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Bhu
2010-03-07, 08:03 PM
GM now has capstone

Bhu
2010-03-08, 09:28 PM
SWORDS OF ILNEVAL

Picture URL

“A good plan violently executed now is better than a perfect plan next week.”

The Swords of Ilneval are war-priests who lead battles from the front. They are expected to be brave and savage in battle while being more disciplined than their barbarian counterparts. In times when it is necessary to unite the orc tribes to combat a common foe, they are expected to do the negotiating. Needless to say it's not a stress free job...

BECOMING A SWORD OF ILNEVAL
Most Clerics of Ilneval take a few levels of Fighter before becoming this PrC.

ENTRY REQUIREMENTS
Race: Any Orcish, particularly crossbreeds
BAB: +5
Divine Casting: Must have access to the War Domain
Feats: Combat Reflexes, Domain Focus (War), Power Attack
Skills: Diplomacy 4 ranks, Intimidate 4 ranks, Knowledge (Religion) 4 ranks


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

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +0 +2 +0 +2 Spellsword, +1 level of Divine Casting Class
2. +1 +3 +0 +3 Tactician, +1 level of Divine Casting Class
3. +2 +3 +1 +3 Strategist
4. +3 +4 +1 +4 Spellsword, +1 level of Divine Casting Class
5. +3 +4 +1 +4 Tactician, +1 level of Divine Casting Class
6. +4 +5 +2 +5 Strategist
7. +5 +5 +2 +5 Spellsword, +1 level of Divine Casting Class
8. +6 +6 +2 +6 Tactician, +1 level of Divine Casting Class
9. +6 +6 +3 +6 Strategist
10.+7 +7 +3 +7 Divine Weapon, +1 level of Divine Casting Class

Weapon Proficiencies: Swords of Ilneval gain no new weapon or armor proficiencies.

Spellsword (Su): At 1st level as a Move Action the Sword of Ilneval can 'cast' and spell he knows into his Longsword. The spell effects the next target the Sword of Ilneval successfully attacks with his weapon (it only effects the target of the weapon even if the spell is normally Area of Effect). The Sword can only store one spell at a time this way, and if it isn't discharged within 8 hours it disappears.

At 4th level the Sword of Ilneval can choose when to discharge the spell held in his sword, and can use it on any successful attack with his Longsword instead of just the next one. In addition if the spell is normally an Area of Effect, it discharges in a 20' area centered on the Sword of Ilneval (who is immune to the spells effects).

At 7th level if the Sword of Ilneval successfully critically hits with his Longsword, and he chooses to discharge a spell it carries, the target gets no Saving throw against the spells effects.

Tactician (Ex): Beginning at 2nd level, whenever a foe would normally provoke an Attack of Opportunity from you, you may cast a spell whose casting time is a Swift or Immediate Action.

At 5th level you may instead cast a spell into your Longsword if it doesn't currently have one stored in it.

At 8th level you may instead cast a spell whose casting time is a Standard Action.

Strategist (Su): Beginning at 3rd level the Sword may choose to leave one spell of the highest level he can cast un-prepared. He may use this spell slot to cast any spell he knows. For example Harun (Fighter 2/Cleric 4/Sword of Ilneval 6) can cast up to 4th level spells, and he gets 2 of them per day. He can leave one of those spells open to cast any Cleric spell he has access to.
He can leave an additional slot un-prepared ate levels 6 and 9. Spells cast from un-prepared slots with a Metamagic Feat are cast as a Full Round Action.

Divine Weapon (Su): Beginning at 10th level you may now 'cast' a spell into your Longsword as a Swift Action. Spell slots you leave unprepared may now be cast with their normal casting time if enhanced with a Metamagic Feat. You also gain a Bonus on damage rolls on all spells that do damage equal to your Wisdom Modifier.

PLAYING A SWORD OF ILNEVAL
Strive to avoid foolish choices. Think before you speak and before you act. Don't let your temper get the better of you. Make sure you keep the team from arguing, and enforce a sense of cooperation. Things are bad enough without giving your enemies divisions to exploit.
Combat: Swords prefer to think while fighting, and make plans before hand. They see all too often what simple chaotic charging into melee does to their people and realize their race will never win wars this way.
Advancement: Swords are usually torn between advancing as pure warriors and as priests, or some combination of the above. Priest usually wins out in the end. Their spells can accomplish more than simple force of arms.
Resources: Being members of the second largest church in the Orc pantheon, and members of the military has quite the benefits. You can often ask for help if you've done well in battle, or it coincides with the church's needs.

SWORDS OF ILNEVAL IN THE WORLD
“A soldier will fight long and hard for a bit of colored ribbon.”
You're a bit of an odd one. No less evil and destructive than any other Orc, you've had to learn to restrain the worst of your impulses when not in battle, and ironically people believes that means you may possibly be redeemable. They may even be right. You lose a lot of sleep thinking about it sometimes.
Daily Life: The daily life of a Sword is busy. Along with keeping up on your fighting skills and religious duties, you are one of the few Orcs expected to learn the art of diplomacy and social manipulation. There's a lotta Orcs end up dying in that class...
Notables: Harun (CE Male Orc Fighter 2/Cleric 4/Sword of Ilneval 6) is a diplomat currently in a bit of a predicament.
Organizations: Almost all Swords of Ilneval are military officers or participants. It would be odd to encounter one not working for the Orc armed forces. They are expected to band together the warring tribes in times of need though, so they feel a higher calling than the heads of their own tribes fighting forces when it's necessary.

NPC Reaction
NPC's are used to the leaders of Orc armies ordering atrocities worse than they're common soldiers would commit, so the Swords have...a somewhat blemished reputation among non Orcs. Among their own kind they are often war heroes.

SWORDS OF ILNEVAL IN THE GAME
This class pretty much assumes you are part of the Orc military, which can be a pain if the DM isn't running that sort of campaign.
Adaptation: This is probably best for serious campaigns, but given their diplomatic duties you could put it in a comedy campaign based on keeping things from going to crap in the highly testy Orc kingdoms.
Encounters: Swords of Ilneval tend to belong to the Orcish military, and as such are usually encountered during raids or times of warfare.

Sample Encounter
EL 12: An Orcish diplomat has contacted the PC's with an unusual request. He's been framed for crimes against his Church, and he needs them to keep him alive long enough to clear himself. In return, along with their pay, he'll negotiate a treaty with the Orcs to leave their city alone.


Harun
CE Male Orc Fighter 2/Cleric 4/Sword of Ilneval 6
Init +0, Senses: Listen +3, Spot +3, Dark Vision 60'
Languages Common, Orc
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AC 30, touch 10, flat-footed 30 (+13 Armor, +7 Shield)
hp 68 (12 HD)
Fort +13, Ref +3, Will +12
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Speed 30 ft. (6 squares)
Melee +4 Longsword +19/+14/+9 (1d8+8/19-20)
Base Atk +11, Grp +15
Atk Options Turn Undead 1/day, Spellsword, Tactician
Combat Gear 2 Potions of Nondetection, 2 Potions of Cure Serious Wounds, 1 Potion of Heroism
Spells Prepared 0: 6 (DC 13)
1: 5 (DC 14)
2: 4 (DC 15)
3: 3 (DC 16)
4: 2 (DC 17)
Caster Level 8
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Abilities Str 18, Dex 10, Con 13, Int 10, Wis 16, Cha 6
SQ Light Sensitivity, Strategist (2 spells)
Feats Cleave, Combat Reflexes, Domain Focus (War), Great Cleave, Power Attack, Power Critical (Longsword)(B), Weapon Focus (Longsword)(B)
Skills Diplomacy +4, Intimidate +6, Knowledge (Religion) +4, Ride +6
Possessions +5 Full Plate, +5 Heavy Steel Shield, +4 Longsword, 2 Potions of Nondetection, 2 Potions of Cure Serious Wounds, 1 Potion of Heroism, 115 GP



EPIC SWORDS OF ILNEVAL

Hit Die: d8
Skills Points at Each Level : 2 + int
Spells Your Divine Caster level continues to increase with Epic levels, but you do not gain additional spells per day.
Strategist Beginning at level 23 and every three levels thereafter you gain an additional daily spell you can leave unprepared until you can leave all the spells of the highest level you can cast un-prepared.
Bonus Feats: The Epic Sword of Ilneval gains a Bonus Feat every 4 levels higher than 20th

Bhu
2010-03-09, 07:02 PM
Minor updates to the Swords. After this we get the first epic goblinoid PrC. I was thinking maybe the Rust Monster Tender...

Bhu
2010-03-10, 08:04 PM
Okay the thought behind this one is that Spellsword will let them focus spells through their longsword, tactics will give them combat options, and strategist is for enhanced divination spells. Should I go for full spellcasting or a mix of casting and more powerful abilities?

Eikonos
2010-03-11, 12:38 AM
Very interesting, I'm very fond of classes that allow creativity :smallsmile:


Minor updates to the Swords. After this we get the first epic goblinoid PrC. I was thinking maybe the Rust Monster Tender...

Hmmm...you got me wondering here, this has serious potential !! :smallcool:

P.S. do you think there is a chance to fit another one or two epic prc's in the Orc/Goblinoid set before you proceed on with the giants ?? :smallredface:

Bhu
2010-03-11, 12:26 PM
Very interesting, I'm very fond of classes that allow creativity :smallsmile:



Hmmm...you got me wondering here, this has serious potential !! :smallcool:

P.S. do you think there is a chance to fit another one or two epic prc's in the Orc/Goblinoid set before you proceed on with the giants ?? :smallredface:

I believe so yes :smallwink:

Bhu
2010-03-12, 02:14 PM
Swords have been updated.

Bhu
2010-03-13, 04:23 PM
Any thoughts on the Strategy ability as written? I wonder if it's a lil over the top.

Cieyrin
2010-03-14, 01:56 PM
Any thoughts on the Strategy ability as written? I wonder if it's a lil over the top.

Strategist is just Alacritous Congitation for Divine Casters, so not so bad, really.

Bhu
2010-03-15, 09:00 AM
Capstone is up. If you guys like I believe it will be about time for an Epic Goblin PrC....

Bhu
2010-03-16, 11:09 AM
RUST MONSTER HERDER

Picture URL

“Most children have a bug period, and I never grew out of mine.”

While most Goblin children enjoy frolicking on the plains or getting into trouble, you often went off to explore the local caves, fascinated by the unusual flora and fauna there along with the various mineral formations. Eventually you met the little larval bug who would change your life and put a new perspective on the world for you. He would become your truest friend over the years, and eventually you would champion his kind, even over your own peoples wishes. Nobody comes between you and lil' Goober.

BECOMING A RUST MONSTER HERDER
Generally you must have befriended a Rust Monster and have it become your companion. And survive your attempts to feed it at what will likely be the parties expense.

ENTRY REQUIREMENTS
Race: Any Goblinoid
Feats: Aberrant Companion (See below), Aberrant Magic (see below), Aberration Trainer (see Arms and Equipment Guide page 73), Companion Spellbond, Epic Companion (see below)
Skills: Handle Animal 20 ranks, Knowledge (Dungeoneering, Nature) 12 ranks, Survival 12 ranks
Class Abilities: Animal Companion, Wild Empathy
BAB: +21


Class Skills
The Rust Monster Herder's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (Dungeoneering, Geography, Nature)(Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each Level : 6 + int

Hit Dice: d8


Abilities
1. Rust Monsters Are Mah Fwiends
2. Smite the Enemy
3. Summon the Horde
4. Rust Monsters Are Mah Fwiends
5. Smite the Enemy
6. Summon the Horde
7. Rust Monsters Are Mah Fwiends
8. Smite the Enemy
9. Summon the Horde
10. Master of Monsters

Weapon Proficiencies: Rust Monster Herders gain no new weapon or armor proficiencies.

Rust Monsters Are Mah Fwiends (Ex): At 1st level you may automatically Take 20 when making a Ride or Handle Animal Check against a Rust Monster or Annihilator. All Rust Monsters/Annihilators initially treat you as friendly (even if you have metal). You may also ride a Rust Monster into battle if you have trained it. Also your Rust Monster Herder levels stack with your Ranger or Druid class levels for determining the level of your Animal Companions abilities.

At 4th level all spells you cast on a Rust Monster/Annihilator that would be beneficial are cast as though they were cast with the Empower Spell Feat (this does not increase the level of the spell, and is a Supernatural ability).

At 7th level all spells you cast on a Rust Monster/Annihilator that would be beneficial are cast as though they were cast with the Quicken Spell Feat (this does not increase the level of the spell, and is a Supernatural ability).

Smite the Enemy (Su): Beginning at 2nd level you may Smite anyone who attacks or threatens one of your Rust Monsters. Declare you are making a Smite before rolling for the attack. You gain an untyped Bonus on the Attack and Damage rolls equal to your Rust Monster Tender Level.

At 5th level if you are successful with your Smite Attack all Aberration Allies present at the encounter gain the same Bonus to Attack and Damage rolls against that same opponent for the duration of the encounter.

At 8th level if you are successful with your Smite Attack and any Aberration Allies happen to be flanking your opponent they get a free Attack of Opportunity.

Summon the Horde (Su): At levels 3, 6, and 9 you gain an additional Rust Monster as a Companion (or Annihilator if you wish to take the penalty, these are equal in power to your current Rust Monster Companion). You also gain the ability to Summon up small hordes of Rust Monsters/Annihilators while underground.

At level 3 you can Summon 2d4+1 Rust Monsters three times per day. They stay for the duration of the encounter and are equivalent in power to the Herders Aberrant Companion.

At level 6 you may instead summon 3d6+3 Rust Monsters, or 1d4 Annihilators.

At level 9 you may summon 4d8+4 Rust Monsters, 2d4 Annihilators, or 1 Dire Rust Monster.

Master of Monsters (Su): At 10th level, once per day, you may sacrifice one use of your Summon the Horde ability to enhance your Rust Monster Companions abilities for 10 rounds. For those 10 rounds, you get your full level when determining your Animal Companions abilities. For example: Crazy Bob (Goblin Ranger 20/Epic Ranger 3/Rust Monster Herder 2) has Goober, a Rust Monster Companion. He is effectively Level 6 (Level 12 minus 6 because of taking a higher level companion). For the duration of this ability he is Level 25.

PLAYING A RUST MONSTER HERDER
You like bugs. The weirder the better. Some people say that makes you crazy, but they're the crazy ones. The bugs will hide and protect you if need be. And you will do your best to look out for them in turn. Occasionally your people will ask you for help against their enemies, and if they can provide sufficient metal (or their enemies can) you will consider it. After all it may make them rethink their view on buggy life forms.
Combat: Combat is for fighter types. You'd prefer to live in peace with your surroundings. It's better for your friends that way. But if need be, your carapaced friends can reduce the average team of adventurers to nudity in seconds. Well near nudity anyways...
Advancement: Rust Monster Herders have their aberrant friends in mind first and foremost, and will do what is necessary to protect them and see to it that they thrive. This above all is present in their minds when they consider what paths to take in life.
Resources: Bug Monster Herders are usually social outcasts, so they only have their critters and a few like minded individuals to call upon for help. Granted being an Epic level character means not many people are gonna go out of their way to provide you with trouble...

RUST MONSTER HERDERS IN THE WORLD
"You ever just know on meeting someone that there's something wrong with him?"
You aren't well liked, and your rarely understood. Nobody really 'gets' you, except your friends the Rust Monsters. And that's fine by you. You've always considered everyone else a pain in the behind anyway.
Daily Life: Your daily life is spent tending to the needs of your friends and providing for their community. Sometimes you also spend it educating like-minded youths in the hopes that others will follow the path you have chosen. After all you won't live forever, and who will protect Goober and his family when you are gone if you don't raise responsible guardians?
Notables: Crazy Bob (N Male Goblin Ranger 20/Epic Ranger 3/Rust Monster Herder 2) is a nutty hermit who lives in the nearby caverns. The other goblins are scared spitless of him, but in times of need he can be a friend if they supply him with iron for his 'friends'.
Organizations: Rust Monster Herders are hermits of a sort, and most belong to no organizations of any kind. They stick to protecting their 'flock' for lack of a better term.

NPC Reaction
Most people hate Rust Monsters. They aren't fond of Goblins either. Goblins devoted to raising and protecting Rust Monsters are in a class of loathing all to their own. Which is a nice way of saying your friends among the talking people are few.

RUST MONSTER HERDERS IN THE GAME
This class means you will be lugging around a lot of Rust Monsters. Meaning your party will be one step shy of lynching you on most occasions. Be careful.
Adaptation: This is probably better for a silly campaign, but it could do well in a serious one too. You could even spin it off into a horror story if done right.
Encounters: Rust Monster Herders are usually found underground with their 'family', unless they've been convinced to take part in a battle or go on an adventure to help out their critters.

Sample Encounter
EL 25:


Crazy Bob
N Male Goblin Ranger 20/Epic Ranger 3/Rust Monster Herder 2
Init +5, Senses: Listen +11, Spot +11, Dark Vision 60'
Languages Common, Goblin
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AC , touch , flat-footed (+5 Dex, )
hp 137 (25 HD)
Fort +15, Ref +19, Will +11
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Speed 30 ft. (6 squares)
Melee
Base Atk +23, Grp +21
Atk Options Favored Enemy (Aberration +4, Magical Beast +4, Plant +4, Ooze +4, Undead +4), Smite the Enemy (+2)
Combat Gear
Spells Per Day 1st: 4 (DC 14)
2nd: 4 (DC 15)
3rd: 4 (DC 16)
4th: 3 (DC 17)
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Abilities Str 6, Dex 20, Con 12, Int 10, Wis 16, Cha 11
SQ Wild Empathy, Woodland Stride, Swift Tracker, Camouflage, Hide in Plain Sight, Rust Monsters are Mah Fwiends
Feats Aberrant Companion, Aberrant Magic, Aberration Trainer, Companion Spellbond, 3, Endurance (B), Improved Precise Shot (B), Manyshot (B), Rapidshot (B), Track (B)
Skills Climb +6, Concentration +16, Handle Animal +28, Hide +17, Jump +6, Knowledge (Dungeoneering, Geography, Nature) +16, Listen +11, Move Silently +17, Ride +17, Search +9, Spot +11, Survival +15
Possessions



Aberrant Companion
You have exchanged your Animal Companion for something of a more dubious nature.
Prerequisites: Animal Companion, Aberration Trainer, Favored Enemy (Aberration)
Benefits: You may trade your Animal Companion for an Aberration from the following list (remember if playing a Ranger your level is halved for determining the power level of your Animal Companion as well as what alternates you can choose). Your Wild Empathy now also works on Aberrations with an Int of 4 or less:

1st: Faux Spider, Landsquid, Omnicidal Furry, Squig
4th: Ant Gawd, Choker, Howler Wasp, Squid Bee (Level -3)
7th: Grick, Harpoon Spider, Lurker, Rust Monster (Level -6)
10th: Catoblepas, Carrion Crawler, Gibbering Mouther, Wyste (Level -9)
13th: Embrac, Man-Snail, Seryulin, Slasrath (Level -12)
16th: Chwidencha, Dread Harpoon Spider, Lodestone Marauder, Prismatic Roper (Level -15)

If you have Epic Companion you may also get more powerful Aberrations at Epic Levels:

22nd: Arachnoid 12 Headed Hydra, Faux Beholder (Level -21)
25th: Annihilator, Arachnoid Spinosaurus (Level -24)
28th: Arachnoid Nightmare Beast, Dire Rust Monster (Level -27)

The new critters can be found on the list here: http://www.giantitp.com/forums/showpost.php?p=4084055&postcount=26


Aberrant Magic
Your Ranger or Druid spells now affect more than just animals...
Prerequisites: Must be able to cast spells from the Druid or Ranger List, Knowledge (Dungeoneering) 6 ranks
Benefits: Any spells you may cast that specifically target Animal(s) may now target Aberrations as well. For example Animal Growth can now be cast on Aberrations.


Epic Companion (Epic)
You have a truly legendary companion.
Prerequisites: Animal Companion, Handle Animal 12 ranks, Level 21+
Benefits: Your Animal Companion continues to gain benefits with Epic Levels:

Companion Abilities
{table=head]Level|Bonus HD|Natural Armor Adj.|Str/Dex Adj.|Bonus Tricks|Special
21-22|+14|+14|+7|8|Improved Link
23-24|+16|+16|+8|9|Improved Share Spells 10'
25-26|+18|+18|+9|10|Improved Devotion
27-28|+20|+20|+10|11|Improved Multiattack
29-30|+22|+22|+11|12|Improved Share Spells 20'
31-32|+24|+24|+12|13|Improved Share Spells 40'
33-34|+26|+26|+13|14|Improved Share Spells 80'
35-36|+28|+28|+14|15|Improved Share Spells 160'
37-38|+30|+30|+15|16|Improved Share Spells (any range)
39-40|+32|+32|+16|17|Improved Intelligence[/table]

Improved Link: The Druid or Ranger can Take 20 on Handle Animal Checks made against their Animal Companion.

Improved Share Spells: The Range of the Share Spells ability doubles at level 23. It doubles again at level 29 and every 2 levels thereafter, until it works at infinite range at level 37.

Improved Devotion: The Animal Companion becomes Immune to Mind-Affecting Effects.

Improved Multiattack: The Animal Companion gets the Improved Multiattack Feat.

Improved Intelligence: The Animal Companion gets +4 Int, but still qualifies for as an Animal for purposes of Feats/Spells/etc (in other words if you have this Feat and Aberrant Companion you still have your Aberrant Companion despite the increased intelligence).

imp_fireball
2010-03-16, 01:51 PM
I've got OGL reservation on a goblin PRC I'm gonna submit later.

GOBLIN INNOCULATOR

http://fc08.deviantart.net/fs9/f/2006/343/f/1/WoWWiki___Kryll_by_weremagnus.jpg

Eww it go right fast down when it were injected don't it?! No worries, it work 'cause I tested it with me first! Hehehe!

Few if any of the lesser goblinoids have been known to not succumb to sheer madness upon developing psychic powers. Some can make use of that madness however, applying an odd combination of psychic ability and their beloved alchemical practices, making them useful chemists of war when brute strength helps not at all. Innoculators get their name from their tendency to come up with cures to conditions affecting different tribes of orcs (most likely as the result of biological warfare) and then injecting it into them with their syringes one by one. However, there is little rhyme or reason to it as Innoculators don't always know little to anything about biology - there is no practiced method of injecting a patient. They do it right on the field, and on any body part they can find, as fast and as efficiently as possible.

The intelligently mad blue goblins and their green skinned cowardly, hunter/scavenger cousins both take to this class quite well. There isn't really a true developed path to a goblin innoculator - all of them take after both the shoddy sciences of practical devices and magic of alchemy. And all of them consume the mystical drug 'Synapse Snapple' which in its own way, puts them into a permanent mind altering state of clarity that leads them down this path.

BECOMING A GOBLIN INNOCULATOR
In order to become a goblin innoculator, you must have spent several days in an alchemists lab coming up with the potion 'Synapse Snapple' and then consumed it to heighten your psionic senses into offering insight into combining psychic power with alchemy. Synapse Snapple costs 100 gp to make. You can gain knowledge of this item after producing potions for up to a month and selling them to orc or goblinoid tribes (on a consistent basis during your travels).

ENTRY REQUIREMENTS
Race: Any Small Sized Goblinoid
Skills: Craft (Alchemy) 6 ranks, Techcraft 4 ranks
Additional: Able to manifest at least one 2nd level psychometabolism and metacreativity power

Class Skills
The Goblin Innoculator's class skills (and the key ability for each skill), Craft (Int), Knowledge (Psionics) (Int), Survival (Wis), Tumble (Dex), Sleight of Hand (Dex), Hide (Dex), and Move Silently (Dex)
Skills Points at Each Level : 4 + int

Hit Dice: d6



Abilities
1. +0 BAB, +0 Fort, +2 Ref, +2 Will; +1 Manifester level, Injections
2. +1 BAB, +0 Fort, +3 Ref, +3 Will; Telekinetic Injection, Minor Replication
3. +2 BAB, +1 Fort, +3 Ref, +3 Will; +1 Manifester level, Psychic Articulator
4. +3 BAB, +1 Fort, +4 Ref, +4 Will; Major Replication, Cleansing, Overcome Immunity
5. +3 BAB, +2 Fort, +5 Ref, +5 Will; Perfect Replication, Psychic Vessel, +1 Manifester level

Important House Rule Note: This class assumes that Craft (Alchemy) is a skill usable by either psionic power manifesters or spell casters, rather then just the latter.

Weapon Proficiencies: Goblin Innoculators gain no new weapon or armor proficiencies aside from proficiency with a special syringe they create.

Injections (Ex)

The goblin innoculator has the ability to craft alchemical recipes and poisons that require injury to transmit - crafting can include any poison or alchemical substance that the goblin has crafted before. Crafting this requires a full round action, and is automatically applied to the syringe. The craft check cannot be sped up, and has no cost.

They also may craft one syringe, that costs 5 gp to produce, and 2 days. Crafting the syringe is a DC 55 (int modifier + any points in craft (applicator)). For the sake of crafting the syringe, assume that the goblin innoculator already has a +45 to the check. In this way, crafting can be sped up or slowed down as normal for most craft checks. Losing the syringe or having it destroyed means the innoculator must craft another one, using the above rules again. The syringe is like a weapon, even though it deals no damage and as such can receive magical or psionic enhancements, just like any weapon (enhancement bonuses such as +1, +2, etc. deal that amount of additional damage - +1, ie., deals 1 damage because the syringe normally deals no damage and the equation is thus 0 (syringe mundane damage) +1 (enhancement bonus damage)).

Applying injury poison via the syringe requires a melee attack versus enemy's AC as normal. Because the attack deals no damage, it automatically bypasses DR for the purpose of poisoning. Applying alchemical substances via injury to an opponent deals their usual affects as normal, however note that the substances must be liquid.

Finally, the Goblin Innoculator is considered to have Poison Use (as the assassin class feature in the SRD) for the purpose of applying poison to his syringe. Note however that, when used upon allies, there is a 20% chance that a previous poison contained within the syringe will be applied to the target.

The syringe can hold up to one dosage of poison or alchemical substance. You are automatically considered proficient with the syringe.

Minor Replication (Ps)

By expending his psionic focus, the Goblin Innoculator can duplicate the effects of another poison or alchemical substance without the need of a craft check or GP expenditure, assuming they have 10 minutes of uninterrupted study of the substance itself - the knowledge is retained thereafter for the rest of the day, but is lost/forgotten at the beginning of a new day.

They may also apply the effects of any psychometabolism power they manifest and then transmit it via the injection, however this will get rid of anything that was previously in the syringe. Applying the power is considered manifesting as normal and requires a full round action in addition to whatever action is needed to manifest the power initially. When transferring the power via injection, it does not require additional power point expenditure. The power preserves itself in the syringe for a full day.

Note that the syringe, whenever it contains anything, is considered a psionic device. Only the innoculator may use the syringe in this way without requiring a Use Psionic Device check - the latter must succeed on a DC equal to 10 + innoculator's manifester level + innoculator's key ability score + level of the highest level power contained within the syringe. Failure indicates that whatever they intended to use that was stored within the syringe at the time affects them instead of their target.

Psychic Articulator (Ex)

You can apply the effects of both a psychometabolism psionic power and an alchemical substance or poison in the same injection upon one target.

Alternatively, you can apply two powers into the syringe, and apply them both to the same target or to separate targets with separate attacks.

This affect lasts only for the duration of an encounter. Thereafter, the power/substance/poison that was originally stored in the syringe is the only thing remains, unless the player specifies that they wish to use that power/substance/poison upon injecting an enemy with the syringe.

In a nutshell: This ability allows you to store one use of an additional 'phantom' power/substance/poison in your syringe per encounter. Powers for this purpose do not need to be manifested or applied as per the normal rules for applying a power as a dose in the syringe. Alchemical substances and poisons must still be replicated or crafted, must be stored elsewhere, and are not expended when used in this way.

Major Replication (Ps)

Just like Minor Replication, except that you may duplicate an alchemical substance or poison and apply it to your syringe in a standard action and without the need of studying it beforehand (assuming you expend your psionic focus), however you must still have extensive knowledge of it (ie. having crafted it before). Injecting an enemy is now a melee touch attack rather then a regular one.

Overcome Immunity (Ps)

By making a manifester level check versus the victim's constitution score, you can overcome one immunity, racial bonus they have to a save, or energy resistance to affect them with a poison or alchemical substance. This is a free action, however you must be aware of the victim's resistance, racial bonus to a save, or immunity in order to overcome it and affect them with something they would otherwise be unaffected by or more resistant to.

Cleansing (Ps)

There is no longer any chance of poisoning allies with a poison that previously existed in the syringe when injecting allies with another substance or power that exists in the syringe at the time.

Perfect Replication (Ps)

Just like Major Replication, except that you no longer need to make a craft check for poisons or alchemical substances and, if you expend your psionic focus, you can duplicate poisons or alchemical substances and apply them to your syringe in a swift action. You may also replicate enemy powers that you are aware the enemy can use with a psicraft check equal to DC 10 + enemy's manifester level + enemy's key ability score.

You may also replicate by having distant knowledge of the poison or alchemical substance. An example of acquiring distant knowledge is succeeding on a knowledge check to recall the poison or alchemical substance, or having studied it in a book for 1d4 hours each day, for a week. Alternatively, if it suits you better, you may study a live sample for 10 minutes, as minor replication.

Finally, by expending your psionic focus, you may apply a power to your syringe as a swift action, where initially manifesting said power for this purpose is a free action.

Psychic Vessel (Su)

You may duplicate the effects of any spell, spell like, psi like, or supernatural ability via transmission with the syringe (assuming the effect normally effects individual targets via transmission). You may also store up to three 'doses' which can be included in the form of powers transmitted to the syringe, above abilities replicated, alchemical substances or poisons. Transmitting any of these is at the goblin innoculator's option. Powers stored within the syringe now last for up to a week instead of one day.

PLAYING A GOBLIN INNOCULATOR

You have a love for coming up with cures for any ailment that befalls a party, buffs to aid them in any scenario, and manifestations and chemical applicators for problems, large and small.

Combat: Goblin Innoculators must be at the front lines of combat in order to be truly effective and although they can stand behind the beefier PCs and sub as the party healer, this isn't using them to their full potential. Despite their low HD and BAB, their administered syringe can transmit very harmful affects upon an individual enemy that can make or break a battle. They can also squirt chemicals from the syringe at 5ft. range, however this isn't as guaranteed a method as a melee administering and requires an enemy to be helpless or held down in a grapple.

Resources:

GOBLIN INNOCULATORS IN THE WORLD
"Hello! How you doin', how you doin' warrior?! Yeh, big fella orc with sword! Yeh, I make you stronger, yeh? You want chemicals, help make you bigger? Hey! Yeh! Hey! Don't blow me off fella stranger orc friend! I goblin, goblins make best chemicals make you best strong! Yeh! What?! Grut Spit no better, it's all lies! *curses in goblin* Last time I lose customer! This can't go on no more!"
- Nob Wink, goblin merchant and alchemist on the day that he declares vendetta against Grut Spit, only to be murdered by the telepathic Innoculator just hours later.

Daily Life: Goblin Innoculators usually spend most of their free time testing out new potions via injection, usually on themselves. Occasionally, they'll sell them, for an Innoculator is always in need of money. Despite his ability to spontaneously brew new mixtures in a matter of seconds, gp for materials is always a limiting factor until of course they reach a high enough level to forgo it completely.

Notables: Grut Spit (Neutral Evil Blue Psion 3, Goblin Innoculator 5) detests competition and when a vendetta is declared against him, well, he deals with it quickly. His telepathy augmenting Neural Buzz potion helps him weed out potential backstabbers. It's not that he's paranoid... well he is; it's just that he really hates it when others try to harm him or his business, even in the slightest. It's common sense, y'know? And they're fools, they're all fools, who wants fools frolicking about when all they are is fools? Murdering all of their relatives is all a part of the game plan too.

Organizations: Goblin Innoculators will associate with anyone of any alignment, as long as it earns them cash and allows them to practice their art or science (each individual has differing opinions on whether or not it is a science or an art).

NPC Reaction
Most NPCs consider Goblin Innoculators mere merchants or alchemists, perhaps the kind with slightly less of a head and more of an obsession with 'quack theories'. This is all thrown out the window when they see them in battle however, able to bring to bear an endless variety of potions that they seem to be able to draw from their sleeves in an instant.

GOBLIN INNOCULATORS IN THE GAME

Adaptation: Goblin Innoculators can belong in pretty much any setting with both psionics and magic. Games that throw racial affiliation out the window help too, since Innoculators usually are more interested in customers and less so in furthering the goals of some goblin god or serving their nation of origin.

Encounters: The PCs can encounter an innoculator anywhere. It'd be particularly useful to hire them along as mobile alchemy factories. Be warned however, their desire to riches may not always contradict their alignment - an evil or neutral innoculator may sooner run away at chemically altered speed with the gold you give them then put it to use for your sakes. Then again, the same applies to rogues or anybody who isn't lawful/good, really (and even then, many LG's only appreciate a party with other LGs to help 'hold its moral fiber together' in what they believe is the best step to success) - always be on your toes.

Sample Encounter
EL 6: The party hears rumors of a brilliant goblin with dark bluish skin by the name of Grut Spit. Apparently he runs a local alchemist's shop and that his potions are of some of the finest quality, but for a great price. Further investigation yields knowledge that there are no other competitors in most of the city. Questioning the snide little creature reveals no information (you didn't think it would). Your suspicions are eventually realized when you discover that he could be manipulating most of the city with mind altering drugs. On one cold morning, the party is ambushed by city guards...

Grut Spit
Neutral Evil Male Blue Psion 3/Goblin Innoculator 5
Init +0, Senses: Listen +9, Spot +9,
Languages Common, Goblin, Orc, Draconic, Elven, Giant, Gnoll
------------------------------------------------
AC 10, touch 10, flat-footed 10 (+1 Size, -1 Dex)
23 hp ( 5d4 + 3d6)
Fort +3, Ref +9, Will +13
------------------------------------------------
Speed 30ft. ( squares)
Melee Syringe +4 (no damage, special: administer)
Base Atk +5, Grp -6
Atk Options Syringe or Powers
Combat Gear Syringe
Powers Prepared As 6th level Psion
Supernatural Abilities None
-----------------------------------------------
Abilities Str 6, Dex 8, Con 10, Int 20, Wis 18, Cha 6
SQ Darkvision 60ft, Naturally Psionic
Feats Weapon Focus (Syringe), Force of Will, Psionic Meditation
Skills Concentration +10, Spot +9, Listen +9, Craft (Alchemy) +19, Move Silently +14, Sleight of Hand +10, Sense Motive +9, Techcraft +16, Knowledge (Psionics) +16
Possessions Tool Belt, Syringe, Vials, Artiste Psi-crystal
------

Goblin Innoculator Feats

It Go Right Fast Down...
Prerequisites: Poison Use, Sneak Attack (or other precision damage) 1d6

If you manage to poison someone via injury with your designated/attuned syringe during a sneak attack or dealing other precision damage, you may allow the secondary affects of the poison to take affect immediately. Additionally, the additional damage dealt by the sneak attack applies normally, even if the syringe does not normally deal any damage.

Biological Warfare Agent
Prerequisites: Goblin Innoculator 2nd level, Craft Alchemy (11 ranks)

You may now craft and/or replicate psionic or mundane diseases, initially transmittable via injury, with an alchemy check and store them in a syringe capable of storing alchemical substances, powers and poisons. Note that the maximum CR of the disease you may replicate with your class's replication ability is your manifester + key ability score divided by two.

As normal, in order to replicate a disease, you must have an amount of prior knowledge of the disease equal to whatever level of replication you have acquired from your levels in the Goblin Innoculator prestige class (minor, major or perfect).

Note: If you wish to use this feat to invent entirely new mundane diseases, you must succeed the appropriate Techcraft check. To create new psionic diseases, you must succeed on the appropriate Psicraft check.

Normal: You may only replicate poisons, alchemical substances, or powers. Note that replicating or crafting magical diseases (as opposed to psionic or mundane ones) requires the appropriate features from another class or feat.

Quartermaster of the Syringe
Prerequisite: Goblin Innoculator 5th level, Must have a syringe

You may now craft a number of syringes equal to your manifester level, however you may only use one of them for your own purposes. You cannot store your own powers, replicated alchemical substances and/or poisons in another syringe besides the one that was specified to you, however others may use these syringes and store their own powers, alchemical substances and/or poisons in them with the aid of your replication ability, assuming they can attune to them and assuming they remain within a 100ft. distance of yourself. Each time you craft a new syringe for yourself, you do not have to attune to it, instead you need only designate it as your syringe usable by you (free action). If you craft a new syringe for other people, they must re-attune to them, assuming the one they attuned to previously was destroyed or lost.

Each person can only attune to one syringe - if they attune to another syringe, their original attuning to the previous syringe disappears and anything stored it in via replication is lost forever.

Attuning requires 1d4 hours of uninterrupted meditation. If they do not attune to the syringe, they must make a Use Psionic Device check to use it (assuming it contains doses of anything), as normal.

Storing alchemical substances, poisons and/or powers in an attuned syringe requires a craft check and/or power point expenditure from the person that is attuned to the syringe and the aid of the person who crafted the syringe (they use their replication ability for this purpose). This requires actions equivalent to as if the Goblin Innoculator were storing alchemical substances, poisons and/or powers in the syringe themselves. The powers that they may store are limited to the discipline of powers that the Goblin Innoculator may store in their own syringe.

A syringe that another person has attuned to cannot be designated as the goblin innoculator's syringe usable by them. When someone else wields a syringe, they wield it as if the goblin innoculator were wielding it (ie. make melee touch attacks if the goblin innoculator were allowed melee touch attacks with their own syringe), except that they use their own key ability modifier and BAB.

If a person using a syringe they have attuned to wanders beyond the Goblin Innoculator's 100ft. range limitation, they may continue using their syringe for a number of hours equal to the Goblin Innoculator's manifester level. Beyond that point, they are no longer attuned to the syringe.

A syringe that one person has attuned to cannot be attuned to another person as well.

Finally, the Goblin Innoculator has a heightened awareness of whenever a syringe that someone has attuned to is used within their 100ft. range. They are also aware of whenever an attack made with the syringe hits its target within this range limitation.

Refurbished Syringes
Prerequisite: Quartermaster of the Syringe

Just like the 'Quartermaster of the Syringe' feat, except that you may now use syringes that others have attuned themselves to as your designated syringe usable by you. This means that you may use the powers, alchemical substances and/or poisons of others. You may also transmit your own powers, alchemical substances or poisons to a syringe not designated by you, however this only lasts for a number of hours equal to your manifester level + your key ability score; and you may not transmit these powers via injury without a Use Psionic Device Check, as normal for creatures using syringes they have not attuned themselves to. In this way, the person attuned to the syringe may use your powers, alchemical substances or poisons you have stored in said syringe.

You are still only allowed to designate one syringe usable by you.

Universal Power Conduit
Prerequisite: Goblin Innoculator 5th level

You may transmit any power via syringe. Transmitting the power causes it take affect as normal. If the power is meant to affect an area, then you have the option of suppressing it for up to a number of hours equal to your manifester level + your key ability score. Willing it to take affect after suppression in this way is an immediate action of unlimited range and grants perception of the target depending on the power's discipline. If you wish it to take affect immediately, then it costs no additional action. Whenever an area of effect power takes affect after being injected into a target, if the power is listed as 'centering on the manifester' or requiring something to center upon, it always centers on the target of the injection instead.

The below options apply only to area of effect powers, in accordance to their disciplines. If an area of effect power is suppressed beyond its time limitation for suppression, then it is expended automatically with no affect and the power points spent to initially manifest it are wasted.

Psychoportation - By expending the power's use (move action), you may teleport adjacent to the creature. If you must cross planes in this way, make a manifester level check DC 20 (-5 if it's a plane that you have been to before; +10 if the person is aware of you teleporting). Failure indicates that you are transported to a random plane at GM discretion via the Plane Shift spell.

Passive: If you do not expend the power's use, you may detect whenever the victim teleports or is otherwise transported somewhere magically or psionically. You know the time of day that the victim is transported, where they are transported from and where they are transported to as well as the plane they reside on when transported and the plane they reside on after transportation.

Telepathy: You can read the victim's surface thoughts, assuming they reside on the same plane. The victim can hide their thoughts from you with a bluff check opposed by a check of 5 + your manifester level + key ability score. If they are successful, their thoughts are hidden for 10 minutes. By taking a -5 penalty, the victim may feed you false thoughts for 10 minutes.

If the victim resides on a separate plane from you, they receive a +10 to this bluff check, and success indicates that they may hide or provide false thoughts to you for 1 hour.

Clairsentience: You always know the location of the victim (assuming you are familiar with the location; if the location is foreign in any way, you may familiarize yourself with it with 3d4 minutes of meditation) and may scry on them with immediate success as a standard action, with the exception that you may only see the victim but not hear them.

Psychometabolism: You have knowledge of the victim's physical ability scores, hit points, any mundane poisons or diseases they have been afflicted by and all of their extraordinary abilities and any feats/class features/maneuvers/etc. that are undeniably mundane (if it's up for debate, remember that the GM is always right).

Metacreativity: You have knowledge of any powers or spells that the victim manifests or casts and how powerful they are as well what affects they created. You also have knowledge the victim's caster level and/or manifester level.

Active: If you expend the power's use (free action), you may gain knowledge of all the powers and/or spells the victim is capable of manifesting or casting. You may also study any spells or powers that your manifester level meets the requirements of to learn through meditation and learn them normally, or replicate them assuming you meet the knowledge requirements.
This assumes that the GM uses the psionic/magic transparency rules, as normal.

Psychokinesis: By expending your psionic focus and making a manifester level check + key ability modifier opposed by victim's will save + 10, you can render the victim helpless for as long as you yourself choose to be helpless.

Alternatively, you may expend this power to allow the next power/spell they manifest or cast (with somatic and/or vocal components) to affect them or their allies within range instead (assuming you yourself can see their allies; you control where the spell or power is directed). This is an immediate action.

Normal: You may transmit only psychometabolism powers via syringe.

Extra Doses
Prerequisite: Goblin Innoculator 5th level, Psychic Vessel class feature

Your syringe may now store 2 additional doses. This feat only applies to one syringe. It also stacks - each time it is taken, it can apply to a different syringe, or to the same syringe as previous. Because this feat only applies to one syringe, it should be noted under the specific syringe's name.

Exception: If the syringe you applied this feat to is lost or destroyed, the feat may be re-applied to another syringe - otherwise, this exception is disallowed.

Normal: If you are a 5th level Goblin Innoculator, your Psychic Vessel class feature allows you to store 3 doses worth of alchemical substances, poisons and/or powers.

Injection Overflow
Prerequisite: Goblin Innoculator 5th level, Extra Doses

By expending your psionic focus, you can allow every dose contained within your syringe to affect the same target all at once.

Special: If you have the 'Quartermaster of the Syringe' feat, you can expend your psionic focus when an ally makes a successful attack with a syringe to allow this feat to affect their syringe instead.

Suppress Dosage
Prerequisite: Goblin Innoculator 1st level

You may suppress any affect of a power, alchemical substance and/or poison that you transmit to the target via injection and then will it to take affect as an immediate action at a later date, assuming the opponent still resides on the same plane as you.

Note: This feat does not grant perception of the victim beyond line of sight nor the ability to read the injected victim's thoughts.

Bhu
2010-03-16, 09:58 PM
This sounds like a mad scientist gobbo :smallbiggrin:

eeeeeexcellent

imp_fireball
2010-03-17, 04:15 PM
Psychic alchemist hybrid actually.

I'll do it tomorrow if my parents actually let me on (been off more than a week :smallsigh:).

Bhu
2010-03-18, 10:47 PM
RUst Monster Herder is getting fluff up whilst I do some research for the class.

Bhu
2010-03-19, 11:56 PM
Having a lil bit of difficulty finding appropriate prerequisites so I may need to make some Feats and such for this one. Or at least a variant class abilit allowing for an Aberration Companion.

Bhu
2010-03-21, 11:24 PM
Is the Innoculator done? If so I'm putting him in the creditslist on the front page.

Fluff for Rust Monster Herder is up, I'm still thinking on prerequisites. I may have to make some

imp_fireball
2010-03-22, 12:36 AM
Is the Innoculator done? If so I'm putting him in the creditslist on the front page.

Fluff for Rust Monster Herder is up, I'm still thinking on prerequisites. I may have to make some

Not yet. Haven't detailed the mechanics.

Put him on the front page anyway though. :smallsmile:

imp_fireball
2010-03-22, 01:13 AM
Having a lil bit of difficulty finding appropriate prerequisites so I may need to make some Feats and such for this one. Or at least a variant class abilit allowing for an Aberration Companion.

Personally, I'd just go with some ranks in handle animal and maybe that one feat that allows 'miraculous beasts' to be tamed. Also, levels in ranger or druid.

Cieyrin
2010-03-22, 02:46 PM
Personally, I'd just go with some ranks in handle animal and maybe that one feat that allows 'miraculous beasts' to be tamed. Also, levels in ranger or druid.

...Or we could just use this feat as a prereq, just taking the Aberation Trainer variation: (Creature Type) Trainer (http://realmshelps.dandello.net/cgi-bin/feats.pl?%28Creature_Type%29_Trainer) from the Arms and Equipment Guide, though the DCs would have to be checked, as my searching of Handle Animal off of the d20 SRD reveals they removed training things other than Animals from the skill.

On the other hand, we could just utilize the statement you can use Handle Animal with other critters with 1 or 2 Int, which the Rust Monster certainly falls within, and just up the DCs by 5, which would then not require the feat. Either that or go by the Epic DCs, which says raising an Aberration is 40+HD, or DC 45, and training an Aberration is 60+HD, or DC 65. The feat is certainly a cost saver in the second case, though that may apply the Epic rules DC of 35 to raise and 45 to train, so sorting that out is a process I'll leave to Bhu.

Them's my 2 coppers. Take as you will.

Bhu
2010-03-24, 12:01 AM
Is there a Feat that would allow a Ranger to use spells that affect animals on an aberration? Or do I need to make one?

Cieyrin
2010-03-24, 03:40 PM
Is there a Feat that would allow a Ranger to use spells that affect animals on an aberration? Or do I need to make one?

Rangers have plenty of spells that naturally only target animals. if you want those same spells affecting aberrations, that'd be something you'd have to come up with, as I can't think of anything that would work for that off-hand.

imp_fireball
2010-03-24, 09:09 PM
...Or we could just use this feat as a prereq, just taking the Aberation Trainer variation: (Creature Type) Trainer (http://realmshelps.dandello.net/cgi-bin/feats.pl?%28Creature_Type%29_Trainer) from the Arms and Equipment Guide, though the DCs would have to be checked, as my searching of Handle Animal off of the d20 SRD reveals they removed training things other than Animals from the skill.

On the other hand, we could just utilize the statement you can use Handle Animal with other critters with 1 or 2 Int, which the Rust Monster certainly falls within, and just up the DCs by 5, which would then not require the feat. Either that or go by the Epic DCs, which says raising an Aberration is 40+HD, or DC 45, and training an Aberration is 60+HD, or DC 65. The feat is certainly a cost saver in the second case, though that may apply the Epic rules DC of 35 to raise and 45 to train, so sorting that out is a process I'll leave to Bhu.

Them's my 2 coppers. Take as you will.

Justifying that you have to be epic to train an aberration is silly.

+5 is a good enough difference to overcome any 'freaky mindset' that an aberration has. The only true deterent would be figuring out an aberration's accommodations, not having the aberration attack you with its insanity inducing cthulhu-derived SLAs, etc.

Also, is their rules for taming animals? If so, then the same would apply with aberrations - the DC shouldn't increase. Common sense should just be applied in that if an aberration can say, dominate you or otherwise kill you with an SLA (not to mention crushing you physically, which is more avoidable), they'll probably do it before you can tame them.

Bhu
2010-03-24, 09:55 PM
Oh no this class isnt about being EPic required for training rust monsters. The Aberration Trainer Feat has few prerequisites, you can take it at low levels.

This class is about training your own personal army of rust monsters. :smallbiggrin:


And riding one into battle too prolly...

Cieyrin
2010-03-25, 02:38 PM
Justifying that you have to be epic to train an aberration is silly.

I wanna say that the 3.0 PHB had DCs for rearing and training beasts, which is what the A&EG feat refers to, though I'd have to go dig out my old book to find those DCs, since they aren't in the SRD, since it's 3.5 and the Beast type was absorbed into Animal and Magical Beast. The DCs are probably much more reasonable than what I got out of the Epic portion of the SRD for training stuff. I highly doubt A&EG was referencing Epic when it designed the Trainer feats.


Also, is their rules for taming animals? If so, then the same would apply with aberrations - the DC shouldn't increase. Common sense should just be applied in that if an aberration can say, dominate you or otherwise kill you with an SLA (not to mention crushing you physically, which is more avoidable), they'll probably do it before you can tame them.

Taming is what is referred to as the Rearing DC, as you can't generally tame something after it hits adulthood. You have to shape them as they grow older so that the mannerisms you want them to have stick.

Bhu
2010-03-26, 10:50 PM
Herder updated

Cieyrin
2010-03-29, 04:22 PM
Having your companion as a Favored Enemy seems an odd requirement, considering a similar feat, Spider Companion from Drow of the Underdark, requires just a companion and a Trainer type feat.

steelsmiter
2010-03-29, 04:23 PM
I like Frederick KT Andersson's Trolls

Bhu
2010-03-29, 11:53 PM
I spent the evening perusing monster manuals for Aberrations of the appropriate CR of Int 4 or less. Can anyone think of anything I missed? The list is edited into the Aberrant Companion Feat in the Herder post.

Still lookinf forward to the Innoculator being finished :smallsmile:

Cieyrin
2010-03-30, 02:40 PM
I spent the evening perusing monster manuals for Aberrations of the appropriate CR of Int 4 or less. Can anyone think of anything I missed? The list is edited into the Aberrant Companion Feat in the Herder post.

It looks pretty comprehensive, though I'll have to go peruse myself to see what is where. I also find it odd that there aren't any initial Aberration Companions, just powerful options. While I guess it makes sense, considering Aberration Trainer has a Handle Animal 8 requirement, you'd think there would be some options available for the Druid/Ranger who wanted to use their full Druid Level on a companion.

Bhu
2010-03-30, 10:15 PM
I wanted to, but I couldnt find an Aberration with a CR of less than 1.

Also all the Feats should be done now except the extra abilities for Epic Companion, I still gotta figure those out.

Cieyrin
2010-03-31, 02:53 PM
Also all the Feats should be done now except the extra abilities for Epic Companion, I still gotta figure those out.

I'm confused by what Epic Companion is actually giving, as Epic Druids and Rangers have that progression already: http://www.d20srd.org/srd/epic/classProgressions.htm#epicDruid

Bhu
2010-04-01, 10:34 PM
It grants them special abilities too. I just have to figure out what to put in.

Eikonos
2010-04-01, 11:45 PM
Heh, if you are talking about Rust Monsters, there are of course their slightly more dangerous cousins - annihilators :smallamused: (basically a "breed" of Rust Monsters existing in the Underdark, that disintegrate everything touched by their antenntae; Int 2, CR 15, can be found in the 3,5 Forgotten Realms accessory Underdark)

Bhu
2010-04-03, 12:12 AM
Herder has new ability, I edited in a few more aberrations for the Aberrant Companion Feat, and I'm including more at higher levels if you have the Aberrant Companion and Epic Companion Feats. Hopefully I have the CR progression right. I'd like there to be 4 options each for Aberration companions at lower levels so I need to make 4 at CR <1, two at CR 1-2, and one at CR 7-8. The Higher CR's for the Epic Companions will need to be templated critters or new ones cause I'm not sure there's many Int 4 or less Abs that high in CR.

Bhu
2010-04-06, 12:14 AM
Okay I peeked through the books for CR 12-16 Aberrations with an Int of 4 or less, and nfortuneately the Annihilator was it, so the rest of the spaces are occupied by various critters with the Arachnoid Template (coincidentally the only template that I could use that resulted in the critter becoming an Abberation). If you guys like I can whip up a template of some sort if the choices seem too iffy.

Bhu
2010-04-06, 11:24 PM
Herder has new class abilities, working on new aberrations still.

Cieyrin
2010-04-07, 02:35 PM
Favored Enemy is a strange way to apply vengeance on things that attack your critters. Maybe have some kind of Smite against them would be more in order, as Favored Enemy implies you've studied them and their methods to get advantage, which is difficult to imagine against some guy that came up and smacked your favorite rust eater.

Eikonos
2010-04-08, 12:07 AM
Hello Bhu ! :smallsmile:

I've been thinking about this for some time now - is there any chance you could create (a collaboration maybe, I'am certain at least some of your fans here would throw in their two cents) a different version of your School feats from the Samurai Redux thread, but based around martial traditions of Hobgoblins and Orcs (Orogs seem disciplined enough, heck, even normal Orcs are bound to have created at least one "school" or "tradition") :smallcool:.

Bhu
2010-04-08, 09:56 PM
Sounds interesting to me.

Maybe we can base the next class around it :smallwink:

Eikonos
2010-04-08, 11:50 PM
Sounds interesting to me.

Maybe we can base the next class around it

Bhu....man...are you made of awesome ?? :smallcool:

imp_fireball
2010-04-09, 12:06 AM
Reminds me of the orc blademaster from warcraft 3. Basically, orc samurai.

"For you I pledge the sights of agents!"
"My blade can cut through armor - and still cut a tomato!"

http://img.photobucket.com/albums/v240/fraggleroc/Sept%202004/WarCraft029b3.jpg?t=1270790068

Bhu
2010-04-09, 11:38 PM
I redid one of the class abilities, and started adding the abilities for the Epic Companion Feat.

Bhu
2010-04-11, 10:56 PM
The Epic Companion Feat abilities are done except the last level. Still tryin to decide on it. Now, for the Summon the Horde ability: Would you prefer more of a summon, or multiple companions?

Cieyrin
2010-04-12, 03:33 PM
The Epic Companion Feat abilities are done except the last level. Still tryin to decide on it. Now, for the Summon the Horde ability: Would you prefer more of a summon, or multiple companions?

Multiple Companions would create a parallel to the Beast Heart Adept and Beastmaster, so you could go with that, most certainly.

Bhu
2010-04-13, 12:23 AM
Got level penalties up for hte more powerful Aberration companions, working on the Faux Beholder as a Companion, got the Summon the Horde ability mostly done. Let me know if you think the extra companions not taking a penalty is too powerful.

Edge
2010-04-13, 04:29 AM
Given that the Rust Monster Herder is an epic PrC, it seems odd that it has only one epic requirement, that being epic companion. At the very least, I'd bump up the required skill investment. Handle Animal should certainly require epic skill ranks (24+), and a case could be made for the Knowledge (nature, dungeoneering) as well. On the subject of the latter, is a Rust Monster Herder required to meet the required ranks for both knowledges, or just one of them? If the latter, then an 'or' should be added in.

Bhu
2010-04-14, 12:40 AM
It has few Epic Requirements because it's intended to be entered quickly.

Both Knowledges are requirements, I always put an 'or' in if it's one of the other

Cieyrin
2010-04-14, 02:34 PM
Given that the Rust Monster Herder is an epic PrC, it seems odd that it has only one epic requirement, that being epic companion. At the very least, I'd bump up the required skill investment. Handle Animal should certainly require epic skill ranks (24+), and a case could be made for the Knowledge (nature, dungeoneering) as well. On the subject of the latter, is a Rust Monster Herder required to meet the required ranks for both knowledges, or just one of them? If the latter, then an 'or' should be added in.

I agree with this, as I failed to notice the lowish skill rank requirements. Putting the ranks at 24 means they can get in at 22nd, if you want immediate entry at Epic level, though I don't recall any epic PRCs that allow immediate entry like that. Plus, Epic Companion should have the same treatment, methinks, as epic feats don't otherwise usually say 21st level, they have requirements that would require you needing to be epic to pick up. Either that or it's implied by the [Epic] tag on the feat.

Bhu
2010-04-15, 07:10 PM
Rust Monster Herder now has all class abilities. Epic Companion has the last ability for it (and the missing Epic tag), and I put up a link to the new Aberration critters (which are almost done).

When I made the example NPC he needed 3 levels of Epic Ranger to qualify for the class unless I made an oopsie. If necessary I'll make some changes, but I cant push the skills up much higher than they are or he wont have many points for other things.

Bhu
2010-04-16, 11:25 PM
I added BAB +21 to the Herder prerequisites. Whilst I figure out equipment and finish the monsters for the Aberrant Feat its long past time I started the Orc warrior class I promised Eikonos:

ORC SPEAR MASTER

Picture URL

"Bring me my spear."

Orc Spear Masters are the elite warriors of their kind, one of the few that survive to high levels of any kind. The name 'Spear Master' is a bit of a misnomer. Spear Masters are masters of a specific weapon style, and usually wield Spears due to their devotion of Gruumsh. But they can also be seen wielding the Battleaxe, Great Axe, Orc Double Axe, and Orc Shotput. Most are famous Orcs running their own training schools.

BECOMING AN ORC SPEAR MASTER
Most Orcs attain this PrC by specializing in a specific weapon style, and actually surviving to see middle age or older. The Feat intensive build means most of them will also need Fighter levels.

ENTRY REQUIREMENTS
Race: Orc
Feats: Cleave, Great Cleave, Improved Critical, Overwhelming Critical, Power Attack, Weapon Focus, any one Style Feat
Skills: Intimidate 24 Ranks
BAB: +23


Class Skills
The Orc Spear Master's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Intimidate (Cha), Jump (Str), Knowledge (Local, War) (Int), Listen (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each Level : 4 + int

Hit Dice: d12


Abilities
1. Style Maneuvers
2. Defensive Training
3. Enlightened Rage
4. Style Maneuvers
5. Defensive Training
6. Enlightened Rage
7. Style Maneuvers
8. Defensive Training
9. Enlightened Rage
10. Master

Weapon Proficiencies: An Orc Spear Master gains no new weapon or armor proficiencies.

Style Maneuvers (Ex): At levels 1, 4, and 7 you get a special Maneuver used by your particular fighting style from the list below:

Harorox: Level1: At 1st level if you make a Charge Attack with a Battleaxe and hit successfully you automatically do maximum damage.
Level 4: At 4th level if you make a Full Attack with a Battleaxe you gain 2 additional strikes with it at your Highest BAB.
Level 7: At 7th level if you successfully confirm a critical hit with a Battleaxe, your opponent is considered to have Provoked an Attack of Opportunity and you gain an additional attack.

Pungrox: Level1: At 1st level when you make a Sunder attempt with a Greataxe you may ignore the objects Hardness.
Level 4: At 4th level if you Ready an Action to make an Attack with your Greataxe and are successful you do maximum damage.
Level 7: If you successfully confirm a Critical hit with a Greataxe, your opponent must make a Fortitude Save (DC is 10 plus 1/2 HD plus Strength Modifier) or be Denied his Dex Bonus to AC for 1d6 rounds.

Tveirox: Level1: From now on when using your Tveirox Style Feat, it only counts as one Attack of Opportunity, not two.
Level 4: Beginning at 4th level if you successfully confirm a critical with an attack with your Orc Double Axe, you automatically threaten a critical with the off hand weapon.
Level 7: If you successfully hit the same opponent more than three times with your Orc Double Axe you get a Disarm attempt as a Free Action. This does not provoke an Attack of Opportunity, and if you fail your opponent doesn't get a Disarm attempt in return.

Atgeirr: Level1: At 1st level if your opponents movement provokes an Attack of Opportunity and you hit successfully, you may make an opposed Strength Check to force him back into the square he started in. You get a +1 Bonus for every 5 points of damage your attack does, and your opponent can no longer move any more this round once your attack succeeds. You must be armed with a Longspear to use this ability.
Level 4: When successfully using your 1st level ability your opponents turn now ends completely and he can take no further actions, including Immediate, Swift, or Free Actions.
Level 7: At 7th level if you successfully hit with a Longspear when making an Attack of Opportunity, your opponent continues to bleed and loses 1d6 hit points per round until it receives a successful Healing Check (DC is damage done), or magical healing.

Rettageirr: Level1: At 1st level you gain the Benefits of the Hurling Charge Feat with Spears, however if you have the ability to make multiple attacks at the end of a Charge via an ability like Pounce you get to keep those attacks.
Level 4: At 4th level when you make a ranged attack with a Spear it is considered to be a Touch Attack.
Level 7: At 7th level all attacks you make with a Spear are considered touch attacks, and you gain a +4 Bonus to critical confirmation rolls with Spear attacks when you Charge.

Jarnknottr: Level1: At 1st level you gain the Ranged Disarm Feat, but you can make a Disarm attempt at the full Range of Orc Shot Put.
Level 4: At 4th level you gain the benefits of the Ranged Sunder Feat, but you still gain the Bonus to the Sunder attempt from Improved Sunder if yyou have that Feat.
Level 7: Whenever you successfully confirm a critical hit with an Orc Shot Put your opponent must make a Fortitude Save (DC is 10 plus 1/2 HD plus Strength Modifier) or be Stunned 1d3 rounds.

Defensive Training (Ex): At 2nd level you gain a +4 Dodge Bonus to Armor Class.

At 5th level you gain a +4 Competence Bonus to resist opposed Combat Checks (Grapple, Disarm, Trip, etc).

At 8th level there is a 50% chance you turn any successful critical hit into a normal hit instead.

Enlightened Rage (Su): At 3rd level you no longer take a Penalty to Armor Class when Raging.

At 6th level you also no longer takes penalties to Armor Class when using Frenzy, and you may use the Concentration Skill while Raging (you still can't use items or spells).

At 9th level you may use the Concentration Skill during Frenzy, and voluntarily end your Frenzy in the same manner as Rage. If you successfully make a Saving Throw against any spell/power/effect that allows a partial effect on a successful Save, you take no effect instead.

Master (Ex): At 10th level you gain significant Combat Bonuses when using the weapon of choice for your style (Battleaxe for Harorox, Greataxe for Pungroox, etc.). You gain a +8 Competence Bonus on all Opposed Combat Checks with it (Disarm, Trip, Sunder, etc), and your weapon gains a +8 Resistance Bonus to Saving Throws against effects targeting it while you hold it. In addition rolls of '1' are not automatically misses with that weapon. If the weapon is a Ranged Weapon you are considered to have the Far Shot Feat. If you have the Far Shot Feat the range is increased an additional amount equal to the Feat (i.e. with the Feat you gain double the normal range increment for thrown weapons, with this and the Feat you get quadruple).

PLAYING AN ORC SPEAR MASTER
You are a sad old Orc. Your people waste themselves in eternal combat and throw their lives away uselessly. If they simply fought more intelligently and put more emphasis on skill and training as opposed to strength and rage they might win more fights. Even the more evil members of your profession know this is true, they just still believe in Gruumsh.
Combat: Your combat abilities will largely depend on what weapon you choose with this class. You generally build your fighting style around that weapon.
Advancement: Spear Masters are obsessed with perfecting their art and ensuring their secrets are passed down to new generations in order to protect Orc society.
Resources: Spear Masters are usually well respected members of Orc society. If they aren't current military, they still have ties to it by virtue of their training school (which most of them have). It would take a serious betrayal of society for an Orc Spear Master to lose his fame and following. Some Orcs would lay down their lives for one.

ORC SPEAR MASTERS IN THE WORLD
"No one can challenge the master."
Orc Spear Master are no fools. They've seen more of the world than most of their kind, and know how their race is perceived. they also know more of war than the rest of their people, and know that the means Orcs use to fight now are a losing proposition. Most know they can't really counter Gruumsh's influence entirely, but they do so by trying to convince their people to fight smarter not harder. None of them voice their opinions to even their closest students, not until their death bed when they reveal the truth in the hopes their work will be carried on.
Daily Life: Your daily life is spent training students if you have retired or on missions if you aren't. If you really dare, much of it is also spent subverting Orc society from within. You love your people, but know they need to mature past what they are now, or they will never be anything but savages.
Notables: Hoon (CN Male Orc Barbarian 20/Epic Barbarian 5/Orc Spear Master 5) is the lead practitioner of Pungrox Style among his tribe.
Organizations: Most Spear Master run their own training school. Many are either high level members of the Orc military or government, or have retired from such (but are still available in emergencies).

NPC Reaction
Orc NPC's practically worship the Spear Masters. They're war heroes after all. Which of course means the other Humanoid races don't feel quite as kindly disposed towards them...

ORC SPEAR MASTERS IN THE GAME
This class assumes you are either a war hero, or a wizened master who has risen above savagery, and now hopes to convert his people. Either one can make waves in a campaign.
Adaptation: This is probably best suited for serious campaigns.
Encounters: Spear Masters may be encountered only in the largest Orc cities (or perhaps running their own training center in remote areas), or in times of war leading the Orc forces.

Sample Encounter
EL 30: The PC's have been hired to provide protection for a decorated Orc war hero by his tribe. Right from the beginning something seems wrong. Why would Orcs hire outsiders to guard one of their own, let alone a popular hero? And why does he seem to be...well, not the average Orc...


Hoon
CN Male Orc Barbarian 18/Fighter 2/Epic Barbarian 5/Orc Spear Master 5
Init +2, Senses: Listen +9, Spot +9, Dark Vision 60'
Languages Orc, Common
------------------------------------------------
AC , touch , flat-footed (+2 Dex, +4 Dodge, )
hp 315 (30 HD), 435 Raging
Fort +23 (+26 Rage), Ref +13, Will +11 (+14 Rage)
Uncanny Dodge, Improved Uncanny Dodge, Indomitable Will
------------------------------------------------
Speed 40 ft. (8 squares)
Melee
Base Atk +25, Grp +30 (+33 Raging)
Atk Options Tireless Greater Rage 6/day, Style Maneuvers (Pungrox), Enlightened Rage
Combat Gear
-----------------------------------------------
Abilities Str 20 (26 Raging), Dex 14, Con 18 (24 Raging), Int 10, Wis 10, Cha 7
SQ Light Sensitivity, Trap Sense +8, DR 6/-, Fast Movement, Defensive Training
Feats Advanced Pungrox Style, Cleave, Defensive Sweep, Great Cleave, Hold the Line, Improved Critical, Overwhelming Critical, Power Attack, Pungrox mastery, Pungrox Style, Weapon Focus, Combat Brute (B), Combat Reflexes (B), Improved Sunder (B)
Skills Bluff +6, Climb +14 (+17 Raging), Intimidate +24, Jump +14 (+17 Raging), Knowledge (Geography, History, Local, War) +3, Listen +9, Ride +11, Sense Motive +9, Spot +9, Survival +9, Tumble +7
Possessions



Harorox Style
You prefer to use the Battleaxe as your weapon of choice.
Prerequisites: BAB +4, Power Attack, Cleave
Benefits: Whenever you successfully perform a Cleave attack with a Battleaxe you get a +4 Bonus on Critical confirmation rolls.


Advanced Harorox Style
des
Prerequisites: BAB +12, Harorox Style, Improved Bull Rush, Shock Troope
Benefits: When making a Bull Rush while wielding a Battleaxe you can make a regular damage attack as part of a Bull Rush. If the Bull Rush is successful they take normal Battleaxe damage.


Harorox Mastery
des
Prerequisites: BAB +24, Advanced Harorox Style, Cometary Collision, Overwhelming Assault
Benefits: Successful Attacks you make as part of your Cometary Collision or Overwhelming Assault Feats automatically threaten a critical if the attacks were made with a Battleaxe and do maximum damage whether you are successful at confirmation or not.


Pungrox Style
You prefer to use the Greataxe as your weapon of choice.
Prerequisites: BAB +4, Power Attack, Improved Sunder
Benefits: When performing a Sunder attack with a Greataxe you do an extra die of damage (i.e. 2d12 instead of 1d12).


Advanced Pungrox Style
des
Prerequisites: BAB +12, Pungrox Style, Combat Brute, Combat Reflexes
Benefits: When performing an Attack of Opportunity with a Greataxe you do an extra die of damage (i.e. 2d12 instead of 1d12).


Pungrox Mastery
des
Prerequisites: BAB +24, Advanced Pungrox Style, Hold the Line, Defensive Sweep
Benefits: You automatically threaten a critical if you successfully hit an opponent with a Greataxe while using your Hold the Line Feat and do maximum damage whether you are successful at confirmation or not.


Tveirox Style
You prefer to use the Orc Double Axe as your weapon of choice.
Prerequisites: BAB +4, Combat Reflexes, Two-Weapon Fighting
Benefits: If you successfully hit an opponent with your Orc Double Axe while making an Attack of opportunity you get another attack with the second end of the weapon at your usual bonuses. This counts as two of your available Attacks of Opportunity.


Advanced Tveirox Style
des
Prerequisites: BAB +12, Tveirox Style, Improved Two-Weapon Fighting, Two Weapon Pounce
Benefits: If you successfully hit and kill an opponent with your Orc Double Axe while using your Two Weapon Pounce Feat, you may make a 5 foot step and attack another opponent as if you had the Cleave Feat. This attack also gains the Charge Bonus.


Tveirox Mastery
des
Prerequisites: BAB +24, Advance Tveirox Style, Greater Two-Weapon Fighting, Two-Weapon Rend
Benefits: Whenever you successfully use your Two Weapon Rend Feat you automatically do maximum damage without having to roll (i.e. if you normally did 1d8+2 for each weapon head and 1d6+3 for the rend, you do 29 points of damage), this includes confirmed criticals.


Atgeirr Style
You prefer to use the Longspear as your weapon of choice.
Prerequisites: BAB +4, Short Haft, Combat Expertise
Benefits: You gain a +4 Competence Bonus to Attack rolls and a +2 Competence Bonus to Damage rolls when Fighting Defensively with a Longspear.


Advanced Atgeirr Style
des
Prerequisites: BAB +12, Atgeirr Style, Improved Trip, Spear Sweep
Benefits: You gain a +4 Competence Bonus to Trip Attempts with a Longspear while Fighting Defensively (this stacks with the Improved Trip Feat).


Atgeirr Mastery
des
Prerequisites: BAB +24, Advance Atgeirr Style, Greater Spear Sweep, Multiple Spear Sweep
Benefits: When using your Multiple Spear Sweep Feat, you no longer take Penalties and make all rolls at your Highest BAB.


Rettageirr Style
You prefer to use the Spear as your weapon of choice.
Prerequisites: BAB +4, Point Blank Shot, Power Attack
Benefits: When you successfully hit an opponent with a Spear while performing a Power Attack you do not take the penalty to critical confirmation rolls that you took on the attack roll. If the critical is successful you add double the penalty to the damage.


Advanced Rettageirr Style
des
Prerequisites: BAB +12, Rettageirr Style, Brutal Throw, Power Throw
Benefits: If you successfully confirm a critical hit with a Spear, you do x4 damage instead of x3.


Rettageirr Mastery
des
Prerequisites: BAB +24, Advance Atgeirr Style, Overwhelming Assault, Powerful Charge
Benefits: If you successfully hit with a Spear when making a Charge Attack, you automatically threaten a critical hit and do maximum damage whether you confirm the critical or not.


Jarnknottr Style
You prefer to use the Orc Shot Put as your weapon of choice.
Prerequisites: BAB +4, Point Blank Shot, Brutal Throw
Benefits: When successfully attacking an opponent at 30' or less with an Orc Shot Put you threaten a critical on a 17-20.


Advanced Jarnknottr Style
des
Prerequisites: BAB +12, Jarnknottr Style, Power Attack, Power Throw
Benefits: If you successfully confirm a critical hit on an opponent with an Orc Shot Put he must make a Fortitude Save (DC is 10 plus 1/2 HD plus Strength Modifier) or be Stunned 1d3 rounds.


Jarnknottr Mastery
des
Prerequisites: BAB +24, Advance Jarnknottr Style, Penetrating Shot, Precise Shot
Benefits: If you successfully confirm a critical hit on an opponent with an Orc Shot Put and he is within 60' (the range for Stunning is now increased) he doesn't get to make a Save to avoid being Stunned as per your Advanced Jarnknottr Style Feat.


Short Haft
You are adept at refocusing the reach of your weapon
Prerequisites: Weapon Proficiency with any Reach Weapon.
Benefits: Once per round, you may change the reach of your weapon from it's normal Reach to 5 ft. as a Free Action.


Spear Sweep
You may perform Trip attacks with the Spear or Longspear as if it were a weapon that allowed such.
Prerequisites: Improved Trip
Benefits: You may make a Trip attack with a Spear or Longspear in the same way you could with a Halberd.

Greater Spear Sweep
Your ability to trip up opponents with your Spear has improved.
Prerequisites: Improved Trip, Spear Sweep
Benefits: Your opponent no longer gets a Trip attempt if you fail a Trip Attempt with a Spear or Longspear. You get a +4 Circumstance Bonus to the Trip attempt with the weapon if your opponents Size Class is larger than yours, or he has a negative Dex penalty.

Multiple Spear Sweep
You may trip multiple opponents with a spear now.
Prerequisites: Improved Trip, Spear Sweep, Greater Spear Sweep
Benefits: If you are surrounded by more than one opponent you may do a circling sweep with your Spear or Longspear and attempt to Trip all of them, but each trip attempt is your highest BAB with a cumulative -2 for every opponent you try to trip. For example if you have a +10 BAB, and try to Trip 4 Orcs, your first attempt is +8, the second +6, the third +4, and the fourth +2.

Bhu
2010-04-18, 11:20 PM
Got much of the fluff and prereqs up on the Spear Master. Did I miss any Orc specific weapons?

Eikonos
2010-04-18, 11:32 PM
Hooooo Yeeaaaaaaagghh !!!! :smallcool:

Bhu
2010-04-19, 11:04 PM
orc Spear Master fluff is done ,and I have the Style Feats listed along the bottom. If you think the prerequisites for them are off lemme know (each style feat has two prereqs).

Eikonos
2010-04-19, 11:58 PM
Expansive list you made there, don't think any weapon traditionally connected with the orcish race is missing imho :smallsmile:

Bhu
2010-04-21, 01:01 AM
I may be suing my former employers. if this happens updating will be a lil twitchy, so please be patient.

Bhu
2010-04-21, 11:39 PM
OK before I start filling i n teh blanks on what the Style Feats can do, what would you guys like to see an Orc martial artist do? Now is the time to influence meh before I make up my mind and possibly go in an entirely different direction.

Cieyrin
2010-04-22, 03:41 PM
Harorox's chain prereqs aren't very flavorful; I mean, Weapon Focus? Power Critical? We can do better than that, methinks. Rettageirr could be better, as well, as it's just a copy of the Orcish Shotput when it could be so much better, since you can use it either close up or at range.

Let's list them out to see how we progress through each:
Battle Axe
Style: Power Attack, Cleave
Improved Style: Great Cleave, WF(Battle axe) Improved Bull Rush, Shock Trooper (Great Cleave isn't that great, anyways, unless you're plowing through mooks on a regular basis =P)
Mastery: IC(Battle axe), PC(Battle axe) Cometary Collision, Overwhelming Assault

Greataxe
Style: Power Attack, Improved Sunder
Improved Style: Combat Brute, Combat Reflexes
Mastery: Hold the Line, Defensive Sweep

Orc Double Axe
Style: Two-Weapon Fighting, Two Weapon Defense (Should be replaced with something else more Orc-like, though I can't find a good replacement. Defense isn't an orcish ideal, y'know? Maybe Reckless Offense (http://realmshelps.dandello.net/cgi-bin/feats.pl?Reckless_Offense)?)
Improved Style: Improved Two-Weapon Fighting, Two-Weapon Pounce
Mastery: Greater Two-Weapon Fighting, Two-Weapon Rend

Longspear
Style: Short Haft, Combat Reflexes
Improved Style: Combat Expertise, Improved Trip (Tripping with a non-tripping reach weapon doesn't really work)
Mastery: Hold the Line, Overwhelming Assault (requires you to be adjacent, which defeats the purpose of having a reach weapon)

Spear
Style: Point Blank Shot, Brutal Throw
Improved Style: Power Attack, Power Throw
Mastery: Penetrating Shot, Precise Shot

Orc Shotput
Style: Point Blank Shot, Brutal Throw
Improved Style: Power Attack, Power Throw
Mastery: Penetrating Shot, Precise Shot

That's all I can think of right now, though I may be back to edit in further stuff later.

Bhu
2010-04-22, 11:05 PM
Revised the Style Feats, and I'm adding some more Feats cause I need them for what I have in mind for hte Longspear style.

Bhu
2010-04-24, 12:45 AM
Style Feats revised, I filled out the new spear feats, and am starting on class abilties. Lemme know if you think the spear feats are too weak.

Cieyrin
2010-04-25, 02:50 PM
Is Multiple Spear Sweep supposed to be ala Whirlwind Attack or is it limited to your number of attacks you can manage?

Bhu
2010-04-25, 11:05 PM
Is Multiple Spear Sweep supposed to be ala Whirlwind Attack or is it limited to your number of attacks you can manage?

ou get one attack at your highest BAB with a cumulative -2 for each opponent you try sweeping. I reworded the Feat.

Also i have begun editing in the abilities

Cieyrin
2010-04-26, 03:06 PM
Oh wow, Lucid Rage in class ability format...

Bhu
2010-04-26, 04:26 PM
I dont recall a Feat by that name, where is it?

Bhu
2010-04-27, 08:31 PM
Enlightened Rage and Defensive Training are done. Maneuvers will have to wait until I get the Feats done. I started working for the Census today, so we'll see what my schedule brings.

Bhu
2010-04-28, 07:53 PM
Got most of the style feats done

Bhu
2010-04-29, 07:57 PM
No thoughts at all? Eikonos?

Eikonos
2010-04-30, 12:01 AM
The Spearmaster is going great, the Enlightened Rage's final ability is really powerful but seems quite balanced at the same time :smallsmile:

As for the style feats, well, since I'm off to work in 10 minutes all I can say now is "looks like something I could definitely take :smallbiggrin:", but I'm still in the dark, since it was merely a quick glance (they look good though, Harorox style is realy nice :smallwink:)

Bhu
2010-04-30, 10:40 PM
OK all the Feats for weapon styles should be up and done. Lemme know if you like them and I'll start getting the class abilities done.

Cieyrin
2010-05-01, 01:48 PM
Sorry, I've been very busy this past week, so I just got back today to a more normal schedule, at least so I hope.


I dont recall a Feat by that name, where is it?

Lucid Rage isn't a feat, it references a magic item that appeared in an issue of Dungeon magazine (couldn't tell you which one off-hand) called the Torc of Lucid Rage, which let you ignore the mental rage restrictions for a round or so.


Got most of the style feats done

Style feats are interesting but some effects I think should be switched about. Basic Harorox and Advanced should be switched, methinks. Tveirox style is all "Holy Hell, look at those damage bonii! Rend before Rend =o!" Atgeirr looks fairly well balanced, Pungrox seems a little weak and Retageirr needs some refactoring, as the Basic feat doesn't require Power Attack but only benefits you when you do have it, which is a prereq of the Advance feat. I'd say switch but the Advanced feat's benefit is a bit much for the Basic feat, methinks. Jarknottr's Basic feat doesn't make sense, as Orcish Shotputs already have a crit range of 19-20/x3, so unless you meant 18-20 or something better, that needs revisiting as well.

Otherwise, the Spearmaster seems to be coming along fairly well. I await further updates. Them's my 2 coppers. Take as you will.

imp_fireball
2010-05-02, 06:08 PM
So anyone willing to PEACH by goblin innoculator? It's finished more or less.

Bhu
2010-05-02, 10:27 PM
For the curious the Innoculator can be found on page 34 and it's linked to from the front page.

I revised the Feats a lil except for Tveirox, I need to think on it.

Bhu
2010-05-03, 11:52 PM
What if I switch Tveirox from damage bonuses to a spin technique that lets you hit a secondary target with the second weapon head if you successfully hit the first target with the main weapon head?

Eikonos
2010-05-04, 03:31 AM
An interesting idea, sounds more appealing than what it does now (but that's me, I always preferred interesting options over raw damage output :smalltongue:)

Cieyrin
2010-05-04, 06:09 PM
What if I switch Tveirox from damage bonuses to a spin technique that lets you hit a secondary target with the second weapon head if you successfully hit the first target with the main weapon head?

A tad more interesting, which I like.

Bhu
2010-05-05, 01:34 AM
What should I use as Feats though? Most of the maneuvers I can think of would have two feats each as a prerequisite (three if you count two weapon fighting). I was thinking of making Cleave a prereq for the basic Feat, but that needs Power Attack as well.

Also: IMp, I havent had a chance to do more than skim the Goblin Innoculator, but I like the idea. It's sneaky and fits with Goblins perfectly.

imp_fireball
2010-05-05, 05:22 PM
Also: IMp, I havent had a chance to do more than skim the Goblin Innoculator, but I like the idea. It's sneaky and fits with Goblins perfectly.

I felt it was pretty powerful for 5 levels, but I tried to even that out with 3/5 manifester level and BAB progression and the fact that he has to melee enemies with his low HD to get an injection in.

imp_fireball
2010-05-06, 02:57 AM
Orc Blade Master

http://www.freakygaming.com/gallery/fan_art/dota_allstars/orc_blademaster.jpg

My-a blade can cut through armor (and still cut a tomato)!

The blade master is a take off from the usual orc warrior culture. Fusing the more civilized product, the 'samurai', and orc savagery, they are uniquely fearsome and forthright in undoing their foes.

Curiously, rather then fighting with a combination of weapons, they usually favor a single blade - the heavy katana and are more often seen on foot then most 'samurai'.


BECOMING AN ORC BLADE MASTER
In order to become an orc blade master, you must have trained with a samurai and been through a rite of marches. Good aligned orcs must seek out a demon, devil or daemon (outsider with evil subtype) to hunt and slay of CR equal to their level and then drink their blood and return its head to their master in training. Evil aligned orcs must forge a blood pact with a demon, daemon or devil (willing or unwilling) and then hire an occultist and/or wielder of evil magics to brand hellish runic tattoos onto their body. Neutral aligned orcs can do either.

In most cases, either of this causes the orc's skin to take on a reddish tinge or become a more sickly sharp green.

ENTRY REQUIREMENTS
Race: Any Orc
Skills: Martial Lore (6 ranks), BAB +5
Additional: Ki Pool (at least 1 Ki Point), Proficiency with Katana,Ona-ha Itto Ryu (http://www.giantitp.com/forums/showthread.php?t=134119) or Yagyu Shinkage Ryu (http://www.giantitp.com/forums/showthread.php?t=134119); Must be in possession of a masterwork katana

Class Skills
The Orc Blade Master's class skills (and the key ability for each skill), are Jump (Str), Tumble (Dex), Intimidate (Cha), Sense Motive (Wis), Listen (Wis), Knowledge (History; Int)
Skills Points at Each Level : 4 + int

Hit Dice: d10



Abilities
1. +1 BAB, +2 Fort, +2 Ref, +0 Will; Reinvigoration, Ki Pool, +1 Ki Ability
2. +2 BAB, +3 Fort, +3 Ref, +0 Will; Savage Honor, +1 Ki Ability
3. +3 BAB, +3 Fort, +3 Ref, +1 Will; Bonus Feat, +1 Ki Ability
4. +4 BAB, +4 Fort, +4 Ref, +1 Will; Weapon Tenacity, +1 Ki Ability
5. +5 BAB, +4 Fort, +4 Ref, +1 Will; Rage of the Demon, +1 Ki Ability
6. +6 BAB, +5 Fort, +5 Ref, +2 Will; Bonus Feat, +1 Ki Ability
7. +7 BAB, +5 Fort, +5 Ref, +2 Will; Maneuver Aptitude, +1 Rage or Frenzy/day +1 Ki Ability
8. +8 BAB, +6 Fort, +6 Ref, +3 Will; Fury of the Demon, +1 Ki Ability
9. +9 BAB, +6 Fort, +6 Ref, +3 Will; +1 Rage or Frenzy/day, +1 Ki Ability
10. +10 BAB, +7 Fort, +7 Ref, +3 Will; Bloodlust Wake of the Demon, Hot Blood, +1 Ki Ability

Weapon Proficiencies: Orc Blade Masters gain no new weapon proficiencies.

Reinvigoration (Ex)

If you previously served a lord, you may now shirk all duty or loyalty to them without taking the normal penalties for doing so. If you are good aligned, you will simply exile yourself but if you are evil you may wish to dignify the lord for all your years of dedicated servitude by slaying them.

By spending 150 gp in materials, you may also reforge your masterwork katana into a heavy katana (weapon stats at bottom of page), which requires 1 week of work, a DC 20 craft (weapon smithing) check and are granted a further +1 equipment bonus to attacks with this weapon (on top of the masterwork bonus). Failing the craft check means another week of work and 50 more Gp required to be spent to make up for lost materials. Alternatively, in addition to purchasing the materials, you may hire or request the services of someone else to craft the katana for you.

This special katana (inscribed with the signature of the burning blade) is what allows you to retain your samurai abilities despite no longer serving a lord. If you lose this katana, you may reforge another one, but if you opt to fight without it for the majority of a day, you lose all of your samurai abilities as well as those granted by Orc Blademaster levels as a result of the slain demon's crippling influence, and must atone by fighting with only a heavy katana for up to a week in non-stop combat (at least one encounter per day).

Special: If you previously lost the ability to gain levels in the samurai (http://www.giantitp.com/forums/showthread.php?t=134119)class, you may take up this PRC (assuming you meet the prerequisites), rather then walking along the Ronin PRC path to atonement.

Ki Pool (Su)

The Orc Blade Master progresses his Ki Pool in the same way as the previous class that granted his Ki Pool progresses it. Orc Blade Master levels count towards points added towards this pool per day.

Additionally, the Orc Blade Master has access to special Blade Master specific ki abilities exclusive to them alone, with the exception that they can often cost more then just one ki point per use.

Savage Honor (Ex)

You may substitute strength or constitution for your usual ability modifier that applies to the number ki points your ki pool grants per day. Temporary ability score modifiers do not add to this number.

Bonus Feat

At third level, if you chose Ona-ha Itto Ryu prior to entering this class, you may take uncanny dodge or evasion as a bonus feat, even if you don't normally meet the prerequisites. If you chose Yagyu Shinkage Ryu prior to entering this class, you may take supreme power attack or heedless charge as a bonus feat, even if you don't normally meet the prerequisites. If you chose both feats prior to entering this class, you may take either of the bonus feats (choose only one).

At sixth level, if you chose Ona-ha Itto Ryu prior to entering this class, you may take improved uncanny dodge or improved evasion as a bonus feat, even if you don't normally meet the prerequisites. If you chose Yagyu Shinkage Ryu prior to entering this class, you may take Combat Brute or Great Cleave. If you chose both feats prior to entering this class, you may take either of the bonus feats (choose only one).

Weapon Tenacity

You no longer take a -3 penalty to attacks with your heavy katana.

Rage of the Demon (Su)

If you can rage or frenzy, then while raging or frenzying, you no longer need to spend ki points in order to use ki abilities.

Maneuver Aptitude

By sacrificing 1d4 Ki Points from your pool that can be used for the day, you may ready one maneuver from either the Tiger Claw, Stone Dragon or Iron Heart disciplines. Your initiator level is equal to your BAB (instead of 1/2 HD) and you are assumed to have knowledge of all the maneuvers of these disciplines (but can only ready in accordance to your initiator level and the maneuver limit provided by your ki points sacrificed). For each 1d4 die of Ki Points you sacrifice from your pool to be used for the day, you may ready one additional maneuver, up to the limit of your ki pool, as determined by the die roll. Recovering maneuvers requires a standard action, rage or frenzy (which recovers the spent maneuvers immediately upon the round that you begin raging or frenzying). Readying maneuvers always requires 5 minutes of exercise after the expenditure of daily ki point usage.

The knowledge and ability to ready any of the maneuvers that have been so readied lasts for only the day that you sacrifice the ki points. You may not learn maneuvers in any way other then this without taking a level in an actual initiating class, however you may invent a maneuver, assuming it takes less then a day to do so and that you sacrifice ki points so that you may make use of your initiator levels for that purpose - note also that inventing a maneuver uses up 'slots' earned by sacrificing ki points, assuming you choose to ready that maneuver for that day, and the knowledge of the invented maneuver is lost at the end of the day. Once invented, the maneuver does not need to be re-invented and need only be readied/learned through the sacrifice of ki points at the start of a day.

Additional Rage Uses

You may choose between receiving one additional use of rage or one additional use of frenzy at 7th and 9th level.

Fury of the Demon (Su)

While Raging, you may recover any spent Ki Points each round equal to 1/2 your constitution modifier per round. This cannot recover ki points that you sacrificed in order to gain maneuvers for the day. You also do not need to recover maneuvers while raging.

Bloodlust Wake of the Demon (Su)

By awakening the demon that you have slaughtered or blood bonded with within you, you may expend any number of uses of ki abilities in a single round or combat encounter that you desire, but only while raging or frenzying.

Additionally, you may spend at least 1 ki point as a free action to rage or frenzy for one additional round or more per ki point spent. Note however that this may be only performed once per rage per encounter.

Hot Blood (Ex)

As long as you continue to have uses of rage left, you may deal Constitution Modifier * d4 damage to any adjacent target (or one that falls within your natural reach) that damages you with a slashing or piercing weapon.

PLAYING AN ORC BLADE MASTER

You desire war and death in combat. You also love refining combat into an art as razor sharp as the edge of your blade. Adventuring allows you to encounter the greatest tactical variety of circumstances to suit this refinement.

Combat: Orc Blade Masters can opt as excellent tanks, decent damage dealers, or confuse their enemies and even provide some part time stealth or recon.

Resources:

ORC BLADE MASTERS IN THE WORLD
"Bring a blade to the battlefield, a perfect blade. One that can cut through anything and withstand one thousand blows. Learn to wield that blade as well as any human warrior that bests a raging barbarian with mere steel and combine it with the rage of our ancestors. This fusion was once perceived as unnatural. Now it is an extension of ourselves - proof of our evolving way of life and how far we may go to seek the deaths of our enemies, as the humans have. Perhaps then, we will have the chance to be as evil as them without tarnishing ourselves by mingling with their disgustingly weak human flesh.
- K'yut Uhrus, orc scholar and blade master

Daily Life: Orc Blade Masters meditate and often desire combat whenever possible. They love to charge into suicidal battle but, quite unlike many orcs of reputation, will not neglect to combine tactic and intelligence to their savage slaughtering.

Notables: K'yut Uhrus (Chaotic Neutral Orc Samurai 5, Orc Blade Master 5) is a master strategist and combatant. In the recent history of his relatively long life, he has commanded human armies against other nations of humans. Recently, he has attempted to revive the small orc tribes in his region through strength and will - whom have been gradually reduced from their original large native demographic over centuries after much multi-sided warring.

Organizations: Orc Blade Masters are largely traditionalists, however their way of fighting seems to somehow translate to 'honor' among the more civilized races. In reality, they are no different then any other orc - but their martial art has forced orcs from many different lands to travel far to train. As such, many have seen large parts of the world and may have become adventurers as a result. Unlike samurai, Blade Masters aren't usually loyal since taking up their martial art forces them to depart from their tribe and inevitably remove any power their chieftain has over them.

NPC Reaction
Most NPCs are afraid of Blade Masters, if they know of their true nature. Otherwise they get the same reaction as any samurai or a member of their race may get.

ORC BLADE MASTERS IN THE GAME

Adaptation: Orc Blade Masters have multiple roles short of spell casting or skill monkeying. They can be tactical, straight tanks, distractions, stealth, recon, or any combination of the above mentioned.

Encounters: The PCs can encounter a Blade Master in any of the larger orc tribes that have a strong history of power through war and military successes. Some of these 'tribes' may have even successfully conquered hobgoblin states. Orc samurai tend to train in martial circles and commonly meditate with dark occultists or spirit shaman. Smaller tribes may have the odd Blade Master in a highly regarded position, wielding an ancestral blade. Others still may hail from clans of chaos orcs (http://www.giantitp.com/forums/showpost.php?p=4646809&postcount=288).

Sample Encounter
EL 10: The party hears word of a mighty orc warrior that is said to fight with the passion of demons, and that if any one of them defeats him in solo combat, they will be well regarded warriors and may even befriend some orcs in the process.

When defeating K'yut Uhrus, the blade master, he will announce that they may kill him if they wish to seal the duel's conclusion, but they will not have access to his training or advice. If given mercy, K'yut will explain that his ability in battle isn't entirely self-driven, as some of it resulted from the blood of a demon transfused to him and a few uniquely infernal words burned into his flesh in a dark ritual. If pressed, he will tell of the location of the cultists wherein the PCs can undergo the same ritual or slay them with his assistance; their choice. K'yut Uhrus will continue to assist the PCs until this point, after which he feels he must return to his homeland.

K'yut Uhrus
Chaotic Neutral Male Orc Samurai 5/Blade Master 5
Init +4, Senses: Listen +1, Spot +1
Languages Orc, Common
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AC 23, touch 14, flat-footed 19 (+9 Armor, +4 Dex)
Hp 75 ( 10d10 +20)
Fort +10, Ref +8, Will +6
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Speed 30ft. (6 squares)
Melee Heavy Katana +17/+12
Base Atk +10, Grp +14
Atk Options Empowered Ki Attacks, Regular Attack
Combat Gear Uhrus Ancestral Blade, +3 Mithral Banded Mail
Supernatural Abilities Ki Abilties, Rage of the Demon
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Abilities Str 19, Dex 18, Con 14, Int 8, Wis 12, Cha 6
SQ Darkvision 60ft, Orc Traits, Reinvigoration, Savage Honor, Weapon Tenacity, Uncanny Dodge
Feats Exotic Weapon Proficiency (Katana), Improved Critical, Armor Focus (http://www.dandwiki.com/wiki/Armor_Focus_%28DnD_Feat%29), Ona-ha Itto Ryu
Skills Sense Motive +14, Intimidate +11 Knowledge (Martial Lore) +10
Possessions Uhrus Ancestral Blade (+3 Heavy Katana - Steals one use of rage or frenzy, 2 Ki Points, and Fiery Burst on a critical strike - if it cannot steal rage or frenzy, gain 2 Ki Points regardless)
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Orc Blade Master Feats

Bullish Defense
Prerequisite: Weapon Finesse, Power Attack, Yagyu Shinkage Ryu

By learning how to combine grace with your attacks, you can now use your left over brute strength to literally bludgeon away incoming blows. Your strength modifier now applies to your AC as a deflection bonus.

Extra Ki
Prerequisite: BAB +3, At least one Ki Ability

At BAB +3 for every +3 BAB thereafter, receive one additional Ki Ability to choose from.

Orc Blade Master Ki Abilities

Savage Critical
Prerequisite: Orc Blademaster 1st level, Improved Critical

By spending 1 daily use of your ki pool as a free action, you may increase the critcal threat range of your heavy katana by 1, prior to rolling your first attack - this affect lasts for one round. By expending 3 points as a free action upon scoring a critical threat, but prior to comfirming a critical, you may increase the critical multiplier of the weapon by 1. These affects can be applied multiple times and stack, but cost ki points accordingly.

Walk Between the Winds
Prerequisite: Orc Blademaster 3rd level

By expending 3 ki points from your daily pool as a free action at any time, you gain invisibility, as the spell, for a number of rounds equal to the ki points you have left remaining in your daily pool. If you attack a specific foe while under the affects of this invisibility, assuming your attack succeeds, you automatically threaten a critical hit and may roll to confirm.

This ability may be used, even while under observation.

Mirror Image
Prerequisite: Orc Blademaster 5th level

Works just like the actual mirror image spell, except that it is an immediate action (free on their turn), costs 1 ki point and creates only one duplicate. For every 2 additional ki points above the first one expended from your daily ki pool, you create an additional duplicate. Your duplicates may also move farther apart up to any range, granting line of sight equivalent to what they see, but only last a number of rounds equal to the ki points you have remaining in your daily ki pool. They each have hp equal to your body's original hp, and can attack, play dead, etc., all the while obeying the laws of physics as the original creature does, but they cannot do any damage or use any abilities (class feature, racial, or otherwise) and cannot interact with objects due to their intagibility. If reduced to 0 hp or less, they quickly fade into nothingness, leaving behind a sharp crack of electricity and a hint of smoke.

If the enemy identifies the real duplicate, you cannot swap your real self with another duplicate and under no circumstance may perform actions such as merging with duplicates. You may split apart again, but only through using this ability again (using this ability again destroys the previous duplicates).

When creating mirror duplicates, they must manifest adjacent to each other, as the regular spell, and must fall within line of sight of the original.

Bladestorm
Prerequisite: Orc Blademaster 6th level

The blademaster's signature move - if they expend 5 ki points from their daily ki pool then, as a full action, they may make one attack against every creature in a 10ft. radius centered on them at their full BAB each round. They also are considered to have infinite attacks of opportunity available, able to threaten everyone within this radius. The affect lasts for a number of rounds equal to their blademaster levels, during which they cannot perform any other attacks or actions besides regular movement aside from jumping.

Moving in this way does not provoke attacks of opportunity. Because you are surrounded by a windstorm (http://www.d20srd.org/srd/weather.htm#tableWindEffects), you are immune to ranged attacks from smaller projectiles such as arrows.

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Heavy Katana
Type: Exotic (proficiency with the katana means that a wielder is proficient with the heavy katana)
Wield: Two Handed
Damage:Strx2.5 (2 handed), Str 1.5 (1 handed); Otherwise Identical to Katana, with the exception that the damage is split into d4s rounded up (ie. 1d10 becomes 3d4).
Special: Recoil 16 (see below)
Weight: 3 times weight of regular katana

The heavy katana is somewhat curved and looks quite like a falchion, though of course, appearances can be deceiving. It is designed in such a way as to allow the quick and precise, flexible cuts of the regular katana with enough weight to provide gravitational leverage. Strong hands are required to swing it with enough speed to measure up in an appropriate sword fight however, and so a minimum strength score of 16 is needed to wield it without the recoil
penalty.

How Recoil Penalty Applies
For each modifier below 16, take a -1 penalty to attacks with the weapon. Another method of looking at it is strength modifier to attacks are penalized by 3 (always at least -1 penalty if below 16 strength). If the wielder has less then 16 strength, they cannot apply their strength modifier to damage with the weapon.

Wielding the weapon with 16 strength now offers a +0 modifier to strength concerning attacks with it - however, strength modifier to damage still applies normally.

Bhu
2010-05-07, 12:20 AM
Updated list to include Blade Master.

Sorry I havent updated my class, I'm having some drama at work and its interfering with my free time.

Bhu
2010-05-07, 07:49 PM
Okay I updated the Tveirox style agains and added a capstone. I just need to do maneuvers now.

Cieyrin
2010-05-08, 12:36 PM
Okay I updated the Tveirox style agains and added a capstone. I just need to do maneuvers now.

What exactly does Tveirox Mastery actually do? Is it maximum on the rend damage or maximum on all damage, as those are 2 very different things that changes the balance quite a bit, though considering it's Epic, perhaps either way isn't that big a deal.

Bhu
2010-05-10, 12:16 AM
Hmm...which would you guys prefer?

Bhu
2010-05-11, 12:00 AM
Okay I've edited some of the Feats again. It's time to start adding in the Maneuvers and finish this sucker up.

Cieyrin
2010-05-11, 01:01 PM
Hmm...which would you guys prefer?

If it's just base damage and the rend damage, I suppose that's not too horrible, though charger builds get their real meat in multipliers and bonuses, anyways, so it's not like this'll change that all that much. As long as it's not bonus dice, too, I suppose I don't see real harm doing it as you currently have it.

Bhu
2010-05-12, 12:05 AM
Got most of the maneuvers up under class abilities.

Bhu
2010-05-14, 12:43 AM
All the style maneuvers are up cept Tveirox. Any thoughts?

Bhu
2010-05-14, 11:30 PM
Spear Master is pretty much done. I shall await feedback and the next Epic PrC will be started.

Eikonos
2010-05-15, 03:22 AM
Reading through the Spear Master once more, didn't find anything wrong so far :smallsmile:


next Epic PrC will be started :smallcool:

And what race will this one be ?? :smallamused:

watsyurname529
2010-05-15, 09:42 AM
My god, this thread is still going...

Bhu
2010-05-16, 02:02 AM
Indeed it is Wats. Nice to see you again :smallbiggrin:

Lessee we've had epic orcish and goblinoid so next will be Hobgoblin.


SAVASMAK

Picture URL

“All I want is a warm bed and and unlimited power. Is that so wrong?”

Savasmak are Warmage specialists, the living engines of destruction of the Hobgoblin army. A single Savasmak can destroy small cites by himself at a leisurely pace, and at a great distance. Thankfully for the world there are few enough of them, and most have retired from active warfare to pursue their studies and teach the next generation (okay so maybe it's not such a good thing).

BECOMING A SAVASMAK
Savasmak generally start as Warmages (and most take the class all the way to Epic levels).

ENTRY REQUIREMENTS
Class Abilities: Warmage Edge
Casting: Must be able to cast 9th level Evocation spells
Feats: Battle Caster, Battlecaster Offense, Enhance Spell, Extra Edge, any two Metamagic Feats
Skills: Concentration 20 ranks, Intimidate 20 ranks, Knowledge (Arcana) 23 ranks, Knowledge (War) 10 ranks, Spellcraft 23 ranks
Race: Hobgoblin

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

Hit Dice: d6


BAB Fort Ref Will Abilities
1. Powerful Evocation
2. Long Range Killer
3. Personal Defense
4. Powerful Evocation
5. Long Range Killer
6. Personal Defense
7. Powerful Evocation
8. Long Range Killer
9. Personal Defense
10. Master Artillerist

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

Powerful Evocation: At 1st level the Save DC's of your damage dealing Evocation spells gain a Bonus equal to your Savasmak level.

At 4th level the maximum amount of damage dice your Evocation spells do increases by an amount equal to your Savasmak level. For example a 3rd level Savasmak casting Fireball could do 13d6 damage.

At 7th level when you roll damage dice for your Evocation spells you may re roll all 1's (and keep re-rolling until you don't have any 1's).

Long Range Killer (Ex): The range of your damage dealing Evocation spells is increased by 100% at Levels 2, 5, and 8. This stacks with the Enlarge spell Feat.

Personal Defense (Su): At 3rd level you get a Deflection Bonus to your AC equal to the level of your highest uncast spell. For example as long as you have an uncast 9th level spell you have a +9 Deflection Bonus. If the Savasmak has Epic Level Spellcasting, and has Epic Spells uncast the Bonus is +15.

At 6th level you may as a Free Action switch your Warmages Edge Bonus from doing damage to increasing your Deflection Bonus. For example if you have 9th level uncast spells and a +6 Warmages Edge Bonus, you get a +15 Deflection Bonus.

At 9th level you may switch your Warmages Edge Bonus to a Resistance Bonus to Saving Throws instead of augmenting your Deflection Bonus.

Master Artillerist: At 10th level your opponents do not get a Saving throw against damage dealing Evocation spells you cast, nor do they get Spell Resistance.

PLAYING A SAVASMAK
Your job is to blow things up from a distance. And you're good at it. So good in fact that everyone wants you dead, including your side. Most of the time you live in seclusion which only spurs the various rumors about you. You have to have your food tested for poison, your concubines checked for weapons and disease, etc. They've even tried killing you by trying to bring down your house.
Combat: You stay as far back as you can and lob magical bombs until everything is dust. That's pretty much it. You've trained your whole life for that so it's what you do.
Advancement: You generally have focused narrowly on being magical artillery to such an exclusion you may as well keep going on that route. No sense screwing things up now.
Resources: You're probably pretty darn rich by now. If not you probably have the Hobgoblin military backing you assuming their paranoid leaders haven't tried to have you killed.

SAVASMAKS IN THE WORLD
"____!"
You are usually sheltered from the world as you are considered too important to lose. Even after you retire and become a teacher you have bodyguards, and food tasters, and personal emissaries from the government. A government they are presumably loyal to over yourself.
Daily Life: Your day is taken up by training new combat mages unless there's a war, in which case it's taken up by travel to your next bombing site.
Notables: Kirku (LE Male Hobgoblin Warmage 20/Epic Warmage 3/Savasmak 2) is an infamous artillery mage. So infamous in fact hat his rivals would like to see him dead, and often commit atrocities in his name so he can take the fall.
Organizations: You probably now train at, or at least still help with, the magic school that taught you war magic.

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.

SAVASMAKS IN THE GAME
This class assumes you were a member of the Hobgoblin military (or still are) which can complicate some aspects of a campaign. For example finding a reason a military general would be traveling with heavily armed vagrants of other races. You get the idea.
Adaptation: This assumes you are or were a military man, and it's destructive nature makes it more suitable for serious campaigns as opposed to silly.
Encounters: Savasmaks are generally only encounterd in wartime, or if the PC's are foolish enough to raid a military mage school in Hobgoblin lands. So in general most PC's won't be seeing them much.

Sample Encounter
EL 26: The PC's have been hired to take out an infamous blaster mage that's been destroying towns along the border with the Hobgoblin Khanates.


Kirku
LE Male Hobgoblin Warmage 20/Epic Warmage 3/Savasmak 2
Init +3, Senses: Listen +0, Spot +0, Dark Vision 60'
Languages Common, Goblin, Infernal, Draconic
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AC , touch , flat-footed (+3 Dex, )
hp 112 (25 HD)
Fort +9, Ref +11, Will +14
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Speed 30 ft. (6 squares)
Melee
Base Atk +13, Grp +12
Atk Options Warmage Edge +9
Combat Gear
-----------------------------------------------
Abilities Str 8, Dex 16, Con 13, Int 16, Wis 10, Cha 19
SQ Armored Mage (Heavy), Advanced Learning ()
Feats Battle Caster, Battlecaster Defense, Chain Spell, Energy Substitution, Extra Edge, Heavy Armor Proficiency, Greater Spell Focus (Evocation), Spell Focus (Evocation), Spell Penetration, Enhance Spell (B), Sudden Empower (B), Sudden Enlarge (B), Sudden Maximize (B), Sudden Widen (B),
Skills Concentration +25, Intimidate +28, Knowledge (Arcana) +27, Knowledge (War) +17, Move Silently +7, Spellcraft +27
Possessions

Eikonos
2010-05-16, 03:26 AM
Cool :smallsmile:

Bhu
2010-05-17, 01:50 AM
Savasmak has some fluff up. Enough to give you an idea where Im going ith it as a living artillery piece. You guys want some Barbarian Feats for the Orcs too? I have some in mind.

Bhu
2010-05-18, 12:33 AM
wow i thought there'd be more cheering for he rage feats...

Savasmak prereqs are up

Eikonos
2010-05-18, 01:10 PM
wow i thought there'd be more cheering for he rage feats...

Ghraaaghh !! Got back from work now and I want them !! :smallwink::smallbiggrin::smallcool:

Cieyrin
2010-05-18, 01:10 PM
Hmm, on Savasmak prereqs, shouldn't they be at least 23 ranks (or 11 in the case of cross-class skills), as i could see some shenanigans for early entry unless you push those up a little.

Bhu
2010-05-19, 10:32 PM
Fluff is done and first two class abilities are up. I'll have the Feats soon I was distracted the last few days by work problems.

imp_fireball
2010-05-20, 03:41 PM
Is nobody going to peach my stuff?

dawnsolara
2010-05-20, 04:24 PM
The ability, Weapon Tenacity is confusing, as is the idea of a heavy katana; why would there be penalties for fighting with a katana (I'm assuming Orc Weapon Masters are proficient with katanas, since the class require EWP: Katana).

I like the idea and the flavor, just haven't had a chance to look too deeply into it. Has it been playtested? Do you want someone to playtest it?

Bhu
2010-05-20, 09:48 PM
Is nobody going to peach my stuff?

I want to but I've been fighting to keep my job whilst doing interviews for another job. It's why I've seemed so distracted the last few weeks.

Is the heavy Katana like a No-Dachi?

Bhu
2010-05-21, 12:30 AM
Savasmak is done except for capstone.

I just skimmed the Orc Blade Master imp. Nice :smallcool:

I promise I will give it a PEACHing as soon as things calm down in real life for me.

Cieyrin
2010-05-21, 01:44 PM
Savasmak is done except for capstone.

Hmm, interesting, though not terribly exciting. They get a bit better at blowing **** up but, other than that, kinda meh, honestly. :smallfrown:

imp_fireball
2010-05-23, 01:57 AM
The ability, Weapon Tenacity is confusing, as is the idea of a heavy katana; why would there be penalties for fighting with a katana (I'm assuming Orc Weapon Masters are proficient with katanas, since the class require EWP: Katana).

I like the idea and the flavor, just haven't had a chance to look too deeply into it. Has it been playtested? Do you want someone to playtest it?

The heavy katana is just that - a katana that's 3 times as heavy as a regular katana. Because of its weight, it takes a -3 penalty to wield because it's prerequisite strength is 16 (otherwise, don't apply strength to damage). Strength bonus to attack is +0 at 16 strength with heavy katana.

My mechanic is, each time you double the weight of a weapon add +3 to the strength required to wield it (it begins at 10, which is +0 penalty to attack) and then add .5 to the strength multiplier to damage when wielded two handed or add .5 to the strenght multipier to damage when wielded in main or off hand for every +6 you add to the strength prerequisite of the weapon (triple weight).



Has it been playtested? Do you want someone to playtest it?

Yes please.

Eikonos
2010-05-23, 04:10 PM
So far, the Savasmak's abilites seem really neat :smallbiggrin:

However the 7th level ability seems somewhat weak for an epic class...for me at least :smallwink:


At 7th level when you roll damage dice for your Evocation spells you may re roll all 1's (and keep re-rolling until you don't have any 1's).

It's not like it's bad or anything, but I find it lacking a more epic "ummphh"


You guys want some Barbarian Feats for the Orcs too? I have some in mind.

[looks around] Hmmm...I thought I heard the sound of Bhu posting Rage feats...oh well, must be just my imagination :smalltongue:




P.S. by your earlier hints I would guess that there will be some more epic PrC's ?? :smallredface:

Then may I ask about things like these (not all of them epic :smallsmile:):

* The Peoples Champion - a goblin epic PrC (or not, if you already had some ideas lurking around while posting the name)

* Whip of Khurgorbayeg - one of the clerical PrC's missing

* A duskblade PrC for Orogs that allows them to access more arcane power by drawing on the Underdark faerzress radiation through intricate ritual scarring.

* An epic binder PrC for all orc races that can bind a unique vestige - "One Thousand Nameless Heroes" - a collective of mighty orcs - warriors of all kinds, clerics, sorcerers etc., that died on countless battlefields through the ages, unsung and forgotten. They fell into oblivion and eventually coalesced as a singular vestige. They are willing to lend the binder every bit of their would-be legendary potency, so that he can spread the thruth of their deeds and names among the orcish tribes.

* Another epic binder PrC (for goblinoids, bugbears seem best to me) that allows to bind Stalker (yeah, I know you already made him a demigod, but the idea of him being a vestige seems so very neat to me :smallbiggrin:) and become an avatar of silent, cold, unthinking being that seeps the life through it's very presence - an anathema to life itself.

* A practicioner of an ancient orc/goblinoid (can't choose one over another over here) unarmed martial art, created specifically for situations when a warrior looses his weapon on the battlefield. I was thinking of a muay-thai-like combat style, but my main reason for this was the sheer aggression at it's core - simple, powerful blows designed to efficiently destroy your opponent (maybe something like chinese Kempo ??)

Bhu
2010-05-23, 11:44 PM
Hmm, interesting, though not terribly exciting. They get a bit better at blowing **** up but, other than that, kinda meh, honestly. :smallfrown:

How bout now that I added the capstone?

Bhu
2010-05-23, 11:46 PM
So far, the Savasmak's abilites seem really neat :smallbiggrin:



[looks around] Hmmm...I thought I heard the sound of Bhu posting Rage feats...oh well, must be just my imagination :smalltongue:


They're coming. Mom decided to visit this weekend and it's foiling mah evil schemes....



I'll get to your other requests as soon as I finish the Savasmak :smallsmile:

dawnsolara
2010-05-24, 08:41 AM
The heavy katana is just that - a katana that's 3 times as heavy as a regular katana. Because of its weight, it takes a -3 penalty to wield because it's prerequisite strength is 16 (otherwise, don't apply strength to damage). Strength bonus to attack is +0 at 16 strength with heavy katana.

My mechanic is, each time you double the weight of a weapon add +3 to the strength required to wield it (it begins at 10, which is +0 penalty to attack) and then add .5 to the strength multiplier to damage when wielded two handed or add .5 to the strenght multipier to damage when wielded in main or off hand for every +6 you add to the strength prerequisite of the weapon (triple weight).

This should be in the entry for the class, then, along with a stat block for the heavy katana. Give an explicit example for clarity, something like: Rodger the Orc has strength 24, BAB +10/+5, and the Weapon Focus feat with the katana (does this apply to the heavy katana, too? I think it should.). Thus, with his heavy katana, his attack bonus is 10 + 4 (strength mod -3) + 2 (masterwork heavy katana) +1 (weapon focus) and if he hits he deals damage equal to (base damage for heavy katana) + strength mod * (1.5 for two-handed + 1.0 for a weapon with triple weight). That's how the mechanic looks to work for me; just put it in there, explicitly, so that it's easier to understand at a glance.

Further, notes on how they learn to wield a heavy katana would enhance the class's flavor, in my opinion, and just be fun to read.

I'll see if I can get it playtested or at least thoroughly scrutinized by my group, but at first glance it seems powerful and balanced.

Cieyrin
2010-05-24, 06:23 PM
How bout now that I added the capstone?

It's nice but that's kinda where it stops for me. Personal Defense kinda throws me off as well, as they're pretty defensive for an all-out siege engine from hell.

Bhu
2010-05-25, 12:02 AM
I gave him that because if he's the artillery doing the area of effect boom spells, the opposing side is prolly gonna aim at him lots...

Cieyrin
2010-05-26, 01:48 PM
I gave him that because if he's the artillery doing the area of effect boom spells, the opposing side is prolly gonna aim at him lots...

Hmm, I suppose that makes sense, considering Warmages don't exactly have much in the way of defenses, as they're mostly Evocation-focused. Still seems pretty late game for defensive abilities, though.

Bhu
2010-05-26, 10:44 PM
Eikonos the Bugbears have no Epic stuff yet, would you mind if i did them one class before moving on to your requests?

Eikonos
2010-05-26, 11:59 PM
Eikonos the Bugbears have no Epic stuff yet, would you mind if i did them one class before moving on to your requests?

Bhu, from what I gathered so far, it is you who actually creates things on this thread...I am only the armchair fan of your works, and that means: everything you do is fine with me, because I respect the time you spend doing this, the inspiration you still have, the patience with us - critics and the skill required to balance all the elements of a homebrew into an enjoyable equilibrium. :smallsmile:

Bhu
2010-05-27, 09:47 PM
Other people post their creations too y'know :smallwink:

And I think they'd do so more often if they got more PEACHing

and the Bugbears get one before we move on to your requests:

BUGBEAR TERRORIST

Picture URL

"Fear has it's uses."

Terrorists are arcane warriors who specialize in causing fear, and cursing opponents. They are used to destabilize cities before invasion forces are sent in.

BECOMING A TERRORIST
Bugbear Terrorists begin as Hexblades, and perfect the craft of that class before becoming a Terrorist

ENTRY REQUIREMENTS
Race: Bugbear
Class Abilities: Hexblade's Curse 5/day
Skills: Intimidate 22 ranks, Knowledge (Arcana) 22 ranks
Feats: Extend Curse, Frightful Presence, Epic Curse
Spells: Must be able to cast at least 1 spell with the Fear descriptor


Class Skills
The Class Name's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Hide (Dex), Intimidate (Cha), Knowledge (Arcana, Local)(Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Spellcraft (Int), and Spot (Wis).
Skills Points at Each Level : 2 + int

Hit Dice: d10


Abilities
1. Loom
2. Curse of Fear
3. Terrorize
4. Loom
5. Curse of Fear
6. Terrorize
7. Loom
8. Curse of Fear
9. Terrorize
10. Lord of Terror

Loom (Su): At 1st level if you attack an opponent who is flat-footed, he perceives you as 2 Size Classes larger than you are for the duration of the encounter if he fails a Will Save (DC is 10 plus 1/2 HD plus Charisma Modifier). You do not take Size Penalties, but you do get the usual Size Bonus to Grapple, Bull Rush, Trip, and Overrun Checks. Also the damage of your attack increases two steps (i.e. if your sword normally does 1d6 it now does 1d10). Your opponents attacks have a 20% chance of missing due to the difference in your real and perceived sizes.

At 4th level if you succeed with your Loom ability you also gain a +8 Deflection Bonus to AC for the duration of the encounter.

At 7th level if you succeed with your Loom ability your opponent is Denied his Dexterity Bonus to Armor Class against you for the duration of the encounter.

Curse of Fear (Su): At 2nd level, opponents you have successfully Cursed do not gain a Saving Throw against Fear Effects.

At 5th level, opponents you have successfully Cursed that are Immune to Fear lose that immunity for the duration of their Curse.

At 8th level the duration of any Mind-Affecting Fear effects successfully cast within 120' of you (including your own abilities) is doubled.

Terrorize (Su): At 3rd Level if you successfully Curse an opponent under the influence of a Fear effect they must make a Willpower Save (DC is 10 plus half HD plus Charisma Modifier) or die immediately.

At 6th Level whenever an opponent you have successfully Cursed saves against a Death Effect he is Panicked for 1d6 rounds.

At 9th Level any opponent within 60' of you under the influence of a Fear effect loses 2d6 hit points per round.

Lord of Terror (Su): You are immune to Mind-Affecting Effects and Death Effects. You are immune to abilities or spells that do nothing but give untyped penalties (such as the Hexblade's Curse or the Bestow Curse spell). Your Type becomes Outsider with the Native and Evil subtypes. The Save DC of your Hexblade's Curse and Loom abilities increase by +4.

Weapon Proficiencies: Bugbear Terrorists get no new weapon or armor proficiencies.

PLAYING A TERRORIST
You exist purely to scare the bejeezus out of people. The thought being if you make them too terrified to fight the Bugbears can take over without a battle. It appeals both to Bugbear pride and laziness. Plus you're probably a sadistic whacko who gets his jollies scaring people anyway.
Combat: You tend to use your fear and curse abilities to frighten opponents away, and hamper any willful enough to stay. With a little luck you can permanently drive a few insane and thus enhance your reputation.
Advancement: Most Terrorists concentrate on increasing their curse and Fear abilities. It's the bread and butter of their profession.
Resources: You usually have the backing of the Bugbear government (or at least a pretty rich employer).

TERRORISTS IN THE WORLD
"AAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHH!!"
You usually don't interact with the world much at all. You stay in hiding because if no one knows what you look like or where you are it enhances your rep.
Daily Life: You spend much time studying your magic or future targets. You need to know what scares them the most to really mess with them.
Notables: Yavuz (CE Male Bugbear Hexblade 17/Epic Hexblade 3/Bugbear Terrorist 1) is hired to depopulate areas so Bugbears can move in.
Organizations: There are a few training schools for terrorists, but usually you belong to some sort of military organization.

NPC Reaction
Most NPC's run screaming from you. A few drop dead from heart failure or go insane.

TERRORISTS IN THE GAME
This class lends itself to pretty evil players, and can be campaign troubling. So make sure the player using it isn't a fathead.
Adaptation: This one is best for dark, gritty campaigns.
Encounters: Terrorists are usually encountered when someone needs a city evacuated or cowed into submission, or they need everyone scared away from a certain place.

Sample Encounter
EL 25: The PC's have been hired to discover whats haunting a local mountain peak. And what's coincidentally making all the noise that sounds an awful lot like construction...


Yavuz
CE Male Bugbear Hexblade 17/Epic Hexblade 3/Bugbear Terrorist 1
Init +4, Senses: Listen +3, Spot +3, Dark Vision 60', Scent
Languages Common, Goblin
------------------------------------------------
AC , touch , flat-footed (+3 Natural, )
hp 177 (25 HD)
Fort +10, Ref +10, Will +14
Arcane Resistance, Mettle
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +21, Grp +25
Atk Options
Combat Gear
Spells Per Day 1st: 3 (DC 15)
2nd: 3 (DC 16)
3rd: 3 (DC 17)
4th: 2 (DC 18)
Spells Known 1st: Cause Fear, Detect Magic, Phantom Threat, Protection from Good, Undetectable Alignment
2nd: Blindness/Deafness, Darkness, See Invisibility, Touch of Idiocy
3rd: Dispel magic, Hound of Doom, Nondetection, Slow
4th: Cursed Blade, Fear, Greater Invisibility, Phantasmal Killer
Supernatural Abilities Greater Hexblade's Curse 6/day (DC 28), Aura of Unluck 2/day, Dark Companion, Loom (DC 28)
-----------------------------------------------
Abilities Str 18, Dex 10, Con 15, Int 10, Wis 12, Cha 18
SQ
Feats Ability Focus (Hexblade's Curse, Loom), Empower Curse, Extend Aura, Extend Curse, Frightful Presence, Improved Initiative, Epic Aura of Unluck, Epic Curse
Skills Climb +6, Hide +2, Intimidate +29, Knowledge Arcana +23, Listen +3, Move Silently +6, Search +2, Spot +3
Possessions



EPIC HEXBLADE

Hit Die: d10
Skills Points at Each Level : 2 + int
Hexblade's Curse Beginning at Level 21 and every 4 levels thereafter you gain an additional daily use of your Hexblade's Curse, and the Save DC of your Hexblades curse continues to increase with Epic Levels.
Aura of Unluck Beginning at Level 24 and every 4 levels thereafter you gain an additional daily use of you Aura of Unluck ability.
Spells Your Caster level increases with Epic levels but you don't get extra spells per day, nor do you learn new spells. At level 24 and every 6 levels thereafter the Hexblade may choose another spell to cast as a Swift Action.
Familiar At Level 22 and every 2 levels higher your Familiars Intelligence and Natural Armor Bonus increase by an additional +1. The Familiars Spell Resistance is equal to his Masters Level+5. At 21st level and every 10 levels after that the Hexblade gains the benefits of the Epic Spell Feat for one spell of their choice.
Bonus Feats: The Epic Class Name gains a Bonus Feat every 5 levels higher than 20th


Extend Aura
Your Aura of Unluck lasts longer
Prerequisites: Aura of Unluck
Benefits: This may be taken multiple times. Each time you take it increase the duration of your Aura of Unluck by 3 rounds.

Epic Curse
Only the God's themselves can cast worse curses than yours.
Prerequisites: Dire Hexblade's Curse 6/day, Empower Curse
Benefits: The Penalty for your Hexblade's Curse raises to -8. If you have the various Curse Feats from Dragon 339 it has the following effects:
Curse of Distraction: DC=30+Spell Level
Curse of Failure: +8 Bonus
Curse of Ignorance: -20 Penalty
Curse of Paranoia: -10 Penalty
Curse of Sloth: Move reduced to 5'.
Curse of the Softened Blade: -8 Penalty
Curse of the Stricken: -8 Penalty


Epic Aura of Unluck
Arrows just seem to disintegrate in the air around you sometimes...
Prerequisites: Aura of Unluck 4/day
Benefits: The percentile chance for attacks to miss you increases to 50%.


Epic Arcane Resistance
Spell? What spell?
Prerequisites: Arcane Resistance, Mettle
Benefits: Your Arcane Resistance Bonus on Saves doubles.


Epic Swift Spell
You can permanently cast one spell swiftly.
Prerequisites: Able to cast a spell from the Hexblade spell list as a Swift Action
Benefits: Choose one spell you can cast as a Swift Action. You may now cast that spell as an Immediate Action once per day. Each time ou take this Feat choose a new Spell to apply it to.

Bhu
2010-05-30, 12:40 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.

Feat
Des
Prerequisites:
Benefits:

Feat
Des
Prerequisites:
Benefits:
work in progress

Bhu
2010-05-30, 11:12 PM
I should be back to a normal schedule soon. Got the first two feats up

Cieyrin
2010-05-31, 06:20 PM
Bloody Rage should probably expend rage uses, not curse uses, which is probably some carryover from Terrorist, I imagine. Also, the damage mod should probably follow normal multiplier math, increasing the mod by 1, more-or-less.

Bhu
2010-06-02, 12:12 AM
Edited the first two feats and added epic versions

imp_fireball
2010-06-02, 03:13 PM
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.

Does this stack with fortification (you should probably say how it stacks, ie. it adds or the GM must roll percentage die twice)? Is their a special exception for creatures already immune to critical hits, so that they will want to take this feat as well?


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.

Yah, I don't know. Considering power attack barbarians already do a lot of static damage that does not depend on rolling a die, there actual die related damage would be puny in comparison. Maybe they could attack as if charging opponents even while in a space that opponent threatens?

Bhu
2010-06-03, 11:33 PM
Terrorist has all the fluff up

Eikonos
2010-06-04, 12:17 AM
Bhu, from what I gathered so far, it is you who actually creates things on this thread


Other people post their creations too y'know

And I think they'd do so more often if they got more PEACHing

Didn't mean to sound offensive towards other homebrewers or anything :smallsmile:, it's just that it is YOU, who created the thread, gave people their "guiding light" as to what should be included here and in what form.


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.

This one is good, really good :smallbiggrin:

Since it is counted in uses per encounter (as long the rage lasts, and that's usually that), I don't believe it's overpowered or anything.

Bhu
2010-06-04, 11:34 PM
Didn't mean to sound offensive towards other homebrewers or anything :smallsmile:,

Aw, you werent offensive. I just kind of said that as a nudge to our many silent readers. I just feel the thread would attract more posters if there was more feedback.

I'd like Wats to finish some of the critters he started :smallbiggrin:

Bhu
2010-06-07, 11:30 PM
Hey guys I ended the thread over on Wizards where this began. I'd like to keep the classes made by other participants up, but most of them no longer seem to be on the Wizards boards. THink it would be okay to post them here if I credited them?

Cieyrin
2010-06-08, 10:46 AM
Hey guys I ended the thread over on Wizards where this began. I'd like to keep the classes made by other participants up, but most of them no longer seem to be on the Wizards boards. THink it would be okay to post them here if I credited them?

I don't see a problem with that, as proper credit is given as needed.

eljacko
2010-06-08, 11:08 AM
:smallconfused: None of Bhu's pictures are working for me.

The Tygre
2010-06-08, 12:31 PM
Hey guys I ended the thread over on Wizards where this began. I'd like to keep the classes made by other participants up, but most of them no longer seem to be on the Wizards boards. THink it would be okay to post them here if I credited them?

Please do. We need to save what we can. :smallfrown:

Bhu
2010-06-08, 02:25 PM
:smallconfused: None of Bhu's pictures are working for me.

If it says Picture URL I havent found a pic for it. If its one that has a pic, let me know and Ill find out whats uo.

Ravens_cry
2010-06-08, 02:32 PM
If it says Picture URL I havent found a pic for it. If its one that has a pic, let me know and Ill find out whats uo.
How about this one for the Bugbear Terrorist?
http://img696.imageshack.us/img696/9876/bugbear.jpg

Bhu
2010-06-08, 11:56 PM
The following classes are by AllWillFall2Me of the Wizards boards, and originator of the Races of the Horde project


Fanatic of Gruumsh
Gruumsh has a great many barbarian followers willing to throw themselves to their deaths in his cause. He also has a great number of clerics willing to throw barbarians to their deaths for his cause. The greatest of both of these are the cleric-barbarians who throw his foes to their deaths for his cause. (Minimal fluff right now, I'll come up with something later.) Requirements
Race: Orc or half-orc
Base Attack Bonus: +4
Class Feature: Able to Rage 1/day
Spellcasting: Able to cast 2nd level divine spells
Special: Must Worship Gruumsh.
Table:
The Fanatic of Gruumsh
HD: d10
Lvl-BAB-Fort-Ref-Will-Special Class Features-Spellcasting
1 +0 +2 +0 +2 Mettle, Fanatic Rage +1 level of Divine
2 +1 +3 +0 +3 Rage +1/day, Inspiring madness -
3 +2 +3 +1 +3 Seeing with Gruumsh's Eye +1 level of Divine
4 +3 +4 +1 +4 Rage +1/day, Shielding madness -
5 +3 +4 +1 +4 Gruumsh's War Cry +1 level of Divine

Class Skills: The Class Skills for the Fanatic of Gruumsh (and the key ability for each skill) are Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion) (Int), Spellcraft (Int), and Survival (Wis)

Skill points per level: 4+Int modifier

Weapon and Armor Proficiency: The Fanatic of Gruumsh gains proficiency with the Orc Double Axe, if he does not already possess it. He gains no additional armor proficiencies.

Class Features:

Spellcasting: At every-odd numbered level of fanatic, the character gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of fanatic to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one spellcasting class before he became a fanatic, he must decide to which class he adds each level of fanatic for the purpose of determining spells per day.

Mettle (Ex): Beginning at 1st level, the fanatic can resist magical and unusual effects with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping fanatic does not gain the benefit of mettle.

Fanatic Rage (Su): When raging, a Fanatic gains immunity to mind-affecting effects. Also, a Fanatic may cast divine spells of the transmutation, evocation, and conjuration school, so long as they take less than one round. A fanatic that does so takes damage equal to 2 times the spell's level.

Rage:At every even level, a fanatic gains an additional daily use of rage.

Inspiring Madness (Ex): While raging, a fanatic of 2nd level or higher gives all allied worshippers of Gruumsh within 30 feet a bonus to melee damage equal to her class level.

Seeing through Gruumsh's eye (Su): One of the most potent abilities of the fanatic is gained at 3rd level. Channeling the divine might of Gruumsh, the fanatic is given sight just enough into the future to defend herself. By expending a divine spell slot, the fanatic may gain an insight bonus to AC equal to the spell's level, for a number of rounds equal to her class level. This bonus is doubled if the fanatic is raging.

Shielding Madness (Ex): The eye of all on the battle field is drawn to a maddened fanatic. This forces all enemies with line of sight to a raging fanatic of 4th level or higher to make a Will save (DC 10 + fanatic's class level + fanatic's Cha modifier), or be unable to attack anyone except the fanatic.

Gruumsh's War Cry (Sp):At 5th level, a fanatic learns the dread battle cry of the One-Eyed God, and may use it in combat. A fanatic may expend a daily use of rage to produce a shout effect, with a caster level equal to the fanatic's character level. If the fanatic is capable of a Greater Rage, then this ability instead produces the effects of Greater Shout.

Alternate Capstones:

Rage of Death (Su): The most feared of all the abilities of a Fanatic, the Rage of Death is the pure hate of Gruumsh, channeled to earth. Once per day, a fanatic of 5th level or higher may declare one of his rages a Rage of Death. In doing so, he surrounds himself with a Circle of Death, as the spell. The 40 ft burst is centered on him, wherever he goes, until it has killed the full amount, or the duration expires, at the end of his rage. His caster level is equal to his character level.

Blood-Frenzy (Su): Once a day, a fanatic of 5th level or higher may enter a Blood frenzy, a rage in which he serves as an avatar to Gruumsh himself. This state has the effect of a Righteous Wrath of The Faithful spell, but lasts until you stop raging, and the fanatic is included in the effects. Your caster level is equal to your character level.


Scarred Veteran
"There are old orcs, and there are bold orcs, but there are no Old Bold Orcs." -common goblin "wisdom"
"Gobbo's don't know nothin' " -Urku, Scarred Veteran.

Ask any orc how he knows who's a better fighter than him, and assuming he doesn't kill you, you'll get a common answer: scars. To the Orcs, scars are a sign of the number of battles you've survived, the number of kills taken. Some orcs, through years of combat and survival, become so scarred and toughened, they become scions of orcish endurance. These scarred veterans number among the toughest creatures to kill in the world.

Requirements:
Race:Orc-blooded
Special:Ability to Rage
Special:DR 1/-
Feats: Endurance, Toughness

Table 1:1 The Scarred Veteran

HD:d12
Lvl-BAB-Fort-Ref-Will-Special
1 +1 +2 +2 +2 Steelskinned, Scarred Heart
2 +2 +3 +3 +3 DR 1/-, Blooded in Battle
3 +3 +3 +3 +3 Will to Power
4 +4 +4 +4 +4 DR 2/-, Iron Rage
5 +5 +4 +4 +4 Beyond Gods and Devils

Skills: As Barbarian.

Class Features:

Steelskinned (Ex): Years of cuts, bruises, and piercings have toughened the scarred veteran's hide. He adds his class level to his Natural Armor Bonus.

Scarred Heart(Ex): Having stared into the eyes of so many deaths, and lived to laugh about them, the thought of death no longer frightens the Scarred Veteran. This grants an immunity to fear effects.

Damage reduction(Ex): At 2nd level, and again at 4th, the Scarred veteran adds 1 to his existing damage reduction.

Blooded in Battle(Ex):Having bathed in the blood of fallen foes so many times, the blood in the veins of a scarred veteran of second level or higher runs with greater fervor. He gains 1 hitpoint for every hit die he possesses. Whenever he gains hit die, he also gains this hitpoint.

Will to Power(Su): By third level, the scarred veteran's endurance has become superhuman, as he starts to forget he can fail. From this point on, he adds his Constitution modifier to all saving throws, in addition to existing modifiers.

Iron Rage (Ex): The rage of a 4th level or higher Scarred veteran is a sight to be seen, as swords rebound from his toughened hide, and arrows shatter on impact. At this level, when raging, the Scarred Veteran adds his Constitution modifier to Armor Class.

Beyond Gods and Devils (Su): At 5th level, the scarred veteran's faith in himself, and sheer iron will, grant him Spell Resistance equal to 10 plus his Class level plus his Constitution modifier.

Bhu
2010-06-09, 12:00 AM
Also by AllWIllFall2Me:

Bloodstained Blade of Shargaas

There are those among the orcs who care not for honor, only results. The watchmen of orc society, they tolerate no weakness from the leaders, and serve as executioner of the weak, and the subtle knife in the tribe's foes' hearts. These are the Blades of Shargaas, silent, hidden, and always a second from dealing death.

Requirements
Skills: Hide 6 ranks, Move Silently 6 ranks
Class Feature: +2d6 sneak attack damage
Spellcasting: ability to cast 2nd level Divine spellcasting

The Bloodstained Blade of Shargaas
Lvl BAB Fort Ref Will Special Spellcasting
1 +0 +0 +2 +0 Touch of Shargaas +2, -
2 +1 +0 +3 +0 Poison Use, Death Attack +1 level of divine spellcasting
3 +2 +1 +3 +1 +1d6 sneak attack, Death Blade +1 level of divine spellcasting 4 +3 +1 +4 +1 Touch of Shargaas +4, Killer's Sight -
5 +3 +1 +4 +1 Punish the Weak, Silken Steel +1 level of divine spellcasting
6 +4 +2 +5 +2 +2d6 sneak attack, Shielding Shadows +1 level of divine spellcasting
7 +5 +2 +5 +2 Touch of Shargaas +6, Nighteyes -
8 +6 +2 +6 +2 Blood of Shadows +1 level of divine spellcasting
9 +6 +3 +6 +3 +3d6 sneak attack, Reaping Blade +1 level of divine spellcasting
10 +7 +3 +7 +3 Night-touched soul +1 level of divine spellcasting

Skills: TBA

Class Features:
Touch of Shargaas (Ex): Shargaas is lord of shadows, night, and silence. His Blades gain the listed bonus to Hide and Move Silently checks.

Poison Use: Blades are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

Death Attack: If a Blade studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin’s choice). While studying the victim, the Blade can undertake other actions so long as his attention stays focused on the target and the target does not detect the Blade or recognize the Blade as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the Blade’s class level + the Blade’s Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the Blade. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the Blade has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if the Blade does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

Death Blade (Su): Shargaas instills his will of death into his chosen weapon. A Blade of third level or higher may add his number of sneak attack die to the DC of his death attack when wielding a shortsword.

Killer's Sight (Su): Divine wrath guides the hand of a Blade. At 4th level, he gains the ability to expend a divine spell slot as an immediate action, receiving the level of the slot as a bonus to attack rolls for the next 3 rounds.

Punish The Weak (Su): The gravest offense to Shargaas is weakness, and his rage sears the blood of his victims. Anyone failing a saving throw against poison delivered by a Blade of 5th level or higher must make additional saving throw or take damage in extending one minute increments. So, if failing the Initial saving throw, the target must make 2 saving throws in one minute. If he should fail either, he must make another saving throw in another minute's time. These attacks deal teh secondary damage of the poison in question.

Silken Steel (Ex): A Blade must be quiet, and at times he must go straight from the battlefield to the assassin's craft. So they train themselves until, at 6th level, they no longer take armor check penalties to Hide or Move Silently checks.

Nighteyes (Ex): At 7th level, there are no shadows to the Blade. His darkvision extends by 30 feet, he receives low-light vision, and he gains the ability see in magical darkness.

Blood of Shadows (Ex):After years of delivering the Dark One's hate to the world, and carrying hate in his heart, the veins of a 8th level or higher Blade run cold with hate. His blood becomes the equivalent of Shadow Essence poison. Any creature biting him must make a saving throw be poisoned. Also, he may cut himself, dealing 1 point of damage, to apply a dose of the poison to his blade.

Reaping Blade (Ex): By 9th level, the Blade is a known and feared force in the tribe, and indeed by all orcs who know of him. The very touch of his blade is said to drain life, and those it stabs have no hope. By expending a divine slot just before making a death attack, a blade may increase the DC by the level of the expended slot.

Night-touched Soul (Ex): At 10th level, the Blade becomes one of the chosen killers of Shargaas. He becomes a Native outsider, with an immunity to negative energy attacks, and damage reduction 10/cold iron.

Cieyrin
2010-06-09, 11:40 AM
Wow...just, Wow. I'm impressed with these PrCs, especially Scarred Veteran and Bloodstained Blade of Shargaas. I especially like harkening back to old orcish deities, as I had an orc thug who worshiped Shargaas and I could easily have seen him have one of these in his service.

Bhu
2010-06-09, 11:05 PM
Originally by Rampant of the Wizards boards


Maelstrom

Orcs rarely develop psionic power, most lack the mental discipline to follow the path of the manifester. However there is a signifigant number of wilders, many are orcs who have discovered the power of their untamed hearts while in the throes of rage.

Maelstroms are engines of destruction weilding both axe and psychic blasts with equal ferocity.

Requirements:
Race: Orc, or half-orc
Bab: 5+
Powers: Must be able to manifest at least one 2nd level power.
Special: Rage 1/day, Wild surge class feature, Surging Euphoria class feature


The Maelstrom
HD: d10 Level
BaB Fort Ref Will Special Manifesting
1 +0 +2 +0 +2 Wild Surge +1, Psychotic rage
2 +1 +3 +0 +3 Rage 1/day +1 manifester level
3 +2 +3 +1 +3 Surging Euphoria +1 +1 manifester level
4 +3 +4 +1 +4 Wild Surge +2
5 +3 +4 +1 +4 Indomitable Rage +1 manifester level
6 +4 +5 +2 +5 Rage 2/day +1 manifester level
7 +5 +5 +2 +5 Wild Surge +3
8 +6 +6 +2 +6 Surging Rage +1 manifester level
9 +6 +6 +3 +6 Surging Euphoria +2 +1 manifester level
10 +7 +7 +3 +7 Wild Surge +4, Rage 3/day, Dread rage

Class Skills: Listen, Jump, Climb, Survival, Psi-craft, craft, profession, swim, intimidate
Skill points per level: 2 + intelligence modifier

Weapon and Armor: Maelstrom do not gain any new weapon or armor proficiencies.

Wild Surge: As the maelstrom progresses his Wild surge ability increases by the listed value.

Psychitic Rage: The Maelstrom can manifest powers while raging, however the maelstrom has little control over it’s power while raging and thus must use its wild surge ability to the maximum level in order to manifest while raging. In addition The surging Euphoria ability is always active while the Maelstrom is raging, regardless of whether the maelstrom uses wild surge.

Rage: At 2nd, 6th, and 10th level the maelstrom gains an additional daily use of its rage ability.

Manifesting: At every level except 1st, 4th, 7th, and 10th, the maelstrom gains powerpoints, and powers known as if they gained another level in whichever manifesting class he had before becoming a maelstrom. He does not gain bonus feats, or other abilities of the manifester class however.

Surging Euphoria: As a maelstrom progresses his surging euphoria ability increases by the listed value.

Indomitable Rage: While using his ability to manifest with wild surge while raging the maelstrom can delay the onset of Psychic Enervation. If using a wild surge would trigger Psychic enervation during a rage the maelstrom does not suffer the effects of Psychic enervation until the rage ends. If the Maelstrom would be affected psychic enervation more than once, the duration of the psychic enervation continues an additional round until the maelstrom has suffered a round of psychic enervation for each time he would have been affected while raging.

Surging Rage: At 8th level a maelstrom gains an increase to his base speed equal to 5 times his surging euphoria bonus, while raging.

Dread Rage: At 10th level the maelstrom’s rage ability improves, he now gains an additional +2 to strength and constitution and an additional +1 to will saves, while raging.

Maelstroms in the world

Most maelstrom begin their lives as normal if unusually charismatic orc barbarians. These potencials rarely understand when in the height of their fury they manifest their first psionic power. Often misunderstood by others, the maelstrom is still a powerful and valued member of his tribe. HIs psionic power coupled with his devastating rage leaves many foes little more than a stain on the ground. Despite ignorant gossip, and the subtle ostracization from the rest of the tribe, Maelstrom are often respected as the most powerful Orc in the tribe, at least within earshot.

A succesful Knowledge (psionics) check will reveal the following information:

DC 15: This is a maelstrom, a psychic orc filled with a dreadful rage.
DC 20: A maelstrom can manifest psychic powers while raging, but has little control.
DC 25: Powerful Maelstrom are capable of staving off the effects of psychic enervation, but it can leave them vulnerable for a short time once the rage ends.
DC 30: A check this successful can reveal details about specific Maelstroms.

Playing a Maelstrom Maelstrom are highly emotional orcs, regardless of whether or not it shows. Find ways to show that emotion, in addition to screaming and killing. Maelstrom's listen to their feelings and little else.

Combat: Maelstrom are, as a rule, not careful, cautious, or particulary cunning. Most prefer to rush the opposition and, if a couple swings of the old axe or a solid mind thrust aren't enough, Rage in the first few rounds. Making extensive use of their ability to continue manifesting while raging. Eventually the ones who survive learn to take a few moments to use enhancing powers before hand and lead with a disabling power or two.

Advancement: Many Maelstrom Continue advancing as wilders, some will continue to mix in levels of barbarian or PrC's that continue to improve their rage.

Resources: Maelstrom are usually amongst the most destructive members of an orc tribe, and as such can command a signifigant portion of the tribe's wilder warriors, and through them the fresh spoils of raids. Most rarely exercise this beyond claiming choice gear for themselves. Also given how little use the majority of an orc tribe has for psionic items, most such things find their way to the Maelstrom.

Npc Reactions To most you are a novelty, to your foes you are howling storm of steel and psychic fury, to your fellow orcs you are a terrifying figure who is also a source of perverse pride as your destructive potencial and sheer ferocity make you an examplar, just as the ill-understood nature of yur power makes you something of an outcast.

Maelstrom in the world:
Daily Life: Most maelstrom are attached to orc tribes. They can become powerful figures in their clan, but are often at odds with the clergy of Gruumsh. Most Clerics of the One-eyed god lack the knowlege required to identify what the maelstrom is doing, except to confirm it is neither the magic of the gods, the earth, or the book. Sometimes they are mistaken for being of a sorcerous bent, but even low level divinations dispell that theory. This status as an anomaly can translate into hostility from the clerics and shaman which often affects the whole tribe, limiting a maelstrom's influence off the battle field.

Notables: Scurrak Face-eater is known the realm over for the broad swathe of blasted landscape through the north lands left by his campeign agains the elves. During which he lead the charge at the destruction of no less than a dozen elf cities.

Organizations: Maelstrom have no overarching organization, many have no idea that there could be other's like themselves at all.

Maelstrom in the game
Maelstrom adventurers are rare, but not unheard of. Particularly conservative tribes may banish them if the tension with the clerics becomes too much. Some Mealstrom dicover their power as a reaction to the trauma of losing the tribe, or of being lost.
Adaptation: ???
Encounters: Maelstrom are likely enountered as part of a large orc assault force, or tribe. Most have no distinguishing marks to give their status away, and thus can surprise unwary PCs.

Bhu
2010-06-10, 10:38 PM
Originally by Kel of the WIzards boards

ELFHUNTER

"You fight Grutch? Grutch kill nine elf today. You wanna' be ten?"
-Grutch Eartaker, Elfhunter

Orcs and elves have been at war for years uncounted. The elves, possessed of superior training, magic, and allies, have long had the upper hand in this eternal conflict. Elfhunters are the elite orc fighters, the front line and scouts and assassins of the orcish army in the war against the elves. They are often self-trained or trained by a single mentor.

BECOMING AN ELFHUNTER

Elfhunters are usually rangers. The stealth associated with this class, as well as the favored enemy ability, makes it ideal for the Elfhunter. Other viable classes include the rogue, or the barbarian or fighter, though those may take some work to get the hide and move silently skills sufficiently high.

ENTRY REQUIREMENTS:
Base Attack Bonus: +6
Race: Orc or Half-Orc
Skills: Hide 6 ranks, Move Silently 6 ranks, Intimidate or Survival 9 ranks
Feats: Elfslayer (see Chapter 6: Character Options), Power Attack, and Orcish Toughness (See Chapter 6: Character Options)

Class Skills:
The Elfhunters class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str).
Skill points at each level: 4 + Intelligence modifier

Hit Dice: d10

The Elfhunter

Level Base Attack Fort Ref Will Special Bonus Save Save Save 1st +1 +2 +0 +0 Orc Sneak Attack
2nd +2 +3 +0 +0 Elf Stalker +2
3rd +3 +3 +1 +1 Silent Tread
4th +4 +4 +1 +1 Elf Stalker +4
5th +5 +4 +1 +1 Orcish Hatred, Endure Elfmagic

Class Features: All of the following are the class features of the Elfhunter:

Weapons and Armor Proficiencies: The Elfhunter gains proficiencies with light and medium armor, and with simple and martial weapons.

Orc Sneak Attack (Ex): When an you attack an unprepared opponent, you do not strike for the weak points, or for the vulnerable and pain-inducing areas of the body; you instead take advantage of the opening to hit them really hard while they are unable to defend themselves. When you attack an opponent that is denied their dexterity bonus or is flanked with a melee attack, you add your class level + 1 to damage.

Elf Stalker (Ex): You are particularly skilled at hunting, tracking, and killing elves. You add this bonus to all Hide, Move Silently, Spot, Listen, damage, and attack rolls made against elves, as well as this as a racial bonus to AC.

Silent Tread (Ex): You add your class level as a bonus to Hide and Move Silently checks.

Orcish Hatred (Ex): Your attack against an elf is a fearsome thing, as you attack without regard to your own life, focused only on reducing the elf to mush. You may spend 2 rounds not taking any actions other than studying an elf. On the third round, you may make a single attack against that one elf which is automatically a critical hit if it hits, though you must still roll to confirm the critical.

Endure Elfmagic (Ex): Your long exposure to elven magic has made you resistant against them, granting you a +4 bonus to saves made to resist spells cast by elves.

PLAYING AN ELFHUNTER
As an Elfhunter, you are both a skilled combatant and a stealthy assassin of elvenkind. You are often followed by the other orcs, and by the end of your life most likely have a high place in your tribe. You are an orc with a vision, a vision of a thousand thousand elven corpses piled in a mound high enough for you to walk up to Gruumsh himself and deliver Corellon's head to him. When not indulging in your favorite pastime, you are much like other orcs, hunting and obeying the edicts of Gruumsh.

Combat
Elfhunters are both brutish and stealthy. You feel drawn to the wondrous feeling of your enemy's skull being crushed under your ax, but know that too many orcs have fallen by rushing into battle recklessly. Instead, you use your skill at stealth to strike from behind, taking the advantage by making full use of both your stealth and incredible strength.

Advancement
For you, advancing as an Elfhunter is easy: the more you hate elves, the better you are. Being a better Elfhunter is not something that can be taught, it is simply picked up, and hatred is not something that can be given by an instructor or teacher.

Resources
You are an Elfhunter; as such, you are respected and revered in orc tribes. In most tribes you can easily gain food and lodging, and more than a couple of hotheaded young orcs would be eager to follow you for a raid into elvish territory.

ELFHUNTERS IN THE WORLD "Bah! These 'Elfhunters' could not possibly be a threat to an y real elf. Orcs aren't stealthy, they're brutes, cowards, and thugs." -Elmiskril Nightingtree, renowned orc slayer
The Elfhunter easily fits into any campaign. They are good for DMs wanting to give an elvish PC a bit of a challenge, or for starting an adventure. In a campaign where the adventurers are orcs, it also makes a good mentor-type or guide to elvish lands. For the players, Elfhunters are good for characters playing orcs who hate elves, and who focus on killing them. Elfhunters can be orcish chieftains, warleaders, or just wandering, solitary elfslayers.

ORGANIZATION
There is no real noticeable organization of Elfhunters. They are almost always solitary, accompanied by normal orcs only, if at all. The closest Elfhunters get to working to gether is if they happen to be in the same raid at the same time.

NPC REACTIONS
Reactions to Elfhunters varies depending on the race of the NPC. Orc NPCs find Elfhunters to be wonderful and powerful people. Famous Elfhunters and their exploits are told to young orclings, and the orclings spend hours pretending to be their favorite hero. When they are not chieftains of a tribe, they are often honored when they enter an orcish village. Elven NPCs have a different reaction, however. Those who have not seen firsthand their merciless murder of elves often scoff, not believing that any orc could take down an elf. Those who have seen the Elfhunter's enraged face with murder in its eyes are wary and, more often than not, fearful.

ELFHUNTER LORE
Characters with Knowledge (Local) can research Elfhunters to learn more about them.
DC 10: The Elfhunter is an orc who really hates elves.
DC 15: The Elfhunter is an orc who is both physically strong and capable of stealth.
DC 20: The Elfhunter is an orc who is extremely stealthy and a combatant to be feared, who fights with great fervor when confronted by elves and are regarded as heroes by their fellow orcs. Alternatively, similar information could be obtained through the use of Gather information checks made in elf or orc filled communities, or with bardic knowledge.

ELFHUNTERS IN THE GAME
The Elfhunter is one of the easiest classes to work into a campaign. There is no organization, no learned techniques, merely a penchant for stealth and a hatred of elves. In order for the Elfhunter to be most useful to the PCs, make them fight elves or half-elves of any kind often. If it is a good aligned Elfhunter, then drow will do fine.

ADAPTATION
Adapting the Elfhunter is very easy. Simply substitute the elf part of the class for some other class, such as dwarves or humans. Alternatively, this class could be specifically designed for goblins who hate dwarves, though Orc Sneak Attack would have to be replaced with Sneak attack and Orc Hate with something more related to sneaking.

Bhu
2010-06-10, 11:10 PM
I added a lil surprise to the end of the Terrorist

Bhu
2010-06-14, 10:29 PM
One Watsyurname forgot to port over from WIzards:

Game Rule Information:
The Viking has the following game stats.
Abilities: Consitution and Strength are really important as the Viking is a hard melee fighter. A decent Dex also helps out to avoid blows. Intellegence is useful for skills and Wisdom for your low will save.
Alignment: Any Non-Lawful
Hit Die: d12

Entry Requirements
To qualify to become a Viking, a character must fulfill all the following criteria:
Alignment: Non-Lawful
Base Attack Bonus: +5
Skills: Profession (Sailor) +5, Swim +5
Feats: Power Attack, Improved Shield Bash

Class skills
The Viking class skills (and the key ability modifier for each skill) are:
Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex)
Skill Points at Each Level: (4 + Int modifier).


The Viking
Level BAB Fort Ref Will Special
1 +1 +2 +0 +0 Rage 1/Day, Morale Charge +2, Seadog
2 +2 +3 +0 +0 Berserker Charge, Viking Shield Bash
3 +3 +3 +1 +1 Rage 2/Day, Morale Charge +3, Pillager
4 +4 +4 +1 +1 Tactical Charger, Zig-Zag Charge
5 +5 +4 +1 +1 Rage 3/Day, Morale Charge +4, Viking Defense
Class features
All of the following are class features of the Viking prestige class.

Weapon and Armor Proficiency: The Viking gains proficiency in no weapons but gains proficiency in the Viking Round Shield.

Rage (Ex): A Viking can fly into a rage a certain number of times per day. This functions identically to the Barbarian Class feature. If you already have Rage, this increases the number of times it can be used by 1. You gain an additional use of Rage at 3rd and 5th Levels.

Morale Charge (Ex): When a Viking charges at the begining of the battle, all of his allies and he gain a morale boost. The first time a Viking charges into battle, all Allies within 60ft gain a +2 morale bonus to Attack, Damage, and Will Saves. This bonus lasts until combat is over. This bonus improves at 3rd and 5th levels.

Seadog: The Viking is a Sailor and knows how to surive on the open seas. You add your class level to Profession (Sailor) and Swim checks. Also, whenever you are on a ship, you gain a +2 on Attack Rolls, AC, and Reflex Saves.

Berserker Charge (Ex): At 2nd Level, When a Viking charges while in Rage it is a terrifing sight. While in Rage a Viking does an additional +1d8 Damage at the end of a charge.

Viking Shield Bash (Ex): At 2nd Level, A Viking can deal massive damage with his shield as if it was bigger. When wielding a shield and making a Shield Bash, increase the damage die by one. So a Heavy Shield becomes 1d6 Damage instead of 1d4, A Spiked Heavy Shield becomes 1d8, etc.

Pillager (Ex): At 3rd Level, A Viking is a natural Pillager and excells at breaking objects. A Viking gains a +2 bonus on Sunder and Strength checks. Also, A Viking ignores half the hardness of an object when trying to break it.

Tactical Charger (Ex): At 4th Level, A Viking learns different tatics to use while charging. A Viking can preform any of the following maneuvers:

Knockdown Charge: While making a charge and making a shield bash, you may try to trip your opponent by knocking them over. Your attack only does half damage and you take an additional -1 to AC (which lasts for one round). You must at least make a melee touch attack to initiate the trip. If you succeed on the trip attempt your opponent is now prone, if you fail the opponent does not get an attempt to trip you.

Sword & Board: While making a charge with a shield and some other weapon, you may attack with both the shield and the other weapon at the same time at your highest base attack bonus. You lose the +2 Attack bonus on the attack and take an additional
-1 to AC. This does not generate AoO's.

Windmill Charge: While making a charge with any melee weapon(s), you may make an additional attack against one adjacent enemy where you ended the charge. This extra attack is made at your highest base attack bonus but is at a -5 attack penalty and it does not generate an AoO.

Follow Up Strike: While making a charge with any melee weapon(s), you may make an addition attack against the enemy you charged at. This extra attack is made is at your highest base attack bonus but is at a -2 attack penalty and only adds 1/2 your strength bonus. This does not generate an AoO.

Zig-Zag Charge (Ex): At 4th Level, A Viking learns how to change direction while charging. A Viking may make one, up to 90 degrees, turn during a charge.

Viking Defense (Ex): At 5th Level, A Viking learns how to use shields more effectively to block attacks. The Shield bonus to AC improves by +1 to all shields used by the Viking.


Viking Round Shield
Exotic Shield
Price: 25gp
Armor/Shield Bonus: +1
Max Dex Bonus: --
Armor Check Penalty: -1
Spell Failure: 10%
Weight: 7 lb.

This round metal light shield is favored by vikings. This shield is reinforced and made for shield bashing. The sheild does 1d4 damage even though it's a light shield. Adding spikes to the shield increases the damage die by one as usual.

Bhu
2010-06-14, 10:33 PM
One from LunarWolfPrime from the Wizards boards:

Amonge the hord their are those that take the mantel of a "Blood Hawk War Chief" a savage warrior that inspiers great blood lust in his followers due to his great under standing's of his ferocious pack of blood covered warriors.

Blood Hawk War Chief

ENTRY REQUIREMENTS
Feats: Improved Critical (any Tiger Claw Weapon), Power Attack
Skills: Diplomacy 8 ranks, Intimidate 8 ranks, Jump 8 ranks
Maneuvers: Must know one Tiger Claw and 1 White Raven Maneuver without knowing any maneuvers from the other 7 schools. If you know maneuvers from the other schools you can't take levels in this class until you switch them out.
Stance: Must know 1 Tiger Claw or White Raven Stance

Class Skills
The Blood Hawk War Chief's class skills (and the key ability for each skill) are Diplomacy (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Spot (Wis), and Survival (Wis)
Skills Points at Each Level : 2 + int


BAB Fort Ref Will Abilities
1. +1 +2 +0 +2 Maiming Strike, Tiger Blooded Strike
2. +2 +3 +0 +3 Blood Hawk Stance
3. +3 +3 +1 +3 War Chief's Presence
4. +4 +4 +1 +4 Hawk of the Bloody Death Stance
5. +5 +4 +1 +4 Stance Mastery



lvl Manuver known Stances Known Manuvers readied
1 1 1
2 1
3 2 2
4 2
5 3 3
Weapon Proficiencies: A "Blood Hawk War Chief" gains no new weapon or armor proficiencies

Maneuvers: you are now limited to being able to learn from the tiger claw and white raven schools of the sublime way. You also can not use the martial study feat to learn maneuvers form other school's

stance: you are now limited to being able to learn from the tiger claw and white raven schools of the sublime way

Maiming stike: at lvl1 Your kukri's are treated as if they had the maiming weapon enhancement.

tiger blooded strike: you may treat tiger claw weapons as one size type higher for the purpose of figuring your power attack damage. ex. kukri's are one handed in a Blood Hawk War Chief's hands.

Blood Hawk stance: at lvl2 you may forgo you normal stance effect to adopt the effect of the Blood Hawk stance. The crit multiplier of your weapon increases by 1 (ex. kukri stats, 1d4 damg, range 18-20X3 instead of X2) you also get a + 4 bouns on crit confirmation roll's, also if you get a crit you and your allies in 30ft gain a +1 to attak and damage rolls which last until you go for 5 round with out a crit(yes this works like Blood in the Water) except with the changes above

War chiefs presence: you gain a bonus to jump,Intimidate and Diplomacy equal to you class lvl

Hawk Of The Bloody Death stance: at lvl4you may forgo you normal stance effect to adopt the effect of the Hawk Of The Bloody Death stance. The crit multiplier of your weapon increases by 2(ex. kukri stats, 1d4 damg, range 18-20X4 instead of X2) you also get a + 8 bouns on crit confermation roll's, also if you get a crit you and your allies in 60ft gain a +1 to atk and damg rolls which last until you go for 10 roundswith out a crit(yes this works like Blood in the Water) except with the changes above

Stance Mastery: as the Warblade class feature expcet the stances must be a tiger claw or white raven stance's

Bhu
2010-06-14, 10:36 PM
Sorry it's been a few days. I'm still out of work and the Census gave me another temp job for the weekend so I hadda accept.

Bhu
2010-06-14, 10:37 PM
One from Divisionbyzero:


The Savage Blade
http://i31.photobucket.com/albums/c392/divisionbyzer0/DnD/OrcChampion.jpg

Entry Requirements:
Race: Orc-blood
BAB: +5
Skills: Survival 5 ranks, knowledge [history] 2 ranks, intimidate 5 ranks, Dance 3 ranks
Feats: Shadow Marches Warmonger (Races of Eberron), or Exotic Weapon Proficiency [Orc Double-Axe], Weapon focus [Orc Double-Axe], Two Weapon Fighting
Region: Campaign specific as approved by your dungeon master.
Special: Acquisition of some body part, piece of equipment, personal item, or an object otherwise strongly connected to a great Orc champion of the past.

Hit Dice: d10

BAB Fort Ref Will Special
1. +1 +0 +0 +2 Ancestral Guidance (1), Barbarian Abilities,
Feared among the horde
2. +2 +0 +0 +3 Stability of the past
3. +3 +1 +1 +3 Ancestral Guidance (2)
4. +4 +1 +1 +4 Slayer of ancient foes
5. +5 +1 +1 +4 Ancestral Guidance (3), Legendary Force
Weapon and armor proficiencies: The Savage Blade gains no weapon or armor proficiencies.

Class Skills (3 + Int modifier per level): Balance, Perform [Dance], Perform [Percussion], Perform [Chant] Concentration, Craft, Climb, Hide, Intimidate, Jump, Knowledge [History], Knowledge [Dungeoneering], Listen, Move Silently, Survival, Sense Motive, Spot, Swim, Tumble

Ancestral Guidance (Su): Once per day, you can call upon your ancestors to grant you knowledge and talent beyond your normal aptitudes. To accomplish this, you must spend 1 hour in chant accompanied by a DC 10 perform check, either dance or percussion focused on your ancestors, starting at [sometime in the night]. You must also make a dc 10 concentration check otherwise the feats last only for a number of hours equal to your perform check result. For each feat beyond the first the perform check DC increases by 1. At the end of this hour, you gain a bonus feat selected from the list below; you need not meet the normal requirements for the feat. The feat lasts until nightfall of the next day:

blind fight, combat reflexes, diehard, great cleave, improved critical [Double axe], improved sunder, extra rage, chaotic rage, extend rage, improved trip, iron will, lightning reflexes, power attack, two weapon defense, weapon specialization [Double axe].

Feared among the horde (Ex): You strength and fierce prowess in battle notorious. The orcs and goblinoids from your tribe and the others' your tribe has dealings with both fear and respect you. Likewise for those of any warband, horde, or otherwise those in combat on your side. Instead of your charisma modifier add 1/2 your strength modifier to bluff, intimidate, and diplomacy checks when
dealing with the above specified orcs and goblinoids.

Barbarian Class Features (Ex): If you have barbarian levels your Savage Blade levels stack for the purposes of determining your trap sense and damage reduction abilities (or variant class features which substitute these ones out).

Stability of the past (Ex): At second level and higher you add your class level as a competence bonus to balance and tumble checks. While Orcs are tough and pride themselves on their tenacious ability to survive, their lifespans often tell otherwise. You however have learned that staying alive requires more than a massive blade, a tough hide and a strong arm. Through your training your abilities with the uncanny martial skills of the past Orc champions improve. You are resourceful in battle even in the most precarious of situations, and this is reflected in your ever steady footing and constant swift reflexes. You may use balance and tumble while raging (consider making them permanent class skills).

Slayer of Ancient foes (Ex): Choose an ancient foe. This should be campaign or region specific; likely one from the following: dwarf, elf, goblinoid, human, or another as sanctioned by your dungeon master and appropriate for your game. Your people have been battling your ancient foe thousands of years; however most among your kind merely hate and fight their foes without the patience or diligence to look to the past towards the special techniques your ancestors developed for dealing with your foes, however you do -- through your training, study, and communion with your ancestors at 4th level you gain a +4 bonus on Bluff, Intimidate, Listen, Sense Motive, Spot, and Survival when using these skills against your ancient foe. You also gain a +4 bonus on weapon damage rolls against your ancient foe. You also learn to speak, read, and write you ancient foes language as if you had spent skill points to learn the language.

Legendary Force (Ex): At 5th level you become a true master of the Orc Double-Axe; your strikes are both fierce and efficient. Through skill and art you learn to strike with astonishing strength. This ability allows you to treat both ends of the Orc Double-Axe as if it were a two handed weapon, even when you use it as a double weapon. For example, you add 1.5 times your strength bonus on damage rolls with each end of the weapon, and any damage bonus from the power attack feat is doubled.

************************************

Sample Encounter
EL: 22

Okk "Thunderhead" Grimtooth
CN Male "Stony" Orog
Medium Humanoid Orc Blooded Earth Subtype
Rogue 1 / Barbarian 4 / Ranger 4 / Dread Commando 4 / Scorpion Wraith 1 / Shadow Dancer 1 / Savage Blade 4

Init+18 / +20 (Ferocity) (unexpected assault -- additional +4 on surprise)
Senses: Blindfight, Blindsense 30', Darkvision 120', Light Blindness (negated by shaders), Listen +11, Search +10/9(day), Spot +21/20(day), Uncanny Dodge
Languages: Common, Orc
Trait: Detatched

AC: 46 / 48 (exp dodge) / 50 (mobility); Uncanny Dodge
HP: 200
Resist: DR 8 / Adamantine, fire resistance 5, cold resistance 5, 75% to avoid crit (shield), 1/2 damage electricity none if save (raiment), 1/2 or no damage if save from sonic 5 rnd / day

Fort: +18 (reroll 1s); Ref: +22/25(ferocity); Will: +16

Speed: 35; Burrow: 17; Air Walk Continuous: 35; No penalty to hide or move silently while moving, -10 when attacking or charging

Melee: +31/33
Ranged: +24/26
Grapple: +27/29

Abilities: Str 30/34, Dex 18/22, Con 20, Int 10, Wis 9, Cha 6

Attack Options:

Ancestral Guide 2/day: Usually selects power attack, and improved trip
Ancient Foe: ?
Blind Fight
Combat Style: TWF, ITWF
Distracting Attack
Earth Strike: 1/day +5 damage to one melee attack
Favored enemy: Arcane Magic Users +2
Ferocity: 4/day, lasts 9 rnds +4Str/Dex, no int or cha based skills, -2 ranged attacks, sickened at end
Headlong Rush: Double Damage on charge; provoke aoo all enemies within reach
Shadow Marches Warmonger: +1 damage on charge with orc axe, battle axe, great axe; and action point result to damage with axes
Sneak attack +1d6
Sudden Strike +2d6
Streetfighter: During charge, when enemy is flatfooted threat ranged on weapon increases by 1; stacks with keen or improved critical
Twisted Charge: 1/encounter make a single direction change on a charge

Special Qualities:

Armored Ease: reduce check penalties by 4
Barbarian Abilities: EL 8
Feared Among the Horde: +5/+7
Hide In Plain Sight: Assassin Version
Poison Use
Skilled City Dweller: Tumble replaces Ride on Barbarian and Ranger skill lists
Stability of the Past: +3
Stealthy Movement
Team Initiative Bonus: +4 init to all allies in 30' (including self)
Trapkiller: +15
Wild Empathy: +3


Feats: Combat Reflexes, Expeditious Dodge, Extra Rage, Endurance (Rgr), Headlong Rush, Improved Initiative, Improved Two Weapon Fighting (Champion of the Wild), Mobility, Shadow Marches Warmonger, Steadfast Determination, Track (Rgr), Two Weapon Fighting (Rgr), Weapon Focus [Double-Axe]

Skills: Balance +16/18, Climb +7/9, Concentration +10, Craft Armor +2, Craft Weapons +2, Dance +10, Hide +32/34, Intimidate +9, Jump +7/9, Know Dungeoneering +1, Know History +2, Know Nature +8, Listen +11, Move Silently +32/35, Ride +4/6, Search: +10, Skill Trick: Twisted Charge, Spot +21, Survival +21 (+16 traps), Swim +7/9, Tumble +17/19, Use Rope +4/6

Gear: Shaders, Dragons Eye Amulet, Raiment of The Stormwalker, (robe changed to cloak), +5 Greater Shadow Greater Silent Moves Mithral Halfweight Fullplate, +4 Animated Heavy Fortified Hide Shield, Impervious Vestment, Belt of Giant Strength, Gauntlets of Ogre Power, Skin of the hero, horned helm

Bhu
2010-06-16, 11:33 PM
Terrorist updated

also Here's the last of the classes from teh wizards thread this one by Rappy:

Fortune's Fool

Picture URL

Why would I ever care about Gruumsh? The only thing Gruumsh ever did for me was smite my father, send a plague of rust monsters on my armory, and turn my sister into a displacer beast.

The Fortune's Fool is just that...the jester to fate. He couldn't care less about his people's dieties, and flaunts himself as a mercenary and swordsman to the masses, wandering alone or with a group of companions (usually unwanted and more tagalongs than true companions) who tends to get into misfortunes on a regular basis. Maybe this is because the gods of his people are angry, or maybe it is because some high-magic creature has found him amusing.

Becoming a Fortune's Fool
A fortune's fool is usually a Rogue or Fighter who has gotten himself into a really bad situation, but one that has enough perks that he continues to defy the dangers to achieve power and gold.

Entry Requirements
To qualify to become a Fortune's Fool, a character must fulfill all the following criteria:

Base Attack Bonus: +5
Feats: Deceitful, Improved Initiative, Tempting Fate.
Special: Must have angered or incited interest in either a member of his kind's pantheon or a creature with the ability to cast as per at least an 18th-level caster enough to cause them to give him grief.


Class Skills
The Fortune's Fool’s class skills (and the key ability for each skill) are as follows:
Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Hide (Dex), Listen (Wis), Move Silently (Wis), Open Lock (Dex), Profession (Wis), Search (Int), Sleight of Hand (Dex).
Skills Points at Each Level : 6 + Int modifier

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +1 +0 +2 +2 Fool ability
2. +2 +1 +3 +3 Idiot's assault, luck feat
3. +3 +1 +4 +3 Body of luck, fool ability
4. +4 +2 +5 +4 So bad it's good, luck feat
5. +5 +2 +6 +4 Just a flesh wound, fool ability
Weapon Proficiencies: The Fortune's Fool gains no new weapon or armor proficiencies.

Fool Ability: At 1st, 3rd, and 5th level, the Fortune's Fool may choose an ability to add to his repertoire. You select one ability from the list below to become a special ability of yours at each of the previously mentioned levels. Unless stated otherwise, each ability can only be taken once.

Pratfall (Ex): The Fortune's Fool tends to trip and fall in just the right manner in combat in order to increase damage if he strikes, like twisting his sword into an enemy's stomach while falling into a well. Once per day, you can gain a +2 bonus to damage rolls, at the expense of the same to attack rolls.
Spellcasting (Sp): You can either cast spells as per a Sorcerer or Cleric, depending on whether you wish to produce arcane or divine spells. Your Fortune's Fool levels stack with any other caster class levels for purpose of determining caster level.
Increased Reroll (Su): By Fate's hand, the Fortune's Fool can use his sheer misfortune to add to his luck. You gain one extra luck reroll with a luck feat you have. This ability can be taken multiple times, but a different feat must be selected each time.
Lucky Save (Su):[/i] Fate keeps the Fortune's Fool alive despite his frailty, clumsiness, or low willpower. You gain a once-per-day use of a luck reroll on one save ability (Reflex, Will, or Fortitude). This ability can be taken multiple times, but a different save must be selected each time. This stacks with any other save rerolls.


Idiot's Assault (Ex): At 2nd level, the Fortune's Fool is good at managing to use his sheer dumb luck in combat. Once per day, you may reroll a failed attack roll.

Luck Feat: At 2nd and 4th levels, the Fortune's Fool learns new ways to turn his bad luck into good luck. You may select a luck feat as a bonus feat as long as you meet the prerequisites.

Body of Luck (Ex): At 3rd level, Fortune's fool has his odd brand of luck so ingrained into his body that even its failures can craft success. Once per day, you may make a luck reroll on one Strength, Constitution, Dexterity, Wisdom, Intelligence, or Charisma check. This luck reroll stacks with any other abilities or feats that grant an ability score reroll.

So Bad it's Good (Su): At 4th level, the Fortune's Fool gets veered into situations that are so bad for him that the only place to go is up. Any time you fail a skill check, you may make a Will save (DC 10 + 1/2 your HD + how many ranks you failed the skill check by) to provide a moderately good event out of the otherwise bad situation. The GM determines the event, and it must be somehow tied to the skill check and situation at hand. For example: the Fortune's Fool has just failed a Hide check against a group of guards in a sheik's palace. While running away, he manages to stumble right into the royal storage vaults.

Just a flesh wound (Su): At 5th level, the fates seem to be conspiring to keep the Fortune's Fool alive for their further amusement. Once per day, if you reach near-death (-9 hp), you may make a Will save (DC 10 + 1/2 your attacker's HD + the attacker's Strength score) to be instantly stabilized and returned to 1 hp. This ability can be used in conjunction with the Tempting Fate feat.

Playing a Fortune's Fool
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..


Fortune's Fools 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.

Fortune's Fools 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.


EDIT: After a while, I've decided Item of Fate works better as a feat. Of course, this now means there's a hole in the class abilities. Any suggestions or comments?

Item of Fate
Prerequisites: Must have performed an act that has caused fate to move around you in aberrant or unnatural ways, such as the entry prerequisites for the Fortune's Fool prestige class, class level 6 or higher.
Benefits: By the hands of fate, you manage to either steal or come across an item of both worth and annoyance. This may be a magical weapon, a piece of ancient armor, a scroll of icantations, or even a djinn's lamp. This item is considered your magic item, and may not be stolen or sold due to the fact that fate will always cause something to happen that brings it right back. The item, however, has some form of drawback to it no matter what (IE, the djinn of a lamp might have a sense of humor that veers toward interpreting wishes into something that involves transmutation, a magical weapon might make its wielder drunk during use, etc.).[/quote]

Bhu
2010-06-17, 08:31 PM
I got the first ability for the Terrorist up, and most of the new Hexblade Feats done. Any thoughts if the Feats are okay?

Eikonos
2010-06-18, 12:06 AM
Loom is a very cool ability indeed :smallsmile:

I believe it is also very well balanced - it's epic levels, isn't game breaking and the effect is really fun :smallbiggrin:

Bhu
2010-06-20, 11:04 PM
Minor update to Terrorist, and I finished all the Epic Hexblade stuff

Bhu
2010-06-22, 11:44 PM
Terrorist almost done

Bhu
2010-06-24, 06:37 PM
Terrorist just needs a capstone and he's done

Bhu
2010-06-25, 09:14 PM
terrorist has capstone. any thoughts?

Bhu
2010-06-26, 05:55 PM
THE PEOPLE'S CHAMPION

Picture URL

"YOU...SHALL NOT PASS!!"

Goblins are small and easily exploited. They're kidnapped, enslaved, experimented on, and generally treated like animals. Occasionally one objects and gets tortured and killed. On even rarer occasion one actually is crazy enough to be a competent opponent, and ends up becoming a Champion of his own kind. His own people dont usually know what to make of this as it kind of goes against Goblin nature.

BECOMING A PEOPLE'S CHAMPION
Being crazy helps. Being able to stay out of the way of hits helps too.

ENTRY REQUIREMENTS
Race: Goblin
Special: Must be delusional
Alignment: Must be Chaotic
Skills: Bluff 20 ranks, Intimidate 20 ranks, Jump 20 ranks, Tumble 20 ranks
Feats: Dodge, Elusive Target, Giantbane, Mobility
Base Reflex Save: +14


Class Skills
The Peoples Champion's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha)
Skills Points at Each Level : 8 + int

Hit Dice: d6


Abilities
1. Delusionary Reflexes
2. Delusionary Skill at Arms
3. Special Delusions
4. Delusionary Fortitude
5. Delusionary Skill at Arms
6. Special Delusions
7. Delusionary Will
8. Delusionary Skill at Arms
9. Special Delusions
10. Folk Hero

Weapon Proficiencies: A People's Champion gains no new weapon or armor proficiencies.

Delusionary Saves (Ex): In your madness you truly do believe you tougher than others. Beginning at 1st level your total Reflex Save Modifier is equal to your own, or your opponents +4, whichever is better (choose one opponent within 60'). If facing multiple opponents, you must choose one. At 4th level this also applies to Fortitude Saves, and at 8th level it also applies to Willpower Saves. This only lasts for the duration of the encounter, or until you switch opponents.

Delusionary Skill at Arms (Ex): At 2nd level at the beginning of the day you may choose to gain the benefits of any one Feat that gives you some form of combat bonuses if you meet the prerequisites.

At 5th level you no longer need to meet the Feats prerequisites to choose it.

At 8th level choose one opponent within 60'. Your bonus to attack rolls is now equal to his if it happens to be greater than yours. For example if your opponent is an Orc Fighter with a +38 to hit with melee attacks, and you have a +25, you now have a +38. This only lasts for the duration of the encounter, or until you switch opponents.

Special Delusions (Ex): At levels 3, 6, and 9 you can choose one special ability from the following list:

"____" YOU! As an Immediate Action once per encounter you can change one successful attack with an unarmed strike into one that does 100 points of damage and Stuns the opponent for 1d3 rounds (opponent does not get a Save against this effect).

"You sir, are a stunningly bad shot" Once per encounter you may use this ability as an Immediate Action. For (3 rounds plus one round per point of Dex modifier) all ranged attacks automatically miss you.

"YARR!" Your attacks do an additional +20 damage for each size category larger than you your opponent is. If you threaten a critical your confirmation roll gets a Bonus equal to your opponents Size Class Modifier to Grapple Checks.

"Giants R Stooopid." Once per encounter you may use this ability as an Immediate Action. For (3 rounds plus one round per point of Dex modifier) all melee attacks by opponents whose Size Class is larger than yours automatically miss you.

"Oh Noes! Once per encounter as an Immediate Action you may take the full force of what was meant to be an area of effect attack on the party. Neither you or the party take damage or other effects, but you are stunned automatically for 1d3 rounds.

"You are an emotional cripple. Your soul is dog poop. Every single thing about you is ugly." As a Standard action you may unleash an insult so monstrous that all Enemies within 120' feel compelled to pull your skin off. If they fail a Willpower Save (Save DC is 10 plus 1/2 HD plus Charisma Modifier or a Bluff Check whichever is higher) they must drop everything to pursue you and engage you in melee combat, and will refuse to do anything else but defend themselves if attacked (and even then they will take Total Defense in an effort to reach you. In the meantime your Base Land Speed increases by 100'. This lasts 3 rounds plus 1 round per level of this class.

Folk Hero (Ex): You may use your Special Delusions abilities twice per encounter. If you have the Leadership Feat your Leadership score increases by an amount equal to your People's Champion level. You receive a Bonus equal to your People's Champion level on any 3 Charisma Based skills of your choice.

PLAYING A PEOPLE'S CHAMPION
You are bat____ crazy. You champion a people who are Evil and don't really get your altruism, though they are willing to take advantage of it. Your opponents are willing to underestimate you because they think you're a harmless crazy, or you'll eventually take the hint and wander off. Boy are they in for a surprise.
Combat: Champions prefer to stick and run under the theory that if you poke enough small holes in a big opponent, he'll eventually bleed out.
Advancement: Champions are varied and individualistic, but most rely on avoiding being hit while being able to hit opponents. Beyond that common link however most are quite different from the other.
Resources: Champions are kind of oddballs among their own people, and not usually understood outside them. You may have achieved fame and some wealth, but more likely you've achieved 'notoriety'. Possibly not the good kind.

PEOPLE'S CHAMPIONS IN THE WORLD
"You know, a long time ago being crazy meant something. Nowadays everybody's crazy."
You spend much time plotting the downfall of the enemies of the people. Even if they don't necessarily consider them enemies. Even if they aren't really there. Needless to say this freaks some people out, and can sometimes erode their confidence in you.
Daily Life: Much of your day is spent plotting and scheming against Enemies of the People! (real and imaginary). Sometimes you even accomplish a successful revolution.
Notables: The Flaming Codpiece (CG Male Goblin Rogue 20/Epic Rogue 4/People's Champion 1) is a lunatic goblin hero wearing a fiery codpiece of doom. Or so he says. Especially when he's drunk.
Organizations: Champions sometimes have followers equally as crazed as they are, but for the most part they are loners. Some occasionally join organizations provided they are devoted to the right cause but it's rare.

NPC Reaction
If the NPC's are Goblins in trouble, you are their savior and can do no wrong. If not, who are you, you weird freak?

PEOPLE'S CHAMPIONS IN THE GAME
This is a good class for people who like loony swashbuckling types who rely on luck and chutzpah.
Adaptation: This is probably best meant for silly campaigns.
Encounters: People's Champions can be found wherever Goblins are being oppressed. In other words just about anywhere.

Sample Encounter
EL 25: The PC's have been asked to help a complete madman storm a castle. The madman is a Goblin. He also appears to have named himself after a portion of his clothing that appears to be noticeably on fire.


The Flaming Codpiece
CG Male Goblin Rogue 20/Epic Rogue 4/People's Champion 1
Init +6, Senses: Listen +9, Spot +9, Dark Vision 60'
Languages Common, Goblin
------------------------------------------------
AC , touch , flat-footed (+1 Size, +6 Dex, )
hp 112 (25 HD)
Fort +9, Ref +20, Will +9
+6 Trap Sense, Uncanny Dodge, Improved Uncanny Dodge, Evasion, Improved Evasion, Slippery Mind, Delusionary Reflexes
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +18, Grp +12
Atk Options +12d6 Sneak Attack
Combat Gear
-----------------------------------------------
Abilities Str 6, Dex 23, Con 12, Int 10, Wis 13, Cha 12
SQ Defensive Roll, Skill Mastery (Intimidate, Tumble, Use Magic Device)
Feats Combat Reflexes, Deft Opportunist, Dodge, Elusive Target, Giantbane, Mobility, Savvy Rogue, Telling Blow, Dextrous Fortitude, Dextrous Will, Improved Combat Reflexes
Skills Balance +14, Bluff +25, Climb +6, Disguise +9, Escape Artist +14, Gather Information +9, Hide +22, Intimidate +25, Jump +18, Knowledge (Local) +4, Listen +9, Move Silently +22, Open Lock +14, Search +9, Ride +12, Sleight of Hand +14, Spot +9, Tumble +30, Use Magic Device +17
Possessions

Eikonos
2010-06-27, 05:09 AM
First of all - I thank you Bhu from the bottom of my heart for all the wonderful PrC's you've made so far. Everytime you post something new my respect for your proficiency with 3,5 rules, creative passion and the ability make things "awesome and brilliant" (that's my personal opinion, but I believe there are many Giantitp members who share it with me)

Second - the Bugbear Terrorist scores 5/5 for my tastes. I love the connection, although not mentioned anywhere fluffwise, with the bugbear deity Skiggaret. The capstone is very proper for the overall "feel' of the class, the Loom ability especially caught my attention as something new and quite interesting. The epic Curse feats also look great.

This material is definitely something I will use as soon as my Underdark campaign hits epic levels :smallbiggrin:



Must be delusional

Now this is EPIC :smallamused:

Bhu
2010-06-28, 10:26 PM
Got most of the fluff up

imp_fireball
2010-06-29, 02:54 AM
The below is a very old PRC I came up with, so don't be alarmed if its poorly done.

Running Raider


http://img-fan.theonering.net/rolozo/images/sotomayor/Wolf_raider.jpg
A goblin dire worg running raider.



Running Raider
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+0|Combat Style, Weapon Style

2nd|
+2|
+3|
+0|
+0|Raid Tactics

3rd|
+3|
+3|
+1|
+1|Enhanced Combat Style

4th|
+4|
+4|
+1|
+1|Raid Mastery

5th|
+5|
+4|
+1|
+1|Drunk on the Kill[/table]

Prerequisites: +5 BAB, Must have partook in a raid that involved indiscriminate killing and complete looting of the objective.

Skills: 4 + int. Jump, Tumble, Climb, Intimidate, Spot, Ride, Search, Swim, Open Lock, and Knowledge (Architecture and Engineering) are class skills.

HD: d10

Running Raider Class Features

Proficiencies: The running raider is proficient with light and medium armor, and shields (but not tower shields). They are proficient with all simple and martial weapons, including the 'Fire Spiller' exotic weapon.

Combat Style

At first level, the Running Raider may select Mounted Combat, Improved Grapple or Shock Trooper, even if they do not ordinarily meet the prerequisites for such feats. If Mounted Combat is selected, the Running Raider adds their base attack bonus to their ride checks. If Improved Grapple was chosen, the Running Raider can treat any weapon they wield as a light weapon against opponents they are grappling with. If Shock Trooper was chosen, then the Running Raider may knock an enemy prone, provided the enemy has charged in the same round (thus taking a -2 AC penalty) or is being flanked, and fails a fortitude save of DC equal to the Running Raider's attack roll. The Running Raider can only use this ability when using shock trooper with their attack rolls, and applies only to creature's who have higher initiative then the Running Raider.

Weapon Style

At first level, the Running Raider can choose Two Weapon Fighting, Rapid Shot, Shield Bash, or Mounted Archery as a bonus feat, even if they do not meet the prerequisites. They also no longer take a penalty to attacks with improvised weapons involving non-magical fire.

Raid Tactics

At second level, if the Running Raider chose Improved Grapple as their initial combat style, they may use the enemy they are grappling with as partial cover or total cover if they beat an opposed grapple check by 10 or more - total cover does not apply if they are being flanked. If they selected Mounted Combat, they receive a +4 bonus to targets they flank or may forgo this for an additional attack against that target. If they selected Mounted Archery as a weapon style, they receive Precise Shot and Far Shot. If they selected Two Weapon Fighting, they receive Two Weapon Defense and Improved Disarm. If they selected Rapid Shot, they receive Pin Shot and can light arrows with mundane fire as a swift action. If they selected Shield Bash, they may choose either Disarming Bash, Throw Shield, or Knock Back. If they selected Shock Trooper, they receive Power Attack and Cometary Collision. Additionally, they may choose either a +4 to intimidate, +2 to attacks with height advantage, or Improved Overrun.

Enhanced Combat Style

At third level, the Running Raider may select Many Shot or Improved Precise Shot if they selected Rapid Shot as their combat style. If they selected Mounted Archery, they receive Shot on the Run and Combat Archery. If they selected Mounted Combat, they may avoid weapons that are positioned against charges, such as dwarven urgroshes, when mounted as well as divert this damage against such a target. If they selected Improved Shield Bash, then they may receive either Knock Down, Shield Slam, or Shield Ricochet Stun. If they selected Shock Trooper, they may ignore attacks of opportunity while charging. If they chose a +4 to intimidate, they may receive a +2 to attacks against shaken enemies, +4 to attacks against frightened enemies, +6 to attacks against panicked enemies, and +8 to attacks against cowering enemies.

Raid Mastery

At 4th level, the Running Raider may make their first intimidate in combat each round as an immediate action if they chose a +4 to intimidate and Shock Trooper. If they chose Rapid Shot and Shock Trooper, they may receive Horizon Archer (no range increment penalties) or Elven Archer (DEX modifier = damage). If they selected Mounted Archery and Mounted Combat they may deal double damage with arrows and apply a charge bonus to these attacks, but they must be mounted and charging. If they selected Mounted Combat and Two Weapon Fighting, they may automatically succeed on a critical confirmation on up to a number of targets equal to the number of weapons they are holding in their hands within reach on a charge, assuming they beat both targets' AC by a roll of at least 10 (or just one target's AC). If they selected Rapid Shot and Mounted Archery, they may ignore total cover with their arrows of up to 1 inch thick. If they selected Improved Shield Bash, then they may either select Two Weapon Shield Fighting, Mobile Wall or Defending Counter Rage.

If they selected Two Weapon Fighting and Shock Trooper, they may receive Two Weapon Rend and Pounce. If they selected Improved Grapple and Shock Trooper, they may attack targets they are not grappling with without penalty as well as move without penalty, but not while taking total cover. If they selected Mounted Archery or Mounted Combat and Improved Grapple, they receive a +4 to grapple checks and can grapple and perform ride checks simultaneously, assuming they initiate a grapple and not their mount.

Drunk with the Kill

At 5th level, upon making his first kill in an encounter, the Running Raider may fly into a rage (+4 STR, +4 CON, +2 Will Saves, -2 AC, +10ft. move speed, may not cast spells or use mental skills including concentration). He then receives a +2 bonus to attack and damage for every consecutive kill he makes while raging. This bonus continues to stack until the end of the combat encounter or until the rage duration expires.

If you chose Improved Shield Bash as your weapon style, you may instead make a sunder against the weapon of each enemy that missed you by forgoing an attack of opportunity for that round (the attack to sunder automatically hits). Unarmed strikes and natural weapons (normally cannot be sundered) suffer damage equal to a shield bash and cause said enemy to be stunned for one round. Magical/Psionic or otherwise Weapons can roll to save against this effect (use wielder's charisma to save, or weapon's will save if it has a personality).

Weapons and Feats

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Fire Spiller

The fire spiller is an exotic weapon that is essentially a metal goblet that functions like a torch. Lighting the base of the goblet is as lighting a torch. To attack with the fire spiller beyond using it as a torch (non-improvised), requires a reserve of oil. Filling the reserve is a full action. When properly attacking, the fire spiller can release liquid flame upon an enemy as a ranged touch attack as alchemist's fire, which requires a catch in the goblet to fill the cup with some oil. Releasing the catch is a free action. This weapon damages as alchemist's fire, except that it can continue to burn an enemy for up to 2 hours, dealing 1d4 fire damage per round, instead of the single 1d6 secondary fire damage.

Feats

Throw Shield
Prerequisite: Improved Shield Bash, BAB +3

Like a discus, your shield can be thrown to bludgeon hapless opponents from afar.

You may throw your shield in place of one of your ordinary attacks. The shield will return to you in an immediate arc upon throwing it. Throwing the shield is like making a ranged shield bash except that the range is double the ordinary range for throwing an item or weapon (usually 10ft. for medium sized creatures) due to the momentum you can create from its disc shape. You lose your shield bonus to AC for the round, however you can take a -4 penalty to the thrown attack to not lose this bonus. Throw Shield uses STR instead of DEX modifier to determine attack rolls.

Special: Feats such as 'rapid throw' and 'pin shot' apply to thrown shields.

Disarming Bash
Prerequisite: Improved Shield Bash, Improved Disarm

A careless target will now risk having their weapon crushed from their hands, should they fail to scratch you.

If an enemy misses an attack against you, and you are wearing a shield at the time, you may make a free attack roll. If your attack roll is higher then the one the enemy missed you with, you disarm the enemy, but forgo an attack of opportunity for that round. The attack of opportunity is lost whether your attack roll is above that of the enemy's or not. If you are allowed multiple attacks of opportunity in a round, then this attack may be performed once more for each attack of opportunity that you are allowed.

Improved Combat Brute
Prerequisite: Combat Brute, Shock Trooper, BAB +9

Receive the following attack options below.

Disarming Cleave: On a successful disarm attempt, you may make another attack roll on the enemy themselves as a free action, which can involve a combat maneuver such as bull rush or regular weapon damage.

Knock Aside: Bull rush checks can be made to push enemies in any direction except behind your direction of movement. You no longer need to move with the enemy to move them beyond 5ft and are no longer limited by your base speed.

Pulverize: On a full attack, by sacrificing your Str bonus to hit and damage with your attacks, you can apply bludgeoning damage in addition to your ordinary weapon's damage (bludgeoning damage is equal to ordinary mundane weapon damage + enhancement bonus). Additionally, you deal half the damage of your final attack for that round against every other enemy within your natural reach (reflex save DC 1/2 attack roll to half). Finally, the enemy must make a fort save equal to 1/2 your final attack roll for the round (whether or not it misses) or be stunned - success means they are dazed instead.

Carnage: If your weapon deals energy damage, you can allow it to burst forth in a 5ft. radius - this accompanies an attack roll and damage dealt with the weapon, however only one attack may be made with said weapon in the round that this occurs. Reflex save DC 3/4 attack roll negates the secondary affect and halves the energy damage dealt by the weapon.

- Fire: Enemies caught in the burst are set on fire (1d6 fire damage/round). Fire continues to burn them, fully immolating them in 1d12 rounds (3d6 fire damage/round for total immersion) unless they spend 1 full action putting it out. When fully immolated, they must spend 1d4 rounds worth of actions putting out the flame, or remain unmoving for that long so that another character may assist them in extinguishing flames for said duration.
- Electric: Enemies caught in the burst will deal electrical damage equal to the electrical damage they've suffered from the burst to the next person they touch (no save). Fort save (DC BAB + weapon enhancement bonus) every minute or dazed for 1 minute. Lasts 1d20 minutes.
- Cold: Enemies take 1d4 Con damage and must spend a standard action to gasp for air in the next round as freezing air enters their lungs. This lasts until they succeed on a fort save (DC BAB + weapon enhancement bonus; one save per round allowed).
- Acid: Weapons and armor that the enemy is wearing suffer damage equal to the acid damage that they've suffered. Sunder attacks bypass hardness automatically. Fort save equal to 1/2 attack roll or enemy is afflicted with nausea for 1 round.
- Sonic: Enemies are dazed and bull rushed, as if the wielder of the weapon had bull rushed them without provoking an attack of opportunity or sacrificing any actions of their own (roll bull rush check versus targeted enemy). A successful bull rush results in the enemy being blown away (prone) in addition to regular bull rush conditions, and failure by 5 or less will check the enemy (failure by more is total failure of the check).

Shield Slam
Prerequisite: Improved Shield Bash, BAB +8, STR 17

Your shield bashes become more pronounced, disorienting the opponent and make your ability to defend yourself seem larger than life.

The shield you use to shield bash an opponent is now considered one size step larger for purposes of damage die. Each time you succeed at hitting an opponent with your shield, your shield bonus to AC increases upon itself against that opponent according to the initial bonus it provided - so if you are wielding a heavy steel shield, then your AC bonus stacks by an additional +2 against the opponent you successfully bashed with your shield.

Shield Ricochet Stun
Prerequisite: Improved Shield Bash, Throw Shield, BAB +8

Your shield can rebound off of multiple enemies or knock a single one hard off their feet in one powerful throw.

You no longer take any penalties to shield bonus to AC for throwing your shield. Additionally, you may choose to allow your thrown shield to bounce upon multiple targets as a free action, as if you were rolling to hit all of those opponents, however for every second opponent the shield rebounds off of, you take a -4 penalty to attack that opponent. You can make a shield ricochet up to a number of times equal to your base attack bonus, but only roll once for the first opponent hit by the thrown shield. Every corresponding ricochet uses this first attack roll instead of a new rolled attack.

Alternatively, you can knock an enemy prone and stun them provided they fail a fortitude save against your thrown shield attack roll. If they fail by 10 or more, then you may allow your shield to ricochet once (not a number of times equal to BAB as for an intentional ricochet attack), provoking a fortitude save of the same DC and conditions for failure upon the target of the ricochet.

NOTE: If you don't have the Throw Shield feat already, then even though you take no attack penalties to throwing an improvised weapon (taking this feat makes you proficient in using a shield this way), the shield will not automatically return to you and you will lose your shield bonus to AC for throwing a shield anyway.

Two Weapon Shield Fighting
Prerequisites: Two Weapon Fighting, Shield Proficiency, Two Weapon Defense, Armored Mobility, BAB +8

You now resemble a literal wall, conjoining two shields together as part of your technique.

You may now wield two shields. You gain both of their shield bonuses to AC (shield bonuses stack in this exceptional case). This includes tower shields, although taking cover means you must drop one of them. You take armor check penalties, max dex penalty, weight, and anything else associated with wielding two shields.

Additionally, you may prevent any enemy from making an attack of opportunity against you in a round, equal to however many attacks of opportunity you are allowed in a round.

Zen Shield Mastery
Prerequisite: Wis 13, Shield Mastery

The art of defense logically, at some step of the way, has to involve a shield. By sacrificing offense for defense, you can make yourself a very hard target to overcome.

By taking a -4 penalty to spot and listen checks, you may apply your shield bonus to AC twice. As an immediate action, you may also take on a special stance, which allows you to take a penalty to attack and then add to your shield bonus to AC equal to however much of a penalty you took to attack, up to your maximum BAB; however, aside from 5ft. steps, you may not move on your next turn.

Mobile Wall
Prerequisite: Armored Mobility, Proficiency with a Heavy Shield or Larger, BAB +12

The presence of your shield plays with the mind of the enemy. For every small movement towards them, your shield becomes larger, your body hardening like a fortress to their frantic blows.

By taking a 5ft. step each round while in total defense, you increase your shield bonus to AC by +4 for that round. This continues to stack for each round of combat that you are aware of the enemy, are continuing to remain in total defense and taking only 5ft. steps. Alternatively, if you do not remain in total defense each round, you can take only 5ft. steps, but increase your shield bonus to AC by +2 each round instead. This stacking bonus does not apply to enemies that you are unaware of or are otherwise flatfooted to (ie. flanking). Note that you must always move closer to at least one enemy or you will lose this bonus. The bonus is also completely lost if you begin taking regular move actions.

Defending Counter Rage
Prerequisite: Proficiency with a shield, Shield Block, BAB +9

An enemy that attacks you makes you angry. And like morale, your anger can be utilized to great affect when matched up against an enemy's failure to hit you.

For every attack that misses you during a round, you may rage in that round as a free action for one round*the number of attacks that missed you for the round + CON modifier. This rage may be any type of rage you wish, such as whirling frenzy, ordinary rage as the rage spell, etc. This includes Rage of the Guardian which applies +6 AC, +6 to Will Saves, and +2 to Fortitude and Reflex Saves (greater multiplies by 1.5). If you can already rage, then these rages count as greater rage (but not mighty rage if you already have greater rage).

Shield Counter Slam
Prerequisite: Shield Slam, Two Weapon Shield Fighting, Rombilar's Gambit

Your counter strikes bludgeon and disorient the enemy.

For every attack granted by Rombilar's Gambit that you make while wielding two shields, you may force the enemy to roll a FORT save versus your shield bash attack rolls to stun them for one round. An enemy stunned in this way cannot be stunned additional rounds in the same way while stunned. Additionally, your STR modifier multiplies by 1.5 to determine damage with a single shield. Finally, if you have the Throw Shield feat, you may forgo an attack granted by Rombilar's Gambit to throw your shield at an opponent that didn't attack you.

Burn the World
Prerequisite: Running Raider 1st level, Use Magic Device or Use Psionic Device (2 ranks)

Oh beloved flame... Soon, my love, soon I shall feed you the world...
- Stereotypical Arsonist

You no longer take penalties to attacks with improvised weapons involving magical or otherwise supernatural/spell-like fire.

Before: You no longer take penalties to attacks with improvised weapons involving mundane fire.


NOTE TO OP: Ever thought of doing a siege engine sort of PRC (call it a 'fortress breaker' maybe?). Could apply to ogres and the like. :smallsmile:

Cieyrin
2010-06-30, 10:03 AM
Terrorist is definitely some of your better work of late. The only thing I can say about it is Loom should probably be a mind-affecting fear effect, as the size effect is more or less in the target's mind. Still a very nice and creative ability. I'd love to actually make a Bugbear Terrorist at some point, much like I'd like to make a Treebender. :smallbiggrin:

Bhu
2010-06-30, 06:02 PM
NOTE TO OP: Ever thought of doing a siege engine sort of PRC (call it a 'fortress breaker' maybe?). Could apply to ogres and the like. :smallsmile:

That will be coming someday when I start the Giants thread,

Bhu
2010-06-30, 06:03 PM
Terrorist is definitely some of your better work of late. The only thing I can say about it is Loom should probably be a mind-affecting fear effect, as the size effect is more or less in the target's mind. Still a very nice and creative ability. I'd love to actually make a Bugbear Terrorist at some point, much like I'd like to make a Treebender. :smallbiggrin:

Thanks! :smallsmile:

Bhu
2010-07-02, 10:09 PM
What do you guys think of the 1st ability?

Eikonos
2010-07-03, 03:50 AM
"What the **** is this gobling made of ??!!" an anonymous invoker :smallwink:

Yar
2010-07-03, 10:44 AM
Well i don't have any spiffy goblin pr classes however In my home brew world a Hobgoblin has taken the shattered remains of the orc species (Which was nearly a victim of genocide perpetrated by a species of warlike dwarves.) and is forging them into his own private army Known only as the get of blades. They are gonna be real bad news for MY Pc's here soon.

Bhu
2010-07-04, 08:25 PM
People's Champion updated

Icedaemon
2010-07-05, 05:47 PM
Incomplete class follows:
Needs a lot of tweaks still.

HOBGOBLIN SLAVEMASTER

Picture URL

“Stop slacking ya worthless slime.”

Slavery is commonplace in most hobgoblin nations. While slave drivers are often simply workers from the next rung up, some of the most skilled, cruel and cunning of that lot become more than mere slavers. Partially emulating the ways of the Neogi, the Hobgoblin Slavemasters possess immense skill in their gruesome field.

BECOMING A SLAVEMASTER

ENTRY REQUIREMENTS
Race: Hobgoblin
BAB: +4
Feats: Weapon proficiency (Whip), Combat expertise
Skills: Appraise 6 ranks, Intimidate 8 ranks
Alignment: Evil (any) - a sadistic streak and itemization of slaves is mandatory to progress in this class.
Special: Must be a respected freeman in a slave-keeping society.

Class Skills
The hobgoblin slavemaster's class skills (and the key ability for each skill) are Apparaise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (Local)(Int), Listen (Wis), Sense Motive (Wis), Spot (Wis), and Use Rope (Dex)
Skills Points at Each Level : 4 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +0 +0 +2 +2 That's a delicate spot, Master of Whips
2. +1 +0 +2 +3 Feared Master, No Rest for the Wicked, An Eye for the Goods
3. +2 +1 +3 +3 Master of Whips, Master of Slaves
4. +3 +1 +4 +4 Feared Master, Cunning Master
5. +3 +1 +4 +4 Master of Whips, An Eye for the Goods
6. +4 +2 +5 +5 Feared Master, Master of Slaves


Weapon Proficiencies: Slavemasters gain no new weapon or armor proficiencies.

That's a delicate spot(Ex): A hobgoblin slavemaster treats a target's natural armour as N less when attacking them with a whip or whiplike weapon, where N is the slavemaster's level. Natural armour may never be negative.

Master of Whips: At level one, a slavemaster gains Weapon Focus(Whip) as a bonus feat.

At third level, a slavemaster gains Weapon Specialization(Whip) as a bonus feat. Additionally, if the slavemaster comes across an exotic form of whiplike weapons, one hour of practice is sufficient to become proficient with that.

At level five, a slavemaster gains Greater Weapon Focus(Whip) as a bonus feat. A slavemaster counts spiked chains and other many-segmented weapons as whiplike weapons for the purposes of gaining proficiency with them.

Feared Master(Ex): By jeering, taunting and landing particularly cruel blows, a slavemaster brings fear to the hearts of anyone he hits. Anyone hit by a whip weapon wielded by the slavemaster must make a will save vs 8+the his/her Hobgoblin Slavemaster level + the damage dealt or become shaken. Hitting slaves who fail a will save against some other effect will allow them to use the result of this ability as their new will save result.

At level 4, a slavemaster may use any whiplike weapon or natural weapon to the same effect. Additionally, a successful and fear-causing hit gives the slavemaster a +5 circumstance bonus to intimidate for 1d4 minutes.

At level 6, a former or prospective slave hit by this ability must make the aforementioned save or become panicked if the slavemaster so chooses. A successful save still leads to a 'shaken' result, similar to the 'Fear' spell. Targets panicked by this skill cower by norm and only flee when able and when the hobgoblin is certain to be unable to attack them. The bonus to intimidate on successfully making a target cower becomes +10.

No Rest for the Wicked(Ex): There are Hobgoblin Slavemasters who sleep with one eye open and Hobgoblin Slavemasters who have their throats slit. When sleeping, a slavemaster merely counts as prone, staggered and flat-footed, but not helpless. A sleeping Hobgoblin Slavemaster may still make listen checks normally. However, as a drawback, slavemaster is dazzled and very irritable for 15d6 minutes after waking up.

An Eye for the Goods(Ex):
A slavemaster gains a +4 circumstance modifier to appraise checks when dealing with live humanoids. A successful appraisal leads to a +2 charisma bonus in the eyes of the purveyor which typically leads to haggling for a better price.

At level five, both bonuses double.

Master of Slaves(Ex): At level three, a slavemaster is fearsome enough to keep a number of slaves equal to three times his hit dice permanently in awe and fear of his person. These slaves are not gained automatically and the slavemaster must establish his dominance with every new batch of slaves. No one slave may have an ECL equal to or greater than the Hobgoblin Slavemaster's ECL-2. While one may own more slaves, these are the ones that a slavemaster can control with force of will and threats alone. Note that the slavemaster dieing or becoming helpless for more than a few rounds will lead to all untethered slaves will either try to escape or finish off their captor unless there are other slavers present.

If a slavemaster has more unbound slaves than half the available amount at hand, some slaves will try to sneak off. The Hobgoblin Slavemaster must dedicate a portion of his time to intimidating and whipping them (a successfully shaken target takes a -5 penalty to the roll opposed to the intimidate check to stay put). If the slavemaster has more slaves than he can control by fear and awe untethered (either from the slaves gaining levels, the slavemaster gaining an overly large entourage of slaves or some slaves managing to get out of their chains), he must dedicate his full attention to keeping the slaves put and even so, some of the farthest might escape.

At level 6, the available number of slaves held by awe increases (5*the slavemaster's HD) and any slave hit by the Feared Master whip attack will instantly fail the modified level check to resist the slaver's intimidation.

Cunning master(Ex): An experienced slavemaster can tell when a slave intends to flee and which path a fleeing enemy is likely to take. As long as a Slavemaster has a whip, he or she gains attacks of opportunity versus slaves who are trying to sneak off and fleeing targets.

Legendary Slaver(Ex): The greatest Hobgoblin Slavemasters are so skilled in causing fear that they will be remembered forever by those they have owned. When one controls over half one's maximal manageable hit dice' worth of slaves, none will try to escape until one has more than the number which can be held, whereupon only small numbers of slaves will dare to escape, as if one had only possessed between half the hit dice of slaves that one could and the full amount. Also, anyone who has ever been a slave must make a level check to resist intimidation merely at the sight of such an accomplished slavemaster. They gain +4 to the said check and this form of intimidation is not accompanied by the affected people becoming hostile afterwards.

PLAYING A HOBGOBLIN SLAVEMASTER
Your slaves are not people. They are tools to use whenever needed until they break. You sometimes have difficulties distinguishing between free non-hobgoblins and slaves. Successful slavemasters often have a throng of chained slaves accompanying them on top of those who tend to their current needs. The excess slaves are either used to fulfill specific purposes or as merchandise. Slavemasters are paranoid and racist even compared to other hobgoblins. Nearly every slaver has a goblin food taster or two among their slaves.
Combat: Hobgoblin Slavemasters prefer to stay out of the thickest of combat. They use their slaves as walls of meat, with the more fearsome ones even managing to get armed slaves to fight for them.
Advancement:
Resources: A slavemaster's wealth depends greatly on his or her success. The greatest might have large farms with dozens of workers bringing in large profits, while a lesser slaver must struggle to make ends meet.

HOBGOBLIN SLAVEMASTERS IN THE WORLD
“He's coming, I know he's coming. Can't talk with you, get out, run.”

Daily Life: A slavemaster is generally constantly working. When they are not making sure that their slaves are working properly, they are trading and haggling to increase their property and income. A slavemaster must walk the line between lax treatment and excess application of the whip carefully, for to be hated more than feared is to be opposed.
Notables:
Organizations:

NPC Reaction
For nobles and wealthy influential folk of nations where slavery is still commonplace, a Hobgoblin Slavemaster is simply a skilled tradesman. For slaves, they are horrible and evil folk. For those who have come from nations where slavery has been abolished for a long time the callous way they treat their charges is nigh-incomprehensible, yet someone who has hired a slavemaster simply sees it as the way things are done.

HOBGOBLIN SLAVEMASTERS IN THE GAME
This class is not really meant for player use, but a crafty gamer who can exploit slaves ruthlessly enough might do well.
Adaptation: This is probably best for serious campaigns. Depending on the darkness of the setting, they might either be entirely commonplace people who are seen as honest working men and women, or the depraved minions of the most evil villains.
Encounters:

Sample Encounter
EL XX:

Cieyrin
2010-07-06, 09:57 AM
HOBGOBLIN SLAVEMASTER

Fairly well written, though I don't know what I'd personally use it for, as a lot it can be handwaved for NPCs, at least as far as slave management is concerned.

Bhu
2010-07-06, 05:36 PM
I added it to the front age list Icedaemon

Icedaemon
2010-07-06, 05:56 PM
I am aware that this class is not one with all too many uses. However, given how my previous attempts to write classes have been monster racial progression, an unlikely-to-be-used piece is still nice.

This class will end up entirely open. I do want a slight bit of homage if it's used, but any improvements shall not be balked at and it's free to use.

Bhu
2010-07-07, 05:50 PM
I finally got the prerequisites for the Peoples Champion up, along with a few minor updates. It'll definitely be requiring a skill monkey class to take.

Bhu
2010-07-09, 08:14 PM
I almost have all the abilities for the Peeps Champ up. Any thoughts?

Bhu
2010-07-12, 07:39 PM
Okay if you guys like the special abilities as they are and dont want more added I'll get a capstone and finish this succker up.

Bhu
2010-07-14, 06:35 PM
Capstone is up. The next week or so may be a lil messy as I'll be applying for medical help due to the fact that somehow I've had a heart attack without any knowledge of it happening.

imp_fireball
2010-07-15, 01:57 AM
Capstone is up. The next week or so may be a lil messy as I'll be applying for medical help due to the fact that somehow I've had a heart attack without any knowledge of it happening.

Go get some exercise and then get back to work.

Bhu
2010-07-16, 11:05 PM
Well tow other docs (one a cardiologist) say I'm fine. So back to work it is. Any thoughts on the People's Champion? If not it might be time for another PrC.

Eikonos
2010-07-17, 04:19 AM
I can say I like it :smallbiggrin:

Sadly, some time will have to pass until my group is ready for a confrontation with any epic character at all. Nevertheless, I might start "heating the pad" for thi one's appaerance even on our next session :smallsmile:

RE:Insanity
2010-07-19, 08:09 PM
HURRHURRRHURRRRR! Me? Like orcs? I'm ur greenskin ull th' way, ya poony 'ittle hooman!
SO yeah, maybe I'll work on something like chaos orcs or a prestige class or weapons or something.

Bhu
2010-07-19, 09:37 PM
Hey i see the Orc Blade Master has a pic up!

WHIP OF KHURGORBAEYEG

Picture URL

“Slaves would be tyrants were the chance theirs”

Khurgorbaeyeg is the Goblin God of slavery and his followers do their best to follow the example he sets. They are responsible for crushing the spirits of captured slaves, and crushing their bodies if that effort fails. Even among a race of militant fanatics there are those easily beyond the pale when compared to their fellows. The Whips are that group for the Goblins.

BECOMING A WHIP OF KHURGORBAEYEG
Generally one must be a Goblin devoted to Khurgorbaeyeg, a pretty hardcore racist, and be willing to kidnap slaves.

ENTRY REQUIREMENTS
Race: Goblin
Patron: Khurgorbaeyeg
Alignment: Must be Evil
Domains: Access to the Domination Domain
Skills: Intimidate (4 ranks), Knowledge: Religion (8 ranks)
Feats: Domain Focus (Domination), Greater Spell Focus (Enchantment)
Special Must have been accepted by the organization after capturing slaves for them.


Class Skills
The Whip of Khurgorbaeyeg's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (Religion)(Int), Ride (Dex), Spellcraft (Int)
Skills Points at Each Level : 2 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +0 +2 +0 +2 Whip Master, Brother Wolf
2. +1 +3 +0 +3 The Master Calls, +1 Level of Divine Spellcasting Class
3. +2 +3 +1 +3 +1 Level of Divine Spellcasting Class
4. +3 +4 +1 +4 Whip Master, +1 Level of Divine Spellcasting Class
5. +3 +4 +1 +4 The Master Calls, +1 Level of Divine Spellcasting Class
6. +4 +5 +2 +5 +1 Level of Divine Spellcasting Class
7. +5 +5 +2 +5 Whip Master, +1 Level of Divine Spellcasting Class
8. +6 +6 +2 +6 The Master Calls, +1 Level of Divine Spellcasting Class
9. +6 +6 +3 +6 +1 Level of Divine Spellcasting Class
10.+7 +7 +3 +7 Slavemaster, +1 Level of Divine Spellcasting Class

Weapon Proficiencies: A Whip of Khurgorbaeyeg gains no new weapon or armor proficiencies.

Whip Master (Su): At 1st level the Whip can fundamentally alter any whip they hold and use as a weapon. It can affect opponents regardless of their Armor Bonus, and it does lethal damage. It also threatens in it's area, and does not provoke Attacks of Opportunity.

At 4th level whips you hold have an Enhancement Bonus equal to your Wisdom Modifier.

At 7th level whips you hold gain the Paralyzing property (see Magical Item Compendium).

Brother Wolf (Su): This is identical to the Druid's Animal Companion ability except that the Whip can only choose a Wolf. For purposes of determining the Wolf Companions abilities the Whips Cleric and Whip of Khurgorbaeyeg levels stack.

The Master Calls (Su): At 2nd level, if an opponent is struck by the Whips... er ...whip, he takes a -2 Penalty on all Willpower Saves for the rest of the encounter.

At 5th level this penalty increases to -4.

At 8th level this penalty increases to -6.

Slavemaster (Ex): Spells from your Domination Domain are added to your Cleric spell list, and a number of times per day equal to your Charisma modifier you may curse one opponent within 60'. If that opponent fails an initial Saving Throw against one of your Enchantment spells, he does not get any rerolls due to Feats of Class Abilities, nor does he get to make another Save if he is ordered to do something he would strongly object to (i.e. ordering a Charmed person to kill a friend).

PLAYING A WHIP OF KHURGORBAEYEG
Anyone other than Goblins is a slave or potential slave the moment you get the chance. It's the natural order. Non Goblins simply aren't people and don't have rights. Nothing anyone does to them should carry any penalty unless they kill a slave that's more valuable alive than dead.
Combat: The Whips use their wolf companion as a bodyguard while using their spells to dominate enemies, or capture slaves.
Advancement: Whips tend to make sure they're enchantment abilities grow ever stronger. It's needed to keep their ever growing slave population in line.
Resources: As official members of the Church (and likely the Goblin military as well) the Whips enjoy plenty of resources thrown their way. And as long as they use them for the Churches benefit that will continue.

WHIPS OF KHURGORBAEYEG IN THE WORLD
"Unless you want to end in chains avoid that one. He's trouble. for everything he touches."
You interact with your pet wolf, not the world. The world can go screw itself, it's all a bunch of cannon fodder anyway. Your wolf is a connection to the divine, and he's all you truly care about. Which means, as a side note, never kill a Whips pet wolf unless you can off them in the process as well. It's just too much trouble otherwise.
Daily Life: Much of your time is taking as a slave overseer, nabbing new slaves in raids. or your religious duties.
Notables:
Organizations: The Whips are part of the Goblin Church overall, but are their own organization on the side as they are in charge of all things regarding slavery. Sale, punishment, acquiring, disposal, etc. In some ways this gives them quite a bit more power than some fo the other priests in their society.

NPC Reaction
People hate you. Loathe might actually be a more accurate term. Even some Goblins aren't fond of you given you're penchant for enslaving anyone you dislike.

WHIPS OF KHURGORBAEYEG IN THE GAME
The Whips are pretty thoroughly and unredeemably evil, and should probably be used only in an all Evil all Goblin party (they're pretty racist too).
Adaptation: This is best for darker campaigns. It's hard to make slavery funny because it so easily offends people.
Encounters: Whips are encountered whenever battling Goblinoids as they tend to be brought along to manage any slaves that are captured.

Sample Encounter
EL 12: The PC's have been hired to retrieve the survivors of a Goblin raid before they can be sold on the slave market.


Name
LE Male Goblin Cleric 6/Whip of Khurgorbaeyeg 6
Init +2, Senses: Listen +3, Spot +3, Dark Vision 60'
Languages Common, Goblin
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AC , touch , flat-footed (+1 Size, +2 Dex, )
hp 66 (12 HD)
Fort +11, Ref +6, Will +13
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Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +2
Atk Options Turn Undead 5/Day, Whip Master, The Master Calls (-4)
Combat Gear
Spells Per Day 0: 6 (DC 13)
1st: 6 (DC 14)
2nd: 5 (DC 15)
3rd: 5 (DC 16)
4th: 3 (DC 17)
5th: 2 (DC 18)
6th: 1 (DC 19)
-----------------------------------------------
Abilities Str 6, Dex 15, Con 12, Int 10, Wis 16, Cha 14
SQ
Feats Domain Focus (Domination), Extend Spell, Greater Spell Focus (Enchantment), Spell Penetration, Unsettling Enchantment, Spell Focus (Enchantment)(B)
Skills Concentrate +7, Intimidate +10, Knowledge (Religion) +8, Move Silently +6, Ride +6, Spellcraft +4
Possessions



EPIC WHIP OF KHURGORBAEYEG

Hit Die: d8
Skills Points at Each Level : 2 + int
Spells The Whips caster level increases with Epic levels, but he gains no extra spells per day.
Bonus Feats: The Epic Whip of Khurgorbaeyag gains a Bonus Feat every 3 levels higher than 20th

Bhu
2010-07-21, 10:05 PM
Whips updated

Bhu
2010-07-22, 11:22 PM
Okay the idea behind the Whips are that they can use a whip as a decent weapon, they have a wolf companion, they can cast enchantments through theri whips that are more effective than normal. Any thoughts on caster levels?

Eikonos
2010-07-23, 12:10 AM
I welcome with open arms any prc that will at least try to make the whip better in combat !!

Plus, the wolf idea is very cool

Cieyrin
2010-07-23, 11:53 AM
Okay the idea behind the Whips are that they can use a whip as a decent weapon, they have a wolf companion, they can cast enchantments through theri whips that are more effective than normal. Any thoughts on caster levels?

I'm not seeing anything that is out and out broken with that, so full casting is probably not too far out there, methinks.

Bhu
2010-07-25, 11:30 PM
Minor update to Whips. Sorry I dont have more its been one of those weekends.

Bhu
2010-07-27, 08:46 PM
All class abiliteis are done and awaiting feedback

Bhu
2010-07-30, 11:42 PM
Okay if you like the whips I've had more requests to start on. Their Epic levels and such are up and i increased the caster levels. If there are no objections by tomorrow I'll get the next set of stuff up.

Bhu
2010-08-01, 11:39 PM
Ive been told elsewhere the cap is a lil weak. So how about this:

How about this for the Whips capstone: Once per day you can choose any one opponent currently under th influence of one of your Enchantment spells. From now on he automatically fails all Willpower Saves until he receives a Miracle or Wish spell.

Cieyrin
2010-08-02, 05:58 PM
Ive been told elsewhere the cap is a lil weak. So how about this:

How about this for the Whips capstone: Once per day you can choose any one opponent currently under the influence of one of your Enchantment spells. From now on he automatically fails all Willpower Saves until he receives a Miracle or Wish spell.

That's certainly uber, though maybe too far the other direction. I'm also not a big fan of per day features. Maybe Cha bonus per day, so you have some scaling, and...hefty penalty or no save for first round and then get a save after that at a penalty? Idk, just some ideas.

Bhu
2010-08-02, 11:59 PM
How about Cha times per day, and if you fail the initial save you dont get subsequent rerolls for Feats or orders that violate your particular ethics?

Cieyrin
2010-08-03, 11:26 AM
How about Cha times per day, and if you fail the initial save you dont get subsequent rerolls for Feats or orders that violate your particular ethics?

That could work quite well, yes.

Bhu
2010-08-04, 12:30 AM
SCARSWORD

Picture URL

"Gaining power requires one to suffer great personal loss. And what is power but the ability to inflict great personal loss."

The Scarswords are Greatsword wielding elite troops of the Orog military. They have stolen the secrets of the Duskblades from the elves, and have learned to combine it with their own magical scarification rituals that allow them to tap the power of the Faerzress.

BECOMING A SCARSWORD
Orog's born with the prerequisite signs (i.e. the Scarred Feat) are trained the moment they are able to walk as Duskblades. Once they can withstand the rituals necessary for this class they are inducted if they have the right attitude, or killed if they do not.

ENTRY REQUIREMENTS
Race: Orog
BAB: +6
Class Features: Armored Mage, must be able to cast Arcane spells
Skills: Knowledge (Arcana, Dungeoneering) 8 ranks, Spellcraft 4 ranks
Feats: Burning Scars, Scarred


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

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +1 +2 +0 +2 Tap Faerzress, +1 level of Arcane Casting Class
2. +2 +3 +0 +3 Armored Mage (Heavy), +1 level of Arcane Casting Class
3. +3 +3 +1 +3 Quick Cast 1/day, +1 level of Arcane Casting Class
4. +4 +4 +1 +4 Tap Faerzress, +1 level of Arcane Casting Class
5. +5 +4 +1 +4 Improved Armored Mage, +1 level of Arcane Casting Class
6. +6 +5 +2 +5 Quick Cast 2/day, +1 level of Arcane Casting Class
7. +7 +5 +2 +5 Tap Faerzress, +1 level of Arcane Casting Class
8. +8 +6 +2 +6 Improved Armored Mage, +1 level of Arcane Casting Class
9. +9 +6 +3 +6 Quick Cast 3/day, +1 level of Arcane Casting Class
10.+10 +7 +3 +7 Power Has It's Price, +1 level of Arcane Casting Class

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

Tap Faerzress (Su): Beginning at 1st level you have learned to use magical rituals to infuse Faerzress into your scars and store it there. While in the presence of Faerzress you can store one charge per Scarsword Level for 24 hours at 1st level, for 1 week at 4th level, and for 1 month at 7th level. While the Faerzress radiation is stored within your body you gain the following effects:

At 1st level you are immune to Teleportation effects, whether they are beneficial or not. They simply don't work on you. You also gain a +4 Enhancement Bonus to Will Saves against spells from the Divination school, and any powers or abilities that mimic their effects.

At 4th level you gain a Deflection Bonus to your AC equal to your Intelligence Modifier.

At 7th level you gain an untyped Bonus to your attack and damage rolls equal to your Intelligence Modifier.

Each day you spend away from a Faerzress infused area you lose one 'charge' you are carrying per day. You may also expend charges as a Swift Action to achieve certain effects and enhance your Duskblade abilities as follows:

Expend 1 Charge to increase the Bonus you get from your Spell Power ability by +2 (you may expend multiple charges and they stack) for the duration of the encounter.

Expend 1 charge to increase the Save DC of Duskblade spells you cast by +2 for the duration of the encounter.

Expend 1 charge to increase the Caster Level of Duskblade spells you cast by +2 for the duration of the encounter.

At 7th level you can expend 1 charge to gain the Arcane Channeling (Full Attack) ability for the rest of the encounter (this is identical to teh Duskblade ability in the PHB II).



Armored Mage (Heavy)(Ex): At second level you can cast Duskblade spells in Heavy Armor with no chance of Arcane Spell Failure.

Improved Armored Mage (Su): At 5th level wearing Armor does not reduce your speed. At 8th level you may reduce your Armors Check Penalty by an amount equal to your Int Modifier (i.e. if your Armor Check Penalty is -3, and your Int modifier is +3, your Armor Check Penalty is now +0).

Quick Cast: This is identical to the Duskblade ability listed on page 20 of PHB 2, and it stacks with it (i.e. a Duskblade 6/Scarsword 8 can use Quick Cast 3/day).

Power Has It's Price (Su): At 10th level your constant exposure to the Faerzress has mutated and warped you into an abomination. Your Type becomes Aberration (do not recalculate HD/Saves/BAB etc). You gain DR 5/- and Fast Healing equal to your Intelligence Modifier while infused with Faerzress.

PLAYING A SCARSWORD
Some people think you are an elite military unit (yourself among them). Other wonder if you're a delusionary madman meddling with forces best left alone. The longer you are exposed to the Faerzress the more likely people will conform to the latter opinion.
Combat: Most Scarswords tend to specialize in greatswords, which isn't uncommon among the Orog species. They also tend to wear much heavier armor than most Duskblades. This makes many opponents underestimate them as simply ugly and intimidating heavy infantry. Boy are they in fro a surprise.
Advancement: Being in the military their advancement is largely up to an individual Scarswords superior officer. Of course if they wash out or get thrown out (which is rare considering the time and effort invested in them) they're free to make their own decisions.
Resources: As a member of the military you have access to their resources on missions for them, if they believe you need it.

SCARSWORDS IN THE WORLD
"That is the ugliest Orc I have ever seen..."
Scarswords are pretty much reviled like any other Orc warrior. Quite the contrast to the heroes welcome they usually get at home. Given their power many tend to make their displeasure at anything less than full blown fan worship known quite painfully.
Daily Life: Your days consist of intensive training unless you're on a mission of some sort.
Notables: Kusur Yetki (LE Male Orog Duskblade 6/Scarsword 6) has recently been placed in charge of his own military group and is eager to prove himself.
Organizations: The Scarswords are their own organization within the military, similar to the way the U.S. Army Rangers are within the Army. Membership is limited, and one must prove himself and have the necessary abilities to get in.

NPC Reaction
NPC's are terrified of you. Not only are you the typical genocidal Orcish monster, but you can call up Arcane power. Not a good combination for the local humanoid peasant villages you'll be raiding.

SCARSWORDS IN THE GAME
The Scarswords are a military PrC, so unless the group are all Orog military the DM or player will have to think about how to explain his presence in the group.
Adaptation: This PrC assumes the Orogs are a fairly powerful military presence in the world, and is probably also best suited for more serious campaigns.
Encounters: Scarswords are usually encountered in large scale military operations by the Orogs.

Sample Encounter
EL 14: The PC's have been hired to spy on the Orogs, as rumors have surfaced of a new type of military unit. They have been given disguises that will let them appear to be Orcs. You just know this is gonna go wrong somehow...


Kusur Yetki
LE Male Orog Duskblade 6/Scarsword 6
Init +4, Senses: Listen -1, Spot -1, Dark Vision 120', Light Blindness
Languages Common, Orc, Undercommon, Goblin, Giant
------------------------------------------------
AC , touch , flat-footed (+2 Natural, )
AC w/Faerzress , touch , flat-footed (+3 Deflection, +2 Natural)
hp 78 (12 HD)
Fort +12, Ref +4, Will +11
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +12, Grp +17
Atk Options Quick Cast 3/day
Combat Gear
Spells Per Day 0: 6 (DC 13) Acid Splash, Touch of Fatigue
1st: 8 (DC 14) Chill Touch, Ray of Enfeeblement, Resist Energy, Shocking Grasp, True Strike
2nd: 8 (DC 15) Dimension Hop, Ghoul Touch, See Invisibility, Swift Invisibility
3rd: 6 (DC 16) Dispelling Touch, Ray of Exhaustion, Regroup, Vampiric Touch
-----------------------------------------------
Abilities Str 20, Dex 10, Con 14, Int 16, Wis 9, Cha 10
SQ Energy Resistance 5 (Cold, Fire), Orc Blood, Armored Mage (Light, Medium, Heavy), Improved Armored Mage, Arcane Attunement, Arcane Channeling, Spell Power +2, Tap Faerzress (lasts 1 week, Immune to teleport, +4 on Saves vs Divination, +3 Deflection Bonus to AC)
Feats Burning Scars, Improved Initiative, Power Attack, Scarred, Combat Casting (B)
Skills Climb +13, Concentration +10, Craft (Armorsmithing, Weaponsmithing) +9, Intimidate +8, Jump +13, Knowledge (Arcana, Dungeoneering, War) +11, Spellcraft +13
Possessions



EPIC SCARSWORD

Hit Die: d8
Skills Points at Each Level : 2 + int
Quick Cast The Scarsword gains an additional daily use of Quick Cast at Level 23 and every 3 levels thereafter.
Spells You caster level continues to improve with Epic Levels, but you do not gain additional spells per day or learn new spells.
Bonus Feats: The Epic Scarsword gains a Bonus Feat every 3 levels higher than 20th


Meirihjorr Style
You prefer to use the Greatsword as your weapon of choice. This particular style is usually limited to Orog swordmages.
Prerequisites: BAB +4, Arcane Strike, Martial Weapon Proficiency (Greatsword)
Benefits: When using your Arcane Strike Feat with a Greatsword, you get an extra 1d6 damage times the level of the spell lost instead of 1d4.

Advanced Meirihjorr Style
des
Prerequisites: BAB +12, Meirihjorr Style, Battlecaster Offense, Combat Casting
Benefits: If you damage an opponent in the same round with a Greatsword and a Spell (by using Arcane Channeling for example), your opponent doesn't receive the benefit of Spell Resistance against the next spell you cast against him on the following round.

Meirihjorr Mastery
des
Prerequisites: BAB +24, Advanced Meirihjorr Style, Battlecaster Defense, Improved Critical (Greatsword)
Benefits: If you successfully critical against an opponent while using a Greatsword and your Arcane Strike Feat, do an additional amount of d6 damage dice equal to your Hit Dice.

dawnsolara
2010-08-04, 01:15 AM
Love the Whip prestige class. Looks perfect for one of my darker-themed characters . . . *evil cackle*

Cieyrin
2010-08-04, 12:00 PM
The Scarswords are Greatsword wielding elite troops of the Orog military. They have stolen the secrets of the Duskblades fro the elves, and have learned to combine it with their own magical scarification rituals that allow them to tap the power of the Faerzress.

Ooo, Orog Duskblade PRC? Sign me up! =D

Eikonos
2010-08-05, 12:33 AM
SCARSWORD ... another win for you :smallcool:

Bhu
2010-08-05, 01:39 AM
Okay I'm not horribly familiar with Faerun, so are there currently any Feats related ot the Faerzress?

Eikonos
2010-08-05, 04:58 AM
are there currently any Feats related ot the Faerzress?

None exist :smallfrown:

If you want any information about Faerzress though, blast away at me :smallsmile:

Bhu
2010-08-05, 10:58 PM
What does it do besides blocking divination and messing up teleports?

Eikonos
2010-08-07, 03:55 AM
What does it do besides blocking divination and messing up teleports?

Ok, here goes:

* Drow use it to enhance their magical items (via Drowcraft weapon/armor enhancement:

a drowcraft item is energized by the surrounding aura of faerzress. As long as it remains within a zone of faerzress, it grants its wielder a +2 luck bonus on attack and damage rolls or armor class, in addition to its normal enhancement bonus. Outside a faerzress zone (for example, aboveground), the weapon does not grant the luck bonus, but it otherwise works normally. A drowcraft weapon exposed to sunlight must make a DC 8 Fort save or dissolve utterly. A new save at the same DC is required for each day of exposure. Sheathed weapons or weapons exposed to indirect light (such as indoors))

* It can sustain living organisms, there are some example plants in the Underdark:

- Luurden: Luurden, or bloodfruit, is a rare tree that grows only in areas of strong faerzress. The barren branches of this pale, gnarled tree seem more dead than alive, but once every 3 to 4 years, it produces a small amount of bitter red fruit that is used to make rare Underdark wines and elixirs.

- Sussur: Rare and magical, the so-called “deeproot” tree is found only in the largest of caverns. It can grow to a height of 60 feet, and its branches are long and gnarled, with banyanlikeaerial roots. Few leaves grow on the sussur; it exists almost entirely on faerzress and is often found in caverns where wizard fire is prevalent. A sussur tree can drink in magic from its environs, so most sussurs are surrounded by antimagic fields that extend for hundreds of feet.

* it can cause mutation in living creatures:

A faerzress-infused creature is one that has been magically altered to harness the power of the Underdark’s pervasive magical radiation. Faerzress-infused creatures are sometimes deliberately created by the experimentation of Underdark races such as drow, mind flayers, or phaerimms, but creatures that simply dwell in areas of powerful faerzress are sometimes born with this template. Thay can detect Faerzress (just like detect magic, works at will), gain the drowcraft item bonuses (both - to hit, damage and AC), +4 bonus on Will saves against all divination spells and effects.

Bhu
2010-08-08, 09:01 PM
is it prominent where the Orogs live?

Eikonos
2010-08-09, 12:12 AM
is it prominent where the Orogs live?

Orogs tend to make their strongholds in the deeper reaches of the Underdark, where the radiation is still very potent, more primal than in the upper reaches, so to speak. In those regions, strange magical phenomena appear, that have never been observed anywhere else - sponateous, powerful effects - not quite wild magic, but rather fluctuations of energies still present since the creation of Faerun itself.

Bhu
2010-08-11, 01:01 AM
Scarsword updated

Bhu
2010-08-11, 11:40 PM
Is Faerzress only found in teh Underdark? If so doesn't that limit this PrC's ability a little?

Cieyrin
2010-08-12, 06:29 PM
Is Faerzress only found in teh Underdark? If so doesn't that limit this PrC's ability a little?

As far as I know it is, as the magic radiation doesn't usually escape above ground, otherwise.

Eikonos
2010-08-13, 12:12 AM
As far as I know it is, as the magic radiation doesn't usually escape above ground, otherwise.

Generally, this is all true, but...I canot believe, that places where faerzress emanates from the Underdark do not exist :smallwink:

Besides, it's really up to the DM to decide, whether such places exist in his campaign or not. If not, well, you can always visit the underdark or it can visit you, your farm, your city too :smallbiggrin:

Eikonos
2010-08-13, 06:33 PM
Ok, tomorrow morning I'm leaving on a two week vacation in a remote place, well secluded, away from most trappings of civilization.

Thus, my posting may become quite scarce, if any at all, during that time.

I will, however, use any possible occasion to post something and will definitely lurk.

A lot. :smallsmile:

Bhu, remember, good health is your most important goal in life, without it all else is in vain !! :smallwink:

imp_fireball
2010-08-13, 08:00 PM
Atgeirr Style
You prefer to use the Longspear as your weapon of choice.
Prerequisites: BAB +4, Short Haft, Combat Expertise
Benefits: You gain a +2 Competence Bonus to Attack and Damage rolls when Fighting Defensively with a Longspear.

Make it a +4 Competence Bonus to attack, +2 to Damage. At least. It's got some hefty prerequisites, so might as well make it worth taking in the sense that it'd allow the character to fight defensively all the time.



Advanced Atgeirr Style
des
Prerequisites: BAB +12, Atgeirr Style, Improved Trip, Spear Sweep
Benefits: You gain a +4 Competence Bonus to Trip Attempts with a Longspear while Fighting Defensively.

How about something else too, like (just an idea) - if you miss on a trip attempt, you may elect to roll again once per round. And apply both strength and dexterity bonuses on a trip attempt?

Really, it's a high level feat with three other feat prerequisites which demands that the person take the two levels in fighter to fill out for (and the two bonus feats you get from two levels in fighter could be better spent on other low end feat prerequisites).



Atgeirr Mastery
des
Prerequisites: BAB +24, Advance Atgeirr Style, Greater Spear Sweep, Multiple Spear Sweep
Benefits: When using your Multiple Spear Sweep Feat, you no longer take a -2 Penalty on the first opponent. For example if you have a +10 BAB, and try to Trip 4 Orcs, your first attempt is +10, the second +8, the third +6, and the fourth +4.

May as well make it, 'take no penalty on any trip attempt made with the multiple spear sweep feat - except that this applies only to your dexterity modifier.'

So it's kind of like combat reflexes, except you can make a heck of a lot of trip attempts on any one you choose at almost no penalty whatsoever. There's a heck of a lot of prerequisites in their too. And it's even epic. And epic fighters suck. And it's not like I would take levels in epic fighter any more then I would take levels in regular fighter to match the prerequisites (they gain bonus feats at the same pacing).

Bhu
2010-08-15, 03:36 AM
Yeah since Im adding new style feats I may as well revise the old ones too.

Bhu
2010-08-17, 03:36 AM
How about I give them the power to temporarily store Faerzress in their scars?

Bhu
2010-08-18, 03:24 AM
Anyone think the current abilities are over the top?

sigurd
2010-08-18, 07:08 AM
Not a comment on any one thing but more over all.

Thanks for the thread and its great organization. I've been reading the new posts off and on and I sort of lost view of the whole thread.

I appreciate the work, the index, and think you deserve a pat on the back...

pat

pat



sigurd

Cieyrin
2010-08-18, 06:24 PM
Anyone think the current abilities are over the top?

Not at all. If anything, they could use some pushing towards the top, as the abilities currently feel kinda 'meh, nice but nothing to get excited about'.

Bhu
2010-08-19, 01:00 AM
So unless the tappable effects of their scars and the capstone arent too out there full casting is okay then:smallcool:

Bhu
2010-08-20, 12:59 AM
all abilities are up

Bhu
2010-08-22, 01:25 AM
Epic Scarsword and the example NPC are up. Does it still need more oomph? Tap seems a little eh to me.

Cieyrin
2010-08-22, 04:15 PM
Epic Scarsword and the example NPC are up. Does it still need more oomph? Tap seems a little eh to me.

It kinda seems to be doing two things well and failing, if you ask me. The Faezress warping could be it's entire own thing and be beautifully done. Duskblade thrown in just seems odd, as why would you necessarily need to be a duskblade to carve your hide to hold strange energies that warp you into something else? that's some crazy, I say.

Bhu
2010-08-23, 02:50 AM
I was thinking of altering it so you could discharge your Faerzres to enhance your Duskblade abilities.

Cieyrin
2010-08-23, 07:02 PM
I was thinking of altering it so you could discharge your Faerzres to enhance your Duskblade abilities.

That would certainly integrate Duskblade more into it, though quantifying Faezress for the ability might be an issue, as currently it's a binary value of whether you have it or not. Since it's very environmental-based, it comes down to an issue of how you distribute the ability so that they're not continually blasting bad ass abilities but not limiting so much that they can actually play with their toys, y'know?

Bhu
2010-08-23, 11:42 PM
Well I can make it a Nova effect (i.e. you lose the whole charge to do 1 effect) or a partial effect (anytime you use the ability the time remaining on the charge you're holding loses x amount of time per use).

Cieyrin
2010-08-24, 06:02 PM
Well I can make it a Nova effect (i.e. you lose the whole charge to do 1 effect) or a partial effect (anytime you use the ability the time remaining on the charge you're holding loses x amount of time per use).

Still kinda abstract. How about changing it so that you can hold up to your class level in 'charges,' in which you gain a charge for absorbing a day or some other more reasonable time measurement. This way, we don't have to start worrying about weird math that can come up with units of time.

Bhu
2010-08-25, 02:12 AM
Okay I rewrote Tap Faerzress, and I'm thinking on abilities for using the charges now. Does it read better as it is now?

Jallorn
2010-08-25, 02:22 AM
I dunno if this counts for anything, but I'm doing some interesting things with orcs and goblins [semishameless plug]here (http://www.giantitp.com/forums/showthread.php?t=164254)[/semishameless plug].

Bhu
2010-08-26, 02:38 AM
So your Orcs are kind of a hivemind? Or is it more like India's caste system?

Bhu
2010-08-27, 02:24 AM
Tap Faerzress is fully revised and up for perusal. If you guys like it as is I can redo the style Feats real quick and do the ones for the Greatsword listed with the Scarsword.

watsyurname529
2010-08-29, 11:27 PM
Fear him. (http://www.giantitp.com/forums/showpost.php?p=5701106&postcount=545)

Bhu
2010-08-30, 12:11 AM
OMG you finished the GLoom Razor!!!

awesomessake
2010-08-30, 03:32 AM
i remember reading this on the wizards forums. I never joined that forum because i was too young, and then it went to the impossible to read format.

I was so hoping this would get made into a pdf....

I'm not the biggest fan of the typical orc, and goblinoid monsters, but i am a fan of eberron, and a fan of the gatekeepers, and i like the tragic story of the Dhakaani empire. I'd be happy to help out with that.

I hope to become a good homebrewer someday, but as it stands i am but a fledgeling, so i'll give it my best shot...

WIP PEACH. This is my first class i've homebrewed on this forum so i'm deeply interested in feedback. Overpowered? Underpowered? Things you would change?

Disciple of Vvaraaks Fury
Prestige Class
By Awesomessake

http://www.wizards.com/dnd/images/roe_gallery/88223.jpg
Image from Races of Eberron

"Do not underestimate our foes in the Shadow Marches, or that underestimation of your foe will probably be the last thing that goes through your head when you lose it" De'xirzera, Former Illithid general in the Daelkyr armies.

While the most prominent members of the Gatekeepers are Druids, just as important are the warriors that make up the main fighting force. According to legend, when Vvaraak was teaching the orcs the ways of the druidic arts, she was known to go into impatient fits, and tail-slap orcs in specific places. While what may be a fit by dragon standards, would seem like a furious rage to a lesser creature. Whither or not this legend has any truth to it, there's no question that this is where the philosophy of the Disciples of Vvaraaks Fury originated from. To be enraged, yet hit their foes in their weak spots.


Adventures: Just like most Gatekeepers, they seek to destroy any afront to nature that they encounter.

Characteristics: If there's one thing a disciple lives for it's tearing an abomination apart with it's furious rage. Disciples of Vvaraaks Fury are barbarians who seek to do maximum damage to there most most hated foes, the aberrations.

Alignment: The emphasize on rage makes it nearly impossible for anyone lawful to enter this class. In theory though, a Lawful Neutral Druidic Avenger (Druid Varient) could take this class when they gain there rage ability.

Religion: Just like any other Gatekeeper, the Disciples care about keeping the balance of nature safe, but they do revere Vvaraak to an even higher degree than most other Gatekeepers.

Background: (What common background do members of this class share?)

Races: Orcs, and Half-Orcs excel in this class. Humans can become them as well. While in theory, anyone can join the Gatekeepers, no one other than Orcs, Half-Orcs, and humans have become Disciples.

Other Classes: (How does this class interact with members of other classes?)

Role: Disciples are amazing allies to have if you're battling the Daelkyr, and/or their abominable creations. They excel at dealing extra damage to aberrations.


Game Rule Information:
(Class Name) has the following game stats.
Abilities: High strength and Constitution are crucial. A good dexterity isn't bad to have either.
Alignment: Any (Although Rage is usually aquired through Barbarian, so most have a non-lawful background)
Hit Die: D12

Requirements
To qualify to become a Disciple of Vvaraaks Fury, a character must fulfill all the following criteria:
Base Attack Bonus: +5
Skills: Knowledge (The Planes) 5 ranks, Knowledge (Nature) Nature 4 ranks.
Feats: Gatekeeper Initiate
Special: Must have Rage as a class ability

Class skills
The Disciple of Vvaraaks Fury's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Knowledge (Nature) (Int), Knowledge (The Planes) (Int), Ride (Dex), Survival (Wis), and Swim (Str).

Skill Points at Each Level: 4 (4X4 at first level) + Int modifier.

NAME OF CLASS
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+1|
+0|
+0|Accurate Fury +1, Quick Recovery

2nd|
+2|
+2|
+0|
+0|Accurate Fury +2

3rd|
+3|
+3|
+1|
+1|Accurate Fury +3, Favored Enemy (Abberation)

4th|
+4|
+4|
+1|
+1|Accurate Fury +4

5th|
+5|
+5|
+1|
+1|Fatal Blow[/table]

Accurate Fury: You have disciplened yourself in the ways of Vvaraaks Fury. You have been taught to focus your rage in the weak spots of your foes, and can deal extra damage to Aberrations. You gain an additional bonus to this ability each level. This only applies while the character is in a raged state.

Quick Recovery: You gain Quick Recovery (Lords of Madness, PG. 181) as a bonus feat.

Favored Enemy (Aberrations): You know your foes so well at this point, that you can deal a little extra damage, even if not in rage.
Special: This bonus only applies while the character is calm, and able to think clearly. It does not apply if the character is enraged.

Fatal Blow: Once per day, while enraged, you can make an automatic critical hit to any aberration.

watsyurname529
2010-08-30, 10:54 AM
OMG you finished the GLoom Razor!!!

That I did. Thoughts?

Eikonos
2010-08-31, 12:11 AM
Finally home :smallsmile:

I'm just answering, since you asked some time ago Bhu. Gotta go to work now, yaaaaaay :smallfrown:

I had little time to read the new stuff, but the Scarsword looks very interesting, especially the number of changes from the base concept :smallsmile:

Bhu
2010-08-31, 02:03 AM
That I did. Thoughts?

My first thoughts after a quick skim:

First Infection: Make the Save DC 10 plus ˝ HD plus ability mod.. Are the penalties untyped? (I’m hoping so)

Razor’s Edge: Change to piercing weapons at level 2 and slashing and piercing at level 8.

Gloom Curse: Make the Save DC 10 plus ˝ HD plus Cha mod.



Nice to see someone from teh old boards awsomessake!

Don’t worry these classes will be getting made a pdf!

I eagerly await the rest of your PrC!

awesomessake
2010-08-31, 02:45 AM
Nice to see someone from teh old boards awsomessake!

Don’t worry these classes will be getting made a pdf!

I eagerly await the rest of your PrC!

Well, i wasn't on the boards, but i was an advent reader of them. I was going to join up there, but it became impossible to read stuff on that forum. I like this formatting just fine.

I was coming up with other ideas for our ironically placed friends, the eberron orcs. Not only are they actually good guys in the setting, when you think about it they're the most heroic of the humanoid races. No other humanoid race has done so much to save the world as the orcs have, and sacrified so many doing it. Sure there are demented psycho orcs, and traditonal player target orcs, but when you look at what the race has done as a whole... The only other beings more heroic than them are the dragons, and the Coutls.

I also began giving some attention to our tragic friends the khorvaire goblinoids, but haven't been able to come up with anything cool. I'm also thinking about a class for House Tharashk half-orcs.

And i happen to like blues from XPH. I don't know if any attention has been given to them on this forum, but i will if needs be.

Bhu
2010-09-02, 02:50 AM
Theres a couple PrC's I did for Blues in this thread.

awesomessake
2010-09-02, 03:16 AM
Theres a couple PrC's I did for Blues in this thread.

Okay. I just found your Blue Moon class. Although i must say, why isn't there an alignment requisite? I'd add an evil requirement. DoVF is done.

DonThelonious
2010-09-02, 01:34 PM
:redcloak:God its been to damn long since I was last on here. Bit guess what kidz?!?!:redcloak:

DONTHEL is back again baby!!!!!!
I finally got my life back on track and have many new and sinister ideas for my long abandoned goblins :smallbiggrin:

Over the next few weeks I plan to go through and check everything out, comment on a few things. For right now I have other matters to attend to here abouts the interwebz.

Missed you BHU!!!!

watsyurname529
2010-09-02, 10:35 PM
:redcloak:God its been to damn long since I was last on here. Bit guess what kidz?!?!:redcloak:

DONTHEL is back again baby!!!!!!
I finally got my life back on track and have many new and sinister ideas for my long abandoned goblins :smallbiggrin:

Over the next few weeks I plan to go through and check everything out, comment on a few things. For right now I have other matters to attend to here abouts the interwebz.

Missed you BHU!!!!

We both showed up within a couple of days of each other. This is a sign.

Bhu
2010-09-03, 02:28 AM
Okay. I just found your Blue Moon class. Although i must say, why isn't there an alignment requisite? I'd add an evil requirement. DoVF is done.

Unsure but I can add it when i revise these fro the pdf

I like your PrC so far, but I think the Save progression is a lil off.

DON!! I can't believe I got you and Wats back in the same week! Life is good!

(PS for the readers: I now I've been slacking but I have some deadlines on some jobs I took, and I loaned a few books out to people that I needed for looking up Feats. I have them back so hopefully I'll do mroe stuff soon).

DonThelonious
2010-09-03, 06:52 PM
WATS!?! You too!

This is great.

Now to find the last post I left off on...

Edit:
Okay, looks like I have a hell of a lot to catch up on. So I am going to be making a pretty big post...

Okay, I found where to begin WAAAAAY back on page 17.

So to start things off I addressed some concerns regarding the Garu-Hound Scyther (http://www.giantitp.com/forums/showpost.php?p=5515492&postcount=486).
I scaled back the free scyth specialization tree and spread out some of the more powerful abilities. I adjusted the entry requirements to level 10, and scaled down some of the more powerful abilities. Seems a bit better balanced to me.
~
Oh. My. God.
The Azure Master is awesome. Just saying that right now.
~
Checking out the Gloom Razor, I like what I am seeing but...
Its as incomplete as most of my work :smallwink:
~
Love the Goblin Smuggler
~
LOL. Psychic Experiment...
~
THE SONS OF BAGHTRU rock, I am so using this in my next campaign.
~
I like the Goblin Innoculator, its kind of... disturbing.
~
Rust Monster Herder?
~
Orc Blade Master :smallbiggrin:WOOT
~
Hobgoblin Slave Master (http://www.giantitp.com/forums/showpost.php?p=8855878&postcount=1156)... Nuckin Futs, beat me to it... been plotting on this for the last 3 months...
~
WHIP OF KHURGORBAEYEG (http://www.giantitp.com/forums/showpost.php?p=8959124&postcount=1168)... Ditto...
~


Well, that took the last 5 hours of my life to review the last year and a half of this thread. But I am now fully caught up. I am a little distressed at the uber-abundance of psionic stuff, and the ToB stuff is okay...I guess. Everything else though is top-notch. I am going to be going into more depth of the above mentioned classes and retrieved my template for writing up PrCs in forum format, so expect some new stuff from me over the next few weeks.

All in all I am glad to see this thread still alive after all this time, and to see so much growth in it makes me happy:smallbiggrin:.

Bhu
2010-09-05, 02:44 AM
Thanks DOn!

Aswesomessake I added your PrC to the front page list.

I revised the Style Feats for the Orc Spear Master (particularly the Epic Feats which were underpowered)

The new Style Feats in the Scarsword PrC now have prereqs.

awesomessake
2010-09-05, 04:14 AM
Thanks DOn!

Aswesomessake I added your PrC to the front page list.

For Awesomes Sake! (Wah Waah Waaaaaahhh)

Anyways, sorry for not responding to any comments directed at me. I've been getting into a lot of trouble on my new thread, Dragonmech Motivational Posters (http://www.giantitp.com/forums/showthread.php?t=166883).
It has been quite a ride.... Still it's getting popular. It is getting close to 900 views, and i'm aiming for a thousand. Still this thread just may be the death of me...

But leaving on that happy note, What should i change about the Saves progression on my class? to high, to low?

Oh, and i am cooking up ideas for new classes. It's just been a long two days on that thread....

watsyurname529
2010-09-05, 02:01 PM
Before I break out the new stuff, I'm going through my previous creations and doing some much needed editing and tweaking.

I've also archived them all on my own website.

Bhu
2010-09-07, 12:14 AM
The Style Feats I listed with Scarsword are done and ready for review.

Congrats on the site Wats!

Cieyrin
2010-09-07, 01:42 PM
The Style Feats I listed with Scarsword are done and ready for review.

The new style feats seem right on for duskblades, with relevant bonii. The only thing I wonder about are the inclusion of the Battlecaster tactical feats. Offense is very 'meh' and Defense is only slightly better. Not sure what I'd replace them with, though, unfortunately.

imp_fireball
2010-09-07, 03:43 PM
At 10th level the Pine Bender's Type becomes Giant instead of Humanoid, but it still retains the Orc subtype

Didn't know orc was a subtype. Thought it was a race.


Automatic Actions: Toprakla can use Hide, Move Silently, and Survival as a Free Action if the DC for the task is 15 or lower. He can perform up to 2 Free Actions each round.

Should be 'two of these free actions each round' instead of just 'two free actions'. Free actions are usually unlimited per round or turn unless specified otherwise.

DonThelonious
2010-09-08, 10:21 PM
Imp has a point on the wording for the pinebenders type. Should say "Orc Blooded subtype.

Bhu
2010-09-09, 01:31 AM
Didn't know orc was a subtype. Thought it was a race.



Should be 'two of these free actions each round' instead of just 'two free actions'. Free actions are usually unlimited per round or turn unless specified otherwise.

Some of the later books began referring to Humanoid races as Humanoid (Race Subtype. For example Elves were Humanoid (Elf). I was following that tradition.

The other was pretty much how they had it worded in the Deities book so thats what I went with.

Bhu
2010-09-10, 01:35 AM
FISTS OF BAGHTRU

Picture URL

"TOR ANGRY!! TOR MAKE NEXT PERSON HE SEES EAT OWN POOP!"

The Fists of Baghtru are overly dumb and testosterone ridden Orcs dedicated to their races God of Strength. Cause who needs intelligence or a decent command of reality if you got awesome muscles?

BECOMING A FIST
Most Orcs taking this PrC generally take a break from busting heads just long enough to learn the religious prerequisites (most don't have the patience for anything else).

ENTRY REQUIREMENTS
Race: Orc
Patron: Baghtru
Spells: Must be able to cast Divine Spells and have access to the Strength Domain
BAB: +5
Skills: Intimidate 6 ranks, Knowledge (Religion) 4 ranks
Rage: Must be able to Rage at least once a day.


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

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +1 +2 +0 +0 Divine Rage 1/day, Rage, +1 Level of Divine Spellcasting Class
2. +2 +3 +0 +0 Divine Hammer
3. +3 +3 +1 +1 Club Diplomacy, +1 Level of Divine Spellcasting Class
4. +4 +4 +1 +1 Divine Rage 2/day
5. +5 +4 +1 +1 Divine Hammer, +1 Level of Divine Spellcasting Class
6. +6 +5 +2 +2 Club Diplomacy
7. +7 +5 +2 +2 Divine Rage 3/day, +1 Level of Divine Spellcasting Class
8. +8 +6 +2 +2 Divine Hammer
9. +9 +6 +3 +3 Club Diplomacy, +1 Level of Divine Spellcasting Class
10.+10 +7 +3 +3 Divine Strength

Rage: A Fists Barbarian and Fist of Baghtru Levels stack for purposes of how many times per day he can use Rage.

Divine Rage (Su): As a Swift Action you may enter a Divine Rage. You may do this once per day at 1st level, and an additional time per day at levels 4 ad 7. If you wish you may simultaneously enter both Rage and Divine Rage. Divine Rage last 3 rounds plus one round per point of Strength Modifier Baghtru favors his strongest). While in a Divine Rage a Fist is immune to Ability Damage/Drain to his Strength Attribute.

At 4th level he is also immune to penalties to damage rolls.

At 7th level he is also immune to involuntary penalties to attack rolls.

Rage: Your Barbarian and Fist Levels stack for purposes of determining how many times per day you can Rage.

Divine Hammer (Su): Your kind prefer diplomacy via club. Whenever you are Raging and wielding a Blunt Melee Weapon you gain some advantages.

At 2nd Level while your Greatclub is held it cannot be Sundered.

At 5th level it does +1d6 damage per successful hit unless the opponent has a Sacred, Exalted, Profane, or Vile Bonus.

At 8th level it does another +1d6 per Fist of Baghtru Level on a successfully confirmed Critical (unless the opponent has a Sacred, Exalted, Profane, or Vile Bonus).

Club Diplomacy (Ex): At levels 3, 6, and 9 the Fist gets one of the following as a Bonus Feat: Advanced Purshamarr Style, Brutal Strike, Improved Critical (Greatclub), Improved Sunder, Melee Weapon Mastery (Bludgeoning), Power Attack, Power Critical (Greatclub), Purshamarr Mastery, Purshamarr Style, Weapon Focus (Greatclub), Weapon Specialization (Greatclub). A Fist may take Weapon Focus and Weapon Specialization as if they're Barbarian and Fist levels were Fighter Levels.

Divine Strength (Su): At 10th level you become infused with the Divine power of your God. While Raging the duration is now 3 rounds plus 1 round per point of Strength Modifier instead of Con. The Save DC of your spells is now based on your Strength Modifier instead of Constitution, and you may choose one spell per point of Strength Modifier. The caster level for these spells is equal to your Effective Character Level. You now add double your Strength Modifier to all melee attacks (triple if attacking with a two handed weapon).

Weapon Proficiencies: A Fist of Baghtru gains proficiency with the Greatclub.

PLAYING A FIST
Smart peeples r dumb! I nos moar! Nevar listin to udder rases! Listen to Preests! Preests r gud!
Combat: The Fists generally have no sense of discretion, subtlety, or moderation. They are among the loudest, dumbest, crudest Orcs and this only helps to fuel their religious fanaticism. Which makes them a little more psychotic in combat than usual. They definitely prefer the 'charge and flail' method of combat.
Advancement: Fists all generally follow the same path of trying to outdo one another in terms of strength and endurance. Fighting and contests of raw physical power are all they live for.
Resources: Fists are used a lot as shock troops by the Orc military, and they do get some support from the orcish Church as well.

FISTS IN THE WORLD
"There are newborn infants with a greater grasp on reality than you have."
Fists interact with the world by clubbing it into submission, or forcing their opinions, ideas on it. They are understandable not popular because of this, not even among their own kind sometimes.
Daily Life: Much of your life is spent increasing your strength, insulting the weak, killing anyone you pointed at, and getting drunk. Think of the Fists as psychopathic frat boys.
Notables: Raaaa (CE Male Orc Cleric 2/Barbarian 4/Fist of Baghtru 6) is a dumb brute who believes in diplomacy via the club, and a part time wrestling enthusiast. He's also a little crazy.
Organizations: The Fists usually belong to religious or military organizations within Orc Society (both of which are usually the same thing). Unfortunately for them they aren't bright enough to realize that they're used as expendable cannon fodder. Most commanders know the Fists will take out a great many opponents before dying, so they put them up front.

NPC Reaction
Your a bully. People hate bullies. Even worse you have a hair trigger temper, no self control, and believe you have the Gods given right to kill anything too weak to kill you in return.

FISTS IN THE GAME
This PrC assumes the player is dumb as a brick, and an obnoxious bastard. make sure the PC knows NPC's are going to treat him as such due to the Fists reputation.
Adaptation: This is okay for serious or silly campaigns. In serious campaigns they're powerful fanatics, and in silly ones they're dumb jocks with a God fetish.
Encounters: Fists are usually encountered in raiding parties, some Churches, or at sporting events requiring muscle.

Sample Encounter
EL 12: The PC's are hired as bodyguards for a famous wrestler at a Pankration tournament. His main opponent is an insane Orc, and it is believed there will be attempts to assassinate either of them before the match takes place.


Raaaa
CE Male Orc Cleric 2/Barbarian 4/Fist of Baghtru 6
Init +0, Senses: Listen +3, Spot +3, Dark Vision 60', Light Sensitivity
Languages Common, Orc
------------------------------------------------
AC , touch , flat-footed ()
hp 72 (12 HD)
Fort +13, Ref +3, Will +9
Trap Sense +1, Uncanny Dodge
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +11, Grp +14
Atk Options Turn Undead 4/day, Rage 3/day, Divine Rage 2/day, Divine Hammer
Combat Gear
Spells Prepared 0: 5/day (DC 13)
1st: 4/day (DC 14)
2nd: 3/day (DC 15)
3rd: 2/day (DC 16)
-----------------------------------------------
Abilities Str 16, Dex 10, Con 13, Int 8, Wis 16, Cha 12
SQ Domains (Evil, Orc), Fast Movement,
Feats Advanced Purshamarr Style, Instantaneous Rage, Mad Foam Rager, Power Attack, Purshamarr Style, Weapon Focus (Greatclub)(B), Weapon Specialization (Greatclub)(B)
Skills Climb +6, Concentration +2, Intimidate +13, Jump +6, Knowledge (Religion) +3, Swim +6
Possessions



EPIC FIST

Hit Die: d8
Skills Points at Each Level : 2 + int
Rage The Fist gains an additional Daily use of Rage at Level 24, and every 4 levels after.
Class Ability
Bonus Feats: The Epic Fist gains a Bonus Feat every x levels higher than 20th

Purshamarr Style
You prefer to use the Greatclub as your weapon of choice. This particular style is usually limited to Orcs who have the Strength to wield heavy weapons.
Prerequisites: BAB +4, Martial Weapon Proficiency (Greatclub), Weapon Focus (Greatclub)
Benefits: Your Greatclub threatens a Critical on a 19-20, and does x3 damage. This does not stack with other effects improving Critical Threat Range.

Advanced Purshamarr Style
des
Prerequisites: BAB +12, Purshamarr Style, Power Attack, Weapon Specialization (Greatclub)
Benefits: Whenever you successfully confirm a Critical hit with your Greatclub you opponent is also Nauseated one round.

Purshamarr Mastery
des
Prerequisites: BAB +24, Advanced Purshamarr Style, Brutal Strike, Melee Weapon Mastery (Bludgeoning)
Benefits: If you successfully strike an opponent with your Greatclub it must make a Fortitude Save (DC is 10 plus 1/2 HD plus Strength Modifier) or be Sickened and Fatigued for the duration of the encounter.

Fingerlessfist
2010-09-10, 09:51 PM
Loving all the home brew here!

Bhu
2010-09-13, 01:18 AM
Loving all the home brew here!

On behalf of the others may I say thank you! Do please leave feedback if you can.

Fists of Baghtru now have fluff.

Cieyrin
2010-09-13, 02:35 PM
Fists of Baghtru now have fluff.

Huh, I thought you already a PRC called this, though perhaps I'm confusing it with the Fists of Gruumsh. Just seems strangely familiar...

Bhu
2010-09-14, 01:42 AM
You might also b thinking of the Sons of Baghtru. I need to make less dumb brutes I think...

Cieyrin
2010-09-14, 01:18 PM
You might also b thinking of the Sons of Baghtru. I need to make less dumb brutes I think...

Ah, that was it! I knew it looked familiar!

imp_fireball
2010-09-14, 02:19 PM
The other was pretty much how they had it worded in the Deities book so thats what I went with.


Bandwagons are bad. It's always good to keep things legible and fix what other books probably intended.


ENTRY REQUIREMENTS
Race: Orc
Patron: Baghtru
Spells: Must be able to cast Divine Spells and have access to the Strength Domain
Skills: Intimidate 6 ranks, Knowledge (Religion) 4 ranks
Rage: Must be able to Rage at least once a day.

You seem to be laying on the dumb stereotype heavily, so maybe one of the prerequisites should be that upon entering/taking first level (but not necessarily any time after that), you must have, at most, a 4 or 6 base Intelligence score (base, as in unmodified by temporary buffs but can be modified by passive/semi-permanent buffs such as those provided by items). :smallbiggrin:

They could also have low charisma - nobody hardly ever listens to them, so anger and beating people up is essentially a reflex to make people listen to whatever you wanna say.

Heh, maybe 'change attitude through torture' ability (via stockholme syndrome) - but that's probably more of a feat than a specific PrC thing. :smallbiggrin:

----
I've found that a lot of the PrC's here encourage certain personalities, so they'd probably inevitably encourage very specific PC backgrounds too (hence, ability score prerequisites (since smarter people associate with different people than dumber people), alignment prerequisites, diety prerequisites, etc.).

Bhu
2010-09-16, 02:40 AM
I have a deadline on my online job this weekend, so posting could be sparse till it's done.

Bhu
2010-09-20, 02:17 AM
Finally got the Fists updated

Bhu
2010-09-21, 01:56 AM
I have a capstone in mind for the Fists that will help with casting, but for the moment does anyone have thoughts on caster levels?

Cieyrin
2010-09-21, 02:54 PM
I have a capstone in mind for the Fists that will help with casting, but for the moment does anyone have thoughts on caster levels?

Is there going to be anything for allowing casting during a Rage, as that's a serious block to overcome in combining Raging and casting that the Rage Mage failed horribly at.

Another thing of note is whether you really intended the class to be enterable at ECL 4, as you can probably meet all the prereqs by then with a Barbarian 2/Cleric 1.

As for the actual casting levels, I'd say the class features aren't exactly up enough that full casting would be out of the question. I mean, Divine Rage is nice to have but all it does is give niche immunities that may or may not come up at all. Divine Hammer could be overpowering once the extra dice kick in, though the +1 bit is kinda lackluster, as any meleer by ECL 4 probably has a +1 weapon. I'm not sure how much a limiter the having 'godly blessing in form of bonii' is, as I'm not sure how often that'll show up unless the game is using BoED or BoVD. The bonus feats are okay, though I have no idea why MWP(Greatclub) is on the list, considering you give proficiency at level 1. Not so sure about Melee Weapon Mastery(Bludgeoning), either, since that requires shenanigans to get Weapon Spec(Greatclub), which makes it not likely to come up, I think. The lack of Three Mountains (http://www.realmshelps.org/cgi-bin/feats.pl?Three_Mountains) style is dismaying as well.

Them's my 2 coppers. Take as you will.

Eikonos
2010-09-22, 12:03 AM
I've been utterly consumed by RL lately, sorry Bhu :smallfrown:

Alas, I'll be having more free time in days to come (today included :smalltongue:), so I'll gladly activate myself on the boards as soon as possible (in about 10-12 hours from now) :smallsmile:

P.S. the combat maneuvers are going sweet and this here Bagthru PrC is niceee :smallbiggrin:

Bhu
2010-09-22, 01:26 AM
Honestly Cieyrin I hadnt intended them to combine Rage/spells in that way since they have the rep for being retards. I was thinking more buff spell/buff spell/RAWR!

I made some edits hows it look now?

Cieyrin
2010-09-22, 02:38 PM
Honestly Cieyrin I hadnt intended them to combine Rage/spells in that way since they have the rep for being retards. I was thinking more buff spell/buff spell/RAWR!

I made some edits hows it look now?

If I came off as terse, it's just that I was intent on my reading of the PRC and not on how I worded things.

As for the casting during a rage, that was just my initial thought on how it usually is. If you had no intention for having such happen, then don't worry about it.

As for the changes, the BAB requirement moves you up to entering at ECL 7, which is more standard, i suppose. You could also get away with BAB +4 if you wanted the ideal entrant being ECL 5, as I don't think the current changes make the class any more powerful by being able to enter a level earlier.

Unsunderable greatclub is okay, though I don't know how often sundering usually comes up, since PCs usually get their panties in a bind when loot gets destroyed, making sundering a rather rare thing in many games, except perhaps in the case of hydrae rearing their ugly heads.

The bonus feats are certainly cleaner, though the lack of Three Mountain Style still makes me sad.

I still stand by the class at present wouldn't be hurt by having near full casting, if not full, if only b/c full BAB + full casting is a rarity, though you could probably get away with less, given your previous statement of buff/buff/RAWR would suggest the casting is more afterthought, so going down to half casting probably isn't necessarily a bad idea in terms of what this class is meant to be doing.

Bhu
2010-09-22, 04:59 PM
You didn't come off as terse, and I wasn't offended. If I come across as short it's because my best friend is in the hospital after just having been diagnosed with lymphoma in his intestines. He also happens to be the boss of my online job, which is the only thing keeping me alive at this point, and if he dies it's not only possible I lose one of the best friends I've ever had, it's possible the publishing company may decide they don't need me.

There's also a minor sea of other problems I'm dealing with and quite frankly it's starting to overwhelm me. The only reason I still post is cause I need something to take my mind off stuff.


Worry not about 3 mountain style. The Purshamarr Feats will be there to simulate nifty club abilities :smallbiggrin:

Bhu
2010-09-23, 01:22 AM
Theoretical ideas for Feats and capstone are up.

Cieyrin
2010-09-23, 02:04 PM
Theoretical ideas for Feats and capstone are up.

DAMN, Divine Strength is definitely DIVINE. Ye gods...

How does Pursharmarr Style interact with Impact and Improved Crit? Do they stack?

Also, just an observation but I'm not really seeing where the Fist part comes in, considering they're running around clubbing people. :smalltongue:

EDIT: Another thing, does Divine Rage at level 7 mean he can Power Attack and ignore the penalties, as that's what it currently implies...

Bhu
2010-09-24, 01:16 AM
I edited the Feats, they do not stack with other effects

I changed level 7 to read 'involuntary attack roll penalties'

So what do you think about caster levels now?