds.  In addition you get +1 Dex, +2 Cha or +1 Str, +2 Cha.

Apotheosis: Your type permanently changes to Undead, giving you a Con Score of ( - ). Deathtouched can assume Gaseous Form (Su) at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. And they can Spider Climb (Ex) climb sheer surfaces as though with a spider climb spell. Additionally you gain Fast Healing (Ex) a Deathtouched heals 5 points of damage each round so long as it has at least 1 hit point. If it ever goes below 0 hit points it is destroyed utterly.
« Last Edit: August 13, 2015, 03:16:48 AM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Multiracial Classes and Miscellaneous
« Reply #18 on: June 17, 2015, 10:16:32 PM »
DRAGONBORN

Quote of Some Kind by a member of the class!

 A general description of whatever the class is!

BECOMING A DRAGONBORN
How you would normally become a member of this prestige class.

 ENTRY REQUIREMENTS
   Race:  Human
   Special:  One of your parents must have been a Dragon.


Class Skills
 The Dragonborn's class skills (and the key ability for each skill) are Intimidate (Cha), Knowledge (Any)(Int), Listen (Wis), Spot (Wis) and Use Magic Device (Cha).  Dragonborn get three more Class skills based on their parentage: Black (Hide, Move Silently, and Swim), Blue (Bluff, Hide, and Spellcraft), Green (Bluff, Hide, and Move Silently), Red (Appraise, Bluff, and Jump), White (Hide, Move Silently, and Swim), Brass (Bluff, Gather Information, and Survival), Bronze (Disguise, Swim, and Survival), Copper (Bluff, Hide, and Jump), Gold (Disguise, Heal, and Swim), Silver (Bluff, Disguise, and Jump).
Skills Points at Each  Level : 4 + int

Hit Dice: d12

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +2     +2    Inhuman Presence, Darkvision 60 ft.
3. +2    +3     +3     +3    Draconic Heritage I
6. +3    +3     +3     +3    Draconic Defenses
9. +4    +4     +4     +4    Draconic Heritage II
12. +5    +4     +4     +4    Apotheosis
 

Weapon Proficiencies: Dragonborn are proficient with all Simple and Martial Weapons.
 
Inhuman Presence (Ex):  Whenever the Dragonborn attacks, opponents within 30 feet must make a Willpower Save (DC 10 plus half HD plus Cha Modifier) is Shaken for 2d6 rounds.  Opponents who Save successfully are immune to that Dragonborn's Inhuman Presence for 24 hours.  Inhuman Presence only effects opponents whose Hit Dice are equal to or less than yours.  Additionally the Dragonborn can make an opponent Shaken for 1 Minute with a successful Intimidate Check.

Draconic Heritage I (Su):
The Dragonborn gains a Breath Weapon he may use a maximum number of times per day equal to his Con Modifier plus one.  The exact effect depends on the Draconic parent:
Black: 60' Line of Acid
Blue: 60' Line of Lightning
Green: 30' cone of Acid
Red: 30' cone of Fire
White: 30' cone of Cold
Brass: 60' Line of Fire
Bronze: 60' Line of Lightning
Copper: 60' Line of Acid
Gold: 30' cone of Fire
Silver: 30' cone of Cold

Damage is the same regardless of Type (1d8 per three full Hit Dice), and the opponent is allowed a Reflex Save for half damage (Save DC is 10 plus half Hit Dice plus Con Modifier).  All Dragonborn also gain +2 Str, +1 Con, and get Improved Bull Rush as a Bonus Feat whether you meet the prerequisites or not.

Draconic Defenses (Ex):
You gain Energy Resistance 10 against the same type of damage your breath weapon does.

Draconic Heritage II (Ex):
You now gain a Primary Bite attack doing 1d6 plus Str Modifier, and a Secondary Claw Attack doing 1d4 plus Str Modifier (1 Bite and 2 Claws when making a Full Attack).  Additionally you gain +1 Con, +2 Cha, and now have Powerful Build:
Whenever a Dragonborn is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Dragonborn is treated as one size larger if doing so is advantageous to him.

A Dragonborn is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Dragonborn can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Apotheosis: Your type permanently changes to Dragon, giving you Low-Light Vision. You gain wings, typically leathery, and can fly at your base base land speed (good maneuverability). You can cast a Quickened Greater Dragon Ally spell once per day. Casting this is a swift action that does not draw attacks of opportunity. Caster level is equal to hit dice.

« Last Edit: August 13, 2015, 03:08:31 AM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Multiracial Classes and Miscellaneous
« Reply #19 on: June 17, 2015, 10:21:36 PM »
FARSPAWN

Quote of Some Kind by a member of the class!

 A general description of whatever the class is!

BECOMING A FARSPAWN
How you would normally become a member of this prestige class.

 ENTRY REQUIREMENTS
   Race:  Human
   Special:  Must undergo the ritual of ceromorphosis, and survive it's failure.


Class Skills
 The Farspawn's class skills (and the key ability for each skill) are Hide (Dex), Intimidate (Cha), Knowledge (Psionics, Religion)(Int), Listen (Wis), Psicraft (Int), Spot (Wis) and Use Psionic Device (Cha).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Illusion of Normalcy, Darkvision 60 ft.
3. +1    +0     +0     +3    Otherworldly Heritage I
6. +2    +1     +1     +3    Otherworldly Defenses
9. +3    +1     +1     +4    Otherworldly Heritage II
12. +3    +1     +1     +4    Apotheosis
 

Weapon Proficiencies: Farspawn are proficient with all Simple Weapons.
 
Illusion of Normalcy (Su): As long as the Farspawn remains psionically focused it can appear to be any being it wants to of the same Size Category.   This is a Mind-Affecting Glamer effect.  If the Farspawn is below 50% of it's maximum hit point, goes into Rage (or a similar Ability), loses it's Psionic Focus, or loses control of it's emotions, this illusory disguise goes away, and your hideous true form is revealed.  While your true form is revealed you can make an opponent Shaken for 1 minute with a successful Intimidate Check

Otherworldly Heritage I (Sp): This psionic attack is a cone 60 feet long. Anyone caught in this cone must succeed on a Will save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be stunned for 3d4 rounds. This ability is the equivalent of a 4th-level spell, and he may use a maximum number of times per day equal to his Cha Modifier plus one.  Additionally the Farspawn gains +1 Str and +2 Cha, and the Improved Grapple Feat whether it meets the prerequisites or not.

Otherworldly Defenses (Ex): You gain a +3 Natural AC Bonus.

Otherworldly Heritage II (Ex): The Farspawn gains a primary Tentacle Attack doing 1d4 plus Str Modifier damage, with 4 Tentacle attacks during a Full Attack Action.  Additionally it gains +1 Str and +2 Dex, and a +4 Racial Bonus to Grapple Checks.

Apotheosis: Your Type permanently changes to Aberration.  You gain a Constrict attack, allowing you to do 2d4 plus one and a half times your Str Modifier damage. You can manifest a Quickened Psionic Mind Blank spell once per day. Casting this is a swift action that does not draw attacks of opportunity. Manifester level is equal to hit dice.  You may now teleport as per the Dimension Slide power at will instead of walking, but your range is limited to your normal land speed.

« Last Edit: August 13, 2015, 03:12:41 AM by bhu »