Author Topic: Rednecks  (Read 3776 times)

Offline bhu

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Rednecks
« on: November 10, 2011, 03:17:40 AM »
As many people have asked for profiles of Bert and Abner (characters often featured in my homebrew), I decided at some point to do them and then got distracted by other things.  So I'm expanding that to include a bunch of PrC's introducing their family and world.

Prestige Classes
Critter Hugger (Page 1)
Jug Bander (Page 1)
Redneck Asskicker (Page 1)

Alternate Races

Feats

Gods

Magic Items

to do
Redneck hunter (bert, cant swim, guns, perceptio)
cletus
« Last Edit: December 25, 2017, 11:01:56 PM by bhu »

Offline bhu

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Re: Rednecks
« Reply #1 on: November 10, 2011, 03:17:59 AM »
JUG BANDER


   
"This hyar is a song 'bout the Coal Mine Fire of 'ought four."

 Jug Bands are rural bands that usually include at least one member whose instrument is a jug that he blows into (it also includes a mix of traditional and some homemade instruments).  No seriously.  It's an art form.  Blues style music and jazz mostly.

BECOMING A JUG BANDER
Buy (or better yet make) a musical instrument and join a jug band.

 ENTRY REQUIREMENTS
   Skills:  Craft (Musical Instrument) 8 ranks, Perform (any instrument or singing) 8 ranks, Profession (Musician) 8 ranks
   Feats:  Extra Music, Versatile Performer
   Class Abilities:  Bardic Music (Suggestion) 


Class Skills
 The Jug Bander's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local, Nature)(Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Cha), Swim (Str), Tumble (Dex), Use Magic Device (Cha).
Skills Points at Each  Level : 6 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +2    Musical Harmony, Bardic Music
2. +1    +0     +3     +3    Musical Improvisation
3. +2    +1     +3     +3    Whiskey River Take My Mind
4. +3    +1     +4     +4    Musical Harmony
5. +3    +1     +4     +4    Musical Improvisation
6. +4    +2     +5     +5    Whiskey River Take My Mind
7. +5    +2     +5     +5    Musical Harmony
8. +6    +2     +6     +6    Musical Improvisation
9. +6    +3     +6     +6    Whiskey River Take My Mind
10.+7    +3     +7     +7   Country Music Star


Weapon Proficiencies: A Jug Bander gains no new weapon or armor proficiencies.
 
Musical Harmony (Su): Jug Banders are at their best when they play as a full band.  At 1st level when using your Bardic Music to Inspire Courage in concert with other Jug Banders, the Morale Bonus gained by your allies increases by +1 for each extra Jug Bander assisting you.

At 4th level you may also increase the Morale Bonus to a single Ally via your Inspire Competence ability by +1 for each extra Jug Bander assisting you.

At 7th level you may also increase the Morale Bonus and extra Hit Dice  gained by Allies via your Inspire Greatness ability by +1 for each extra Jug Bander assisting you.

Bardic Music: Your Bard and Jug Bander class levels stack for purposes of determining the number of times per day you can use, and the effects of, your Bardic Music.

Musical Improvisation (Su): Your skill at crafting musical instruments blends over into your brawling activities as well, and at 2nd level you take no penalties for using improvised weapons.

At 5th level when wielding a musical instrument as a weapon your magical abilities enhance it.  Musical instruments are improvised weapons of Tiny to Small size, and when held by you are considered +2 Magical Weapons.

At 8th level they become +2 Thundering Weapons.

Whiskey River Take My Mind (Su):  At 3rd level you can perform drunk pretty well.  If you can make a DC 20 Bluff Check people will believe you are sober no matter how drunk you are.  You also don't take any skill penalties due to the ability damage from alcohol consumption. 

At 6th level whenever you are drunk you believe your a kick ass fighter, and you actually become one.  Whenever you're drunk you gain an Alchemical Bonus to Attack and Damage rolls equal to your Con Modifier.

At 9th level whenever you are drunk your inherent belief in your own invulnerability grants you DR (Your Constitution Bonus)/-.

Country Music Star (Su): At 10th level the range of your Bardic Music abilities doubles.  The Save DC's of your Bardic Music abilities also increases by +2.

PLAYING A JUG BANDER
 Jugs is a musical instrument you don't give a good goddamn what anybody says.  Plus they're handy for keepin' shine in, and for whacking anyone who gets close.  Hell on a good night you get to use it for all three.  And you get paid for it.  There simply ain't no better life.  And anyone says otherwise is lyin'.
 Combat: You try not to be a fighter, less'n you're drunk.  Then fightin's okay.  More than okay, it's a way of life your ancestors were proud of.  Granted no one usually gets seriously hurt, cept a few chairs broken, but still there's always that chance.
 Advancement: Most Jug Bands try for fame and money.  Some play for the women.  Some do it for reasons known only to themselves.  But most do try to be at least halfway decent musicians.
Resources: Jug Banders are traditionally mighty poor unless they get famous.  Even then they tend to not hoard their money.

JUG BANDERS IN THE WORLD
"Sir? Mah ex wife had a hex put on me so thet ah only feel 'tracted to fat women of a distinkly Orc like eth'nisty.  Ah need a song to hep cure mah pain."
 People are usually happy to see you. Everyone loves to see a band come to town.  As long as you don't start a brawl, sing anything socially inconvenient, or sleep with other men's significant others.  Then bad things happen.  Fortunately bad things inspire songs that may propel you to fame.
 Daily Life: Much of your daily life is spent either traveling from town to town, or playing in front of crowds, or practicing for later.  People don't realize how much work being a musician is.
 Notables: Frogbutt Jones (CG Human Male Bard 6/Jug Bander 6) is a jug band player notoriously similar to a squatting frog in the way he sets.  Hard Drinkin' Jeb (CE Male Human Bard 6/Jug Bander 6) is a notoriously violent alcoholic, but a decent jug player.
 Organizations: There are some organizations devoted to promoting jug band music, and they will help you to that end, but not usually with other things (such as adventurin').

NPC Reaction
 At first NPC's pretty much love you, as long as you don't have a bad reputation.  If you do have a bad rep, they still usually somehow convince themselves it's okay, because surely you've learned your lessons after whats happened in those other towns.

JUG BANDERS IN THE GAME
 This is best in an all bard party if you want the full benefits of the class.  It requires kind of an unusual campaign.
 Adaptation: This is best for silly campaigns, but it could fit a more serious one (though it would still be an odd campaign).
 Encounters: PC's will usually encounter Jug Bands when they are performing, or fleeing from a town whose mayor had a wife much younger and attractive than himself...

Sample Encounter
EL 12: "Ladies and gentleman, Ah'd like to sing a song bout love.  A song bout happiness.  A song Ah like to call 'Fuck Gettin' Married'.  It was originally written for mah wife, gawd damn her soul to hell..."


Frogbutt Jones
CG Human Male Bard 6/Jug Bander 6
Init +1, Senses: Listen +8, Spot +0
Languages Common
------------------------------------------------
AC , touch , flat-footed   (+1 Dex, )
hp 66 (12 HD)
Fort +6, Ref +11, Will +10 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +9
Atk Options Whiskey River Take My Mind (+2), Musical Improvisation (+2)
Combat Gear
Spells Known 0: (3/day, DC 13)
1: (4/day, DC 14)
2: (3/day, DC 15)
-----------------------------------------------
Abilities Str 13, Dex 12, Con 14, Int 10, Wis 10, Cha 16
SQ Bardic Music 16/day (Countersong, Fascinate, Inspire Competence, Suggestion, Inspire Courage +2, Inspire Greatness, Song of Freedom), Bardic Knowledge +6, Musical Harmony
Feats Chant of Fortitude, Disguise Spell, Extra Music, Improved Unarmed Strike, Lingering Song, Versatile Performer
Skills Appraise +5, Bluff +10, Concentration +10, Craft (Musical Instrument) +8, Diplomacy +10, Gather Information +10, Knowledge (Local) +5, Listen +8, Perform (Jug) +20, Profession (Musician) +8, Sense Motive +8, Use Magical Device +5
Possessions



EPIC JUG BANDER

Hit Die: d6
Skills Points at Each  Level : 6 + int
Bonus Feats: The Epic Jug Bander gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: February 24, 2017, 08:29:54 PM by bhu »

Offline bhu

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Re: Rednecks
« Reply #2 on: November 10, 2011, 03:18:24 AM »
CRITTER HUGGER


   
Ah shall name yew Piggie Piggums!"

 Many people become Druids because of a personal attachment to Nature, or a firm belief in the ways of the wild world as opposed to civilization.  But for a small subset of young redneck women, the path of the Druid is merely the beginning to making all of Nature's critters your own personal snuggy pets.  After all it's the only way you know how to keep them safe is adopt them.   And adopt them you do.  In masses.

BECOMING A CRITTER HUGGER
Al Critter Huggers begin as Druids.

 ENTRY REQUIREMENTS
   Gender:  Must be female
   Class Abilities:  Wild Shape
   Skills: Handle Animal 8 ranks, Heal 4 ranks, Knowledge (Nature) 4 ranks, Survival 8 ranks
   Feats:  Companion Spellbond, Natural Bond
   Alignment:  Cannot be Evil


Class Skills
 The Critter Hugger's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Nature)(Int), Listen (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +2    Animal Companion, Beluved O' the Critters
2. +1    +0     +3     +3    Mommy Wont Let the Bad Mans Hurt You, +1 Level of Divine Casting Class
3. +2    +1     +3     +3    Piggie Time, +1 Level of Divine Casting Class
4. +3    +1     +4     +4    Beluved O' the Critters
5. +3    +1     +4     +4    Mommy Wont Let the Bad Mans Hurt You, +1 Level of Divine Casting Class
6. +4    +2     +5     +5    Piggie Time, +1 Level of Divine Casting Class
7. +5    +2     +5     +5    Beluved O' the Critters
8. +6    +2     +6     +6    Mommy Wont Let the Bad Mans Hurt You, +1 Level of Divine Casting Class
9. +6    +3     +6     +6    Piggie Time, +1 Level of Divine Casting Class
10.+7    +3     +7     +7    Queen of Da Forest, +1 Level of Divine Casting Class


Weapon Proficiencies: A Critter Hugger gains no new weapon or armor proficiencies.
 
Animal Companion (Su): Your Druid levels and Critter Hugger levels stack for purposes of determining the abilities of your Animal Companion.

Beluved O' the Critters (Su): So long as a Critter Hugger herself never harms an animal (you'll have to be a vegetarian), and prevents the unnecessary death or cruelty of animals by others, she is automatically considered to be friendly by all animals. Unnecessary cruelty would be hunting for any reason other than food, killing an animal for any reason other than self defense or food, or permanently caging or trapping one (say, in something like a zoo).  If a Critter Hugger does this they lose all class abilities until they perform penance and receive an Atonement spell.

At 1st level you may cast Calm Animals and Speak with Animals at will as Supernatural Abilities.

At 4th level when you cast Summon Nature's Ally spells to Summon Animals you may expend 1 daily use of your Wild Shape ability as a Free Action to have the Animal remain when the Summon spells duration ends.  It becomes your loyal companion, but the amount of Hit Dice of Animals you can have as companions is equal to twice your Caster Level (the Companion you gain as a Class Ability doesn't count towards this limit, nor do these extra animal followers gain the benefits of your Animal Companion). 

At 7th level you add the Summon Monster spells to your list but can only use them to summon Magical Beasts (that weren't formerly Vermin), and any skill/ability/spell that you have that specifically only affects Animals now affects Magical Beasts as well (that weren't formerly Vermin or are Arthropodic in nature).  Your vow to not harm Animals now applies to Magical Beasts as well (presuming they aren't formerly Vermin or are invertebrate in nature).  Your 4th Level abilities power to attract permanent followers still only applies to animals.


Mommy Wont Let the Bad Mans Hurt You (Su): At 2nd level a number of times per day per level you may make a Heal Check on any Animal you can touch as a Standard Action, and it heals hit point damage equal to your Heal Check.

At 5th level you may use 1 daily use of this ability to remove a condition (Blinded, Stunned, Confused, Frightened, etc, see page 300 of the DMG) from an Animal instead.

At 8th level you may use 1 daily use of this ability to cure an Animal of all Ability Drain/Damage instead.

Piggie Time (Su): Named after the battle cry of a famous Critter Hugger, this ability allows you at 3rd level to exhort your animal followers or summoned critters to perform better by cheering them on.  As a Standard Action you can make a Handle Animal Check.  For this round, one Animal, or Magical Beast of your choice can use this check in place of any roll it has to make (A Save, Attack roll, critical confirmation roll, skill or grapple check, damage roll, etc) as long as it is within 60' of you and can hear or see you.

At 6th level you can grant one animal follower or summoned critter within 60' Fast Healing as a Standard Action as long as it can see or hear you.  The amount of damage healed is equal to your character level divided by 4.  The animal keeps it's Fast Healing as long as you can Concentrate (similar to spells with a Duration of Concentrate).

At 9th level you can grant one animal follower or summoned critter within 60' Damage Reduction as a Standard Action as long as it can see or hear you.  The amount of DR is equal to your character level divided by 4.  The animal keeps it's DR as long as you can Concentrate (similar to spells with a Duration of Concentrate).

Queen of Da Forest (Su): You are always followed by a small horde of animals wherever you go.  As a Free Action you may determine 1 opponent per round within 60' to be subjected to the furies of the forest critters.  Maximum number of opponents you can attack at one time is equal to half your character level.  Each of theses opponents must make a Fortitude Save (DC is 10 plus half HD plus Wisdom Modifier) or be Nauseated so long as they remain within 60' of the Critter Hugger (they get another Save if they venture within range again after having left it).  Also any opponent subject to this effect that tries to cast a spell or concentrate on one must make a Concentrate Check (DC 20 plus spell level).  Skills that require patience and concentration require a DC 20 Concentration Check.

PLAYING A CRITTER HUGGER
 Aminals are your fwiends.  All aminals.  They are all cuddly critters feared and misunderstood by the dumb personses you must associate with.  Therefore you must protect all the aminals by making them your own, so as people won't mess with them.  Plus it means you always have friends.
 Combat: You ain't much good at fightin', but fortunately them Dire Boars you recently rescued from hunters are grateful, and they'd wade through hell just to fight a circle saw on your behalf...
 Advancement: Your ability to help the little critters of the world (and they're all little, even the big 'uns) is priority number one.
Resources: People may not be too friendly towards you, but the animals and such of the forests are.  You'd be surprised what you can find out by talking to the occasional horse or dog.  Might learn some good blackmail material yessir.  Might learn a lot of things.

CRITTER HUGGERS IN THE WORLD
"Sandy, Dire Boars are not pets.  NOT pets.  Focus.  Look at me when I'm speaking..."
 You interact with the critters of the world more than people.  People don't snuggle.  'Cept Uncle Bad Touch, and no one wants ta snuggle him.  Plus animals are nicer.  They always know where food and water is, they keep you warm at night, and in return you make sure to heal their boo boo's and keep them away from traps and hunters.
 Daily Life: Many days you spend foiling the local poachers, or messing with people who wont leave your aminals alone. And if this is, like, the umpteenth time and they still haven't learned, you bring down the wrath of Mama Nature.
 Notables: Sandy (NG Female Human Druid 6/Critter Hugger 1) is the niece of Bert and Abner, world famous critter hunters.  She's not so much a hunting type as more of a collector...
 Organizations: Critter Huggers are surprisingly cooperative, but they aren't really a formal organization.  More of loner types who always recognize a kindred spirit, and is willing to help them against outsiders.

NPC Reaction
 When you walk into town singing with birds on your shoulder, riding a Dire Hippo, and trailed by a couple of random forest critters...well people tend to talk.  Sometimes they don't always say kind things either since they consider you weird or touched in the head.  But Little Boo will straighten them right out...

CRITTER HUGGERS IN THE GAME
 This one just begs asshat players to mess with this players animals just to see them get angry.  Try to avoid this happening by giving them something else to concentrate on so they don't get crushed by the Huggers furry force field.
 Adaptation: This is definitely for a silly or at least light hearted campaign.
 Encounters: Critter Huggers are usually found in the forest or mountains unless they're in town to take out the local zoo or hunters.  You'll realize when this happens cause there will be wild animals friggin' everywhere.

Sample Encounter
EL 7: The PC's are about to kill a local Dire Boar that's been ravening the countryside before a small girl screams at them to stop.  And she seems to have a small personal army of critters at her side.  Angry critters with gleams in their eyes...


Sandy
NG Female Human Druid 6/Critter Hugger 1
Init +1, Senses: Listen +5, Spot +5
Languages Common
------------------------------------------------
AC , touch , flat-footed   (+1 Dex, )
hp 38 (7 HD)
Fort +5, Ref +4, Will +9 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +4, Grp +3
Atk Options
Combat Gear
Spells Prepared 0:
1st:
2nd:
3rd:
-----------------------------------------------
Abilities Str 8, Dex 13, Con 12, Int 10, Wis 16, Cha 14
SQ Nature Sense, Wild Empathy, Woodland Stride, trackless Step, Resist Nature's Lure, Wild Shape 1/day, Animal Companion (Dire Badger)
Feats
Skills Concentration +3, Handle Animal +12, Heal +11, Knowledge (Nature) +4, Listen +5, Spellcraft +2, Spot +5, Survival +11, Swim +1
Possessions



EPIC CRITTER HUGGER

Hit Die: d8
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Critter Hugger gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: March 16, 2017, 07:24:09 PM by bhu »

Offline bhu

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Re: Rednecks
« Reply #3 on: November 10, 2011, 03:19:09 AM »
REDNECK ASSKICKER


   
"Bert...I feel a certain need to bust heads."

 The Redneck Asskicker tends to focus on beating the crap out of things, particularly anything stupid enough to give them trouble. 

BECOMING A REDNECK ASSKICKER
Several levels of Ranger usually does it, assuming you take the right substitution levels.

 ENTRY REQUIREMENTS
   Class Abilities:  Asskicker Ranger Substitution levels
   BAB:  +6
   Feats:  Power Critical, Weapon Focus, Weapon Specialization
   Skills:  Concentration 6 ranks, Listen 6 ranks, Spot 6 ranks


Class Skills
 The Redneck Asskicker's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Dungeoneering, Geography, Local, Nature)(Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each  Level : 4 + int

Hit Dice: d10

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +0    Favored Enemy
2. +2    +3     +0     +0    Fuck You
3. +3    +3     +1     +1    Witch Killin'
4. +4    +4     +1     +1    Favored Enemy
5. +5    +4     +1     +1    Fuck You Still
6. +6    +5     +2     +2    Witch Killin'
7. +7    +5     +2     +2    Favored Enemy
8. +8    +6     +2     +2    You're Really Beginning to Make Me Mad Asshole
9. +9    +6     +3     +3    Witch Killin'
10.+10   +7     +3     +3    Veteran of a Thousand Divorces


Weapon Proficiencies: A Redneck Asskicker gains no new Weapon or Armor proficiencies.
 
Favored Enemy (Ex): This identical to the Ranger ability of the same name, with one exception.  You may take 'Caster' as a Favored Enemy, and gain your Favored Enemy Bonus against anything with Spells or Spell-Like Abilities.  If you also have  them as a Favored Enemy by Type (i.e. your fighting a Human Wizard, and you have both Humans and Casters as Favored Enemies) your Bonuses stack. 

Fuck You (Ex): Whenever you are successfully damaged by an opponent you get a +2 Pissed Off Bonus to attack and damage rolls for the rest of the encounter.  You do not gain stacking bonuses for multiple damage hits.  Once you get damaged you get the Bonus for the rest of the encounter.

Witch Killin' (Su): At 3rd Level opponents cannot cast defensively against you if you threaten them.  The Check DC for Concentration Checks them make to cast or maintain a spell are increased by 5 so long as you threaten them as well.

At 6th Level if a Spell allows a Save for a partial effect, you negate it instead with a successful Saving Throw.

At 9th Level if you attack an opponent with Spells or Spell-Like Abilities, he must make a Fortitude Save (DC is 10 plus 1/2 your HD plus your Strength Modifier) or be unable to use Spells or Spell-Like Abilities for 1 round.

Fuck You Still (Ex): Whenever you are successfully damaged by an opponent you get a +2 Pissed Off Bonus to Armor Class for the rest of the encounter.  You do not gain stacking bonuses for multiple damage hits.  Once you get damaged you get the Bonus for the rest of the encounter.

You're Really Beginning to Make Me Mad Asshole (Ex): Whenever you are successfully damaged by an opponent you get a +2 Pissed Off Bonus to Saving Throws for the rest of the encounter.  You do not gain stacking bonuses for multiple damage hits.  Once you get damaged you get the Bonus for the rest of the encounter.

Veteran of a Thousand Divorces (Ex): At 10th Level you've seen it all, married it all in a drunken stupor, and subsequently divorced it all in an emotional (and sometimes physical) bloodbath shortly after.  Choose any one somewhat poorly defined category you can convince your DM to accept ('my ex wives', 'buddhists', 'ex patriot Italians', 'puerto rican geisha assassins who get off on being choked during sex', 'the goddamn birds', whatever).  Try not to make it too limiting.  When facing something that can, at least in theory, be supposed to belong to this group you gain a certain experienced toughness.  A number of times per day equal to your Constitution you can choose to succeed on one Saving Throw when they are responsible for you having to roll for one.

PLAYING AN ASSKICKER
 Violence is the answer.  if there's something that needs done, busting heads and kicking ass will get it done.  Fuck diplomacy.  Talking is for people who can't bust heads.  Your wife talks all the time and what has that gotten you except in trouble?  Now that her head is stuffed and mounted on the mantle over the fireplace, life is so much easier.  Plus it sends a message to future wives...
 Combat: You prefer melee combat, but if it takes shootin' to get the job done you can do that too.  No reason not to.  Sides if you can use crossbows you don't have to get messed up before you go out celebratin'.  No mud, no blood, no odd organs you can't identify splattered all over your clothes.  The bar women tend to be discriminatin' bout strange organs...
 Advancement: Most Asskickers try to get better at kicking ass.  That's what they live for.  It's how they have fun, and it's how they employ themselves, and feed their kin.  They especially love kicking the asses of Wizards just to show it can be done.
Resources: Redneck Asskickers generally have their buddies and family to help them out.  They really don't trust much of anyone else.  Usually for good reason.

ASSKICKERS IN THE WORLD
"Yer honor mah wife and Ah feel that our lives have gone in different directions; and our philosophical, culinary, and personal interests are now on parallel lines which will never again intersect.  In other words...Ah want that bitch dead.  Or divorced from me.  A divorce is okay.  Not great, but okay."
 You drink hard, play hard, and fight hard, hopefully in that order.  Cause honestly it's hard to do real drinkin' and wenchin' once you've had to clean Otyughs out of the sewer or wrestle Mummies, or beat an Ogre into submission.
 Daily Life: Your daily life is composed largely of fights, bouts of drinking that verge on alcoholism, and either divorcing your current wife or being seduced by your next one.
 Notables: Abner (CG Male Human Ranger 6/Redneck Asskicker 6) is slightly atypical of his kind in having several curses placed on him which give him something many Asskickers lack: common sense. 
 Organizations: There are no real organizations dedicated to asskickery, although there are some dedicated to the extermination of certain individual Asskickers.  You've learned not to let enemies live...

NPC Reaction
 NPC's find you hazardous to be around.  Bad things (and people) seem to come out of the woodwork around you.  It's like you're a professional weirdness magnet, but the only weirdness you attract are people wanting to bust up the place and set fire to innocent bystanders.

ASSKICKERS IN THE GAME
 Asskickers tend to love fighting, and asinine people will abuse this tendency.  In other words chat with potential players that picking barfights cause someone looked at them funny is okay, but sucker punching the King 'just because' is not.
 Adaptation: This is meant for silly campaigns. 'Nuff said.
 Encounters: Asskickers can be encountered just about anywhere.  Usually in fights, barfights, mild skirmishes that happen on the sidelines of actual wars, in the war itself, bear wrasslin', and divorce courts.

Sample Encounter
EL 12: The PC's are quietly sitting in the bar when a large bearded man comes in and screams something about pigeons.  The bar laughs and ignores him.  The a Godzilla sized pigeon foot comes down through the roof, and the shit hits the fan.  Pigeon shit mostly.


Abner
CG Male Human Ranger 6/Redneck Asskicker 6
Init +2, Senses: Listen +7, Spot +7
Languages Common
------------------------------------------------
AC , touch , flat-footed   (+2 Dex, )
hp 84 (12 HD)
Fort +12, Ref +9, Will +5 
Toughness +1, Fuck You Still
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +12, Grp +15
Atk Options Favored Enemy (Humans +6, Magical Beasts +2, Monstrous Humanoids +4, Animals +2), Combat Style, Solo Warrior, Fuck You
Combat Gear
-----------------------------------------------
Abilities Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 9
SQ Wild Empathy, Toughness -1, Witch Killin'
Flaws Birds Hate Me, Damn All Women
Feats Exotic Weapon Proficiency (Bastard Sword), Fortuitous Strike, Power Critical (Bastard Sword), Survivor's Luck, Weapon Focus (Bastard Sword), Weapon Specialization (Bastard Sword), Endurance (B), Favored Power Attack (B), Power Attack (B), Unbelievable Luck, Victor's Luck (B), Track (B)
Skills Climb +7, Concentration +8, Craft (Bowmaking, Trapmaking) +2, Handle Animal +1, Hide +6, Jump +7, Knowledge (Dungeoneering, Local, Nature) +4, Listen +7 , Move Silently +6, Profession (Fisher, Hunter) +3, Ride +6, Search +4, Spot +7, Survival +7, Swim +4
Possessions



EPIC ASSKICKER

Hit Die: d10
Skills Points at Each  Level : 4 + int
Favored Enemy The Redneck Asskicker gains an additional Favored Enemy or increases his Bonus against current Favored Enemy by +2 at Level 21 and every three Levels thereafter.
Bonus Feats: The Epic Redneck Asskicker gains a Bonus Feat every 3 levels higher than 20th

New Flaws

Birds Hate Me
They really, really do.
Prerequisites: None
Drawbacks: All birds (this includes Animals, and bird like Magical Beasts such as Giant owls) consider you the enemy and will attack you on sight.  No effect short of magical compulsion can convince them that you can be allowed to live, and if they have a choice of foes they will choose you even over opponents who are obviously a greater threat to them/


Damn All Women
You shouldn't get involved with them, because they're poison.  But not being gay or Bestial or anything you have no real choice.  It's like the Gods hate you cause you pissed in their cereal or something.
Prerequisites: None
Drawbacks:  You take a -3 Penalty on all Willpower Saves and Sense Motive checks against women.  Additionally, women of Evil alignment tend to find you marriageable for whatever reason, and do their best to con you into becoming their spouse so they can destroy your life as opposed to actually just killing you quickly and being done with it.



ASSKICKER RANGER SUBSTITUTION LEVELS
 levels 2,6,11: New options with Combat Style
 Level 4: Replace Animal Companion with Solo Warrior
 Level 4 and up: Replace Spellcasting with Toughness
  Combat Style (Ex): You get the following Feats as Bonus Feats instead: 2nd Level: Power Attack, 6th Level: Favored Power Attack, 11th Level: Favored Critical
  Solo Warrior (Ex): You get a cumulative +1 Competence Bonus to all attack and damage rolls when facing multiple opponents.  For example if facing two opponents by yourself you get a +2.  The maximum possible Bonus is the number of opponents who can attack you in melee in one turn (i.e. you're generally limited by size).  Your Ranger Levels also count as Fighter Levels for taking Weapon Focus and Weapon Specialization (along with the Greater version of these Feats).
  Toughness (Ex): Instead of Spellcasting you gain the following abilities: At levels 4, 8, 11, and 14 your opponents take a cumulative -1 penalty to all Critical confirmation rolls.  You also gain a cumulative +1 Competence Bonus to all Saving throws at each of these levels, but only against your Favored Enemies.


Favored Critical
You know how to hit your enemies where it hurts.
Prerequisites: Favored Enemy, Favored Power Attack
Benefits: When attacking Favored Enemies, your critical threat range is increased by two (i.e. if you normally threaten a critical on a 20, now you threaten one on an 18-20).  This stacks with Improved Critical and similar effects.

Offline bhu

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Re: Rednecks
« Reply #4 on: November 20, 2011, 04:35:21 AM »
REDNECK FIREBUG


   
"FIIIRRRE!! FIIIIIIIRRREEE!!"

 It isn't often rednecks develop psychic powers, and the ones who do universally have an obsession with fire.  Which leads to them being put down.  Which probably explains why not many new redneck psychics are born...

BECOMING A REDNECK FIREBUG
Being a deeply flawed human being who also happens to have psychic powers helps.

 ENTRY REQUIREMENTS
   Class Abilities:  Volatile Mind
   Manifesting :  Must be able to Manifest at least 3 of the following: Control Flames, Energy Adaptation (Specified), Energy Push, Energy Stun, Matter Agitation
   Skills:  Bluff 6 ranks, Concentration 6 ranks, Intimidate 6 ranks
   Feats:  Any two Metapsionic Feats
   Alignment: Cannot be Good or Lawful
   Special: Must be batshit crazy and like to start fires (aka must have the Pyromaniac Flaw)


Class Skills
 The Redneck Firebug's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Intimidate (Cha), Listen (Wis), Sense Motive (Wis), 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    Burning Mind (1d6), Wild Surge, +1 Level of current Manifesting Class
2. +1    +0     +0     +3    Fiery Surge, +1 Level of current Manifesting Class
3. +1    +1     +1     +3    Burning Feat, +1 Level of current Manifesting Class
4. +2    +1     +1     +4    Burning Mind (2d6), +1 Level of current Manifesting Class
5. +2    +1     +1     +4    Fiery Surge, +1 Level of current Manifesting Class
6. +3    +2     +2     +5    Burning Feat, +1 Level of current Manifesting Class
7. +3    +2     +2     +5    Burning Mind (3d6)
8. +4    +2     +2     +6    Fiery Surge, +1 Level of current Manifesting Class
9. +4    +3     +3     +6    Burning Feat, +1 Level of current Manifesting Class
10.+5    +3     +3     +7    Firebug, +1 Level of current Manifesting Class

Weapon Proficiencies: A Redneck Firebug gains no new weapon or armor proficiencies.
 
Wild Surge: Your Wilder and Redneck Firebug Levels stack for purposes of determining how high you can boost your Manifester Level.

Burning Mind (Ex): Your mind is more than just Volatile. When a Telepathy Power is Manifested on you not only does it cost extra Power Points, but your opponent takes 1d6 Fire damage whether or not the power is successful.  At Level 4 this increases to 2d6, and at Level 7 it increases to 3d6.

Fiery Surge (Su): At Level 2 when using Wild Surge you no longer suffer Psychic Enervation when Manifesting a Power doing Fire Damage, or producing Energy Resistance against Fire Damage.

At Level 4 when using Wild Surge to Manifest a Power that provides Energy Resistance (Fire), you now convert the damage you prevent and convert it to Power Points.  For example if you Manifest a Power giving you Fire Resistance 5, and you take 6 Fire Damage, you take 1 point of damage, and the other 5 are converted to 2 Power Points (every 2 points of Fire Damage converts to 1 Power Point).  These extra Power Points are available for 1 Minute before they are lost.

At Level 7 when Manifesting a Power doing Fire damage, you may expend 2 extra Power Points and it does Untyped damage instead.

Burning Feat (Su): At Levels 3, 6, and 9 you get a Bonus Feat from the following list: Burrowing Power, Chain Power, Empower Power, Enlarge Power, Extend Power, Greater Power Penetration, Greater Power Specialization, Greater Psionic Endowment, Maximize Power, Metapower, Power Penetration, Power Specialization, Privileged Energy (Fire), Psionic Endowment, Quicken Power, Split Psionic Ray, Twin Power, Unconditional Power, or Widen Power.

Firebug (Su): You now gain your Surging Euphoria Bonus any round in which you manifest a Power with the Fire descriptor, or someone else does, or when at least 4 squares within line of sight have caught fire.  Additionally your Surging Euphoria Bonus improves by an amount equal to your Cha Modifier.

PLAYING A REDNECK FIREBUG
 People think you have a problem involving fires.  Your habit of masturbating while giggling like a madman every time you burn down a building does not help alter that perception.   
 Combat: Generally people prefer to have you on their side in the bar fight considering you tend to make things burst into fire.  On the other hand you tend to use said fire indiscriminately, and often lead to the bar needing rebuilt.  And people running about screaming when the shine explodes.   Kind of a double edged sword...
 Advancement: You do whatever is necessary to increase your abilities to make fire.  More fire, bigger fire, hotter fire.  You must bathe the world in fire.  Fire, fire, fire, fire, FIRE!!!  No problems there really.
Resources: You tend to be dirt poor given your inability to resist starting fires.  Employers, even when family, can only let you blow up the still so many times. 

REDNECK FIREBUGS IN THE WORLD
"Dat boy has problems."
Much of your day is spent dancing while the homes of those who dislike burn to the ground.  At least in your own mind.  Truthfully much of your day is spent alone, huddled in a corner somewhere weeping and vowing revenge.  Or talking to fires.  Neither of which endears you to people.
 Daily Life: Most of your time is spent hiding, looking for good targets to burn, making targets burn, fleeing for your life from the mob ironically wielding torches...
 Notables:
 Organizations: You're a loner.  A very, very lonely loner.  Mostly because others don't like the idea of being accidentally bathed in fire.  Your unpredictability doesn't exactly make you a team player.

NPC Reaction
 NPC Reaction to you can generally be summed up as "Awwwww shit..."

REDNECK FIREBUGS IN THE GAME
 Other PC's may not be comfortable with someone playing a mentally unstable whackadoo.  Make sure you chat with them first.
 Adaptation: This is kinda twisted but you could fit it into a comic campaign.
 Encounters: You are encountered at the scene of massive fires, or fleeing from them.  Or occasionally fleeing from huge mobs.

Sample Encounter
EL 12: The PC's are invited to provide security for a festival.  Their opening view of the village is an unshaven man watching a flaming barn screaming "BURN MUTHAFUCKA BURN! HAHHAHAHAHAHAHAHA!"

You aren't holding out much hopes for getting the money for this gig up front...


Joe Bob
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 REDNECK FIREBUG

Hit Die: d6
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Redneck Firebug gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: March 11, 2017, 04:41:22 PM by bhu »

Offline bhu

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Re: Rednecks
« Reply #5 on: February 24, 2017, 09:02:15 PM »
REDNECK HUNTER


   
"Abner...thet fishing pond just moved..."

 You've turned hunting critters into a career hunting bigger, more magical critters.  And occassionally, assholes.

BECOMING A REDNECK HUNTER
Several levels of Ranger usually does it, assuming you take the right substitution levels

 ENTRY REQUIREMENTS
   BAB:  +6
   Feats:  Able Sniper, Woodland Archer
   Skills:  Listen 6 ranks, Spot 6 ranks, Survival 6 ranks
   Class Abilities:  Hunter Ranger Substitution Levels


Class Skills
 The Redneck Hunter's class skills (and the key ability for each skill) Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Magic Device (Cha).
Skills Points at Each  Level : 6 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +2     +0    Favored Enemy
2. +2    +3     +3     +0    Ambush +1d6
3. +3    +3     +3     +1    Favored Critical
4. +4    +4     +4     +1    Favored Enemy
5. +5    +4     +4     +1    Ambush +2d6
6. +6    +5     +5     +2    Favored Critical
7. +7    +5     +5     +2    Favored Enemy
8. +8    +6     +6     +2    Ambush +3d6
9. +9    +6     +6     +3    Favored Critical
10.+10   +7     +7     +3    Master Hunter

Weapon Proficiencies: Redneck Hunters become proficient with Guns.
 
Favored Enemy (Ex):  This identical to the Ranger ability of the same name.

Ambush (Ex): In any round in which you make an attack against an opponent who is Flat-Footed or unaware of your presence you do +1d6 damage. You also gets this bonus to ranged attacks performed on any round in which you do not move. This extra damage increases by 1d6 at Levels 5 and 8.

The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The Hunter must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Hunters can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.  This range increases to 50 feet at Level 5, and 70 feet at Level 8.

You lose this ability when wearing medium or heavy armor or when carrying a medium or heavy load.

Favored Critical (Ex): The range at which you threaten a critical hit against Favored Enemies increases by 1 at 3rd Level.  In other words, if the weapon you use normally threatens a critical on a natural 20, it now threatens on a 19-20 if the opponent is a Favored Enemy.  The critical threat range against Favored Enemies increases by 1 again at Levels 6 and 9.

Master Hunter (Ex): At 10th Level you can kill opponents who are unaware of your presence or denied their Dex Bonus to AC.  If you successfully hit an opponent under these conditions with a ranged attack, they must make a Fortitude Save (DC is 10 plus Redneck Hunter Level plus Dex Modifier) or die.  If they succeed in their Saving throw, they still take normal damage plus Ambush dice.  If the initial strike confirms a critical, the Save DC to avoid death is +4.

PLAYING A REDNECK HUNTER
 Brief description on how to play the class you are designing.
 Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
 Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

REDNECK HUNTERS IN THE WORLD
A quote of somebody else talking about your class!
 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: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
 Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

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

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

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


Bert
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 REDNECK HUNTER

Hit Die: d8
Skills Points at Each  Level : 6 + int
Favored Enemy The Redneck Hunter gains an additional Favored Enemy or increases his Bonus against current Favored Enemy by +2 at Level 21 and every three Levels thereafter.
Ambush You gain +1d6 Ambush damage (and can use it at a 20 foot greater range) at Level 22, and every 5 Levels thereafter.
Favored Critical Your critical threat range against Favored Enemies continues to improve by 1 at Level 23, and every 3 Levels thereafter.
Bonus Feats: The Epic Redneck Hunter gains a Bonus Feat every 4 levels higher than 20th


HUNTER RANGER SUBSTITUTION LEVELS
 levels 2,6,11: New options with Combat Mastery
 Level 4: Replace Animal Companion with Trained Sniper
  Combat Style (Ex): You get the following Feats as Bonus Feats instead: 2nd Level: Far Shot, 6th Level: Precise Shot, 11th Level: Improved Precise Shot.
  Trained Sniper (Ex): If your opponent is unaware of you, your ranged attacks get a +2 Bonus to attack rolls, and automatically do maximum damage if successful.  Your Ranger Levels also count as Fighter Levels for taking Weapon Focus and Weapon Specialization (along with the Greater version of these Feats).
 
« Last Edit: December 25, 2017, 11:00:05 PM by bhu »

Offline bhu

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Re: Rednecks
« Reply #6 on: March 11, 2017, 05:13:37 PM »
PISSED OFF REDNECK


   
Quote of Some Kind by a member of the class!

 A general description of whatever the class is!

BECOMING A PISSED OFF REDNECK
How you would normally become a member of this prestige class.

 ENTRY REQUIREMENTS
   Alignment:  Can't be Good or Lawful
   Class Abilities:  Rage or Frenzy
   Skills:  Intimidate 4 ranks
   Feats:  Extend Rage, Extra Rage, Instantaneous Rage


Class Skills
 The Pissed Off Redneck's class skills (and the key ability for each skill) are Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skills Points at Each  Level : 2 + int

Hit Dice: d12

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Twitchy, Anger Management
2. +2    +3     +0     +0    Recklessness
3. +3    +3     +1     +1    Critical Rage
4. +4    +4     +1     +1    Twitchy
5. +5    +4     +1     +1    Recklessness
6. +6    +5     +2     +2    Critical Rage
7. +7    +5     +2     +2    Twitchy
8. +8    +6     +2     +2    Recklessness
9. +9    +6     +3     +3    Critical Rage
10.+10   +7     +3     +3   Stubborn

Weapon Proficiencies: A Pissed Off Redneck gains no new weapon or armor proficiencies.

Twitchy (Ex): Beginning at 1st Level, you can also simultaneously choose to enter Frenzy (see Frenzied Berserker in the Complete Warrior) whenever you are Raging.

At 4th level and higher, you can scorn death and unconsciousness while in a frenzy. As long as your frenzy continues, you are not treated as disabled at 0 hit points, nor are you treated as dying at —1 to —9 hit points. Even if reduced to —10 hit points or less, you continues to fight normally until your frenzy ends. At that point, the effects of your wounds apply normally if they have not been healed. This ability does not prevent death from massive damage or from spell effects such as slay living or disintegrate.

At 7th Level or higher you are no longer Fatigued if you choose to Frenzy, and the non-lethal damage you take each round is reduced by one.

Anger Management: Your Barbarian and Pissed Off Redneck Levels stack for purposes of determining when you get Greater Rage, Tireless Rage and Mighty Rage.
 
Recklessness (Ex): When Raging at 2nd Level and after, you may opt to decrease your Dexterity Score by 2.  If you do, your Strength Score increases by an additional +2 during Rage.

When Raging at 5th Level and after you may opt to decrease your Int and Wis by -2, and increase your Str an additional +2.

When Raging at 8th Level and after you may choose to be Flat-footed until the beginning of your next turn once per round.  While Flat-Footed, you automatically confirm all critical hits.

Critical Rage (Ex):  Beginning at Level 3, whenever you Rage the critical threat range of your attacks increases by 1.

At 6th Level, you may voluntarily choose to lower your AC by an additional -1, and the critical threat range of your attacks increases by an additional 1.

At 9th Level you may do an additional number of d6 in damage equal to your Str Modifier with a successfully confirmed critical.

Stubborn (Ex): While in Frenzy you are now immune to death from massive damage and Death effects.

PLAYING A PISSED OFF REDNECK
 Brief description on how to play the class you are designing.
 Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
 Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

PISSED OFF REDNECKS IN THE WORLD
A quote of somebody else talking about your class!
 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: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
 Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

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

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

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


Bob the Twitchy
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 PISSED OFF REDNECK

Hit Die: d12
Skills Points at Each  Level : 2 + int
Bonus Feats: The Epic Pissed Off Redneck gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: March 12, 2017, 11:18:52 PM by bhu »

Offline bhu

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Re: Rednecks
« Reply #7 on: March 11, 2017, 05:14:58 PM »
HOLLER WITCH


   
Quote of Some Kind by a member of the class!

 A general description of whatever the class is!

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

 ENTRY REQUIREMENTS
   Skills:  4 ranks in any 3 Knowledge Skills
   Feats:  Dark Speech
   Class Abilities:  Must know 1 Lesser Incantation, must have A Deal With The Devil ACF
   Gender: Female
   Alignment: Evil

Class Skills
 The Holller Witch's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Disguise (Cha), Intimidate Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis) and Use Magic Device (Cha).
Skills Points at Each  Level : 6 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Dark Pact, Witchcraft
2. +1    +0     +0     +3    Grimoire
3. +2    +1     +1     +3    The Eye is All Powerful
4. +3    +1     +1     +4    Dark Pact
5. +3    +1     +1     +4    Grimoire
6. +4    +2     +2     +5    The Eye is All Powerful
7. +5    +2     +2     +5    Dark Pact
8. +6    +2     +2     +6    Grimoire
9. +6    +3     +3     +6    The Eye is All Powerful
10.+7    +3     +3     +7    Coven

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

Dark Pact: At Levels 1, 4, and 7 you gain a +1 Inherent Bonus to any Ability Score.  You cannot choose the same Ability twice, and you lose this Ability if you ever become Good (but regain it upon becoming Evil again).
 
Witchcraft: Your Warlock and Holler Witch Levels stack for purposes of determining how many times per day you can use your Evil Eye, and how many Incantations you know (as well as what types of Incantation you can access).

Grimoire (Sp): At Levels 2, 5, and 8 you may choose a spell to cast 1/day as a Spell-Like Ability.  At 2nd Level you can choose the following: Bestow Curse, Disguise Self, Pass Without Trace, Scrying, Tongues.  At 5th Level you can also choose Dream, Insect Plague, Mirage Arcana, Nightmare, Summon Monster V, Unhallow or Veil.  At 8th Level you can also choose from Control Weather, Finger of Death, Mind Blank or Whirlwind.

The Eye is All Powerful (Su): At Levels 3, 6, and 9 your Evil Eye Ability becomes more flexible.  At 3rd Level you may choose to make an opponent Confused instead of Dazed if he fails his Saving Throw.  At 6th Level you may now choose to make him Exhausted, and at 9th Level you can make him Paralyzed.

Coven: At 10th Level you gain the Leadership Feat with a +4 Bonus to your Leadership Score.  Your Cohort and Followers must be Warlocks/Holler Witches, and you lose this ability if you ever become Good (but regain it upon returning to Evil).  Whenever you are within 60 feet of a Cohort or Follower, the Caster Level of your Spell-Like Abilities increases by +2 (and theirs increases by +1).

PLAYING A HOLLER WITCH
 Brief description on how to play the class you are designing.
 Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
 Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

HOLLER WITCHES IN THE WORLD
A quote of somebody else talking about your class!
 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: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
 Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

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

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

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


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



EPIC HOLLER WITCH

Hit Die: d6
Skills Points at Each  Level : 6 + int
Dark Pact You gain an additional +1 Inherent Bonus to an Ability Score at Level 21 and every 3 Levels  thereafter.  You may now choose the same Ability Score more than once.
Grimoire At Levels 22 and every 3 Levels thereafter you may choose another spell from the list to cast as a Spell-Like Ability, or choose to cast one you already know an additional time per day.
Bonus Feats: The Epic Holler Witch gains a Bonus Feat every 4 levels higher than 20th


A DEAL WITH THE DEVIL WARLOCK SUBSTITUTION LEVELS
 levels 3, 7, 11, 15, 19: Replace DR with a Natural Armor Bonus to AC.  Your Natural Armor Bonus increases by +2 at Level 3, and an additional +2 at Levels 7, 11, 15, and 19.
 Levels 1, 3, 5, 7, 9, 11, 14, 17, 20: Replace Eldritch Blast with Evil Eye
  Evil Eye (Su): Beginning at 1st Level, you can use Evil Eye on any opponent within 30 feet as a Swift Action 1/day.  That opponent must make a Willpower Save (Save DC is 10 plus 1/2 Hit Dice plus Cha Modifier) or be Dazed a number of rounds equal to your Cha Modifier.  You gain an additional daily use at Levels 3, 5, 7, 9, 11, 14, 17 an 20.
« Last Edit: March 11, 2017, 08:05:17 PM by bhu »

Offline bhu

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Re: Rednecks
« Reply #8 on: March 12, 2017, 11:30:37 PM »
PREACHER MAN


   
Quote of Some Kind by a member of the class!

 A general description of whatever the class is!

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

 ENTRY REQUIREMENTS
   Caster Level:  Must be able to cast 3rd Level spells from the Cleric list.
   Base Willpower Save: +5
   Skills:  Knowledge (Religion) 8 ranks, Intimidate 4 ranks
   Alignment:  Cannot be Chaotic
   Feats: Empower Turning, Improved Turning


Class Skills
 The Preacher Man's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (local, religion) (Int), Perform (Oratory)(Cha), Sense Motive (Wis) and Spellcraft (Int).
Skills Points at Each  Level : 2 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Holy Symbol, +1 Level of Divine Casting Class
2. +1    +0     +0     +3    Rebuke the Non-Believer, +1 Level of Divine Casting Class
3. +2    +1     +1     +3    Preachin', +1 Level of Divine Casting Class
4. +3    +1     +1     +4    Holy Symbol, +1 Level of Divine Casting Class
5. +3    +1     +1     +4    Rebuke the Non-Believer, +1 Level of Divine Casting Class
6. +4    +2     +2     +5    Preachin', +1 Level of Divine Casting Class
7. +5    +2     +2     +5    Holy Symbol, +1 Level of Divine Casting Class
8. +6    +2     +2     +6    Rebuke the Non-Believer, +1 Level of Divine Casting Class
9. +6    +3     +3     +6    Preachin', +1 Level of Divine Casting Class
10.+7    +3     +3     +7   Fist of Gawd, +1 Level of Divine Casting Class

Weapon Proficiencies: A Preacher Man gains no new weapon or armor proficiencies.
 
Holy Symbol (Su): Beginning at 1st Level your ability to Turn/Rebuke Undead now works on Evil Outsiders as well. 

Beginning at 4th Level you may expend one daily use of Turn Rebuke Undead to cast Protection from Evil on yourself.  Unlike normal, this spell affects any being who doesn't share your religious beliefs, not just Evil ones.

At 7th Level when using the Protection from Evil ability, non-believers must make a Willpower Save (Save DC is 10 plus Preacher Man Level plus Cha Modifier) to come closer to you than 10 feet.

Rebuke the Non-Believer (Su): Beginning at 2nd Level you may use your Holy Symbol as a weapon.  By making a successful melee touch attack you do (1d8 plus Cha Modifier) Force damage.  This increases to 2d8 at 5th Level, and 3d8 at 8th Level.

Preachin' (Su): Once per day per Preacher Man Level, you may commence ta preachin'.  This works similarly to Bardic Music, it just has different effects.

At 3rd Level you can Inspire Dread. If you have 9 or more ranks in Perform (oratory) you can inspire hopelessness in all creatures you choose to within 30 feet. This ability imposes a -4 penalty on Will saves on all targets within 30 feet of you. Delivering this oratory requires a full-round action to activate and requires concentration each round to continue the effect. The effect lasts as long as you speak and for 3 rounds thereafter. Inspire dread is a mind-affecting ability.  Once you have 15 or more ranks in Perform (Oratory), this ability no longer requires Concentration.

At 6th Level you can Inspire Fanaticism.  If you have 9 or more ranks in Perform (oratory) you can inspire spiritual resilience in all allies within 30 feet. This ability gives you and all allies who can hear your oratory a +4 sacred bonus on Will saves. Delivering this oratory requires a full-round action to activate and requires concentration each round to continue the effect. The effect lasts as long as you speaks and for three rounds thereafter. Inspire Fanaticism is a mind-affecting ability.  Once you have 15 or more ranks in Perform (Oratory), this ability no longer requires Concentration.

At 9th Level you can Excommunicate.  If you have 15 or more ranks in Perform (Oratory), you can target one creature within 60 feet.  Any other living being within 30 feet able to hear you must make a Willpower Save (Save DC is 10 plus 1/2 HD plus Cha Modifier), or assume that being is an enemy.  Their attitude towards him will never be better than Hostile until Remove Curse is cast upon them.  This is a Mind-Affecting Ability.

Fist of Gawd (Su): You may cast Holy Word 1/day as a Supernatural ability.  Unlike normal it affects all being not sharing your religious beliefs.

PLAYING A PREACHER MAN
 Brief description on how to play the class you are designing.
 Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
 Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

PREACHER MANS IN THE WORLD
A quote of somebody else talking about your class!
 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: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
 Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

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

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

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Jeb
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 PREACHER MAN

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


PREACHER CLERIC SUBSTITUTION LEVELS
 level 1: Preachers only have access to the Exorcism, Healing, Inquisition, Oracle, Pestilence, Retribution, Suffering, and Tyrant Domains
 Level 1: Remove the following skills from the skill list: Knowledge (History, The Planes).  Replace them with Intimidation, and Knowledge (Local).
 Level 1: The ksy stat for your spellcasting is your Charisma, not Wisdom.
« Last Edit: March 25, 2017, 02:55:08 PM by bhu »