AugustNights
2010-08-18, 07:04 PM
Inspired by the Improved Monster Classes thread started by Oslecamo, I have unbuilt and rebuilt the War-Troll and Ogre Mage as prestige classes. My intention is to offer the '---- Mage' an 'War-----' for any Goblinoid, Monstrous Humanoid, or Giant racial class, or race and class. I have decided to call these Goblin-Kin Shaman and War-Giant.
Goblin-Kin Shaman
Goblin-Kin Shaman Prerequisites
To become a Goblin-Kin Shaman, the character must meet the following requirements
Race: Any Goblinoid, Monstrous Humanoid, or Giant
Base Attack Bonus: +5
Special: Must have traveled to a far and distant continent in order to train under another Goblin-Kin Shaman.
HD: d6
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|
+0|
+2|
+0|
+2|Sp-Darkness, Natural Caster, +1 Charisma|-
2nd|
+1|
+3|
+0|
+3|Sp-Charm Person, Spell Resistance|+1 level of Sorcerer
3rd|
+2|
+3|
+1|
+3|Flight, Sp-Sleep, Regeneration +1 Charisma|-
4th|
+3|
+4|
+1|
+4|Sp-Invisibility, Sp-Gaseous Form|+1 level of Sorcerer
5th|
+3|
+4|
+1|
+4|Sp-Cone of Cold, Sp-Alter Self +1 Charisma|-[/table]
Skills (4+Int Modifier): Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Proficiencies: A Goblin-Kin Shaman gains no new proficiencies with weapons or armor.
Spells per Day/Spells Known: At second and fourth level, an Goblin-Kin Shaman gains new spells per day and spells known as if he had also gained a level in Sorcerer. He does not, however, gain any other benefit a character of that class would have gained .
If an Goblin-Kin Shaman has no levels in sorcerer, this class feature has no effect.
Sp-Darkness(Sp): At first level the Goblin-Kin Shaman gains access to Darkness as a spell like ability. Caster level is equal to the character’s HD. He may use this ability at will.
Natural Caster: At first level the Goblin-Kin Shaman’s effective Caster Level for all Sorcerer spells is increased by 1. This increased caster level affects only spells that the character can cast; it does not give him access to higher-level spells or more spells per day. This increases again by one at 3rd and 5th level as well.
Sp-Charm Person(Sp): At Second level the Goblin-Kin Shaman gains access to Charm Person as a spell like ability. Caster level is equal to the character’s HD, DC is equal to 11+Charisma modifier. He may use this ability at will.
Spell Resistance: At second level the Goblin-Kin Shaman gains spell resistance equal to 12+his HD.
Flight (Su): At third level the Goblin-Kin Shaman gains a supernatural fly speed of 40 feet, with good maneuverability.
Sp-Sleep(Sp): At third level the Goblin-Kin Shaman gains access to Sleep as a spell like ability. Caster level is equal to the character’s HD, DC is equal to 11+Charisma modifier. He may use this ability 1/day.
Regeneration(Ex): At third Level the Goblin-Kin Shaman gains Regeneration (Fire and Acid) equal to their Goblin-Kin Shaman Class Level, if the Goblin-Kin Shaman already has Regeneration (Fire and Acid) from another source (i.e. Troll) this stacks with it.
Sp-Invisibility(Sp): At fourth level the Goblin-Kin Shaman gains access to Invisibility as a spell like ability. Caster level is equal to the character’s HD. He may use this ability at will.
Sp-Gaseous Form(Sp): At fourth level the Goblin-Kin Shaman gains access to Gaseous Form as a spell like ability. Caster level is equal to the character’s HD. He may use this ability 1/day.
Sp-Cone of Cold(Sp): At Fifth level the Goblin-Kin Shaman gains access to Cone of Cold as a spell like ability. Caster level is equal to the character’s HD, DC is equal to 15+Charisma modifier. He may use this ability 1/day.
Change Shape(Su): At fifth level the Goblin-Kin Shaman change their form similar to the Alter Self spell, however he may assume the form of a creature of the following types, Humanoid, Giant, Humanoid, and Monstrous Humanoid. He may use this ability at will, and he may stay within that form indefinitely.
War-Giant
War-Giant Shaman Prerequisites
To become a War-Giant, the character must meet the following requirements
Race: Any Goblinoid, Monstrous Humanoid, or Giant
Base Attack Bonus: +5
Feats Martial Weapon Proficiency, Weapon Focus (Martial Weapon), Power Attack.
Special: Must undergo a magical ritual of the War-Giants, this ritual requires an magically treated skull of a specially bred troll.
HD: d8
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Imp. Darkvision, Fast Movement, +1 Str, +1 Dex,
2nd|
+2|
+3|
+0|
+0|Dazing Blow, Thick Hide, +1 Str, +1 Dex
3rd|
+3|
+3|
+1|
+1|Regeneration Bonus, +1 Str, +1 Wis
4th|
+4|
+4|
+1|
+1|Spell Resistance, Growth, +1 Str, +1 Wis
5th|
+5|
+4|
+1|
+1|Fire-proof, Adamant Hide, +1 Con, +1 Cha[/table]
Skills (2+Int Modifier): Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Proficiencies: A War-Giant gains proficiency with all simple and martial weapons and with light and medium armor but not with shields.
Improved Darkvision(Ex): At first level the War-Giant’s Darkvision extends by 30ft. If the War-Giant does not have Darkvision it gains Darkvision 30ft.
Fast Movement(Ex): At first level the War-Giant’s land speed is faster than the norm for his race by +10 feet. Apply this bonus before modifying the War-Giant’s speed because of any load carried or armor worn.
Dazing Blow(Ex): At second level the force of a War-Giant’s blow can be overwhelming. If a War-Giant hits with a manufactured weapon or natural weapon, the opponent must make a DC (10+1/2 The War-Giant’s HD+ Con Modifier) Fortitude save or be dazed for 1 round.
Thick Hide(Ex): At second level the War-Giant gains a bonus to Natural armor class equal to Con Modifier.
Regeneration Bonus(Ex): At third level the War-Giant gains a bonus to his regeneration equal to his War-Giant class level, If the War-Giant has no previous regeneration ability, he gains Regeneration (Acid, and Fire) equal to his War-Giant class level.
Spell Resistance: At fourth level the War-Giant gains spell resistance equal to 12+ his HD.
Growth: At fourth level a War-Giant of medium size or smaller increases in one size category. This has no effect on any creature that was already large size or larger.
Fire Proof(Ex): At firth level the War-Giant is no longer vulnerable fire, remove Fire from the war-tongue’s regeneration. If fire was not part of the War-Giant previous regeneration, this class feature has no effect.
Adamant Hide(Ex): At fifth level the War-Giant gains Damage Reduction equal to his Con Modifier, this damage reduction is only penetrated by Adamantine Weapons.
Thoughts?
Goblin-Kin Shaman
Goblin-Kin Shaman Prerequisites
To become a Goblin-Kin Shaman, the character must meet the following requirements
Race: Any Goblinoid, Monstrous Humanoid, or Giant
Base Attack Bonus: +5
Special: Must have traveled to a far and distant continent in order to train under another Goblin-Kin Shaman.
HD: d6
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|
+0|
+2|
+0|
+2|Sp-Darkness, Natural Caster, +1 Charisma|-
2nd|
+1|
+3|
+0|
+3|Sp-Charm Person, Spell Resistance|+1 level of Sorcerer
3rd|
+2|
+3|
+1|
+3|Flight, Sp-Sleep, Regeneration +1 Charisma|-
4th|
+3|
+4|
+1|
+4|Sp-Invisibility, Sp-Gaseous Form|+1 level of Sorcerer
5th|
+3|
+4|
+1|
+4|Sp-Cone of Cold, Sp-Alter Self +1 Charisma|-[/table]
Skills (4+Int Modifier): Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Proficiencies: A Goblin-Kin Shaman gains no new proficiencies with weapons or armor.
Spells per Day/Spells Known: At second and fourth level, an Goblin-Kin Shaman gains new spells per day and spells known as if he had also gained a level in Sorcerer. He does not, however, gain any other benefit a character of that class would have gained .
If an Goblin-Kin Shaman has no levels in sorcerer, this class feature has no effect.
Sp-Darkness(Sp): At first level the Goblin-Kin Shaman gains access to Darkness as a spell like ability. Caster level is equal to the character’s HD. He may use this ability at will.
Natural Caster: At first level the Goblin-Kin Shaman’s effective Caster Level for all Sorcerer spells is increased by 1. This increased caster level affects only spells that the character can cast; it does not give him access to higher-level spells or more spells per day. This increases again by one at 3rd and 5th level as well.
Sp-Charm Person(Sp): At Second level the Goblin-Kin Shaman gains access to Charm Person as a spell like ability. Caster level is equal to the character’s HD, DC is equal to 11+Charisma modifier. He may use this ability at will.
Spell Resistance: At second level the Goblin-Kin Shaman gains spell resistance equal to 12+his HD.
Flight (Su): At third level the Goblin-Kin Shaman gains a supernatural fly speed of 40 feet, with good maneuverability.
Sp-Sleep(Sp): At third level the Goblin-Kin Shaman gains access to Sleep as a spell like ability. Caster level is equal to the character’s HD, DC is equal to 11+Charisma modifier. He may use this ability 1/day.
Regeneration(Ex): At third Level the Goblin-Kin Shaman gains Regeneration (Fire and Acid) equal to their Goblin-Kin Shaman Class Level, if the Goblin-Kin Shaman already has Regeneration (Fire and Acid) from another source (i.e. Troll) this stacks with it.
Sp-Invisibility(Sp): At fourth level the Goblin-Kin Shaman gains access to Invisibility as a spell like ability. Caster level is equal to the character’s HD. He may use this ability at will.
Sp-Gaseous Form(Sp): At fourth level the Goblin-Kin Shaman gains access to Gaseous Form as a spell like ability. Caster level is equal to the character’s HD. He may use this ability 1/day.
Sp-Cone of Cold(Sp): At Fifth level the Goblin-Kin Shaman gains access to Cone of Cold as a spell like ability. Caster level is equal to the character’s HD, DC is equal to 15+Charisma modifier. He may use this ability 1/day.
Change Shape(Su): At fifth level the Goblin-Kin Shaman change their form similar to the Alter Self spell, however he may assume the form of a creature of the following types, Humanoid, Giant, Humanoid, and Monstrous Humanoid. He may use this ability at will, and he may stay within that form indefinitely.
War-Giant
War-Giant Shaman Prerequisites
To become a War-Giant, the character must meet the following requirements
Race: Any Goblinoid, Monstrous Humanoid, or Giant
Base Attack Bonus: +5
Feats Martial Weapon Proficiency, Weapon Focus (Martial Weapon), Power Attack.
Special: Must undergo a magical ritual of the War-Giants, this ritual requires an magically treated skull of a specially bred troll.
HD: d8
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Imp. Darkvision, Fast Movement, +1 Str, +1 Dex,
2nd|
+2|
+3|
+0|
+0|Dazing Blow, Thick Hide, +1 Str, +1 Dex
3rd|
+3|
+3|
+1|
+1|Regeneration Bonus, +1 Str, +1 Wis
4th|
+4|
+4|
+1|
+1|Spell Resistance, Growth, +1 Str, +1 Wis
5th|
+5|
+4|
+1|
+1|Fire-proof, Adamant Hide, +1 Con, +1 Cha[/table]
Skills (2+Int Modifier): Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Proficiencies: A War-Giant gains proficiency with all simple and martial weapons and with light and medium armor but not with shields.
Improved Darkvision(Ex): At first level the War-Giant’s Darkvision extends by 30ft. If the War-Giant does not have Darkvision it gains Darkvision 30ft.
Fast Movement(Ex): At first level the War-Giant’s land speed is faster than the norm for his race by +10 feet. Apply this bonus before modifying the War-Giant’s speed because of any load carried or armor worn.
Dazing Blow(Ex): At second level the force of a War-Giant’s blow can be overwhelming. If a War-Giant hits with a manufactured weapon or natural weapon, the opponent must make a DC (10+1/2 The War-Giant’s HD+ Con Modifier) Fortitude save or be dazed for 1 round.
Thick Hide(Ex): At second level the War-Giant gains a bonus to Natural armor class equal to Con Modifier.
Regeneration Bonus(Ex): At third level the War-Giant gains a bonus to his regeneration equal to his War-Giant class level, If the War-Giant has no previous regeneration ability, he gains Regeneration (Acid, and Fire) equal to his War-Giant class level.
Spell Resistance: At fourth level the War-Giant gains spell resistance equal to 12+ his HD.
Growth: At fourth level a War-Giant of medium size or smaller increases in one size category. This has no effect on any creature that was already large size or larger.
Fire Proof(Ex): At firth level the War-Giant is no longer vulnerable fire, remove Fire from the war-tongue’s regeneration. If fire was not part of the War-Giant previous regeneration, this class feature has no effect.
Adamant Hide(Ex): At fifth level the War-Giant gains Damage Reduction equal to his Con Modifier, this damage reduction is only penetrated by Adamantine Weapons.
Thoughts?