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Bhu
2008-03-15, 08:58 PM
A while back on the Wizards message boards someoen decided to do a PDF book called Races of Savagery (later changed to Races of the Horde). He had to bow out for a while due to personal problems, and it was left to me to keep the project going....

And quite frankly my life is sucking hard too, so I haven't been able to give it the attention I should :(


We've been doing lots of PrC's and such for it, but feedback there seems to be...not so forthcoming. I'm wondering if I posted them here if you would be interested?


Bhu
Anlamli (http://www.giantitp.com/forums/showpost.php?p=6329695&postcount=693)
April Fool's Day PrC's (http://www.giantitp.com/forums/showpost.php?p=4131767&postcount=92)
Ashen Swords (http://www.giantitp.com/forums/showpost.php?p=7498363&postcount=912)
Azure Master (http://www.giantitp.com/forums/showpost.php?p=5644146&postcount=528)
Azure Nightmare (http://www.giantitp.com/forums/showpost.php?p=4462722&postcount=242)
Azure Thinker (http://www.giantitp.com/forums/showpost.php?p=5868426&postcount=595)
Bargrivyek (http://www.giantitp.com/forums/showpost.php?p=6530260&postcount=735)
Batu's Disciples (http://www.giantitp.com/forums/showpost.php?p=7644616&postcount=936)
Batu the Traitor (http://www.giantitp.com/forums/showpost.php?p=7606215&postcount=931)
Black Knife (http://www.giantitp.com/forums/showpost.php?p=4411438&postcount=224)
Bleak Archer (http://www.giantitp.com/forums/showpost.php?p=10585269&postcount=1455)
Blood Priest (http://www.giantitp.com/forums/showpost.php?p=9946012&postcount=1354)
Blue Moon (http://www.giantitp.com/forums/showpost.php?p=5840922&postcount=588)
Blue Sand Shaman (http://www.giantitp.com/forums/showpost.php?p=7416291&postcount=895)
Bugbear Enforcer (http://www.giantitp.com/forums/showpost.php?p=4740455&postcount=308)
Bugbear Sergeant (http://www.giantitp.com/forums/showpost.php?p=10118806&postcount=1383)
Bugbear Terrorist (http://www.giantitp.com/forums/showpost.php?p=8578854&postcount=1113)
Cultist of the Black Claw (http://www.giantitp.com/forums/showpost.php?p=6250487&postcount=677)
Cult of the Pale Hands (http://www.giantitp.com/forums/showpost.php?p=6071018&postcount=639)
Dai-Bakemono (http://www.giantitp.com/forums/showpost.php?p=4825394&postcount=325)
Darkened Eye (http://www.giantitp.com/forums/showpost.php?p=4069946&postcount=17)
Eaters of the Fallen (http://www.giantitp.com/forums/showpost.php?p=6362987&postcount=701)
Eldritch Berserker (http://www.giantitp.com/forums/showpost.php?p=4242665&postcount=150)
Elf Breaker (http://www.giantitp.com/forums/showpost.php?p=9625389&postcount=1292)
Evil Eye (http://www.giantitp.com/forums/showpost.php?p=9765267&postcount=1317)
Feral Psychic (http://www.giantitp.com/forums/showpost.php?p=5567930&postcount=507)
Fists of Baghtru (http://www.giantitp.com/forums/showpost.php?p=9327482&postcount=1234)
Fists of Gruumsh (http://www.giantitp.com/forums/showpost.php?p=4141186&postcount=99)
Forest Haunt (http://www.giantitp.com/forums/showpost.php?p=5900139&postcount=601)
Forestkith Alpha (http://www.giantitp.com/forums/showpost.php?p=6412223&postcount=710)
Gaijin Marshall (http://www.giantitp.com/forums/showpost.php?p=7960583&postcount=989)
Goblin Penitent (http://www.giantitp.com/forums/showpost.php?p=7452589&postcount=903)
Goblin Smuggler (http://www.giantitp.com/forums/showpost.php?p=5778099&postcount=574)
Grandmother (http://www.giantitp.com/forums/showpost.php?p=6853108&postcount=784)
Grankhul (http://www.giantitp.com/forums/showpost.php?p=6315646&postcount=690)
Gray Suns (http://www.giantitp.com/forums/showpost.php?p=5204143&postcount=401)
Hashishin (http://www.giantitp.com/forums/showpost.php?p=9701484&postcount=1305)
Highwayman (http://www.giantitp.com/forums/showpost.php?p=5975619&postcount=614)
Horned Berserker (http://www.giantitp.com/forums/showpost.php?p=10223785&postcount=1395)
Horns of Amon (http://www.giantitp.com/forums/showpost.php?p=7709162&postcount=945)
Hruggek (http://www.giantitp.com/forums/showpost.php?p=6266495&postcount=680)
Ironheart Berserker (http://www.giantitp.com/forums/showpost.php?p=5073655&postcount=381)
Ironheart Crusader (http://www.giantitp.com/forums/showpost.php?p=4998097&postcount=361)
Ironheart Samurai (http://www.giantitp.com/forums/showpost.php?p=4084026&postcount=39)
Janissary (http://www.giantitp.com/forums/showpost.php?p=6001583&postcount=622)
Juicer (http://www.giantitp.com/forums/showpost.php?p=4305910&postcount=184)
Keeper (http://www.giantitp.com/forums/showpost.php?p=4185041&postcount=113)
Khurgorbaeyeg (http://www.giantitp.com/forums/showpost.php?p=6648231&postcount=752)
Kikanuti (http://www.giantitp.com/forums/showpost.php?p=6845850&postcount=783)
Knight of the Crimson Sword (http://www.giantitp.com/forums/showpost.php?p=7350398&postcount=881)
Lab Experiment (http://www.giantitp.com/forums/showpost.php?p=4488395&postcount=251)
Luthicarite (http://www.giantitp.com/forums/showpost.php?p=9583756&postcount=1283)
Maglubiyet (http://www.giantitp.com/forums/showpost.php?p=6785927&postcount=773)
Meriadar (http://www.giantitp.com/forums/showpost.php?p=6470773&postcount=723)
Nilbog (http://www.giantitp.com/forums/showpost.php?p=6420019&postcount=711)
Nomog-Geaya (http://www.giantitp.com/forums/showpost.php?p=6729068&postcount=765)
Orc Pirate (http://www.giantitp.com/forums/showpost.php?p=4158276&postcount=103)
Orc Sergeant (http://www.giantitp.com/forums/showpost.php?p=4172333&postcount=107)
Orc Spear Master (http://www.giantitp.com/forums/showpost.php?p=8313499&postcount=1052)
Orc Thug (http://www.giantitp.com/forums/showpost.php?p=4125463&postcount=87)
Orog Brute (http://www.giantitp.com/forums/showpost.php?p=5724302&postcount=555)
Orog Juggernaut (http://www.giantitp.com/forums/showpost.php?p=7880662&postcount=973)
Orog Knight (http://www.giantitp.com/forums/showpost.php?p=5356086&postcount=439)
Pain Manifester (http://www.giantitp.com/forums/showpost.php?p=4211642&postcount=123)
Pain Totem (http://www.giantitp.com/forums/showpost.php?p=4065014&postcount=6)
Pandemonicus (http://www.giantitp.com/forums/showpost.php?p=7225618&postcount=851)
Peacekeeper (http://www.giantitp.com/forums/showpost.php?p=6544928&postcount=737)
Peacemaker (http://www.giantitp.com/forums/showpost.php?p=6490305&postcount=727)
People's Champion (http://www.giantitp.com/forums/showpost.php?p=8790338&postcount=1145)
Pine Bender (http://www.giantitp.com/forums/showpost.php?p=4118783&postcount=76)
Psychic Experiment (http://www.giantitp.com/forums/showpost.php?p=6030177&postcount=626)
Rust Monster Herder (http://www.giantitp.com/forums/showpost.php?p=8089441&postcount=1012)
Savasmak (http://www.giantitp.com/forums/showpost.php?p=8502495&postcount=1091)
Scarred Veteran (http://www.giantitp.com/forums/showpost.php?p=7754531&postcount=952)
Scarsword (http://www.giantitp.com/forums/showpost.php?p=9072995&postcount=1180)
Shrieker (http://www.giantitp.com/forums/showpost.php?p=7065700&postcount=816)
Skiggaret (http://www.giantitp.com/forums/showpost.php?p=6301167&postcount=688)
Skull Takers (http://www.giantitp.com/forums/showpost.php?p=6216407&postcount=671)
Soldiers of the Last Order (http://www.giantitp.com/forums/showpost.php?p=6740957&postcount=766)
Sons of Baghtru (http://www.giantitp.com/forums/showpost.php?p=6049574&postcount=634)
Sons of Maglubiyet (http://www.giantitp.com/forums/showpost.php?p=6163792&postcount=659)
Soulless (http://www.giantitp.com/forums/showpost.php?p=4221421&postcount=132)
Stalker (http://www.giantitp.com/forums/showpost.php?p=6355445&postcount=700)
Stealth Cavalry (http://www.giantitp.com/forums/showpost.php?p=10515152&postcount=1444)
Stygian Blade (http://www.giantitp.com/forums/showpost.php?p=5479611&postcount=469)
Swords of Ilneval (http://www.giantitp.com/forums/showpost.php?p=8039322&postcount=1003)
Tanarukk Arsonist (http://www.giantitp.com/forums/showpost.php?p=7126144&postcount=828)
Tanarruk Demonsword (http://www.giantitp.com/forums/showpost.php?p=7271793&postcount=862)
Tanarruk Firebreather (http://www.giantitp.com/forums/showpost.php?p=5687351&postcount=538)
Tanarukk Firesword (http://www.giantitp.com/forums/showpost.php?p=5417870&postcount=451)
Tigerskin Berserker (http://www.giantitp.com/forums/showpost.php?p=4280586&postcount=174)
Toprakla (http://www.giantitp.com/forums/showpost.php?p=6341095&postcount=698)
Voice of Gruumsh (http://www.giantitp.com/forums/showpost.php?p=6109224&postcount=650)
Vril Escapee (http://www.giantitp.com/forums/showpost.php?p=7009441&postcount=804)
Whips of Khurgorbaeyeg (http://www.giantitp.com/forums/showpost.php?p=8959124&postcount=1168)
Worg Cavalry (http://www.giantitp.com/forums/showpost.php?p=9505862&postcount=1266)

Rappy
Aquatic Goblin Notes (http://www.giantitp.com/forums/showpost.php?p=4678000&postcount=299)
Fire Orc Notes (http://www.giantitp.com/forums/showpost.php?p=4985519&postcount=359)
Fortune's Fool (http://www.giantitp.com/forums/showpost.php?p=8721284&postcount=1138)
Goblin-Blooded Feat (http://www.giantitp.com/forums/showpost.php?p=5497370&postcount=477)
Goblinoid Kinship Feats (http://www.giantitp.com/forums/showpost.php?p=5515529&postcount=489)
Manhunter (http://www.giantitp.com/forums/showpost.php?p=4351310&postcount=203)
Orc Kinship Feats (http://www.giantitp.com/forums/showpost.php?p=5527760&postcount=499)
Racial Weapons (http://www.giantitp.com/forums/showpost.php?p=4475581&postcount=246)
Shadow of the Sands (http://www.giantitp.com/forums/showpost.php?p=4363043&postcount=207)
Troblin Notes (http://www.giantitp.com/forums/showpost.php?p=6134778&postcount=654)
Venom Lord (http://www.giantitp.com/forums/showpost.php?p=4396881&postcount=219)

DonThelonious
Barghessian (http://www.giantitp.com/forums/showpost.php?p=4076600&postcount=29)
Beast Rider (http://www.giantitp.com/forums/showpost.php?p=4121673&postcount=83)
Garu Hound Scyther (http://www.giantitp.com/forums/showpost.php?p=5515492&postcount=486)
Goblin Cook (http://www.giantitp.com/forums/showpost.php?p=5337118&postcount=430)
Goblin Kidnapper (http://www.giantitp.com/forums/showpost.php?p=5660535&postcount=532) work in progress
Goblin Pigsticker (http://www.giantitp.com/forums/showpost.php?p=5515536&postcount=490)
Goblin Potshot Sniper (http://www.giantitp.com/forums/showpost.php?p=5515481&postcount=485)
Goblin Queen (http://www.giantitp.com/forums/showpost.php?p=5515586&postcount=491)
Goblin Trapper (http://www.giantitp.com/forums/showpost.php?p=5515528&postcount=488)
Heivan-Baradar (http://www.giantitp.com/forums/showpost.php?p=5515516&postcount=487)

Watsyurname529
Blademage (http://www.giantitp.com/forums/showpost.php?p=4308403&postcount=187)
Bleeding Medic (http://www.giantitp.com/forums/showpost.php?p=5347589&postcount=434)
Fierceweapon Smith (http://www.giantitp.com/forums/showpost.php?p=4090024&postcount=47)
Gloom Razor (http://www.giantitp.com/forums/showpost.php?p=5701106&postcount=545)
Greatweapon Smith (http://www.giantitp.com/forums/showpost.php?p=4089946&postcount=45)
Hobgoblin Bonerobber (http://www.giantitp.com/forums/showpost.php?p=4262121&postcount=166)
Hobgoblin Paragon (http://www.giantitp.com/forums/showpost.php?p=5325877&postcount=425)
Iron Hob (http://www.giantitp.com/forums/showpost.php?p=4235531&postcount=144)
Point Blank Sniper (http://www.giantitp.com/forums/showpost.php?p=5347186&postcount=432)
Psychopath (http://www.giantitp.com/forums/showpost.php?p=4113187&postcount=70)
Sneakyweapon Smith (http://www.giantitp.com/forums/showpost.php?p=4089983&postcount=46)
Viking (http://www.giantitp.com/forums/showpost.php?p=8704055&postcount=1134)
Warhorn Charger (http://www.giantitp.com/forums/showpost.php?p=4213487&postcount=128)

Jayngfet
Gold Orc (http://www.giantitp.com/forums/showpost.php?p=4121082&postcount=81)
Silver Goblin (http://www.giantitp.com/forums/showpost.php?p=4180757&postcount=110)

Edge
Da Mad Dok (http://www.giantitp.com/forums/showpost.php?p=4637975&postcount=286)

Imp Fireball
Chaos Orc (http://www.giantitp.com/forums/showpost.php?p=4646809&postcount=288)
Goblin Innoculator (http://www.giantitp.com/forums/showpost.php?p=8090308&postcount=1013)
Orc Blade Master (http://www.giantitp.com/forums/showpost.php?p=8441078&postcount=1079)
Running Raider (http://www.giantitp.com/forums/showpost.php?p=8808129&postcount=1148)

Chronoplasm
4e Sharakim (http://www.giantitp.com/forums/showpost.php?p=4928444&postcount=347)

Jergmo
Orcs (http://www.giantitp.com/forums/showpost.php?p=7183105&postcount=842)

AllWillFall2Me
Bloodstained Blade of Shargaaas (http://www.giantitp.com/forums/showpost.php?p=8660279&postcount=1129)
Fanatic of Gruumsh (http://www.giantitp.com/forums/showpost.php?p=8660262&postcount=1128)
Scarred Veteran (http://www.giantitp.com/forums/showpost.php?p=8660262&postcount=1128)

Rampant
Maelstrom (http://www.giantitp.com/forums/showpost.php?p=8667763&postcount=1131)

Kel
Elfhunter (http://www.giantitp.com/forums/showpost.php?p=8675627&postcount=1132)

Divisionbyzero
The Savage Blade (http://www.giantitp.com/forums/showpost.php?p=8704139&postcount=1137)

Lunar Wolf Prime
Blood Hawk War Chief (http://www.giantitp.com/forums/showpost.php?p=8704095&postcount=1135)

Icedaemon
Hobgoblin Slavemaster (http://www.giantitp.com/forums/showpost.php?p=8855878&postcount=1156)

Awesomessake
Disciple of Vvaraak's Fury (http://www.giantitp.com/forums/showpost.php?p=9253310&postcount=1215)

Unosarta
Axe of the Feral Gods (http://www.giantitp.com/forums/showpost.php?p=9458175&postcount=38)

TechnoScrabble
Slog (http://www.giantitp.com/forums/showpost.php?p=9891981&postcount=1334)

StoryKeeper
2008-03-15, 09:12 PM
Not sure how helpful I would be, but I'd certainly look over whatever you post here. I've done a little research (very little) on goblins and goblinoids, and a friend knows the material on orcs pretty well so I might just be able to prove useful.

StoryKeeper
2008-03-15, 09:18 PM
Not sure how helpful I would be, but I'd certainly look over whatever you post here. I've done a little research (very little) on goblins and goblinoids, and a friend knows the material on orcs pretty well so I might just be able to prove useful.

dman11235
2008-03-15, 10:02 PM
First: double post Story.

Second, You know I would love to see anything you make Bhu!

dyslexicfaser
2008-03-15, 11:28 PM
Goblins are probably my favorite race. They just don't get enough love (read: any) from WotC.

If you post 'em, I'd be glad to read 'em.

Bhu
2008-03-16, 02:06 AM
Goblins are probably my favorite race. They just don't get enough love (read: any) from WotC.

If you post 'em, I'd be glad to read 'em.

Some of the other guys have done goblins. I'll need to ask their permission to post that stuff here. Mine are all Orcs so far. I made a list of 100 example ideas for Orc/Goblin PrC's, and I'm slowly working my way through them (yes all 100) doing the Orcs first.

here's the 1st one I did


THE PAIN TOTEM

http://Picture URL

"RAAAAAAAAAAAAAAAAAAARRRRRRRRGHH!!!!!"

Every so often an orc is born twisted and scarred, barely recognizable. Despite their appearance they do not suffer any ill physical effects from their deformities, even while being in constant pain. Most of them have an inborn talent for magic and quickly become Sorcerers. Their learning however quickly takes a backseat to their rage. These orcs are far more unstable than their brethren, and usually have 'handlers' to calm them down and keep them out of trouble until they are needed in battle.

Whether or not you consider them a blessing or a curse in battle depends on your point of view. Called Pain Totems by the Orcs enemies, they are especially sensitive to anger. Pain Totems absorb the rage of anything near them, swelling with power and growing to monstrous size. The other Orc warriors are less effective, but the Pain Totem itself is quite amazing to watch.

BECOMING A PAIN TOTEM
Most Pain Totems begin as Sorcerers, eventually drifting into Barbarian as well.

ENTRY REQUIREMENTS
Race: Any Orcish race
Class Abilities: Rage
Base Attack Bonus: +5 BAB
Feats: Extra Rage, Scarred


Class Skills
The Pain Totem's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Swim (Str), and Survival (Wis)
Skills Points at Each Level : 4 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 Synergistic Rage
2. +1 +0 +0 +3 Channel Rage
3. +2 +1 +1 +3 Steal Rage
4. +3 +1 +1 +4 Synergistic Frenzy
5. +3 +1 +1 +4 Channel Rage
6. +4 +2 +2 +5 Steal Frenzy
7. +5 +2 +2 +5 Channel Rage
8. +6 +2 +2 +6 Giant Among Orcs
9. +6 +3 +3 +6 Steal Life
10.+7 +3 +3 +7 Giant Transformation

Weapon Proficiencies: Pain Totems gain no new armor or weapon proficiencies.

Synergistic Rage (Su): You can Rage more times per day than normal. If any being within 30 feet of you uses a daily use of it's Rage, so do you. If this occurs when you have no daily uses of Rage left, you still enter Rage normally, but take 1 point of temporary Constitution damage when the Rage wears off. Once you are already Raging this does not trigger further uses of Rage until the first wears off.

Channel Rage (Su): At second level you gain a Rage Pool that can hold a certain amount or uses of Rage. The maximum you can hold is equal to your Pain Totem level Plus your Charisma Modifier plus the times per day you can Rage. This replaces the normal limit on how many times per day you can Rage, along with Synergistic Rage. When using Steal Frenzy, daily uses of Frenzy are stored as daily uses of Rage instead. When your Rage Pool is filled, any daily uses of Rage or Frenzy stolen by your Steal Rage/Frenzy abilities are simply burned off into the ether giving you no extra abilities (but still depriving victims of them). When you are Raging you now have different abilities than normal. How powerful they are depend on how high your Rage Pool is. Since they are Supernatural abilities, in Antimagic Fields or other circumstances that would block them the Pain Totem gets its normal Rage abilities. At 2nd, 5th, and 7th level you gain 2 abilities each from the following list. Until you choose from Strength, Constitution, or Iron Mind, you get the normal bonus for Raging for that particular ability. The Rage Pool can only hold uses of Rage for 24 hours or until they are used to enter Rage. If you choose the Strength, Constitution, or Iron Mind abilities, they replace the normal bonuses granted by Rage. Your Rage Pool resets to full at the beginning of each day

Strength (Su): The Strength Bonus you gain varies depending on your Rage Pool. 1-3: +4, 4-6: +6. 7-9: +8, 10-12: +10, 13+: +12. In addition your unarmed strikes do lethal damage while you are raging, and you are considered to have the Improved Unarmed Strike Feat while Raging. Damage of your unarmed Strike depends on your Rage Pool. 1-3: 1d3, 4-6: 1d4, 7-9: 1d6, 10-12: 1d8, 13+: 2d6.

Constitution (Su): The Constitution Bonus you gain varies depending on your Rage Pool. 1-3: +4, 4-6: +6, 7-9: +8, 10-12: +10, 13+: +12. In addition your Natural Armor Bonus is increased by an amount equal to your new Constitution Modifier.

Iron Toughness (Su): You gain DR x/- when Raging. x is equal to your Rage Pool, with a maximum value of 10. This does not stack with the DR gained from class levels in Barbarian or similar sources.

Terrifying Aura (Su): Any Living being within 30' of you with less Hit Dice than yourself when you are Raging must make a Willpower Save (DC 10 plus half your level plus your Charisma modifier) or become scared. Exact effects depend on the level of your Rage Pool. 1-3: Shaken for 1d4 rounds, 4-6: Shaken for 1d8 rounds, 7-9: Shaken for 2d6 rounds, 10-12: Panicked for 1d4 rounds, Shaken for another 1d6 rounds; 13+: Panicked for 1d6 rounds, shaken for another 2d4 rounds. If the Save is successful, the opponent is immune to this Pain Totems Terrifying Aura for 24 hours. The Save DC gains an Enhancement Bonus equal to your maximum Rage Pool divided by 6.

Iron Mind (Su): The Morale Bonus you gain to your Willpower Saves when Raging increases depending on the power of your Rage Pool. 1-3: +2, 4-6: +4, 7-9: +6, 10-12: +8, 13+: +10. This Saving Throw Bonus does not work against your Handlers.

Empowered Weapon (Su): Weapons you wield gain magical power while you Rage depending on your Rage Pool. 1-3: +1, 4-6: +2, 7-9: +3, 10-12: +4, 13+: +5. They are considered magical for purposes of overcoming Damage Reduction.


Steal Rage (Su): Anytime a being with the Rage ability enters within 30 feet of you, it must make a Willpower Save (DC is 10 plus half your hit dice plus Charisma modifier) or lose 1 daily use of it's Rage ability, which is added to your Rage Pool. It must continually make these Saving Throws while in range until it runs out of daily uses of Rage, or makes it's first successful Saving Throw. Allies may willingly fail their Save and donate as many uses of Rage as they want. If the victim has only one daily use of Rage, and he is currently Raging, and he fails the Saving Throw, he ceases Raging, and you still add 1 use of Rage to your Rage Pool. The Save DC has an Enhancement Bonus equal to the number of uses of Rage currently not in your Rage Pool. Steal Rage may not be used against someone who also has Steal Rage. If 2 Pain Totems are in range enough to trigger this ability, and the opponent only has 1 use of Rage left, they both roll 1d20 + level + Con Bonus, higher total wins (if it's a tie reroll).

Synergistic Frenzy (Su): You can enter Frenzy more times per day than normal. If any being within 30 feet of you uses a daily use of it's Frenzy, so do you. If you cannot normally Frenzy, or this occurs when you have no daily uses of Frenzy left, you still enter Frenzy normally, but take 1 point of Constitution damage when the Frenzy wears off. Once you are already Frenzied this does not trigger further uses of Frenzy until the first wears off.

Steal Frenzy (Su): Anytime a being with the Frenzy ability enters within 30 feet of you, it must make a Willpower Save (DC is 10 plus half your hit dice plus Charisma modifier) or lose 1 daily use of it's Frenzy ability, which is added to your Rage Pool. It must continually make these Saving Throws while in range until it runs out of daily uses of Frenzy, or makes it's first successful Saving Throw. Allies may willingly fail their Save and donate as many uses of Frenzy as they want. If the victim has only one daily use of Frenzy, and he is currently Frenzied, and he fails the Saving Throw, he ceases Frenzying, and you still add 1 use of Rage to your Rage Pool. The Save DC has an Enhancement Bonus equal to the number of uses of Rage currently not in your Rage Pool. Steal Frenzy may not be used against someone who also has Steal Frenzy. If 2 Pain Totems are in range enough to trigger this ability, and the opponent only has 1 use of Frenzy left, they both roll 1d20 + level + Con Bonus, higher total wins (if it's a tie reroll).

Giant Among Orcs (Su): Whenever you enter Rage or Frenzy you become Large Sized, along with your equipment. Your Base Speed increases 10 feet, Reach increases to 10', and you gain all the abilities listed on page 291 of the Monster Manual for going from Medium to Large. Remember also that your weapon damage increases due to Size Class.

Steal Life (Su): You may use this ability once per day per point of Charisma modifier (minimum of 1). You choose 1 living injured (injured defined as being at less than full Constitution or Hit Points)target within 60 feet that is visible to you, and it must make a Willpower Saving Throw (Save DC is 10 plus half hit dice plus Charisma Bonus), or lose 2 hit points per your effective character level. You gain hit points equal to the victims Hit Dice x2.

Giant Transformation (Ex): At 10th level you undergo radical magical surgeries taking 24 hours and costing 1000 GP in materials.. Giant Among Orcs becomes permanent, not just when raging. When using Rage or Frenzy you now gain Fast Healing 3.

PLAYING A PAIN TOTEM
You are a barely restrained psychotic. You live life in constant pain and suffering, and are an outcast even among your own people. No one likes you, and after several years of being treated badly you wouldn't have it any other way. It's not that your own people don't believe you have supernatural, perhaps gods-given power.It's not that they don't appreciate your ability to fight. But you have even less social skills than the average orc, and lash out unexpectedly at whatever is near when you're upset. Once you gain the Steal Rage ability this massively compunds the problem.
Combat: Your always first in line in a fight. When the Barbarians charge in so do you. It lets you take advantage of their Rage initially, and lets you steal it later. Eventually you'll charge in before them against other opponents capable of Raging to steal their Rage. After that the Rage Pool will kick in and you just swing away relying on brute strength to carry the day.
Advancement: Advancement is kind of a moot point for Pain Totems. No one will teach them anything, and for the most part they aren't willing to learn. Once they get the Channel Rage ability they usually give into their own anger to dull the pain of existence, and lead a short but bloody life.
Resources: Pain Totems without a patron tribe are pretty much on their own. They really only have their own abilities to keep them going at that point, because few if any beings will willingly support them.

PAIN TOTEMS IN THE WORLD
"Those things aren't natural. Even the other Orcs don't like them. You see one of those twisted freaks you avoid it boy. Fight the other Orcs."
Pain Totems don't interact with the world much. Most of them set and stare into the distance until there's a fight or they sense a problem. And then they go insane and start smashing things. Until no one is angry, the problem goes away, their handlers calm them down, or they die. Some of them are kept in chains until a fight is needed.
Daily Life: As a Pain Totem you will spend most of your day being ostracized by your tribe who live their lives in fear of you. Your'e either kept sedated or chained so anyone getting angry nearby doesn't set you off. Or perhaps there are special handlers, usually spellcasters of some kind who specialize in enchantment.
Notables: Tarn (Sorcerer 1/Barbarian 5/Pain Totem 6) has led his tribe to many victories. he is unusual in that his tribe has allowed him to lead. Perhaps ecause he has seemed less unstable than most of his kind. In fact the strange scars all over his body are said to be a sign from Gruumsh by the Shamans...
Organizations: Pain Totems have no organization. Usually they try to murder each other if given a chance.

NPC Reaction
Considering that you look horrible, most non Orcs will find you terrifying. Even most Orcs find you terrifying. In all likelihood most strangers you meet will consider you a monster.

PAIN TOTEMS IN THE GAME
Pain Totems are probably better as a NPC Prestige Class. Since their abilities rely on absorbing Rage or Frenzy they will need to be surrounded by teammates or enemies to make proper use of them. They'll also tend to be in the spotlight an awful lot in fights, and pretty much a drawback outside of them. Leadership is a boon to them, as they can have a group of Orc Barbarians as a cohort, making them pretty nasty...
Adaptation: Pain Totems make Orc invasions a bit different. Instead of hundreds of berserkers, you now have dozens of berserkers, a lot of weaker warriors, and a small group (or perhaps even an individual) with serious power.
Encounters: PC's will usually encounter a Pain Totem as the giant, twisted monstrosity in the charging horde of Orc reavers they are about to face. Or as a bedraggled outcast considering either suicide or bloody vengeance somewhere in the bleak places of the world.

Sample Encounter
Give an example of how one might encounter a member of this PrC.

EL 12: Tarn is one of the few of his kind to learn restraint, as well as live past the age of 20. At one point he tired of being the pet monster of his tribes chieftain, and made sure to be next to him in a large raid against the humans. With his rage gone the older Orc didn't do so well in battle and fell to the humans. There were few if any survivors. Tarn was one of them. His tribe did not yet know of his ability to steal the Rage from his fellow berserkers, and he faced little punishment. At least no more than the others did. The fight over who was to become chieftain was short and brutal, and to everyone's surprise Tarn won. To their continued surprise he was actually good at it. The tribe prospered under his rule, despite his seeming to be fairly uninterested in being a leader. The truth was that Tarn had found an old sword while in the hills alone returning from the battle. It called to him, and showed him visions of a future. A future without the humans. If only he would wield it. He agreed. Flash forward several years, and Tarn is now undisputed lord of his tribe. His rivals are dead, the priests are dead, and he plans to lead his tribe on a suicidal raid on a nearby human city. The sword has shown him that he and his tribe will die, but the humans will be broken enough that they will fall to the other tribes. He doesn't care anymore. The pain of his existence is now overwhelming, and he's been willing to die for years. After all what does he have left? His blasphemy of killing the priesthood leaves him no afterlife with Gruumsh. The tribe fears him more than anything else. The humans would probably wipe them out eventually anyway. So on this day Tarn sets his wife free, and tells her she is free to remarry, if any of them come back. And he smiles and thinks "Today at last I will die. I can hardly wait."



Tarn
CE (originally CN) Male Orc Sorcerer1/Barbarian 5/Pain Totem 6
Init +1, Senses: Listen +3, Spot -1, Dark Vision 60 ft.
Languages Orc, Common
------------------------------------------------
AC 25, touch 11, flat-footed 24 (+1 Dex, +8 Armor, +6 Shield)
Max possible AC using Channel Rage is 33, touch 11, flat-footed 32 (+ 8 Natural Armor Bonus)
hp 74 (12 HD)
Max hp when using Channel Rage 122
Fort +7, Ref +4, Will +8 +2 on Saves vs Pain,
+2 Morale Bonus to Willpower Saves when Raging
Max possible Fort Save when using Channel Rage is +10
Cannot be Dazed or Stunned
Dr 8/- when using Channel Rage
------------------------------------------------
Speed 40 ft. (8 squares), 30 ft. in armor
Melee Sword of Darkness +15/+10 (1d8+7) or Unarmed Strike (1d3+4)
Max possible when using Channel Rage +19/+14 (1d8+11) or Unarmed Strike (1d6+8)
Base Atk +8, Grp +12 (+16 with Channel Rage)
Atk Options Inspired Rage, Inspired Frenzy, Steal Rage, Steal Frenzy, Channel Rage (Strength, Constitution, Iron Toughness, Terrifying Aura (Save DC 19), Maximum Rage Pool 8), Rage 2/day, Power Attack
Combat Gear 6 Potions of Cure Serious Wounds, 3 Potions of Protection from Arrows
Sorcerer Spells Prepared (CL 12th)
0: Detect Magic x2, Detect Poison x2 (also knows Flare, Message)
1st: Ray of Enfeeblement x1 (Save DC 14), True Strike x3
------------------------------------------------
Abilities Str 18, Dex 12, Con 13, Int 6, Wis 8, Cha 16
Max possible when using Channel Rage Str 26, Con 21
SQ Illiteracy, Trap Sense +1
Feats Scarred, Power Attack, Thick Scars, Patterned Scars, Leadership
Skills Climb +10, Concentration +10, Intimidate +10, Listen +2, Spellcraft +1
Possessions +3 Ring of Protection, +5 Heavy Fortification Hide Armor, 3 Potions of Protection from Arrows, 3 Potions of Non Detection, 6 Potions of Cure Serious Wounds, +4 Heavy Steel Shield, Bag of Holding 2, 814 GP, Sword of Darkness (the Swod of Darkness is an artifact whose stats are up to the DM. It should be at least a +3 intelligent longsword somehow capable of seeing the future and manipulating it's wielder).

Cohort CE Male Orc Barbarian 6/Frenzied berserker 4
Followers 20 1st Level Male Orc Barbarians, two 2nd Level Male Orc barbarians, 0ne 3rd Level Male Orc Barbarian.



Scar Feats

Scarred
You are born with a network of scars over your entire body. You are in constant pain, but suffer no ill effects from it.
Prerequisites: Any Orc Race, must be taken at 1st level
Benefits: You gain a +2 bonus on Saving Throws against spells or effects that specifically only cause pain (for example Finger of Agony, Symbol of Pain, and Wrack).

Thick Scars
Your scars have grown more prevalent and more ugly with time.
Prerequisites: Scarred, Base Fortitude Save +5
Benefits: You are now immune to effects based on Pain.

Patterned Scars
Your scars have grown into patterns the Shamans assure you have hidden meaning and significance.
Prerequisites: Scarred, Base Willpower Save +5
Benefits: Caster Level for your Arcane Spells is equal to your Effective Character level.

Burning Scars
The pain from your scars drives you mad sometimes. But it also gives you power...
Prerequisites: Scarred
Benefits: 3 times per day you may increase the Save DC of any Spell or Supernatural Ability you have as a Free Action by +2. This stacks with Feats such as Spell Focus or Ability focus.

Hardened Scars
Your scars have grown iron hard.
Prerequisites: Scarred, and 3 other Scar Feats or Damage Reduction of some kind.
Benefits: You cannot be Dazed, Sickened, Staggered, or Stunned. Your Damage Reduction increases +3 against subdual damage (i.e. if you had Dr 5/-, it is now DR 8/-).





EPIC PAIN TOTEM

Hit Die: d8
Skills Points at Each Level : 4 + int
Rage Pool: The maximum amount of uses of Rage/Frenzy your Rage Pool can hold increases by +1 for every level past 20th.
Bonus Feats: The Epic Pain Totem gains a Bonus Feat every 3 levels higher than 20th.

dman11235
2008-03-16, 09:47 AM
Well, let's get started! Except I have work. Will say right now two things:
1) reserved for my massive PEACH. You know me Bhu.

and 2) I like the idea so far. Nice job with the layout.

Bhu
2008-03-16, 02:08 PM
Heres the list of vague ideas for PrC's I was considering doing. The ones with an asterisk are done or under construction. A warning, some of the Orc ones are kinda dark..


Ironheart Crusader *
Prerequisites: Hobgoblin, Smite, Martial Study Feat used to gain Ironheart maneuver
Possible benefits: You are a Devoted Crusader who fgains acess to the ironheart style

Ironheart Berserker *
Prerequisites: Hobgoblin, Battle Ardor, Iron Heart Surge
Possible benefits: Unique maneuvers and stances for Ironheart style

Dai-Bakemono *
Prerequisites: Bakemono or Dekanter, Bone Crusher, Flesh Ripper
Possible benefits: Optimizes combining Stone Dragon and Tiger Claw styles

Orog Knight *
Prerequisites: Orog, Defensive Rebuke
Possible Benfits: You styles are adapted to be used with spears and have some unique maneuvers

Gray Sun *
Prerequisites: Gray Orc, may only use Shadow Sun maneuvers and stances
Possible benefits: Unique maneuvers and stances for Shadow Sun style

Tigerskin Berserker *
Prerequisites: Orc, Rage, any Tiger Claw maneuver
Possible benefits: Tiger claw abilities enhanced while raging

Tanarruk Firesword *
Prerequisites: Tanarruk, Weapon Focus: Falchion, any Desert Wind maneuver doing fire damage
Possible benefits: Unique desert Wind maneuvers dealing fire damage

Azure Nightmare *
Prerequisites: Blue Goblin, 1 Diamond Mind Maneuver, 1 Psychic Warrior Power
Possible benefits: Synergy between psychic powers and initiator abilities

Bugbear Enforcer *
Prerequisites: Bugbear, Assassins Stance, Sneak Attack
Possible Benefits: Shadow Sun Specialist

Horn Berserker *
Prerequisites: Dekanter or Varag, Rage, Skirmish, Powerful charge Feat
Possible benefits: Your charge attacks are exceptionally dangerous.

Vril Escapee *
Prerequisites: Vril, Rage, Vril Feat
Possible benefits: DC of your special attacks like Dazing Shriek (or the attack itself) is enhanced when you are raging

Juicer *
Prerequisites: Any goblinoid, Rage, addiction to alchemical potion that lets you rage whenever you drink it
Possible benefits: Alchemy enhanced rages

Forestkith Alpha *
Prerequisites: Forestkith Goblin, Rage, ??
Possible Benefits: One in a thousand Forestkith males is an Alpha becoming medium size with powerful build.

Elf Breaker *
Prerequisites: Any goblinoid, Rage, Improved Grapple
Possible benefits: You love to break elves spines over your knee. Grapple based PrC.

Goblin Jihadi *
Prerequisites: Any goblinoid, Rage, Trap Sense
Possible benefits: You excel at avoiding traps and detection, unleashing your rage when you find your target

Basher *
Prerequisites: Any goblinoid, Rage, ranks in Knowledge religion
Possible Benefits: reigious berserker of some sort.

Soulless*
Prerequisites: Orc, Rage, must have succumbed to a spiritual malady called the Fading
Possible Benefits: Immunities to many things like death effects, energy drain, ability drain

Scarred Veteran *
Prerequisites: Orc, Rage, DR 1/-
Possible Benefits: Your tough, even for an orc

Hidden Soul *
Prerequisites: Half-Orc, Ranks in Alchemy, Rage
Possible Benefits: You have studied alchemy to repress your Orcish side to blend in with humans. However ever so often it escapes and you go an a rampage. Equal parts the Hulk, and Dr Jekyll/Mr Hyde.

Bugbear Frightener *
Prerequisites: Bugbear, Hexblades Curse
Possible Benefits: If you successfully curse an opponent wh is denied his dex bonus to AC you appear larger and more frightening

Goblin Blacknife *
Prerequistes: Any goblinoid, Hexblades curse, Sneak Attack
Possible Benefits: Give up daily use of Hexblades curse to empower your sneak attacks

Darkened Eye *
Prerequisites: Orc, Hexblades curse, born without left eye, Dark Companion
Possible Benefits: You focus on curses to the exclusion of spellcasting and have some darkness based powers. Your Dark Companion becomes your shadow.

3.5 Hexer *
Prerequisites: Depends I need to see the old PrC first, but Hexblades curse is up there
Possible Benefits: Much like the old class.

Hobgoblin Sniper *
Prerequisites: Hobgoblin, Hexblades Curse, Hex Feats
Possible Benefits: Range of your curse is extended, you companions gain bonuses against anyone you have successfully cursed

Blue Moon *
Prerequisites: Blue, Hexblades Curse, Psion powers
Possible benefits: Use psionics to boost curse abilities.

The Peoples Champion *
Prerequisites: Goblin, Swashbuckler
Possible Benefits: It's accepted that bigger goblinoids push smaller goblinoids around. But every so often one goes insane and fights back in the delusionary belief that he's a hero.

Professional Duellist *
Prerequisites: Hobgoblin, Swashbuckler
Possible Benefits: Your accuracy with a sword is quite impressive.

Orc Pirate *
Prerequisites: Orc, ranks in certain skills, Swashbuckler
Possible Benefits: Your a pireate what more do you need

Gaijin Marshall *
Prerequisites: Hobgoblin, Samurai
Possible Benefits: You get sent to do the dirty work other samurai wont touch.

Orc Sergeant *
Prerequisites: Orc, marshalls Aura (motivate ardor or motivate attack), proficiency with whip
Possible Benefits: You inspire charges with fear, mostly of your deadly whip

Pack Master *
Prerequisites: Hobgoblin, Leadership (varag cohort), Marshalls Aura (over the top)
Possible Benefits: More powerful auras when leading a pack of attack varags

Bugbear Sergeant *
Prerequisites: Bugbear, Marshalls Aura (motivate dexterity)
Possible benefits: Sneak attack aura

Steadfast Commandant *
Prerequisites: Hobgoblin, Marshalls Aura (resilient troops)
Possible benefits: Improved auras

Ironheart Samurai *
Prerequisites: Hobgoblin, Smaurai, must have had heart removed and replaced with iron replica
Possible Benefits: Your slowly becoming a construct like monster

Spear of Gruumsh * (changed to Orc Spear Master)
Prerequisites: Orc, Skirmish, Hurling Charge Feat
Possible Benefits: warrior specializing in throwing spears

Orc Bison Rider *
Prerequisites: Orc, ranks in Handle Animal and Ride
Possible Benefits: Bison mount, mounted combat specialist

Orc Thug *
Prerequisites: Orc, Sneak Attack
Possible Benefits: Combat based rogue PrC

Fist of Gruumsh *
Prerequisites: Orc, Eldritch Blast,Eldritch Spear
Possible Benefits: Warlock specializing in Eldritch Blast

Tanarruk Flamer *
Prerequisites: Tanarruk, Brimstone Blast
Possible Benefits: Fire related Invocations

Orog Eldritch Sword *
Prerequisites: Orog, Weapon Foucs (Greatsword), Hideous Blow
Possible Benefits: Expert at channeling your eldritch blast through your Greatsword

Hobgoblin Artillerist *
Prerequisites: Hobgoblin, Warmage Edge
Possible benefits: Increased Range with Ray and Orb spells

Orog Juggernaut *
Prerequisites: Orog, Heavy Armor Proficiency, Warmage Edge
Possible Benefits: Can cast spells in the heaviest of armor.

Pain Totem *
Prerequisites: Any Orcish, Rage, ability to cast arcane spells
Possible Benefits: Can steal uses per day of rage from other barbarians to empower itself growing bigger and more menacing

Pain Manifester*
Prerequisites: Any Orcish, ability to cast arcane spells, cant have summoned familiar
Possible benefits: Can manifest pain and hatred as a physical being

Eldritch Berserker*
Prerequisites: Any Orcish, ability to cast arcane spells
Possible Benefits: Can cast spells while raging. SPells must be Conjuration, Evocation, or Necromancy, and can only have verbal and somatic components

Pandemonicus *
Prerequisites: Tanarruk, ability to cast arcane spells, rage
Possible benefits: Can expend spells to gain demonic power while raging.

Shrieker *
Prerequisites: Vril, ability to cast arcane spells, one of which must do sonic damage
Possible Benefits: Sonic specialist

Goblin Liar
Prerequisites: Goblin, Cloaked Casting
Possible Benefits: Your the worlds greatest liar...

Orog Blade *
Prerequisites: Orog, Arcane Chanelling
Possible Benefits: Can wear heavier armor

Tanarruk Demonsword *
Prerequisites: Tanarruk, Arcane Chanelling
Possible Benfits: Add some spells to Duskblade spell list.

Hobgoblin Slasher
Prerequisites: Hobgoblin, Arcane Chanelling
Possible Benfits: Bonuses against elves.

Hobgoblin Knight
Prerequisites: Hobgoblin, Knights Challenge
Possible Benefits: More challenge oriented abilities

Blue Sand Shaman *
Prerequisites: Sunscorch Hobgoblin, Draconic Aura, Blue Dragon Totem
Possible Benefits: New abilities based on electricity

Sunscorch Adept
Prerequisites: Sunscorch Hobgoblin, Draconic Invocations
Possible Benefits: ?

Ice Shaman *
Prerequisites: Frostblood Orc, Draconic Aura, White Dragon Totem
Possible Benefits: New abilities based on cold.

Winters Adept *
Prerequisites: Frostblood Orc, Draconic Invocations
Possible Benefits: ?

Pine Bender *
Prerequisites: Orc, Wild Shape
Possible Benefits: Give up WIld Shape for Giant Shape

Rust Monster Tender *
Prerequisites: Goblinoid, Animal Companion
Possible Benefits: You give up your animal companion for your vry own pack of rust monsters

Keeper *
Prerequisites: Orc, ???
Possible Benefits: You cut the heart out of slain members of your tribe and keep them in baskets fed on your own blood. You may send their ghosts to spy or attack for you.

Sons of Baghtru *
Prerequisites: Any Orcish, Baghtru as Patron, Favored Soul
Possible benefits: Exchange spells for temporary might.

Fists of Baghtru *
Prerequisites: Any Orcish, Baghtru as Patron, Cleric
Possible Benefits: Martial clerics.

Swords of Ilneval *
Prerequisites: Any Orcish, Ilneval as Patron, Divine spellcaster
Possible benefits: Discharge spells through sword, some enhanced divination

Luthicarite *
Prerequisites: Orcish Female, Divine spellcaster, Monk. Luthic as Patron
Possible Benefits: Secretly combative monk/clerics. Would possibly be outed as heretics.

Healers of Luthic
Prerequisites: Orcish Female, Divine Spellcaster, Luthic as Patron
Possible Benefits: Enhanced Healers and buffers

Shargaasian Assassin *
Prerequisites: Any Orcish, Shargaas as patron, Divine spellcasting, Sneak Attack
Possible Benefits: Spell enhanced assassin

Darkwalker *
Prerequisites: Any Orcish, Shargaas as Patron, Divine Spellcasting, Dark Domain
Possible benefits: Tunnel Fighter that gains power and benefits in darkness

Pale Hands *
Prerequisites: Any Orcish, Yurtrus as Patron, Divine Spellcasting, Monk
Possible benefits: Necromantic Monk

Maggots of Yurtrus *
Prerequisites: Any Orcish, Yurtrus as Patron, Divine Spellcasting
Possible Benefits: Necromancer that raises armies of the dead and spreads disease

Spears of Gruumsh
Prerequisites: Any Orcish, Gruumsh as Patron, Favored SOul
Possible Benefits: Holy warrior

Voices of Gruumsh *
Prerequisites: Any Orcish, Gruumsh as Patron, Cleric
Possible Benefits: Evangelists

Sons of Maglubiyet *
Prerequisites:Goblinoid, Maglubiyet as Patron, Divine Spellcaster
Possible Benefits: Divine battle caster

Whips of Khurgorbaeyeg *
Prerequisites: Goblinoid, Khurgorbaeyag as Patron, Divine spellcaster
Possible Benefits: Specilizes in domination and will destroying

Nomg's Children *
Prerequisites: Hobgoblin, Nomog-Gaeya as Patron, Divine Spellcaster
Possible benefits: 2 weapon fighter

Skull Taker *
Prerequisites: Bugbear, Hruggek as Patron, Divine Spellcaster
Possible benefits: Combat cleric

The Eaters *
Prerequisites: Bugbear, Grankhul as Patron, Divine Spellcaster, Skirmish or snaek attack
Possible Benefits: Divine hunter

Traitor *
Prerequisites: Bugbear, Meriadar as Patron, Divine Spellcaster
Possible benefits: peace preaching converts

Grandmothers *
Prerequisites: Bhuka Goblin, kikanuti as patron, Divine spellcaster
Possible benefits:???

Peacekeeper *
Prerequisites: Goblinoid, Bhargrivyek as Patron, Divine spellcaster
Possible Benefits: Some mind control and buffing

Goblin Fireworks Maker *
Prerequisites: Goblin, Ranks in Craft (Alchemy)
Possible Benefits: You Are The Evil Mad Bomber, What Bombs At Midnight

Laboratory Experiment *
Prerequisites: Any goblinoid
Possible benfits: Whatever mutation doc frankenstein bestows upon you...

Azure Master *
Prerequisites: Blue, Telepathy Discipline
Possible benefits: Enhanced telepathic abilities

Goblin Smuggler *
Prerequisites: Goblinoid, Nomad Discipline
Possible Benefits: Enhanced teleportation

Tanarruk Firebreather *
Prerequisites: Tanarruk, Kineticist Discipline
Possible Benefits: Enhanced fire powers

Orog Brute *
Prerequisites: Orog, Egoist Discipline
Possible Benefits: Enhanced physical prowess

Psychic Brute *
Prerequisites: Orc or Goblinoid, ANimal Affinity
Possible Benefits: Can burn power points to shrug damage and enhance your own physical power

Black Blade *
Prerequisites: Any Goblinoid, Stygian Weapon
Possible Benefits: Enhanced Stygian Powers

Mindknife *
Prerequisites: Goblinoid, Mind Blade
Possible Benefits: Specializes in fightine with twin mind blades.

Mindspear *
Prerequisites: Orcish, Mind Blade
Possible Benefits: Can reshape mind blade into a polearm

Mind hammer *
Prerequisites: Bakemono or Forestkith, Mind Blade
Possible Benefits: Massively damaging mindblade

Psychic Experiment *
Prerequisites: Varag or Forestkith, Volatile Mind
Possible Benefits: volatile and uncontrolled psychic

Goblin Janissary *
Prerequisites: Hobgoblin or Dekanter, must have acess to these Mantles: Conflict, Force, Physical Power, Mental Power
Possible Benefits: Enhanced Mantle Powers?

Azure Thinker *
Prerequisites: Blue, must have access to these Mantles:Communication, Deception, Freedom, Mental Power
Possible Benefits: Enhanced Mantle Powers?

Forest Brute *
Prerequisites: Foretstkith, Varag, or Bakemono; must have access to these Mantles: Conflict, Guardian, Natural World, Physical Power
Possible Benefits: Enhanced Mantle Powers?

Tunnel Haunt
Prerequisites: Dekanter, Lurk Augments
Possible benefits: Tunnel ambusher

Highwayman *
Prerequisites: Goblinoid, Lurk Augments
Possible Benefits: Ambushing bandit with psychic powers

Horns of Amon *
Prerequisites: Any Orcish, ability to Bind Amon
Possible Benefits: You specialize in binding Amon, and get extra abilities when doing so

Ashen Swords *
Prerequisites: Any goblinoid, ability to Bind Marchosias
Possible Benefits: Assassins who specialize in binding Marchosias

The Called *
Prerequisites: Any Orcish, ability to Bind Vestiges, contacted peacefully by orcish vestige
Possible Benefits: The Called are contacted by an orc turned vestige. in life he was shunned by his tribe, and he calls upon similar outcasts.

Black Orc *
Prerequisites: Any orcish, sustaining shadow
Possible Benefits: Unique mysteries

Orog Myrmidon *
Prerequisites: Orog, Sharp Shadows
Possible Benefits: Heavily armored shadow caster

Bleak Archer *
Prerequisites: Any goblinoid, Arrow of Dusk
Possble Benefits: shadowcaster specializing in ranged attacks

dman11235
2008-03-16, 03:20 PM
Probably don't need so many for this book. Try keeping it to the ten or so best ones.

Gwyn chan 'r Gwyll
2008-03-16, 03:55 PM
Alot of them seem that they should be open to other races as well. Stuff like the Orc Veteran.

Xuincherguixe
2008-03-16, 04:42 PM
I would say that these prestige classes should be designed keeping in mind that most of these things have poor ability. That is to say, they should be a little stronger than normal.

dman11235
2008-03-16, 05:07 PM
??? Orcs and goblinoids aren't underpowered races. They don't need to be extra powerful.

Bhu
2008-03-16, 08:51 PM
I think he's referring to the penalties they take to mental stats for the spellcaster PrC's i may make.

I was gonna basically make them all, and decide which ones worked best for the book. Other people are doing some too.

Besides I need some experience making PrC's, and doing all of these will get me some :D

dman11235
2008-03-16, 08:58 PM
They should only be as powerful as they need to be.

Over on the wizards boards, how much have they gotten done? I'd love to get in there and do some editing. Had I known that this is what Races of the Horde was I would have gotten in there in the beginning.

dman11235
2008-03-16, 09:57 PM
Alrighty then, taking that PrC in bits.

Seems sloppily done. The fluff on some abilities doesn't match the crunch. Also, it requires spell casting but doesn't improve on it in any way. That's what's wrong with the Arcane Archer, don't have the same problem.

What does this class have anything to do with pain?

Inspired Rage: it does not grant you more rage. It does not inspire rage. It lets you rage when others do. Name it something like Rage Theft or something. Rage Parasite. Copy Rage. Rage Twin. Have the fluff match the crunch. Or change the crunch to match to fluff. If anything have it be optional.

Channel Rage: I LOVE this idea. Great idea. Great, great, great. However (you knew this was coming), the mechanics are a little bit iffy. Do you start the day with a number in your pool equal to your daily uses of rage? If not you should. And you need to say so. Are those bonuses replacing the normal rage ones? Make it clear. Also, have the ability continue into epic, by saying that for every three uses, the bonuses increase by two (str and con, will save), and 1/2 (enhancement bonus on weapon: for every 6 it goes up by 1. Maybe change that one to every 4 uses in your pool you get a +1 enhancement bonus to your weapon, so 1-4 +1, 5-8 +2, 9-12 +3, 13-16 +4 etc.), and 1 (DR). Give the terrifying aura a bonus to the save DC based on the rage pool. A small one. +1/6 in the pool. See, there is no reason to cap it, other than abuse by those with a lot of rage uses. And that can be stymied by limiting it by class level and requiring a feat (epic feat) to allow advancement beyond what you have now. You also need a way to increase the pool at this level.

Steal Rage: Good ability, but allows a save. A very low save. Have Channel Rage give you a bonus to the DC based on number in your pool. +5 for 1-3, +4 for 4-6, +3 for 7-9, etc. Or maybe giving a bonus based on how many you can steal (i.e., your pool can be 12 but is 4, you'd get a +3 bonus because you can get 6, and 6/2 is three). Something needs to be able to bring up the save to failable levels. Otherwise this PrC is nothing but BAB and a good will save. Speaking of which: a combat PrC with poor BAB?!? And it's not the Warhulk?!?

Inspired Frenzy: see Inspired Rage.

Steal Frenzy: see Steal Rage.

Giant Among Orcs: Now we're talking! Problems though: it is a size bonus to strength, not a circumstance bonus. Also, just say you increase in size, as per the MM. Complete with str and con boosts, attack, AC, and dex drops, reach, and natural armor. You will have to add the +10 speed thing I believe.

Steal Life: NO. No, no, nononononono. Save or die a number of times equal to your charisma score? Have it just drain HP, but don't make it kill. A small number of HP. Or lower the number of times per day and have it be a larger number of HP. Have the number be dependent on something. An ability score, class level, or better yet, Channel Rage.

Arcane Transformation: WTF? What does this have anything to do with arcane anything? I like the ability though. However, I'd not grant large size like that. It's just weird. What, is there constant rage coming from the ground that you can use to fuel the large size? I just don't see it. However, something else, maybe to do with the scars would be better: DR/- that stacks with other sources. In fact, have it scale through the class.

Bottom line: WTF? It's a loose compendium of some vaguely related abilities, and some completely out there abilities. Get rid of the arcane requirement, or build on it. Where does pain enter into this at all? WTF?

Feats: Scarred is nice, but the others: too powerful. Immune to non-lethal is better than you think. immune to dazed and stunned (but not their lesser versions?) is way too powerful. Have it be the least versions of those conditions. Maybe just sickened and fatigue. Arcane caster level =character level, eh....maybe. It's definitely more powerful than Practiced Caster. Use con or charisma as save DC: nah. That belongs in a racial substitution level anyway: they did that with the dwarves. Well, spells per day.

Bhu
2008-03-17, 11:14 AM
Well, since no ones objected to the first PrC (woot!), here's another one:


DARKENED EYE

Picture URL

"You should have walked away while I gave you the chance."

A Darkened Eye is an Orc born with one eye socket empty. He or she seems to age rapidly, yet suffer no ill effects from it. By the time they are 18 they look half again as old. By the time they are 30 they look almost twice as old. And then there are the powers they manifest... It is believed that the Darkened Eyes are perhaps gifted or cursed by Gruumsh. In truth they have an as yet unkown connection to the Plane of Shadow. But they ruthlessly exploit the idea they may be a chosen one of the Orc god. At least as long as they can.

BECOMING A DARKENED EYE
Most Darkened Eyes begin as Hexblades.

ENTRY REQUIREMENTS
Class Features: Hexblades Curse, Dark Companion
Skills: Intimidate 4 Ranks, and Knowledge (Arcana) 4 Ranks.
Base Attack Bonus: +6 BAB
Feat: Darkened Eye

Class Skills
The Darkened Eye's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Hide (Dex), Knowledge (Arcana, Nature) (Int), Listen (Wis), Spellcraft (Int), and Survival (Wis).
Skills Points at Each Level : 4 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 Dark Curse
2. +1 +0 +0 +3 Dark Soul
3. +2 +1 +1 +3 Dark Power
4. +3 +1 +1 +4 Dark Curse
5. +3 +1 +1 +4 Dark Soul
6. +4 +2 +2 +5 Dark Power
7. +5 +2 +2 +5 Dark Soul
8. +6 +2 +2 +6 Dark Curse
9. +6 +3 +3 +6 Dark Power
10.+7 +3 +3 +7 Dark Form

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

Dark Curse (Su): The power of your curse is increased by your link to the Plane of Shadow.

At 1st level your hexblade and Darkened Eye Levels stack for determining the Save DC of your Hexblades Curse. You gain 1 extra daily use of your Hexblade's Curse per Darkened Eye level.

At 4th level you can expend a daily use of your Hexblades Curse to cast Bestow Curse, Contagion, Fear, Hold Monster, or Vulnerability as a Supernatural ability.

At 8th level you can expend two daily uses of your Hexblades Curse to cast Evil Glare, Eyebite, Imperious Glare, Insanity, or Opalescent Glare (In your case this Supernatural Ability does NOT have the Good descriptor and work on any creature regardles of alignment. It's still restricted by Hit Dice though.) as a Supernatural ability.

Dark Soul (Su): Your Dark Companion merges with you and becomes your own shadow.

At 2nd level you merge with your Dark Companion, and it becomes your shadow. A living shadow that occasionally moves on its own. Any opponent within 10 ft of you takes the -2 penalty to its Saves and AC as if it were next to your Dark Companion.

At 5th level your Dark Vision increases to 120'. You no longer suffer from Light Sensitivity.

At 7th level your Dark Vision increase to 240'. You are now immune to spells/effects that would blind you. You may now see through magical darkness as well as normal darkness with your Dark Vision.

Dark Power (Su): Your attachment to the Plane of Shadow increases and you gain supernatural abilities based on darkness.

At 3rd Level you are Invisible as per the spell Greater Invisibility whenever you are in darkness. The spell See Invisibility will not reveal you, but True Seeing does.

At 6th level you may cast Shadow Walk once per day as a Supernatural ability. The spell chosen at 3rd level that could be cast once per day can now be cast 3 times per day, and the spell that could be cast 3 times per day may now be cast at will.

At 9th level your opponents do not gain a Saving Throw against your Hexblade's Curse/Dark Curse abilities if they are in complete darkness.

Dark Form (Su): At 10th level you leave mortality behind, becoming a creature of the Plane of Shadow. You now gain the Shadow Creature Template form the Manual of the Planes (also in Lords of Madness).

PLAYING A DARKENED EYE
Your curse is your main asset. No one wants to be on the receiving end of it, and everyone wants to have its use for their own purposes. this gives you a great deal of leverage once you fully gain control of it. You also have the advantage that many Orcs will believe you are some sort of avatar or priest of Gruumsh.
Combat: Darkened Eyes like to use their Curses to open up opponents for their allies. They specialize in attacking from hiding at range, and rarely do face to face combat unless given no other choice, or if they're making an example of an obviously weaker individual.
Advancement: Most Darkened Eyes spend their time focused on increasing the power of their curses. Rarely do they take any other path.
Resources: Darkened Eyes are not well liked, and usually only have their own abilities to draw on, or the members of their tribe that they have helped. Except for the priesthood. It takes time but many priests eventually catch on that the Eye's power comes from something very much not Gruumsh...

DARKENED EYES IN THE WORLD
"Never look at Tarn's empty eye socket. Something looked back at me when I did, but it wasn't him."
Darkened Eyes have a hard lot in life. The Priests of Gruumsh see him as a rival due to his appearance of only having 1 eye. Or just flat out an enemy if they know he's a fraud. Most other high ranking tribesmen fear him because of his powers, and what he knows (because a smart Darkened Eye barters the use of his curses for knowledge). The lower tribesmen fear him for the same reason. Essentially he has no friends. He must blackmail, curse, or outright murder to get his way or keep himself safe.
Daily Life: You spend most of your time engaged in the study of your powers. Occasionally members of your tribe will consult you for advice in matters they don't wish made public, or for your assistance in cursing their enemies.
Notables: Hrukk (CE Male Orc, Hexblade 6/Darkened Eye 6) is the witch doctor of his tribe. He know the secrets of it's members (and a good deal of it's enemies). It's the only thing keeping him alive really.
Organizations: Darkened Eyes have no organizations devoted to them, unless they themselves head them. Rarely do they rise to any high station.

NPC Reaction
Most people are absolutely terrified of Darkened Eyes. They are known for 2 things: the power of their curses, and their willingness to use them freely. Many are outcast from their tribe for this reason, and take the life of hermits.

DARKENED EYES IN THE GAME
The Darkened Eyes are exceptional debuffers. Used well they can cripple opponents quickly, so it will be wise for DM's to include more than 1 opponent in most encounters.
Adaptation: Darkened Eyes are best in horror type campaigns, but will work in others that are serious.
Encounters: Most PC's will encounter a Darkened Eye as a strange hermit that many locals go to for curses or revenge. Or as the elite assassin of an Orcish raiding party.

Sample Encounter
Give an example of how one might encounter a member of this PrC.

EL 12: Hrukk has graduated to be his tribal War Chiefs own personal assassin. He's the one who sneaks into human towns to commit sabotage or murder. He's also the one the Chief has paid handsomely to murder rivals, such as Priests, and other warriors. Hrukk also knows where the bodies are buried. Which means his time is limited. The Chief wants him dead and he knows it.

So he's decided to set the Chief up big time using his powers. He's already informed the local human town of all the tribes plans. When the raiding party goes out he'll be slipping away at the earliest opportunity. He's bribed some helpers to ready things when he returns to expose his Chief to the tribe, assuming he survives the fight. After that he has a horse ready to take him to the larger cities. Hrukk wants more money for his talents...


Hrukk
CE Male Orc Hexblade 6/Darkened Eye 6
Init +0, Senses: Listen +1, Spot +1, Dark Vision 120 ft.
Languages Orc, Common
------------------------------------------------
AC 15, touch 10, flat-footed 15 (+5 Armor)
hp 84 (12 HD)
Fort +6, Ref +4, Will +8
+3 vs spells and spell like effects
------------------------------------------------
Speed 30 ft. ( squares)
Melee +1 Unholy Surge Stygian Falchion +14/+9 (2d4+4)
Base Atk +10, Grp +13
Atk Options Hexblades Curse 5/day (Save DC 21), Dark Curse, Dark Curse, Dark Power, Curse Feats
Combat Gear 4 Potions of Cure Serious Wounds
Hexblade Spells Prepared (CL 3rd)
1st (2/day):Entropic Shield, Detect Magic, Karmic Aura, Reaving Aura (DC 14)
Supernatural Abilities (CL 12th) Save DC 19
At Will: Shadow Mask
1/day: Shadow Walk
3/day: Armor of Darkness
By expending 2 Daily Uses of Hexblades Curse: Bestow Curse, Contagion, Fear, Hold Monster, or Vulnerability.
------------------------------------------------
Abilities Str 17, Dex 10, Con 14, Int 10, Wis 6, Cha 16
SQ Arcane Resistance, Mettle, Immune to Blindness
Feats Combat Casting (B), Extra Curse x2, Extend Curse, Empower Curse, Ability Focus (Hexblades Curse)
Skills Bluff +6, Concentration +7, Hide +6 (+16 armored), Intimidate +10, Knowledge (Arcana) +10, Listen +1, Spellcraft +6, Spot +1, Move Silently +10 in armor
Possessions +1 Improved Shadow/Improved Silent Moves Chain Shirt, +1 Unholy Surge Stygian Falchion, Ring of Invisibility, 4 Potions of Cure Serious Wounds, 2 Potions of Fly, 875 GP




Darkened Eye
You are born with one eye put out already.
Prerequisites: Any Orc Race, must be taken at 1st level
Benefits: You gain a +2 Racial Bonus to Search and Spot rolls, but only in dim or no light.



EPIC DARKENED EYE

Hit Die: d8
Skills Points at Each Level : 4 + int
Hexblade's Curse: The Save DC of the Curse still increases by 1 every 2 levels. The Darkened Eye gains an additional daily use of it's Hexblades Curse at each level.
Bonus Feats: The Epic Darkened Eye gains a Bonus Feat every 3 levels higher than 20th.

dman11235
2008-03-17, 06:11 PM
Bhu, what gives? You're slipping.

I'd like to have seen something relating to Grummsh here. It's like you held out a candy bar towards me and at the last second you popped it in your mouth. Grummsh? No, Plane of Shadow. You'd think that if an orc was born with an eye missing, it would be revered as a prophet of their one-eyed god. Also, that PrC does exist: Eye of Grummsh (CW). I'd like to see some of the great work you've put into other things, like the Cat Burglar (original). Did you even read the Hexblade class before making this? They don't get a Dark Companion. It's an alternate class feature. Granted, it's 10x better than the familiar, but you shouldn't have this advance a non-class feature of the base class it's trying to augment. Also, Shadow Creature is in LoM most recently.

Point 1) change fluff to match crunch, or crunch to match fluff. I say fluff to match crunch, as there already is a one-eye orc PrC.

point 2) make sure you're using the Hexblade, and not the Hexblade with this ACF.

point 3) either advance spellcasting or make it worth the lack of spell casting.

point 4) You've been doing this way too often lately: abilities that copy spells are not (su), they are (sp).

Bhu
2008-03-17, 08:44 PM
They should only be as powerful as they need to be.

Over on the wizards boards, how much have they gotten done? I'd love to get in there and do some editing. Had I known that this is what Races of the Horde was I would have gotten in there in the beginning.


Well we have a nice fat chunk of PrC's on the PrC board. But otherwise things have totally stalled out in the races board. :smallfrown:

Bhu
2008-03-17, 08:50 PM
Hi Dman. In my defense these were posted in rounds of 3 or 4minutes at a time over on the Wizards board. If they seem a little incoherent it's because I wasn't able to focus on them due to rl issues at the time, and most of the reviewers just said YAY! without really PEACHing much.

Hence why I posted it here :smallsmile:

Since there's a chance people will be peeking at these here and I may (repeat May) have some more spare time I can fix them up.

I tend to make all abilities in my classes Ex or Su. Spell like abilites are basically just spells without material components, and a set number of uses per day. I really just hate the concept for some reason. Either you're casting a spell, or you're using an innate ability that works differently while still mimicking the spells effects. Gimme a bit and I'll modify the classes.


Oh and the Gruumsh related classes are coming :D The Darkened Eyes usually are thought of as an Avatar of Gruumsh and use it to their advantage, thats why the priests hate them.

Bhu
2008-03-17, 09:52 PM
Alrighty then, taking that PrC in bits.


What does this class have anything to do with pain?

Speaking of which: a combat PrC with poor BAB?!? And it's not the Warhulk?!?

Arcane Transformation: WTF? What does this have anything to do with arcane anything? I like the ability though. However, I'd not grant large size like that. It's just weird. What, is there constant rage coming from the ground that you can use to fuel the large size? I just don't see it. However, something else, maybe to do with the scars would be better: DR/- that stacks with other sources. In fact, have it scale through the class.

Bottom line: WTF? It's a loose compendium of some vaguely related abilities, and some completely out there abilities. Get rid of the arcane requirement, or build on it. Where does pain enter into this at all? WTF?.

Made many of the changes you suggested, see what you think now.

It's called Pain Totem because as it says in the fluff, they are constantly in pain, even though it doesn't effect their physical abilities. And because I suck with names.

I gave it a Poor BAB because I thought the bonuses from Channel would eventually make up for it. I can raise it though.

Redid and renamed Arcane Transformation.

Again, pain has more to do with the fluff, not what they can do.

And thanks btw.

Bhu
2008-03-17, 10:03 PM
Bhu, what gives? You're slipping.

I'd like to have seen something relating to Grummsh here. It's like you held out a candy bar towards me and at the last second you popped it in your mouth. Grummsh? No, Plane of Shadow. You'd think that if an orc was born with an eye missing, it would be revered as a prophet of their one-eyed god. Also, that PrC does exist: Eye of Grummsh (CW). I'd like to see some of the great work you've put into other things, like the Cat Burglar (original). Did you even read the Hexblade class before making this? They don't get a Dark Companion. It's an alternate class feature. Granted, it's 10x better than the familiar, but you shouldn't have this advance a non-class feature of the base class it's trying to augment. Also, Shadow Creature is in LoM most recently.

Point 1) change fluff to match crunch, or crunch to match fluff. I say fluff to match crunch, as there already is a one-eye orc PrC.

point 2) make sure you're using the Hexblade, and not the Hexblade with this ACF.

point 3) either advance spellcasting or make it worth the lack of spell casting.

point 4) You've been doing this way too often lately: abilities that copy spells are not (su), they are (sp).


Okay I added to the fluff a little. It should spell out the Eye's place in Orc society a lil better now.

I used the ACF because Dark Companion fit the bill better than Familiar, and I'd never made a PrC for a classes alternate abilities as opposed to their regular ones and wanted to give it a shot.

Hexblade spellcasting kinda tanks til you get to high levels. I thought the Supernatural abilities made up for it but can alter that.

EvilElitest
2008-03-17, 10:05 PM
could you link this "races of the hoard" thing please?
from
EE

dman11235
2008-03-17, 10:20 PM
Channel Rage still needs some rewording. Get rid of the "per day" at the end of the first sentence. Also, state that you no longer have a certain number of rage per day, but you use rages from this pool to activate it. You start out the day with your original number of rage uses in the pool. Add something that gets that message across a little better.

Now, you need a way to increase your rage pool at level 2 (or earlier). Otherwise, it's not an ability to look forward to. At all.

Also, the numbers are off. At level 2: 2 rage (barbarian 4), +3 extra rage+2 class levels+cha (let's say 2). That's a max of 9. And you start with 5. It should be higher than that. Make the abilities every 4 levels. At level 10 in the class it will not be hard to get the cap to 20: 10 class levels+2 rage+3 extra rage+5 charisma. That's a minimum of level 16 as well, 15 if you get rid of the arcane casting requirements (which I still have no idea why it's there).

The natural armor boost shouldn't be that much, drop it to capping at +6. Basically halve it.



Spells: why require it? Especially if you don't lend any ability to the advancement of it what-so-ever. Even less than the Arcane Archer, which at least gets Imbue Arrow. You've got some (su) abilities, but they don't stem from any arcane power, they stem from anger. My advice: get rid of that requirement. Make that special requirement be something synergistic instead. Or even ignore that part of the requirement altogether. It's not that much more powerful than barbarian, and it's less powerful than the FB.


Why allow a save for the steal x abilities? I understand why balance wise. But it's a save, which will get harder to fail rapidly. Add in a clause in Channel Rage that grants a bonus to the DC based on how many uses you don't have. +1 to the DC per use you don't have might be fine. It's only a +5 or so at level 3 for the first one. And the point is to make it hard to succeed on the first one, and easy to succeed on the later ones.

dman11235
2008-03-17, 10:29 PM
In light of new stuffs: Races of Savagery (http://forums.gleemax.com/showthread.php?t=862300) home, you can (I assume) get to everywhere from there.

There's a reason no body uses an ACF for a PrC entrance: it's taboo. Well, sort of. I see ACFs as an option that doesn't have an impact on your character building style (PrCs and such), but PrCs and such having an impact on ACFs. That makes sense in my mind, not sure if I conveyed well enough. Point is, shy away from it a best you can.

Dark Curse: use two uses of your 5/day at 20 to use it. I'd rather have the (pathetic) spells. The spell like (su): why not just add to the spell list? They need to change to spell-like anyway, and there's little difference between (sp) and spells.

Like I said: make it worth the loss. And you may want to up the power a little mmore beyond that: the Hexblade is a weak class, useful for three level dips.

Bhu
2008-03-17, 11:39 PM
The natural armor boost shouldn't be that much, drop it to capping at +6. Basically halve it.



Spells: why require it? Especially if you don't lend any ability to the advancement of it what-so-ever. Even less than the Arcane Archer, which at least gets Imbue Arrow. You've got some (su) abilities, but they don't stem from any arcane power, they stem from anger. My advice: get rid of that requirement. Make that special requirement be something synergistic instead. Or even ignore that part of the requirement altogether. It's not that much more powerful than barbarian, and it's less powerful than the FB.


Why allow a save for the steal x abilities? I understand why balance wise. But it's a save, which will get harder to fail rapidly. Add in a clause in Channel Rage that grants a bonus to the DC based on how many uses you don't have. +1 to the DC per use you don't have might be fine. It's only a +5 or so at level 3 for the first one. And the point is to make it hard to succeed on the first one, and easy to succeed on the later ones.

The idea was that their skin eventually gets iron hard, but I get what you mean.

The spell requirement was because many of the classes I saw that had some sort of arcane ability had some spellcasting as a reuirement. I can nix that.

The steal x abilities are abuseable in a way. For example take the Leadership Feat, get Barbarians as your cohort. Suck up all their Rage. I added the Save because if you want to do it to someone who isn't a volunteer, he should have a save, and I used the standard Save DC. You can always up with with Feats. besides if someone used this as a BBEG, and the party had a Barbarian, the Barbarian is now mostly a fighter without Feats if there is no Save.

Making some more tweaks now.

Bhu
2008-03-18, 12:00 AM
In light of new stuffs: Races of Savagery (http://forums.gleemax.com/showthread.php?t=862300) home, you can (I assume) get to everywhere from there.

There's a reason no body uses an ACF for a PrC entrance: it's taboo. Well, sort of. I see ACFs as an option that doesn't have an impact on your character building style (PrCs and such), but PrCs and such having an impact on ACFs. That makes sense in my mind, not sure if I conveyed well enough. Point is, shy away from it a best you can.

Dark Curse: use two uses of your 5/day at 20 to use it. I'd rather have the (pathetic) spells. The spell like (su): why not just add to the spell list? They need to change to spell-like anyway, and there's little difference between (sp) and spells.

Like I said: make it worth the loss. And you may want to up the power a little mmore beyond that: the Hexblade is a weak class, useful for three level dips.

Okay look at the tweaks I made now to the Dark Curse abilities.

BTW I luv breaking taboos :biggrin: nothing makes the day brighter for me. This si the only ACF class i did though. I personally thought what was the point in having ACF's if you didnt have any PrC's you could qualify for using them (cause they usually replace something you could use to PrC).

Bhu
2008-03-19, 12:52 AM
Redid the Dark Curse/SOul abilities. Will be a bit more powerful at night than in the day, but a few scrolls/wands will help with that.

DonThelonious
2008-03-19, 02:52 AM
Hello, hello, and hello.

Bhu mentioned on the WoTC forums that he was posting his RotH PrCs over here, so I figured I would as well. For those who don't know me I am the goblin guy Bhu mentioned earlier. So without further ado, please allow me to present:

All done!

I know many of the classes abilities seem over powered, but please pay special attention to the entry requirements as well as the level up requirements under 'Feeding'.

Barghessian

http://farm3.static.flickr.com/2302/2267713197_73dd1589d7_o.jpg

"I feeds on you. I eats yer flesh and soul to make me stronger. You is prey, and prey should know its place."
Rot-Tooth, Goblin Barghessian



In the Bleak Eternity of Gehenna there lives a demonic type of goblin, able to assume the form of goblin, wolf, or an unholy hybrid of the two. These creature occasionally come to the material plane to feed, consuming the flesh and life force of other creatures in order to grow stronger. These nightmarish beast are the Barghest.

During its time on the material plane a Barghest often finds itself living in and amongst its lesser goblin kin. Very rarely the barghest will help to pass the time by taking a goblin mate, passing its fiendish nature and even more fiendish abilities on to the descendants of these unholy unions. Most times the goblin tribe catches these diabolical whelps shortly after they begin to show signs of their taint, fearfully believing the changes in the young goblin to be the work of Abyssal or Hellish agents working against the goblins cheif diety, Maglubiyet. These unfortunates are then ritually sacrificed to Maglubiyet in a long and sadistically cruel ceremony. Every now and then, though, one of these whelps is able to escape with its life, and passes its foul genes on to future generations.

Most goblins with a barghessian bloodline never even know they carry the nefarious genes. Once in a great while, though, a goblin comes along who not only knows of the tainted blood running through his veins, but he embraces it. Through careful study and rigorous training he learns to wield his innate gift, and takes up the path of the barghessian.

BECOMING A BARGHESSIAN
Individual barghessian backgrounds vary greatly. Their ranks include everything from former clerics and druids who saw their powers as a divine gift; to fighters, rangers, and rogues who have learned of their heritage and see power in its call; all the way around to arcane casters, especially sorcerers, who see their congenital gift as a way to compliment their magical abilities.

ENTRY REQUIREMENTS
To qualify to become a Barghessian, a character must fulfill all the following criteria:
Race: Goblin
Base Attack Bonus: +5
Feats: Combat Reflexes, Improved Initiative
Alignment: Lawful Evil
Special: Potential Barghessians must know of their tainted origin. This can either be through long hours of meditation and a DC 20 Wisdom check, divination magic, tracing their bloodline and making a DC 20 Intelligence chaeck, or by being told by a true barghest.
Special: Potential barghessians must consume the body of a humanoid creature they have killed. This victim must have at least 3 HD. This must be done within 48 hours of reaching the new level. After feeding off the corpse the potential barghessian falls into a state of suspended animation for 1d4+1 days. When he comes out of the trance his mouth has widened, he has grown sharp canine teeth, and he is now a barghessian.


Class Skills
Barghessian’s class skills (and the key ability for each skill) are: Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), and Survival (Wis)
Skills Points at Each Level : 2 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1 +1 +2 +0 +2 Feed, Bite 1d6
2 +2 +3 +0 +3 Alternate Form (Wolf), Natural Armor +2, +1 level of existing spellcasting class
3 +3 +3 +1 +3 Lesser Barghest Powers 1/Day, +2 Dex
4 +4 +4 +1 +4 Scent 15 ft., Bite 1d8
5 +5 +4 +1 +4 Natural Armor +4, DR 5/Magic
6 +6 +5 +2 +5 Lesser Barghest Powers 3/Day, +2 Str, +1 level of existing spellcasting class
7 +7 +5 +2 +5 Scent 30ft., Greater Barghest Powers
8 +8 +6 +2 +6 Natural Armor +6, Alternate Form (Hybrid)
9 +9 +6 +3 +6 Lesser Barghest Powers At Will, +2 Dex
10 +10 +7 +3 +7 DR 10/Magic, Barghessian Prosopopoeia, +1 level of existing spellcasting class

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

Spell Casting: Barghessians with the ability use and cast spells continue to grow in power as they advance, albeit at a highly stunted rate. At levels 2, 6, and 10 the character gains spells per day as if he had also gained a level in whatever spellcasting class he belonged to before adding this prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means he adds those levels of barghessian to the level of some 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 becomes a barghessian, he must decide to which class he adds at each level of barghessian for purposes of spells per day and caster level.

Feed (Su): Starting at first level a barghessian gains the frightening and supernatural ability to 'feed' off of his victims. Whenever a barghessian, or one of his allies, slays a humanoid opponent the barghessian can feed from the corpse, consuming both the flesh and the life force of his prey. This is a full round action that does provoke an attack of opportunity. The barghessian only has a small window of time in which to feed before the corpse 'expires', rendering it useless except as plain meat. A corpse will remain viable for a number of rounds equal to the dead creatures HD + 1/2 the barghessian class level. For example a a level 6 barghessian would have a total of 8 rounds in which to consume the corpse of a 5 HD victim.
Unlike true barghests, who would gain HD and power from the feeding, the barghessian gains a temporary +2 bonus to his strength and constitution after his initial feeding of the day. This bonus lasts for a number of hours equal to his constitution modifier. The constitution bonus gained from the feeding is added to this time limit. The increase in Constitution grants the barghessian an additional 2 hp per character level, but these hit points go away when his Constitution score drops back to normal (these extra hit points are not lost first the way temporary hit points are). A barghessian can consume and benefit from a number of corpses equal to his barghessian level each day. For every corpse after the first he gains an additional +1 bonus to strength and constitution, and retains these benefits for an additional hour for every 2 points of constitution gained in this manner, as well as addition bonus hp.

If the first victim of the day has 3 or more HD than the barghessian, than the initial bonus' are increased to +4. Additionally, any victims beyond the initial that have 3 or more HD than the barghessian provide a +2 bonus rather than the regular +1.

After feeding from even one corpse a barghessian must rest for at least 8 hours before he can use his initial feed ability again.

Feeding destroys the victims body and prevents any form of raising or resurrection that requires part of the corpse. A Wish, Miracle, or True Resurrection spell can restore a devoured victim back to life, but there is a base 50% chance (+3% for each barghessian level after the first) that even such powerful magic as this will fail.

Finally, in order for a character to gain a new level in this class he must consume a number of HD worth of humanoids equal to the barghessians total HD + 3 in a single 24-hour period. Additional victims beyond his normal daily limit do not grant any bonus', instead their physical and spiritual essence is burned off to energize the fiendish blood within their bodies, realigning and boding them closer to thier polluted heritage. These victims can be anything from multiple 1-HD humanoids, to a single individual with greater HD, or any combination between. If the barghessian fails to consume the required amount before the 24 hours have passed he must wait and rest for 1 day per barghessian level before trying again. Only victims that the barghessian kills himself count towards the total HD needed.

Bite: All barghessians have a natural bite attack in all forms. Initially this attack deals 1d6 piercing damage, with a x2 critical. A barghessians bite is treated as a light weapon for the purposes of feats and similar abilities.

At level 4 the damage increases to 1d8. At level 7 the threat range for the bites threat range increases to 19-20 and it is treated as lawful when overcoming damage reduction. At level 10 a barghessians bite is treated as Evil aligned as well when overcoming damage reduction.

Alternate Form - Wolf (Su): Starting at 2nd level a barghessian is able to assume the form of an unusually large wolf as a standard action. This is similar to using the Polymorph spell, except as noted. The character can only assume wolf or goblin form; Gear is not affected; HD and max HP do not change; his physical ability scores change to that of a wolf; the barghessian retains his Str and Con bonuses (if any) from feeding, as well as the ability to feed. The character gains the Shape Changer subtype.
See entry for Wolf on pg283 of the Monster Manual. Also available in the SRD, here. (http://www.d20srd.org/srd/monsters/wolf.htm)

Natural Armor Bonus (Ex): As a barghessian digs further into his tainted blood he begins to resemble the beasts he call ancestors. His skin begins to thicken and become tougher. Starting at 2nd level the barghessian gains a permenant +2 to his base natural armor in all his forms. This bonus increases it +4 at 5th level, and finally maxes out with +6 at 8th level.

Lesser Barghest Powers (Sp): Beginning at 3rd level, a barghessian can use the following spell-like abilities once per day: Blink, Levitate, and Misdirection. At 6th level he can use these powers up to three times per day. Finally, at level 9, a barghessian has mastered the abilities granted by his tainted blood and can use Blink, Levitate, and Misdirection at will. Also at 9th level a barghessian gains the additional spell-like abilities: Crushing Despair and Dimension Door, usable once per day.
The barghessians caster level for these is equal to his barghessian level + Cha modifier. The Save DCs for these spells is 10 + spell level + barghessians Cha modifier.

Ability Score Increases: At 3rd, 6th, and 9th levels the barghessian gains the bonus indicated. This is a permenant increase.

Scent (Ex): At 4th level a barghessian gains the Scent ability out to a range of 15 feet. This ability allows him to detect hidden enemies and track by sense of smell. The range of this ability increases to 30 feet at level 7.
See pg314 of the Monster Manual. Also available in the SRD, here. (http://www.d20srd.org/srd/specialAbilities.htm#scent)

Damage Reduction: Starting at level 5 the barghessian has developed the powers inherent in his tainted blood enough to ignore some damage, much like his fiendish ancestor. He gains Damage Reduction 5/Magic, and in addition a barghessians bite is now also considered magic for purposes of overcoming damage reduction. Upon reaching 10th level the amount of damage reduced increases to 10/Magic.

Greater Barghest Powers (Sp): Starting at 7th level, the barghessian is able to tap into some of the more powerful abilities of a true barghest. He gains the following spell-like abilities usable once per day: Bulls Strength and Greater Invisibility.
Caster level for the barghessians greater barghest powers is equal to his HD.

Alternate Form - Hybrid (Su): At 8th level the barghessians hard work and dedication pay off and he gains the supernatural ability to assume the form of a terrible goblin/wolf hybrid. This ability functions just like the Alternate Form - Wolf ability except:

Size changes to medium
Type remains humanoid.
Base speed increases by 20 feet.
+4 Str, +6 Dex, and +4 Con.
Gear remains unchanged.
Gain 2 claw attacks dealing 1d4 damage.
Can use the wolfs' Trip (Ex) ability. See entry for Wolf on pg283 of the Monster Manual. Also available in the SRD, here. (http://www.d20srd.org/srd/monsters/wolf.htm)


Barghessian Prosopopoeia (Su): At 10th level the barghessian unlocks the final transcendent secrets of his tainted heritage. The intermingling of his mortal blood with that of the fiendish barghest makes him stronger than either individually, he is now a true alpha predator. The barghessians type changes to Outsider and he gains the Native subtype.

In addition a barghessian who has reached his prosopopoeia is treated as if under the effect of a constant Pass Without Trace spell. This effect can be turned off or resumed at will. Turning it on or off is a free action that does not provoke an attack of opportunity. Caster level for this ability is equal to character level.

Finally a barghessian of this level gains a permenant +2 bonus to his Intelligence, Wisdom, and Charisma.

PLAYING A BARGHESSIAN
You are the stuff of nightmares. Your a sentient humanoid who feeds on the body and souls of those who fall to your attacks. The only difference between companions and victims is that they are either hold a higher station or they serve a purpose. Either way, their situation can change at a moments notice.
Combat: Get in close and tear them to shreds. Those are your only objectives in combat. At higher levels, when you get your S-L.As, keep enemies of balance and target the weakest first. Remember to always get the kill shot and feed.
Advancement: Barghessian advancement is fairly straight forward. Depending on what classes you had prior to entering the barghessian PrC might affect your choices.
Resources: Your only real resource is yourself. The leaders of your tribe would likely want you dead out of fear for your power. Barghessians serving in military roles will have whatever resources the military sees fit to provide.

BARGHESSIANS IN THE WORLD
It was not a goblin. It was a demon in flesh! I was powerless to stop it when it killed my wife, and I will never forget the sounds of it feeding on her corpse...
To many MANY people you are a spawn of the darkest hells. Frightening stories are told of your kind, around camp fires and in Inns and taverns across the land. You are the stuff of nightmares. The only people who don't fear you are either stupid, already dead, or much stronger than yourself.
Daily Life: Hunting fresh victims, testing your strength against stronger foes in hopes of a good feeding, gaining more power, and staying one step ahead of those who would hunt you down and kill you. These are the things that make up your life.
Notables: The greatest barghessain ever was a goblin named Rot-Tooth. He was cruel, deadly, and extremely powerful. Most bards tales about the barghessians are based off the exploits of this one goblin.
Organizations: Barghessians do not fit into any organizations. Their thirst for power and hunger for flesh make them to dangerous to trust very much. The only exceptions to this rule are very powerful thieves guilds, armies with the ability to focus the barghessians blood lust, or adventuring parties whose members have proven themselves worthy of the barghessians respect (very hard to do, given the barghessians disdain for others abilities.

NPC Reaction
NPCs fear and respect a barghessians powers. Most of the time they are also looking for a way to dispose of the creature as soon as possible. Barghessians are dangerous and not to be trusted, but when the need arises there are no better killers, and if you need to dispose of someone permanently a barghessian is an almost guaranteed route.

BARGHESSIANS IN THE GAME
NPC barghessians are more dangerous than regular foes, due to their ability to negate most resurrection magics. Barghessians in the party are likely to become powerhouses if given a lot of humanoids to kill and feed off of. DMs need to keep a close eye on the number of chances they give barghessians to feed, but should always give them as least a few opportunities.
Adaptation: This class will work well in just about any setting. As long as there is a decent goblin population and some way for the true barghest to come to the prime material plane than goblins with the right ancestry will appear.
This class also works well in any horror type campaing setting, and by changing the flavor of the class a little bit it becomes a dangerous thieves guild composed of magically altered lycanthropes, a special tribe of unique goblins, or an experiment from the hells.
Encounters: Encounters with NPC barghessians tend to get messy quickly, unless the players are obviously more powerful than the barghessian. If the characters are appear at all weaker than the barghessian will not hesitate to hunt them down and pick them off one by one.

Sample Encounter
More often then not players will encounter a barghessian when he is about his business of feeding. Other times the barghessian will find the adventurers in order to test his strength or to feed off one or all of them.


Rot-Tooths Challenge
EL 14: Your party of adventurers finally finds the edge of the great Donnahi Forest just as the sun begins to sink over the horizon. A short distance ahead you see a small farm, its barn painted a cheerful red and a small plume of smoke is rising from the distant chimney.

As you get closer you all see that things are not as they appear. The farm is eerily silent as you ride into the yard, not even the cluck of a chicken or the bleat of a goat. As you dismount, a young woman bursts from the house, her clothes in tatters, blood is pouring from a jagged wound across her face.

Behind the girl comes a disgusting looking goblin, with thick leathery skin, a greasy mop of hair, and an almost feral gleam in his eyes. As he grins up at you you see that most of his teeth are nothing more than rotted black stumps. His whiskery face twitches as if he is smelling the air.

"Ahhhhh," he sighs, "fresh meat. Strong souls. You make good meal. Rot-Tooth make you deal, you fight Rot-Tooth and you win you keep girl and Rot-Tooth give you this."

With an unnaturally fast flourish the horrible little goblin produces a wide thick leather belt studded in metal. "Is strong magic," he says solemnly, "make you strong as strongest giant. Rot-Tooth give to you if you win, one on one. Yes?" (Belt of Giant Strength +4; Rot-Tooth does not use the belt during the fight, and if a character wins in a 1v1 he is good to his word and hands the belt over, see below.)

(At this point the group should ask the obvious question of "what do you get if you win?")

"If Rot-Tooth win he get to eat girl... And he get to eat you..."

(If all characters attack Rot-Tooth than he will simply change into a wolf and run away. If someone goes 1v1 with him he is true to his word, though if he drops below 1/4 HP he uses a total defense action to run away. In either case, after he runs away he begins tailing and hunting the players, surprising them, trying to take them down one by one. He uses basic traps and hit and run tactics until he can get a kill.)


Rot-Tooth
LE Male Goblin (Goblinoid, Shapechanger) Fighter 6/Barghessian 8
Init: +9, Senses: Listen +0, Spot +0, Scent 30ft.
Languages: Goblin, Common
------------------------------------------------
AC: 31 (10 +5 Studded Leather +2, +1 Shield, +5 Dex, +8 Natural, +2 Deflection) Touch: 17 Flat-Footed: 26
HP 145 (HD 6d10+10, 8d8+16)
Fort: +14, Ref: +10, Will: +9
------------------------------------------------
Speed: 30 ft. (6 squares)
Base Attack: +14/+9/+4 Grapple: +11
Melee: +18/+13/+8 Keen +1 Light Pick (1d3+3 19-20/x4) and +18/+13/+8 Kukri +1 (1d3+2 18-20/x2) OR +19 Bite (2d6+2 19-20/x2 Treated as Magic and Lawful)
Ranged: +20/+15/+10 Shock +1 Shortbow (1d3+1+1d6 Electricity /x3)
Attack Options: Feed, Trip
Supernatural Abilities: Feed, Alternate Form (Wolf or Hybrid), Lesser Barghest Powers, Greater Barghest Powers
-----------------------------------------------
Abilities Str 14, Dex 20, Con 14, Int 8, Wis 10, Cha 12
SQ: Damage Reduction 5/Magic
Feats: Combat Reflexes, Improved Initiative, Weapon Finesse, Two Weapon Fighting, Two Weapon Defense, Dodge, Improved Two Weapon Fighting, Improved Natural Attack (Bite), Greater Two Weapon Fighting
Skills: Climb +6, Hide +13, Move Silently +16
Possessions +2 Studded Leather, Amulet Of Nat. Armor +2, RoP +2, Cloak of Resistance +1, Boots of Elvenkind, 2400gp

Lesser Barghest Powers (Sp): Usable 3/Day: Blink, Levitate, and Misdirection (Will DC13). CL: 9;

Greater Barghest Powers (Sp): Usable 1/Day: Mass Bulls Strength and Invisibility Sphere. CL: 14;

Alternate Form - Wolf (Su): This is similar to using the Polymorph spell, except as noted. Rot-Tooth can only assume wolf or goblin form; Gear is not affected; HD and max HP do not change; his physical ability scores change to that of a wolf; he retains his Str and Con bonuses (if any) from feeding, as well as the ability to feed.
See entry for Wolf on pg283 of the Monster Manual. Also available in the SRD, here. (http://www.d20srd.org/srd/monsters/wolf.htm)

Alternate Form - Hybrid (Su): Activates and lasts just like Wolf form except apply the following changes when Rot-Tooth assumes hybrid form:

Size changes to medium
Type remains humanoid.
Base speed increases by 20 feet.
+4 Str, +6 Dex, and +4 Con.
Gear remains unchanged.
Gain 2 claw attacks dealing 1d4 damage. Claws are secondary natural with the following stats: 2 Claws +16 melee (1d4+5/x2 Lawful Magic)
Can use the Trip special attack (+4 check modifier).


EDITS:

As of 3/22/08

*Added: Whelps sacrifice flavor added to class description as suggested by sigurd;
*Added: Gave the class a tiny bit of spellcasting progression if the character already has the ability to cast spells;
*Edited: Made the Feed ability work on any corpse but only for a limited time. Clarified some of the mechanics as suggested by sonofzeal;
*Edited: Made the bonus gained from Natural Armor a permenant increase to the base creatures own natural armor as suggested by dman11235;
*Edited: Increased the power of the Hybrid Form ability a little bit;
*Added: Gave them the ability to use the wolfs Trip special attack while in hybrid form.

DonThelonious
2008-03-19, 08:38 AM
I have quite a few other goblin classes I have built, as well as my Savage Paladin and Beast Rider PrCs.

What do you guys think of the Barghessian?

rakkoon
2008-03-19, 08:52 AM
Love it actually. Especially how to become one. Immerse thyself in evil and thy reward shall come.

dman11235
2008-03-19, 01:21 PM
Well, let's get started.

Overall, I like it. I was going to rant a bit on how it was overpowered, but then I had sort of a revelation. Some things just need to change a bit.

1) make the natural armor an actual increase, not enhancement.

2) wow, it looks alright. I can't think of very many problems at all. It does seem a little powerful though, even taking into account the requirements.

sonofzeal
2008-03-19, 02:00 PM
"Barghessian" looks.... good! Feed could be tweaked a bit more though - personally, I'd remove the restriction on who killed it (but put a duration, say 1 minute, before the body's no longer useful), and prevent it from infinitely scaling. Did you consult the Soul Eater class when making this? It has some fairly similar abilities, and I can easily see a Goblin XYZ 5 / Barghessian 10 / Soul Eater 5 being abnormally powerful.

All in all I love the flavour, and the fact that you need to be Goblin helps balance it out. Great job!

sigurd
2008-03-19, 08:38 PM
I really like the feel of this. I'm definitely going to try it for game balance in an upcoming game.


My only suggestions are:

1. Make it start as a template of a fiendish ritual. Maybe make some sort of 3 level prc that summons and receives the 'blessings' of the barghest. The subject of the template is so consumed with rage, usually at humans etc.... that they give up all their goblinhood to take on the barghest taint.

Then figure out what would be a fair deal to the barghest and make that the price of the ritual. A smart barghest might find it far easier to corrupt a goblin or two in exchange for a ready food supply. They're bodies are really vulnerable when they sleep but a cult of evil might protect them - there is a mutual need here.

2. For survivors from previous Goblin\Barghest unions you may want to make it a fiendish bloodline. Most goblins would be repelled at this but sometimes its not so good to be a goblin. The leaders might not mind the sacrifices of the _other_ goblins so much if it gives them a weapon to use against their enemies. Evil cult leaders, knowing of this use for goblins, might be delighted.



Sigurd.

Nice pic, where's it from?

mroozee
2008-03-19, 09:23 PM
Giant Among Orcs (Su): Whenever you enter Rage or Frenzy you become Large Sized, along with your equipment. Your Base Speed increases 10 feet, Reach increases to 10', and you gain all the abilities listed on page 291 of the Monster Manual for going from Medium to Large. Remember also that your weapon damage increases due to Size Class.

Giant Transformation (Ex): At 10th level you undergo radical magical surgeries taking 24 hours and costing x GP in materials.. Giant Among Orcs becomes permanent, not just when raging. When using Rage or Frenzy you now gain Fast Healing 3.


Giant Among Orcs should either be a Spell-Like Ability (I mean, it's almost exactly like the first level spell, Enlarge Person) or it should not increase the size of his/her equipment. Personally, I recommend the latter - categorized as either Supernatural or Extraordinary - especially when coupled with Giant Transformation.

As written, me and my 4 buddies could take a single ounce of ultra-rare star metal, go through our surgeries and end up with roughly a ton of the stuff.

dyslexicfaser
2008-03-19, 10:32 PM
I like the Barghessian, though it is odd that a polymorph into an 'unusually large wolf' remains exactly the same as the SRD wolf entry.

I'd be interested in seeing your Beast Rider PrC, I've always had a fondness for wolf-riding gobbos.

As for the One Eyed PrC: it's interesting. It makes the Hexblade's curse into something that's actually dangerous. And I don't mind that it's based on an alternate class feature, since every Hexblade I've ever played or met took that alternate feature.

Bhu
2008-03-20, 01:33 AM
Giant Among Orcs should either be a Spell-Like Ability (I mean, it's almost exactly like the first level spell, Enlarge Person) or it should not increase the size of his/her equipment. Personally, I recommend the latter - categorized as either Supernatural or Extraordinary - especially when coupled with Giant Transformation.

As written, me and my 4 buddies could take a single ounce of ultra-rare star metal, go through our surgeries and end up with roughly a ton of the stuff.

How bout if I redo the text on Giant Transformation to say the Giant Among Orcs is permanent in regards only to the orc himself not the equipment?


Oh and any thoughts on what the cost for the ritual should be?

Will be posting another PrC as soon as I feel these two are better.

Level20Commoner
2008-03-20, 02:17 AM
May I request that your next posted Prc be the "Ironheart Samurai". Any hobgoblin Prc would be alright, but that one in particular jumped out at me.

Bhu
2008-03-21, 02:11 AM
May I request that your next posted Prc be the "Ironheart Samurai". Any hobgoblin Prc would be alright, but that one in particular jumped out at me.

The only ones I have done or are currently working on are the ones with asterisks by the name.

But theres nothing that says I can't take requests :D It'll take me a bit to finish cause it's a busy weekend:


May I request that your next posted Prc be the "Ironheart Samurai". Any hobgoblin Prc would be alright, but that one in particular jumped out at me.

The only ones I have done or are currently working on are the ones with asterisks by the name.

But theres nothing that says I can't take requests :D It'll take me a bit to finish cause it's a busy weekend:

IRONHEART SAMURAI

http://Picture URL

"My heart would go out to you if I still had one."

Even among the Hobgoblins of the Far East there are those who will do anything for power, even things most would turn away from. Such a Hobgoblin is the Ironheart Samurai. Having their heart replaced with iron gives many benefits, but it eventually makes them emotionless machines. A price some are all too willing to pay as they consider emotion a hindrance instead of a possible asset. Not having emotions makes following the Code of Bushido far, far easier. You might at first be upset that people openly call you an abomination, but even that will fade with time.

Conceived decades ago as a method of creating unstoppable soldiers, the Ritual nearly wiped out a generation of aristocracy, as they were no longer capable of having children. It ended up being such a debacle that all who knew of it's existence were put down or exiled if they managed to escape. Rumors of it's existence persist however, and the remnants of those former nobility are now roaming the lands as forgotten gypsies. They will still perform the Ritual for a price, without telling the arrogant young samurai of the true price they will pay for their lust for power.


BECOMING AN IRONHEART SAMURAI
Ironheart Samurai start as simple warriors in the service of their lord. Many will have heard of the Ritual of the Dead Heart, but the Ironheart Samurai is the one willing to seek it out and have it performed.

ENTRY REQUIREMENTS
Race: Hobgoblin
Class Abilities: Staredown
Skills: Concentration 4 Ranks, Intimidate 4 Ranks
Feats: Power Attack, Cleave, Great Cleave
Special: Must have spent 2000 GP on magical surgery (The Ritual of the Dead Heart) to have your heart ripped out and replaced with an iron replica. The Ritual takes 24 hours. If it is interrupted you die, but may be Raised or Resurrected normally.


Class Skills
The Ironheart Samurai's class skills (and the key ability for each skill) are Concentration (Con), Intimidate (Cha), Knowledge (Any, Int), Listen (Wis), and Sense Motive (Wis)
Skills Points at Each Level : 4 + int

Hit Dice: d10


BAB Fort Ref Will Abilities
1. +1 +2 +0 +2 Ritual of the Dead Heart (The Beginning)
2. +2 +3 +0 +3 Unfeeling (Bloodless)
3. +3 +3 +1 +3 Iron Warrior (Iron Toughness)
4. +4 +4 +1 +4 Ritual of the Dead Heart (Ensanguination)
5. +5 +4 +1 +4 Unfeeling (Numb)
6. +6 +5 +2 +5 Iron Warrior (Iron Fists)
7. +7 +5 +2 +5 Unfeeling (Iron Skin)
8. +8 +6 +2 +6 Ritual of the Dead Heart (Terror)
9. +9 +6 +3 +6 Iron Warrior (Iron Armor)
10.+10 +7 +3 +7 Immortal

Weapon Proficiencies: Ironheart Samurai gain no new weapon or armor proficiencies.

Ritual of the Dead Heart (Ex): At 1st level your type changes to Living Construct with the Goblinoid subtype. In other words although you are a Living Construct, you are still considered a Hobgoblin for purposes of Feats/PrC's etc which require you to be a Hobgoblin. You no longer age, and are effectively immortal unless slain. You can fool people into believing you are a corpse with a DC 10 Bluff check (just by lying still and not moving).

At 4th level you discover that fresh blood now heals your wounds. Anytime you are covered in blood, or have drank at least 1 full cup of it, you gain Fast Healing 4 for 1 round per Ironheart Samurai level.

At 8th level your Samurai or Ronin and Ironheart Samurai levels stack for determining when you get Mass Staredown, Improved Staredown, and Frightful Presence.

Unfeeling (Ex): Beginning at 2nd level you no longer bleed and are immune to the Wounding ability and any spell/effect that requires you to have blood.

At 5th level you become immune to Stunning and Pain Effects (i.e. spells such as Wrack, Symbol of Pain, etc.).

At 7th level you become immune to Ability Damage/Drain, death and necromancy effects, and any spell/effect requiring a Fortitude Save unless it specifically states that it effects objects as well.

Iron Warrior (Ex): At 3rd level your Natural Armor Class Bonus improves (or you gain one if you do not have it) by a number equal to your Ironheart Samurai level. I.E. if you are a 10th level Ironheart Samurai, you have a +10 Natural AC Bonus.

At 6th level you gain a Slam Attack equal to 1d6 plus your Strength Modifier, or your Unarmed Strike damage increased by 1 step, whichever is greater (i.e. if your unarmed strike does 1d6 the slam does 1d8). If you make a Full Attack you get 2 Slam Attacks.

At 9th level you gain Damage Reduction 10/Cold Iron.

Immortal (Ex): You are now immune to Critical hits. You gain Energy Resistance 10 (Cold, Electricity, Fire). Your Fast Healing gained from blood drinking is instead Regeneration 5 now. You cannot regenerate acid damage.

PLAYING AN IRONHEART SAMURAI
You are flush with new power. For a time this doesn't change you, and many praise your prowess on the field. Eventually however, things will go awry. You begin to lose some of your emotions, and not everyone loses the same ones first. An Ironheart incapable of respect or admiration or loyalty will quickly become a Ronin or an outlaw. One incapable of sadness or fear might be considered insane or at least eccentric. If he can't feel anger, that's downright unnatural. Once he begins to consider things logically instead of emotionally, he runs into a quandary. he has sworn an oath to his lord, but many of his lords actions are illogical and counter productive. Does he continue to follow Bushido, or go Ronin? Or does he simply kill his lord and take his place.
Combat: Being somewhat more well protected than most, the Ironheart Samurai concentrates on making himself even tougher in a fight, making himself as difficult to put down as he can. You can defeat any opponent as long as you can outlast them.
Advancement: Given that you will soon be difficult to heal (and spilling blood to do so), and will have certain mental...difficulties, it is almost certain you will become an ex-Samurai at some point unless your lord is willing to overlook the problems you create to have you on his side. Usually most Ironheart Samurai who can't control themselves end up exchanging Samurai levels for the Ronin PrC.
Resources: You will have the resources available of any typical Samurai. i.e. if your lord believes you need something to get the job done, it's yours for the asking. If he doesn't, good luck. You'll need to be a bit more ingenious.

IRONHEART SAMURAI IN THE WORLD
"He hasn't been the same since he came back from that trip last summer..."
Ironheart Samurai are somewhat tragic. In their quest for power they have undergone a dangerous and life-altering surgery, and are slowly losing both their 'humanity' (for lack of a better term) and their mortality. In the end whether or not becoming a soulless, emotionless machine is worth it is a toss up. What use in gaining power and respect if you no longer feel the need to enjoy it. Many end up going insane somewhere along the line or so offend their lord that they must go Ronin.
Daily Life: Eventually your life will be consumed with battle and affairs of state. Since you will no longer need food or rest, you will find your self with many hours with nothing to do. Some Ironheart Samurai become proficient serial killers unknown to their court.
Notables: Tetsuo (LE Male Hobgoblin, Samurai 6/Ironheart Samurai 6). Tetsuo has wanted the Ritual of the Dead Hearts power ever since hearing of it's existence. Years later, he wonders if he made the right decision. He gets no rest as he no longer sleeps, and all food tastes the same to him, bland and metallic. He hasn't eaten in some time. The Ritual has made him impotent, and immune to poisons, so even alcohol and women are denied him. At night when everyone is asleep he's been leaving the castle grounds, and committing murders in the night. Given that he has the right to kill peasants as a Samurai he doesn't understand why he feels the need to be stealthy about it. At times he wonders if he's lost his mind.
Organizations: As a Samurai you are always part of an organization, i.e. the government. However, someone had to perform the Ritual of the Dead Heart upon you. And they may consider you beholden to them...

NPC Reaction
NPC's (particularly peasants) tend to regard you with abject terror. Even your fellow hobgoblins are afraid of you, since you no longer seem predictable or capable of mercy.

IRONHEART SAMURAI IN THE GAME
Ironheart Samurai will be a tad difficult to roleplay, since doing it adequately means depicting a slow slide into insanity, depression, or maybe even complete emptiness. They definitely aren't team players after a certain point.
Adaptation: Ironheart Samurai are definitely for serious campaigns, especially horror settings.
Encounters: PC's will usually encounter Ironheart Samurai if they're on the wrong side of a battle he's fighting, or perhaps they will be asked by the Daimyo to find out who's been murdering the peasantry in secret.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: Tetsuo has been murdering locals, and the Daimyo is not pleased. The PC's are recently arrested gaijin who have been given an ultimatum: Find the murderer and stop him without embarrassing the government, or be put to death. If they agree, they will be given some leeway, and will be presented as expendable barbarians sent to stop an equally unstable monster. If not, they go straight to the executioner's block.


Tetsuo
LE Male Hobgoblin Samurai 6/Ironheart Samurai 6
Init +6, Senses: Listen +4, Spot +0, Dark Vision 60'
Languages Common, Goblin
------------------------------------------------
AC 33, touch 14, flat-footed 32 (+1 Dex, +6 Natural, +13 Armor, +3 Deflection)
hp 90 (12 HD)
Fort +12, Ref +6, Will +7
------------------------------------------------
Speed 30 ft. (6 squares), 20 ft. in armor
Melee Slam +15/+10/+5 (1d6+3) or Katana +16/+11/+6 (1d10+4/17-20)
Base Atk +12, Grp +15
Atk Options Kiai Smite 1/day (+3), Staredown
Combat Gear 4 Cure Serious Wounds Potions.
-----------------------------------------------
Abilities Str 16, Dex 14, Con 15, Int 8, Wis 10, Cha 16
SQ Two Swords As One, Iaijutsu, Ritual of the Dead Heart, Unfeeling
Feats Cleave, Great Cleave, Improved Critical (Bastard Sword), Improved Initiative, Power Attack
Skills Concentration +6, Intimidate +7, Knowledge (Nobility) +6, Listen +4, Ride +6, Sense Motive +7
Possessions +1 Bloodfeeding Impaling Whirling Katana, +5 Full Plate, Ring of Mind Shielding, +3 Ring of Protection, 4 Cure Serious Wounds Potions, 15 gp



EPIC IRONHEART SAMURAI

Hit Die: d10
Skills Points at Each Level : 4 + int
Iron Warrior: You Natural Armor Bonus increases by +1 for each level.
Bonus Feats: The Epic Darkened Eye gains a Bonus Feat every 3 levels higher than 20th.

Level20Commoner
2008-03-21, 04:54 AM
Thank you very much Mr. Bhu. The fluff looks very good for the Ironheart Samurai, but when I saw 'Staredown' as a prerequisite, a chill ran up my spine. Are you really going to require that someone have levels in the 'Complete Warrior' Samurai class. It is considered by some (myself included) to be one of the weakest base classes ever made. I think the 'Oriental Adventures' samurai, while very similar to the fighter, at least allows a samurai to choose his feat path, so he doesn't have to use TWF or Intimidation if he doesn't want to. As for the Ironheart Samurai, I can definitely imagine that intimidating people would be part of their routine, so by all means, insist on potential candidates for the Prc having at least 4+ ranks in the Intimidate Skill.

Bhu
2008-03-21, 04:13 PM
Thank you very much Mr. Bhu. The fluff looks very good for the Ironheart Samurai, but when I saw 'Staredown' as a prerequisite, a chill ran up my spine. Are you really going to require that someone have levels in the 'Complete Warrior' Samurai class. It is considered by some (myself included) to be one of the weakest base classes ever made. I think the 'Oriental Adventures' samurai, while very similar to the fighter, at least allows a samurai to choose his feat path, so he doesn't have to use TWF or Intimidation if he doesn't want to. As for the Ironheart Samurai, I can definitely imagine that intimidating people would be part of their routine, so by all means, insist on potential candidates for the Prc having at least 4+ ranks in the Intimidate Skill.

The reason for 100+ PrC's is that I tried to make one for just about every class out there (yeah, I'm stupidly thorough). The PrC will make up for the Samurai I hope. If you want an intimidating guy who can take/deliver a beating, this will with any luck be the PrC for it.

Bhu
2008-03-22, 12:52 AM
Okay I have 90% of the fluff up if you wanna peek. Working on the crunch now.

watsyurname529
2008-03-22, 04:29 PM
Hello everyone. I'm the third main guy from the PrC thread on the Wizards Boards. Lately I've been the hobgoblin specialist but Ive created PrC's for any of them. I'll get working on posting my creations over here.

Bhu
2008-03-22, 04:35 PM
Hey Wats!!!! Nice to see you!

watsyurname529
2008-03-22, 04:41 PM
The Greatweapon Smith

"You want big weapon? I got big weapon, made it this mornin'. It cut through elfs like butter."
- Greatsmith Thokk Elfrender

Every Orc tribe needs a blacksmith to create their weapons of destruction, you are that orc. You can create fierce weapons and be just as deadly with them. You specialize in two-handed weapons and you know how you cut down many creatures with them.

Becoming a Greatweapon Smith (aka Greatsmith)
Fighters and other melee types are usually Greatweapon Smiths. Their strenght and profiency with two-handed martial weapons make them ideal for the class. Rangers and Barbarians especially are also really good as their higher skill points make it easier to get the required skills.

Game Rule Information:
The Greatweapon Smith has the following game stats.
Abilities: Int is pretty important as is gives them skill points and helps determine their caster level when they can create magical arms and armor. A decent Con helps out as it helps determine the number of uses for a couple of the Greatsmith's abilities. A good Str is also pretty important since you are using two-handed weapons.
Alignment: Any
Hit Die: d10

Entry Requirements:
To qualify to become a Greatweapon Smith, a character must fulfill all the following criteria:
Race: Orc
Skills: Craft (Weaponsmithing) +6
Feats: Monkey Grip, Power Attack
Special: Must have created a masterwork two-handed martial weapon in the presence of another Greatweapon smith.

Class skills
The Greatweapon Smith class skills (and the key ability modifier for each skill) are: Appraise (Int), Climb (Str), Craft (Int), Gather Info (Cha), Intimitade (Cha), Jump (Str), Listen (Wis), Profession (Wis), Search (Int), Spot (Wis), Swim (Str)
Skill Points at Each Level: 4 + Int modifier.



The Greatweapon Smith
Level BAB Fort Ref Will Special
1 +1 +2 +0 +0 Great Smithy, Signature Weapon
2 +2 +3 +0 +0 Blade Block +1, Meat Cleaver
3 +3 +3 +1 +1 Fast Smithy, Improved Signature Weapon, Weapon Sabotage
4 +4 +4 +1 +1 Blade Block +2, Death Grip, Great Arc Swing
5 +5 +4 +1 +1 Master Smithy, Great Signature Weapon
6 +6 +5 +2 +2 Blade Block +3, Armor Rending Charge

Class features
All of the following are class features of the Greatweapon Smith prestige class.

Weapon and Armor Proficiency: A Greatweapon Smith is proficient with all Simple and Martial Weapons. They are proficent with light and medium armors but not with shields.

Great Smithy (Ex): A Greatweapon Smith is really adept at creating weapons. A Greatweapon Smith adds his class level to Craft (Weaponsmithing) checks. Also, a Greatweapon Smith works in the hot forge so much that their body adapts to the extreme heat; their body can resist hot temperatures as the Endure Elements spell.

Signature Weapon (Ex): A Greatweapon Smith specializes in one weapon and that becomes his signature weapon. This blade is a masterwork blade that the Greatsmith created. A Greatweapon Smith chooses one Two-Handed Weapon and gains Weapon Focus as well as a +1 on Damage.

Blade Block (Ex): At 2nd Level, the Greatweapon Smith learns how to use the size of the blade to block incoming attacks. The Greatweapon Smith adds +1 to his AC as a Shield Bonus. This improves at 4th and 6th level to +2 and +3 respectively.

Meat Cleaver: At 2nd Level, the Greatweapon Smith learns how to use the weight and force of the blade to conintue with a swing that kills one of his enemies. The Greatweapon Smith gains Cleave as a bonus feat.

Fast Smithy (Ex): At 3rd Level, the Greatweapon Smith improves on his already amazing smithy skills. He learns how to rush jobs to make weapons faster. A Greatweapon Smith may choose to do twice the amount of work in one week cutting the time down by one week to make. A Greatweapon Smith can do this 1 + Con Mod times per weapon. If the Craft Check fails and you make no progress, you still make 1 week progress. After the Greatweapon Smith finishes the weapon, he takes 4 Temp Con damage until he rests for 3 complete days.

Improved Signature Weapon (Ex): At 3rd Level, The Greatweapon Smith begins to develop extraorndinary power with his signature weapon. The weapon becomes a +1 Weapon in his hands.

Weapon Sabotage (Ex): At 3rd Level, The Greatweapon Smith knows how to create weapons really well, and he also knows how to destroy them just as well. The Greatweapon Smith may ignore half the weapons hardness when trying to sunder it. He may also ignore half hardness when trying to break an unattended object.

Death Grip (Ex): At 4th Level, The Greatweapon Smith's grip on his weapon tightens even more as he can use it more effeciently. The Greatweapon Smith may ignore the -2 Attack Penalty from Monkey Grip.

Great Arc Swing (Ex): At 4th Level, The Greatweapon Smith learns how to use the size of the blade to strike more than one target, and still with deadly force. A Greatweapon Smith may, as a Standard action, attack two targets that are adjacent to each other with a -3 penalty on the second attack. A Greatweapon Smith can do this 1 + Con Mod times per day. If the attack misses, you still use up one of your attempts for the day.

Master Smithy (Sp/Su?): At 5th Level, The Greatweapon Smith masters his abilities and learns how to create magical arms and armor. A Greatweapon Smith gains Craft Magical Arms & Armor with a Caster Level equal to his Greatweapon Smith Level + (2 * Int Mod).

Great Signature Weapon (Ex): At 5th Level, The Greatweapon Smith further masters his use of his signature weapon and crafting. The weapon becomes a +3 Weapon, or you can give it any of the following properities equal to a +3 bonus.

+1 Properties:
Bane
Berserker
Bloodfeeding
Brash
Brutal Surge
Chargebreaker
Corrosive
Fiercebane (req: Bane)
Flaming
Frost
Hunting
Impact
Impaling
Keen
Knockback
Maiming
Mage Bane
Mighty Cleaving
Screaming
Shock
Sundering
Sweeping
Vicious
Whirling

+2 Bonus:
Collision
Disarming
Domineering
Energy Aura
Flaming Burst
Fleshgrinding
Icy Burst
Impendence
Metalline
Shocking Burst
Transmuting

Armor Rending Charge (Ex): At 6th Level, The Greatweapon Smith learns how to turn a charge into an attack that hits so hard it ignores armor. The Greatweapon Smith may, at the end of a charge, forgo the +2 attack bonus and make a Armor Rending Strike. An Armor Rending strike is a Melee Touch Attack that if hits, deals an extra +2d6 Damage. A Greatweapon Smith may use this 2 + Con Mod times per day.

Kogthor

Male Orc Barbiarian 5/ Greatweapon Smith 6
CE Medium Humanoid (Orc) Height: 6' 4'' Weight: 232 lbs.
Languages: Common, Orc, Goblin
---------------------------------------
Init: +2
AC 23 (21 Raging) (+1 Dex, +5 Mwk Chain Shirt, +3 Shield, +2 Nat. Armor, +2 Deflection), touch 13, flat-footed 23
HP 88 (5d12 + 10 + 6d10 +12) (HP 110 Raging)
Fort +11, Ref +8, Will +5 (+7 Raging)
---------------------------------------
Speed: 40 ft. (8 Squares)
Melee: +17/+12/+7 +1 Keen Berserker Large Greatsword (3d6+10 17-20/x2 Slashing)
Ranged: +14/+9/+4 Mwk. (+1 Str) Composite Shortbow (1d8+1, 20/x3, 70ft)
BAB: +11/+6/+1; Grp: +14
Attack Options: Rage 2/Day, Armor Rending Charge, Weapon Sabotage, Great Arc Swing, Improved Sunder
---------------------------------------
Abilities: Str 18, Dex 14, Con 14, Int 12, Wis 10, Cha 8 (28 Point Buy)
SQ: Darkvision 60ft, Fast Movement, Trap Sense +1, Improved Uncanny Dodge, Master Smithy, Blade Block +3, Greater Signature Weapon, Death Grip
Feats: Powerful Charge (+1d8 on Charge), Power Attack, Monkey Grip, Cleave, Improved Sunder, Weapon Focus (Greatsword)
Skills: Appraise +4, Balance +3, Climb +7, Craft (Weaponsmithing) +14, Intimidate +7, Jump +13, Listen +6, Ride +4, Spot +6, Survival +5, Swim +9, Tumble +7
Possessions: +1 Keen Berserker Large Greatsword, +1 Agility Chain Shirt, Amulet of Nat. Armor +2, Helmet of Relfexsive Will (+2 Ref, +2 Will), Ring of Protection +2, 2 Potions of CSW, Potion of Shield of Faith +4 100gp
---------------------------------------

watsyurname529
2008-03-22, 04:51 PM
The Sneakyweapon Smith

"You need a weapon? I got's many of them. They easy to hide and kill with"
- Sneakyweapon Smith Dirrik Blackhide

Every Goblin tribe or camp needs a blacksmith to create their weapons of destruction, you are that goblin. You can create sneaky and deadly weapons and be just as good using them. You specialize in light sneaky weapons and you know how you presicely kill nearly any creature with them.

Becoming a Sneakyweapon Smith
Rogues and other sneaky types made good Sneakyweapon smiths. Rangers also make good Sneakyweapon Smiths. Their high-skill points and Dex make them ideal for the class. Spellcasters make somewhat good Sneakyweapon Smiths, but more for making weapons and sneak attacking.

Game Rule Information:
Sneakweapon Smith has the following game stats.
Abilities: Int is really important as it helps give them skill points and determines some of their abilities. Dex is also good as it governs how sneaky and good you are at dodging blows. A decent Con helps to gain more hitpoints or a decent Cha helps for those silver-tounged characters.
Alignment: Any
Hit Die: d8

Entry Requirements
To qualify to become a Sneakyweapon Smith, a character must fulfill all the following criteria:
Race: Goblin
Skills: Craft (Weaponsmithing) +6, Hide +5, Move Silently +5
Feats: Weapon Finesse
Special: Must have created a masterwork finessable weapon in the presence of another Sneakyweapon Smith

Class skills
The Sneakyweapon Smith class skills (and the key ability modifier for each skill) are:
Appraise (Int), Balance (Dex), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Info (Cha), Hide (Dex), Knowledge (Arch & Engineering) (Int), Knowledge (Local) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), Use Rope (Dex)
Skill Points at Each Level: 6 + Int modifier.



Sneakyweapon Smith
Level BAB Fort Ref Will Special
1 +0 +0 +2 +0 Great Smithy, Signature Weapon, Quick Draw
2 +1 +0 +3 +0 Finesse Block +1, Sneak Attack +1d6, Versatile Weaponry
3 +2 +1 +3 +1 Intelligent Smithy, Improved Signature Weapon, Weapon Sabotage
4 +3 +1 +4 +1 Finesse Block +2, Sneak Attack +2d6, Sneaky Sunder
5 +3 +1 +4 +1 Master Smithy, Great Signature Weapon
6 +4 +2 +5 +2 Finesse Block +3, Sneak Attack +3d6, Construct Destroyer

Class features
All of the following are class features of the (insert class name here) prestige class.

Weapon and Armor Proficiency: Sneakyweapon Smith's are proficent with all Simple weapons and light Martial weapons as well as any (non-exotic) Finessable weapons. They are proficent with Light Armor and shields.

Great Smithy (Ex): A Sneakyweapon Smith is really adept at creating weapons. A Sneakyweapon Smith adds his class level to Craft (Weaponsmithing) checks. Also, a Sneakyweapon Smith works in the hot forge so much that their body adapts to the extreme heat; their body can resist hot temperatures as the Endure Elements spell.

Signature Weapon (Ex): A Sneakyweapon Smith specializes in one weapon and that becomes his signature weapon. This blade is a masterwork blade that the Sneakyweapon Smith created. A Sneakyweapon Smith chooses one Finessable Weapon and gains Weapon Focus as well as a +1 on Damage.

Quick Draw: A Sneakyweapon Smith knows how to draw his blades faster to get an edge on combat. A Sneakyweapon Smith gains the Quick Draw feat.

Finesse Block (Ex): A Sneakyweapon Smith learns how to use the grace and finesse of the weapon to parry and block incoming attacks. The Sneakyweapon Smith adds +1 Shield to AC. This improves at 4th and 6th Levels.

Sneak Attack (Ex): This functions exactly like the Rogue class feature. This stacks with any other sneak attack gained from another source (such as Rogue Levels)

Versatile Weaponry (Ex): At 2nd Level, The Sneakyweapon Smith learns after making, working, and practicing with different types of weapons to deal any type of damage with any weapon. As a swift action, you may change the type of damage of any melee weapon to either Slashing, Piercing, or Bludgeoning. This lasts until you switch it again or until you sheath the weapon at which it returns to normal; if handed to someone else the type returns to normal also. Any feats related to weapon damage type use the normal type, not the changed type.

Intelligent Smithy (Ex): At 3rd Level, A Sneakyweapon Smith works with weapons and crafting them so much that they have developed short cuts for decreasing time and cost to create. A Sneakyweapon Smith may subtract their Int Mod from the number of weeks required to create the weapon. Also, the cost is 1/4 the base price to create instead of 1/3.

Improved Signature Weapon (Ex): At 3rd Level, The Sneakyweapon Smith begins to develop extraorndinary power with his signature weapon. The weapon becomes a +1 Weapon in his hands.

Weapon Sabotage (Ex): At 3rd Level, The Sneakyweapon Smith knows how to create weapons really well, and he also knows how to destroy them just as well. The Sneakyweapon Smith may ignore half the weapons hardness when trying to sunder it.

Sneaky Sunder (Ex): At 4th Level, The Sneakyweapon Smith learns how to sneak attack his enemies weaponry, and that some times, an enemy without a weapon is better than just dealing damage--especially if the weapon is twice your size. Whenever your foe is denied their Dex bonus to AC, you may make a Sneaky Sunder. Roll a Sunder check against 10 adding weapon size bonuses (i.e. +4 for Two-Handed Weapons, -4 for Light Weapons; but not for size Small, Medium, etc.). If you hit you deal damage equal to half you sneak attack damage (Weapon Sabotage does apply).

Master Smithy (Sp/Su?): At 5th Level, The Sneakyweapon Smith masters his abilities and learns how to create magical arms and armor. A Sneakyweapon Smith gains Craft Magical Arms & Armor with a Caster Level equal to his Sneakyweapon Smith Level + Int Mod.

Great Signature Weapon (Ex): At 5th Level, The Sneakyweapon Smith further masters his use of his signature weapon and crafting. The weapon becomes a +3 Weapon, or you can give it any of the following properities equal to a +3 bonus.

+1 Bonus:
Bane
Corrosive
Deadly Precision
Defending
Defensive Surge
Dislocator
Dislocator, Great (req. Dislocator)
Dispelling
Dispelling, Great (req. Dispelling)
Eager
Fiercebane (req. Bane)
Flaming
Frost
Ghost Strike (req. Ghost Touch)
Ghost Touch
Hunting
Impact
Keen
Lucky
Magebane
Merciful
Morphing
Precise (Ranged Weapons Only)
Returning (Ranged Weapons Only)
Screaming
Sreaming Burst (req. Screaming)
Shock
Stunning (req. Screaming)
Throwing
Warning

+2 Bonus:
Blindsighted
Blurstrike
Disarming
Energy Aura
Flaming Burst
Icy Burst
Impendence
Metalline
Parrying
Shocking Burst
Transmuting

Construct Destroyer (Ex): At 6th Level, The Sneakyweapon Smith learns how to dismantle constucts with their weapons when they're not looking. The Sneakyweapon Smith can sneak attack Constructs even though they are immune to sneak attack. The Sneakyweapon Smith deals half their sneak attack damage when sneak attacking a Construct.

Dirrik

Male Goblin Rogue 7/ Sneakyweapon Smith 6
CE Medium Humanoid (Goblin)
Languages: Common, Goblin, Orc, Undercommon
---------------------------------------
Init: +4
AC 25 (+4 Dex, +5 Chain Shirt, +3 Shield, +1 Size, +2 Nat. Armor), touch 15, flat-footed 25
HP 51 (HD 7d6+7 +6d8+6)
Fort +5, Ref +14, Will +5
---------------------------------------
Speed: 30 ft. (6 Squares)
Melee: +16/+11 +1 Shadowstrike Deadly Precision Keen Rapier (1d4+3 16-20/x2)
Ranged: +15/+10 +1 Light Crossbow (1d6+1 19-20/x2 80ft) or +14/+9 Dagger (1d4+1 19-20/x2 10ft)
BAB: +9/+4; Grp: +6
Attack Options: Sneakattack +8d6, Constuct Destroyer, Sneaky Sunder, Arterial Strike
---------------------------------------
Abilities: Str 12, Dex 19, Con 12, Int 16, Wis 12, Cha 8 (28 Point Buy)
SQ: Darkvision 60ft, Trap Sense +2, Uncanny Dodge, Master Smithy, Finesse Block +3, Greater Signature Weapon, Weapon Sabotage
Feats: Weapon Finesse, Quick Draw, Weapon Focus (Rapier), Arterial Strike, Telling Blow, Persistent Attacker, Combat Reflexes
Skills: Appraise +8, Balance +13, Bluff +10, Craft (Weaponsmith) +25, Decipher Script +8, Diplomacy +9, Disable Device +10, Escape Artist +7, Forgery +6, Gather Info +9, Hide +22, Knowledge (Arch & Engineering) +3, Knowledge (Local) +8, Listen +9, Move Silently +18, Search +10, Sense Motive +5, Sleight of Hand +18, Spot +9, Tumble +14, Use Magic Device +15, Use Rope +9
Possessions: +1 Shadowstrike Deadly Precision Keen Rapier, +1 Light Crossbow, +1 Blueshine Nimbleness Chainshirt, Stealth Cloak (http://forums.gleemax.com/showpost.php?p=12964155&postcount=41), Amulet of Natural Armor +2, Eternal Wand of CLW, Wand of Grease (CL 3rd 25 Charges) Potion of CSW, 10 Daggers, 100gp
---------------------------------------

watsyurname529
2008-03-22, 04:59 PM
Fierceweapon Smith

Deep in some ravenous races of the horde tribes there lies a Fierceweapon Smith. Through radical experimentation and sheer desire, they have created something truly wicked and horrifing. They have realized that the best weapons are not always steel and iron, but those found on our body, and when properly made, can create tools of death and destruction. These Fierceweapon Smiths forge their own hands into vicious claws that can tear through flesh and rend armor. In doing so, they have become vicious and blood-thirsty and whenever they taste blood, they gain a power boost and turn into monsters of destruction.

Game Rule Information:
Fierceweapon Smith has the following game stats.
Abilities: Strength and Con are pretty important as they determine your effectiveness as a fighter and most of their abilities are based off Con. A decent Dex also helps your AC and stalking abilities. Inteligence is useful for skills and their caster level for Craft Magic Arms & Armor.
Alignment: Any
Hit Die: d10

Entry Requirements
To qualify to become a Fierceweapon Smith, a character must fulfill all the following criteria:
Race: Orc, Hobgoblin, Goblin
Skills: Craft(Weaponsmithing) +8, Craft(Alchemy) +4
Feats: Toughness or Improved Toughness, Power Attack or Weapon Finesse
Special: Must have created your own natural weapons with a Fierceweapon Smith.

Class skills
The Fierceweapon Smith class skills (and the key ability modifier for each skill) are:
Appraise (Int), Climb (Str), Craft (Int), Gather Info (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex)
Skill Points at Each Level: 4 + Int modifier.



Fierceweapon Smith
Level BAB Fort Ref Will Special
1 +1 +2 +0 +0 Great Smithy, Natural Weapons, Signature Weapon
2 +2 +3 +0 +0 Claw Block +1, Multi-Attack, Blood-Thirsty
3 +3 +3 +1 +1 Fast Smithy, Improved Signature Weapon, Improved Natural Weapon
4 +4 +4 +1 +1 Claw Block +2, Dreadful Charge
5 +5 +4 +1 +1 Master Smithy, Greater Signature Weapon, Greater Natural Weapon
6 +6 +5 +2 +2 Claw Block +3, Gory Wound, Blood-Vicious
7 +7 +5 +2 +2 Forge Natural Weapon, Master Natural Weapon

Class features
All of the following are class features of the Fierceweapon Smith prestige class.

Weapon and Armor Proficiency:The Fierceweapon Smith gains proficiency in all simple weapons and light armor, medium armor, and shields.

Greatsmithy (Ex): A Fierceweapon Smith is really adept at creating weapons. A Fierceweapon Smith adds his class level to Craft (Weaponsmithing) checks. Also, a Fierceweapon Smith works in the hot forge so much that their body adapts to the extreme heat; their body can resist hot temperatures as the Endure Elements spell.

Natural Weapons (Ex): A Fierceweapon Smith gains a set of natural weapons upon entering this PrC. They forge them out of their hands and turn them into deadly weapons. The natural weapons are a set of claw attacks which deal 1d6 Damage Slashing and Piercing (1d4 for Small) and are primary natural weapons (when using a manufactured weapon they are secondary attacks).

Signature Weapon (Ex): A Fierceweapon Smith specializes with his natural weapons. A Fierceweapon Smith gains Weapon Focus(Claws) and Weapon Specialization(Claws).

Claw Block (Ex): At 2nd Level, A Fierceweapon Smith learns how to block incoming attacks with his claws. A Fierceweapon Smith gains a +1 Shield bonus to AC. This improves at 4th and 6th Level.

Multi-Attack: At 2nd Level, the Fierceweapon Smith learns how to attack multiple times with their claws, and still with deadly accuracy. They gain the feat Multi-Attack for free.

Blood-Thirsty (Ex): At 2nd Level, the Fierceweapon Smith becomes blood-thirsty and the smell and taste of blood fuel his rage and power. Whenever you score a critical hit with your claws, you gain one of the abilities below:
Power Surge: +2 Str and +2 Con
Adrenaline Rush: +2 Dex and +2 Con
Heated Blood: +2 Str and +2 Dex
The bonuses last a number of rounds equal to your Fierceweapon Smith Level + Con Mod. Multiple Critical Hits do stack (Max +6). Once you pick the ability, it can not be changed.

Fast Smithy (Ex): At 3rd Level, the Fierceweapon Smith improves on his already amazing smithy skills. He learns how to rush jobs to make weapons faster. A Fierceweapon Smith may choose to do twice the amount of work in one week cutting the time down by one week to make. A Fierceweapon Smith can do this 1 + Con Mod times per weapon. If the Craft Check fails and you make no progress, you still make 1 week progress. After the Fierceweapon Smith finishes the weapon, he takes 4 Temp Con damage until he rests for 3 complete days.

Improved Signature Weapon (Ex): At 3rd Level, the Fierceweapon Smith gains extraordinary skills with their claws. The become a +1 weapon and become magic for overcoming damage reduction.

Improved Natural Weapon (Ex): At 3rd Level, the Fierceweapon Smith's improves on his claws through more forging. You can choose one of the following improvements:
Increased Damage: Increase the Damage die by one step
Improve Critical: Increase the threat range by one (to 19-20)
Vicious Critical: Increase the critical multiplier by one (to x3)
Silver Veins:* Treat them as silver for overcoming damage reduction.
Cold Iron Caps:* Treat them as cold iron for overcoming damage reduction.
*You can only have one of these, but you can change them at the appropriate levels.

Dreadful Charge (Ex): At 4th Level, the Fierceweapon Smith charges with extreme power. The Fierceweapon Smith gains Pounce (Ex). At the end of a charge, the Fierceweapon Smith may make a full-attack. They can use this ability a number of times per day equal to their Con Mod.

Master Smithy (Sp/Su?): At 5th Level, The Fierceweapon Smith masters his abilities and learns how to create magical arms and armor. A Fierceweapon Smith gains Craft Magical Arms & Armor with a Caster Level equal to his Greatweapon Smith Level + (2 * Int Mod).

Greater Signature Weapon (Ex): At 5th Level, The Fierceweapon Smith becomes even more masterful of his claws as weapons. They become equal to a +3 Weapon.

Greater Natural Weapon (Ex): At 5th Level, the Fierceweapon Smith improves upon his claws through more forging. You can choose one of the following improvements:
Increased Damage: Increase the Damage die by one step
Improve Critical: Increase the threat range by one
Vicious Critical: Increase the critical multiplier by one
Silver Veins:* Treat them as silver for overcoming damage reduction.
Cold Iron Caps:* Treat them as cold iron for overcoming damage reduction.
Posion Slash: You can store a single dose of injury or contact poison in your claws that release on your next hit.
*You can only have one of these, but you can change them at the appropriate levels.

Gory Wound (Ex): At 6th Level, the Fierceweapon Smith is able to deliver really gory wounds with their claws that continue to bleed and cause antagonizing pain. Whenever you score a critical hit with your claws, the wound continues to bleed, 2 HP a round, for a number of rounds equal to your Fierceweapon Smith level + Str Mod. 1 point of magical healing or a DC (15+Your Str Mod) check stops the bleeding.

Blood Vicious (Ex): At 6th Level, the Fierceweapon Smith's lust for blood and the power he gains from it becomes even greater. Whenever you score a critical hit with your claws, Pick another one of the following:
Iron Skin: Gain DR (5+Con Mod)/-
Spell-Rejection: Gain SR = to your (Fierceweapon Smith Level + Con Mod)
Rejuvenating Blood: Gain Fast Healing = Con Mod
Each trait only uses your inherent Con Mod. They stack with Blood-Thirsty and last just as long. Once you pick the ability, it can not be changed.

Forge Natural Weapon (Ex): At 7th Level, the Fierceweapon Smith masters his craft as a blacksmith and learns how to forge natural weapons on anyone, or improve them. You can create a set of claws or a bite attack for any humanoid creature. If they already have a set of natural weapons, you can improve them slightly.

Forging Natural Weapons: Forging a set of natural weapons is a long and painful process. It takes 3 weeks and 3000gp of supplize to prepare the components for the operation. The acutal operation takes 1 week and 1000gp to complete, for a total of 4 weeks and 4000gp (all done by a 7th Level Fierceweapon Smith) and you must succeed on a DC 25 Craft (Weaponsmithing) check on the operation (failure listed below). The operation is extremely painful and debilitating and you suffer 4 temp. points of Con damage & 2 points of Str damage for a minimum of one week which then it takes 2 days of full rest to return to normal. The weapons are claws which do 1d6 Slashing and Piercing (1d4 Small) and are secondary natural weapons (1/2 Str Bonus, etc.).

Improving Forged Natural Weapons: Improving upon a forged set of natural weapons is a less painful and much shorter process and if you are serious about fighting with them, you should upgrade them. You can preform any of the following improvements upon forged natural weapons:
Improve Damage: Improve the damage die up one step (Max 1d12): 3000gp, Craft DC 20
Improve Critical: Improve the critical threat range by one (Max 18-20): 4000gp, Craft DC 22
Vicious Critical: Improve the critical multiplier by one (Max x4): 4000gp, Craft DC 22
Poison Slash: Store a single dose of injury or contact poison in your claws that releases on your next hit: 2000gp Craft DC 22
Silver Veins*: Treat as silver for overcoming damage reduction: 3000gp, Craft DC 24
Cold Iron Caps*: Treat as Cold Iron for overcoming damage reduction: 3000gp, Craft DC 24
Adamantine Nails*: Treat them as Adamantine for overcoming damage reduction: 6000gp, Craft DC 26
*You can only have one type of special material in the natural weapons.

Improving Natural Weapons: You can also improve upon a creatures natural weapons as well. Although, since you are improving what is truly natural, you can only go so far. You can only preform one improvement per natural weapon. The creature must be willing or helpless. You can preform any of the improvements listed above, but with no max on the damage die.

All improvements take 3 weeks to complete plus the cost listed. It takes 2 weeks to prepare the materials, and 1 week for the operation. After the operation, the creature suffers 2 Temp. points of Con damage until they get 2 full days of rest (or an equivilent amount of rest).

You must succeed on a Craft (Weaponsmithing) check against the DC listed in the improvement. Each succeful operation adds +3 to the DC of the next to not screw up. Failure means the operation failed and you need to pay 1000gp for new materials can try again; Failure by 5 or more means you failed and ruined the materials and have to pay the cost again, and the patient suffers 4 Temp Con damage; Failure by 10 or more means you horribly screwed up the operation, you fail and the patient suffers 2 permanent Con damage (only a Wish or Miracle can restore); God forbid you fail by 15 or more, then the patient loses the function of their hands and suffers 2 permanent Con Damage (only Wish or Miracle can restore damage or use of hands.

Master Natural Weapon (Ex): At 7th Level, the Fierceweapon Smith masters his claws into vicious and deadly weapons. You can choose another improvement below.
Increased Damage: Increase the Damage die by one step
Improve Critical: Increase the threat range by one (18-20 Max)
Vicious Critical: Increase the critical multiplier by one (x4 Max)
Silver Veins:* Treat them as silver for overcoming damage reduction.
Cold Iron Caps:* Treat them as cold iron for overcoming damage reduction.
Posion Slash: You can store a single dose of injury or contact poison in your claws that release on your next hit.
Adamantine Nails:* Treat them as Adamantine for overcoming damage reduction.
*You can only have one of these, but you can change them at the appropriate levels.

watsyurname529
2008-03-22, 05:06 PM
Well there are my first 3 PrC's. The Smiths PrCs. Tell me whatcha all think.

DonThelonious
2008-03-22, 07:20 PM
Glad to hear so many people like the class. On the other thread Bhu had the orcs pretty well covered so I opted to do my favorite horde race: GOBLINS!!!!
--
Wats!!!!! Great to see you! And you brought out the Smiths... Sweet:smallsmile:. We still need to find some decent pics for those classes. I will see what I can turn up in the way of a sneaky smith pic for you.
--
Now to get back to everyone who posted on the barghessian :smallbiggrin: :redcloak:...


Well, let's get started.

Overall, I like it. I was going to rant a bit on how it was overpowered, but then I had sort of a revelation. Some things just need to change a bit.

1) make the natural armor an actual increase, not enhancement.

2) wow, it looks alright. I can't think of very many problems at all. It does seem a little powerful though, even taking into account the requirements.

1) I though I had it set up that way? Oh well, it is supposed to be and I will make the necessary edits.

2) The greatest limit on the Barghessians power is actually the need to feed on specific souls in order to level up, so while it looks a little overpowered it balances out.


"Barghessian" looks.... good! Feed could be tweaked a bit more though - personally, I'd remove the restriction on who killed it (but put a duration, say 1 minute, before the body's no longer useful), and prevent it from infinitely scaling. Did you consult the Soul Eater class when making this? It has some fairly similar abilities, and I can easily see a Goblin XYZ 5 / Barghessian 10 / Soul Eater 5 being abnormally powerful.

All in all I love the flavour, and the fact that you need to be Goblin helps balance it out. Great job!
I was mulling the idea for any kill to be fed upon with the exception of the feeding needed to advance the PrC level. I will take another look and carefully consider your suggestion.

Soul Eater? I have never heard of this class before, where can I find it? As for the inspiration for the class, that all came from the Barghest monster class from SS, in fact I stole many of the abilities from that class and tweaked them.

As far as the flavor is concerned, well, I believe I was visited by a muse...


I really like the feel of this. I'm definitely going to try it for game balance in an upcoming game.


My only suggestions are:

1. Make it start as a template of a fiendish ritual. Maybe make some sort of 3 level prc that summons and receives the 'blessings' of the barghest. The subject of the template is so consumed with rage, usually at humans etc.... that they give up all their goblinhood to take on the barghest taint.

Then figure out what would be a fair deal to the barghest and make that the price of the ritual. A smart barghest might find it far easier to corrupt a goblin or two in exchange for a ready food supply. They're bodies are really vulnerable when they sleep but a cult of evil might protect them - there is a mutual need here.

2. For survivors from previous Goblin\Barghest unions you may want to make it a fiendish bloodline. Most goblins would be repelled at this but sometimes its not so good to be a goblin. The leaders might not mind the sacrifices of the _other_ goblins so much if it gives them a weapon to use against their enemies. Evil cult leaders, knowing of this use for goblins, might be delighted.



Sigurd.

Nice pic, where's it from?
Once again, thank you and I am glad the flavor matches the crunch:D.

1) Your ideas are really cool and I must say they fit well, but I feel that making very world specific roleplaying requirements and such should be left up to the individual DM. Though I like the ideas I want this class (and all my classes for that matter) to be specific enough to easily fit into a campaign but open enough for DMs and players to add their own tweaks and mods.

2) This is awesome and I think it would be a wonderful adventure hook. The priests would make for some great recurring villains for the Barghessian to fight. I think I may edit the rituals sacrifices of barghest blooded goblins into the flavor, its a perfectly logical explanation for why so many barghessian die before they have a chance.

The pic I found on google image search, I think it was for the word hybrid or just werewolf. I thought it fit the class perfectly, so I snagged it.


I like the Barghessian, though it is odd that a polymorph into an 'unusually large wolf' remains exactly the same as the SRD wolf entry.

I'd be interested in seeing your Beast Rider PrC, I've always had a fondness for wolf-riding gobbos.

As for the One Eyed PrC: it's interesting. It makes the Hexblade's curse into something that's actually dangerous. And I don't mind that it's based on an alternate class feature, since every Hexblade I've ever played or met took that alternate feature.

Yeah the shape is exactly that of the wolf, the "...unusually large wolf..." is just flavor.

My Beast Rider PrC will be posted soon, I am just doing some final edits and updating its list of possible mounts. The next class I plan on posting is my Goblin Pigsticker, which can best be described as the scariest goblins ever.

dman11235
2008-03-22, 07:56 PM
And to think I'm responsible for this mass migration?

Souleater is from the BoVD I believe. If not, maybe some other 3.0 evil oriented book. Check a reference source. It is 3.0 though.

And while you think it may be a lot to have to feed on certain souls to level up, it's actually not that much. Except at higher levels, where things like regeneration are more common. It does do some, but not all that much. All in all, I'd put this PrC at about 6.5 on the power scale. Maybe as high as 6.75, maybe as low as 6.25. But that about where it should be. A little high without the restrictions.

watsyurname529
2008-03-22, 08:20 PM
Yeah, I've made some minor edits to the Smiths. Saw some errors and I might re-tool one or two abilities.

Anyway, I'll get to posting my others soon!

DonThelonious
2008-03-22, 11:02 PM
Finished editing in a few of the suggestion I got here and decided to tweak some of the abilities a little bit on the barghessian. Clarified a lot of the wording for Feed.

I'm going to wait a bit and let Wats smiths get a bit of (:smallamused:*Ahem...* long awaited and much deserved) attention and critiquing before posting my next class. Right now I am going to see if I can't find a suitable pic or two for Wats.

watsyurname529
2008-03-23, 12:32 PM
Finished editing in a few of the suggestion I got here and decided to tweak some of the abilities a little bit on the barghessian. Clarified a lot of the wording for Feed.

I'm going to wait a bit and let Wats smiths get a bit of (:smallamused:*Ahem...* long awaited and much deserved) attention and critiquing before posting my next class. Right now I am going to see if I can't find a suitable pic or two for Wats.

Thanks for the continued support of the Smiths and yes, they do need some PEACHing done to them. Anyway if you do find some good pics let me know and I'll put them in. Also, I'm going to get a Orc Barbarian 7/Greatsmith 6/Fierceweapon Smith 7 sample character up for some fun, I might even orient an entire adventure for him.

Bhu
2008-03-23, 02:45 PM
Okay I did a quickee edit of the Ironheart Samurai. It's mostly up to get the idea of what I'm going for across. Let me know what you think.

watsyurname529
2008-03-23, 06:45 PM
Okay, time for some PEACHin' for the Ironheart Samurai.

First, the abilities you have are good since this is basically a transistion from Hobgob to Machine Hobgob with some interesting extras (the covered in blood ability for example). Anyway, since you had Staredown as a Prereq I would add something that advances that ability or give them some other intimidation based power.

In other news, I got some new PrC ideas that I'll be doing soon after I finish my Psychopath. The first is the Iron Hob which will be literally a Hobgoblin Tank by means of Hobgoblin Shift-Plate (new exotic armor) and getting a High AC but still maintaining mobility and power. Whether it will include some Iron Heart maneuvers is still undecided. Next is the BugThug which will be a Bugbear Setting Sun specialist with some Rogue thrown in there for good measure. Then last but not least, keeping in line with my Smiths, the Armor Smith which will be another tank but with their own twists.

Bhu
2008-03-24, 01:05 AM
Good thing you mentioned that. I noticed I forgot the class ability for level 8. Added it in and will have sample guy up soon.

Level20Commoner
2008-03-24, 02:16 AM
Okay I did a quickee edit of the Ironheart Samurai. It's mostly up to get the idea of what I'm going for across. Let me know what you think.

Wow, the Ironheart Samurai's capstone ability is powerful! :smallbiggrin: Not that I want you to make them any weaker, but unbeatable Regeneration (no alignment type, energy type, weapon damage type, or weapon material type to overcome) + immunity to non-lethal damage = invincible. A couple of other questions. I get that having no heart makes you cold and emotionless, but why does it instill in you a growing and eventually irresistible urge to kill (that sounds more like an undead compulsion to me)? I think it would make more sense for an Ironheart Samurai to stop standing up for/protecting the serfs unless specifically commanded to by his lord (less personal concern for others + lack of initiative without constant updating of instructions is very construct-like). You could also imply that they show a reduced ability to interpret orders correctly and may even continue to carry out instructions that are no longer necessary/useful (attacking anyone who wanders onto a battlefield, even after the battle has ended, or enforcing martial law in a town years after a war has ended, but the samurai never received word that an armistice had been reached). Just some suggestions. I really appreciate you working on the Prc. Thank you.

Bhu
2008-03-24, 12:53 PM
They only get teh Regen when drinking/covered in blood, but I get what you mean.

The compulsion to kill comes from several things. Killing gives them blood to heal, and the healing is one of the few things left that they can feel. Some become addicted to it. Some just lose any sense of right or wrong because psychosis sets in when they cann't feel anything emotionally, and they begin to stop feeling anything physically.

Lemme think on it and I'll figure out a way past the regen unless it's okay as it stands. You'd have to keep figting to get the blood for it, and fights risk more damage.

FatherMalkav
2008-03-24, 01:18 PM
I love this thread, I just need to say that.

Wats, I noticed that the Ferceweapon smith can add Cold Iron Caps to others, but not himself. Was there a reason for this for just a typo?

watsyurname529
2008-03-24, 04:05 PM
I love this thread, I just need to say that.

Wats, I noticed that the Ferceweapon smith can add Cold Iron Caps to others, but not himself. Was there a reason for this for just a typo?

Yea, that would be a typo. I'll get to adding that among a few other clarifications.

DonThelonious
2008-03-24, 11:14 PM
bhu: looking over the IS you have here I have one blaring question: 5 class skills and 4 skill points per level? Whats up with this? I think 2 + Int Mod would be better suited.

Bhu
2008-03-25, 03:44 AM
Hi Don. You'll notice next to Knowledge it says 'any'. Since the IS sets up nights without sleeping theoretically he gets to read a lot...

Bhu
2008-03-25, 02:06 PM
How about the regen being vulnerable to acid? Kinda goes with the whole iron theme...

watsyurname529
2008-03-25, 05:59 PM
How about the regen being vulnerable to acid? Kinda goes with the whole iron theme...

That would work out quite well. Go for it.

Bhu
2008-03-26, 02:32 AM
I tweaked the IS a little. WHile you peruse it I'll be working on the example guy.

Level20Commoner
2008-03-26, 04:28 AM
They only get teh Regen when drinking/covered in blood, but I get what you mean.

The compulsion to kill comes from several things. Killing gives them blood to heal, and the healing is one of the few things left that they can feel. Some become addicted to it. Some just lose any sense of right or wrong because psychosis sets in when they can't feel anything emotionally, and they begin to stop feeling anything physically.

Lemme think on it and I'll figure out a way past the regen unless it's okay as it stands. You'd have to keep fighting to get the blood for it, and fights risk more damage.

Okay, I get it now. It is not blood lust which drives them as much as the sensation created by the healing ability; it is truly the only way that an IS can still feel alive. Thanks for making the regeneration overcome by something. There is an easier way to indicate that acid damage isn't healed however. Just like damage reduction, all you have to do is write the special quality of the weapon right after the amount of non-lethal damage healed each round. Therefore, if you write 'Regeneration 5 Acid', dnd players will understand what it means just as easily as when your write 'DR 10/Cold Iron'. If you will indulge me with another question about the fluff Mr. Bhu, then I must know: who developed the process for making the IS? I think it would be kewl if the IS were the result of some kind of 'super soldier' program initiated by the upper brass in the hobgoblin military. The program was rushed to completion, and as a consequence the arcane researchers who made the first IS were unaware of the emotional instability and homicidal tendencies that would come to be the horrifying legacy of the IS. The program was scrapped, and its existence all but forgotten, but tales of the ferocity of the IS would endure. Eventually a new generation of power hungry samurai emerged. It was a common belief among these young samurai that even having emotions was a weakness and an obstacle on the path of bushido. Thus they sought out the old lore and a means to re-create the perfection they thought had been achieved previously. An ocean of blood would flow from their folly.

DonThelonious
2008-03-26, 10:14 AM
Okay, I get it now. It is not blood lust which drives them as much as the sensation created by the healing ability; it is truly the only way that an IS can still feel alive. Thanks for making the regeneration overcome by something. There is an easier way to indicate that acid damage isn't healed however. Just like damage reduction, all you have to do is write the special quality of the weapon right after the amount of non-lethal damage healed each round. Therefore, if you write 'Regeneration 5 Acid', dnd players will understand what it means just as easily as when your write 'DR 10/Cold Iron'. If you will indulge me with another question about the fluff Mr. Bhu, then I must know: who developed the process for making the IS? I think it would be kewl if the IS were the result of some kind of 'super soldier' program initiated by the upper brass in the hobgoblin military. The program was rushed to completion, and as a consequence the arcane researchers who made the first IS were unaware of the emotional instability and homicidal tendencies that would come to be the horrifying legacy of the IS. The program was scrapped, and its existence all but forgotten, but tales of the ferocity of the IS would endure. Eventually a new generation of power hungry samurai emerged. It was a common belief among these young samurai that even having emotions was a weakness and an obstacle on the path of bushido. Thus they sought out the old lore and a means to re-create the perfection they thought had been achieved previously. An ocean of blood would flow from their folly.

This just made my skin crawl...

Just wanted to say that.

Bhu
2008-03-27, 01:56 AM
Spooky but awesome. Finished up the example NPC, and added some fluff. If it looks good to everyone I'll put up the next PrC.

Level20Commoner
2008-03-27, 02:28 AM
This just made my skin crawl...

Just wanted to say that.

Thanks. I try.:smallamused:

watsyurname529
2008-03-27, 07:08 PM
THE PSYCHOPATH

Picture URL

Quote of Some Kind by a member of the class!

A general description of whatever the class is!

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

ENTRY REQUIREMENTS
To qualify to become a Psychopath, a character must fulfill all the following criteria:
Base Attack Bonus: +5
Skills: Any Skill 5 Ranks
Feats: Psychotic Mind [See bottom of Post], Improved Toughness or Toughness
Special: Must of had some sort of episode upon taking the first level in this class showing his insanity.

Class Skills
Psychopath’s class skills (and the key ability for each skill) are Climb (Str), Jump (Str), Handle Animal (Cha), Intimidate (Cha), Listen (Wis), Spot (Wis), Survival (Wis), Swim (Str)
Skills Points at Each Level : 4 + Int Mod

Hit Dice: d10


BAB Fort Ref Will Abilities
1. +1 +2 +0 +2 Psychotic Rage 1/Day, Psychosis
2. +2 +3 +0 +3 Insane Rage, Psychotic Toughness
3. +3 +3 +1 +3 Psychotic Rage 2/Day, Broken Mind
4. +4 +4 +1 +4 Insane Rage, Paranoia
5. +5 +4 +1 +4 Greater Psychotic Rage


Weapon Proficiencies: The Psychopath gains no new weapon or armor proficiencies.

Psychosis (Ex): Your Psychotic mind gets even worse and more of a mess. The save DC of the Psychotic mind feat increases to DC (12 + 1/2 HD + Class Levels) and if they fail, the spell (or Supernatural ability) fails and they are Stunned for 1 round.

Psychotic Rage (Ex): Your tortured mind enables you and your body to fly into an psychotic frenzy. You become a machine of death striking with unlimited fury. When in Psychotic Rage you gain two of the following: +4 Str, +4 Con, +4 Dex bonus; and a +2 on Will Saves. However, in your fit of rage, you get careless and suffer a -2 penalty to AC. The rage lasts for a number of rounds equal to your (enhanced) Con Mod. Starting rage is a free action that must be done on your turn. When your rage ends, you become fatigued. At 1st Level you gain Psychotic Rage 1/Day and a 2nd use at 3rd Level.

Insane Rage (Ex): Your rage becomes even more insane as your mind goes even deeper into psychosis. When you rage, you gain one of the following abilities. The ability always activates when you rage. Once an ability is chosen, it can not be changed. All abilities are Ex unless otherwise noted. You gain a second ability at 4th Level, but you can not choose the same one twice.

Run Like the Wind!: While raging you start to move faster, and faster. You gain a +20ft bonus to your base land speed for the duration of the rage. This fast movement also makes you hard to hit, you gain a +2 Dodge bonus to AC. This ability functions in Light or Medium armor.

Ha, Missed Me!: While raging your reflexes heighten as your able to dodge more things. You gain the Evasion ability and a +3 bonus to Reflex saves for the duration of the rage. This ability functions in Light or Medium armor.

Tough as Nails: While raging your skin hardens and you simply shrug off pain. You gain DR 5/- and +2 Natural Armor for the duration of the rage. This ability functions in all types of armor.

Iron Claws: While raging your hands and fingers elongate and the skin hardens around them becoming razor sharp. You gain 2 claw attacks which are primary natural weapons that deal 1d10 damage with a 20/x3 critical. The claws deal slashing and piercing damage and can be used as secondary natural weapons if using a manufactured weapon. The claws count as magic for overcoming DR; they also count as Light weapons for TWF. The claws last for the duration of the rage and can be used in all types of armor.

Spazy: When you rage you spaz out, lashing out at everyone around you. When you begin and end a rage, you spaz hitting everyone adjacent to you. All the attacks use your highest BAB and use your primary weapon; only one attack is made against each creature. If your attack is successful, the creature must make a DC (10+Psycho Class Level+Str Mod) or be Dazed for 1 round. This ability functions when you start/end a rage and functions in all types of armor.

Not Goin' Down: When you rage, your mind refuses to accept pain and twists your body's limits to allow it to fight longer despite wounds that would kill normal warriors. As long as your rage continues, you are not treated disabled a 0 Hp nor are you treated as dying from -1 to -9 Hp. Even if you are reduced to -10 hp, you can continue to fight normally until your rage ends or if you are reduced to -20hp, at which you will die. This ability does not prevent death from spell effects such as slay living or disintegrate.

Bear Hug: When you rage you gain massive strength and have learned to use that strength to grapple your enemies and crush them. While raging you gain Improved Grapple and Improved Unarmed Strike for the duration of the rage. This functions in all types of armor.

Heat of the Moment: When you rage your mind enters the heat of battle. Each blow leads to the next. Whenever you hit an enemy in melee, you gain a cumluative +1 to Damage Rolls and Critical Confirmation rolls for each successive attack. If you get a Critical Hit, you gain a cumluative +4 to Damage Rolls and Critical Confirmation. The bonuses applies to all attacks made. If you miss the bonus is halved, rounded down (+1 halved becomes +0). This lasts for the duration of the rage.

Sadistic Glee*: Each swing of your weapon that connects sends waves of ecstasy through your psychotic mind. While drunk with the incredible pain that you have caused, mortal wounds seem like nicks and scratches. While you are raging, any damage you deal with melee (ranged weapons lack the intimacy to cause a psychotic reaction) weapons grants you a number of temporary hit points equal to 1/2 the damage dealt. You only can only gain temporary hit points once per round on your first hit. These temporary hit points last until your rage ends or the encounter ends, whichever comes first. For example, Level20Commoner is a 2nd level Psychopath and has just activated his Psychotic Rage. The deadly arc of his jagged greataxe rips into the tender flesh of his ogre mage opponent, dealing 20 damage in total. The sight (and perhaps the taste) of the pain he has just inflicted on the ogre mage causes Level20Commoner's mind to reel with Sadistic Glee, granting him 10 temporary hit points. These temporary hit points last until Level20Commoner's rage ends, or the ogre mage falls, whichever comes first.
*Written by Level20Commoner

Psychotic Toughness (Ex): Your twisted mind allows you to ignore pain and fight longer than a normal man. You gain Diehard as a bonus feat even if you do not meet the prereqs.

Broken Mind (Ex): Your mind finally breaks and becomes truly a jumble of random thoughts and impulses that at times even have no meaning to you. As this happens, you become Immune to all Mind-effecting spells and abilities.

Paranoia (Ex): Anyone and Everyone is watching. Someone is out to get you. That guy around the corner may jump you. That allyway there's a wizard going to blast you. You must always be alert and watching. You gain Uncanny Dodge and Alertness as a bonus feat.

Greater Psychotic Rage (Ex): The pinnicle of psychotic fury, your mind finally unlocks your psychotic power. Your thoughts essentially explode and become violent impulses. You gain a +8 Str and a +6 to either Con or Dex; +4 Will Saves and -3 AC. While raging you strike about with all of your body trying to cause damage. Your unarmed strikes are now considered armed and do 1d6+Str Damage with a 20/x3 critical; if you have the Iron Claws rage ability, you manifest your claws instead but they deal 1d12 damage. Your rage causes your mind and body to spaz, allowing you to hit faster. You gain one additional unarmed attack at your highest BAB per round, but all the attacks made suffer a -3 penalty. Lastly, in this state of mind, your thoughts are so violent that they can even attack people trying to gain access to your mind. Anyone who targets you with a thought detection, mind control, or telepathic ability makes direct contact with its tortured mind and takes 1d4 points of Wisdom damage when you are raging. All the bonuses supercede the ones from Psychotic Rage and have the same restrictions and lasts for 3 + (enhanced) Con Mod Rounds. At the end of the rage you become exhausted and take 5d6 Non-Leathal Damage.

PLAYING A PSYCHOPATH
You're unpredictable. You're mentally insane and psychotic, or at least you have your episodes. Most psychopaths have varying degrees of psychosis. Some are always off the deep end while others experience episodes where they burst into a furious frenzy.
Combat: You rage and let your psychosis and insanity take over. You barely reconized friend from foe and are likely to take huge risks.
Advancement: The only advancement is your condition either gets worse, or doesn't.
Resources: Sometimes you're an outcast, sent away for your insanity. Other times you have friends who care for you and can help you.

PSYCHOPATHS IN THE WORLD
"There's something wrong with that damn goblin. He's crazy man!"
Most people view you with mixed emotions. Some feel sad for you. Most don't like you fearing an another episode of insanity.
Daily Life: It depends on the degree of your insanity. Some can go about normal life except always having to fear an episode. Others are always insane and thus lead a chaotic life of random events.
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: The only organization for psychopaths is an asylum. The men in the white coats will be here shortly.

NPC Reaction
Once again, depending on the degree of insanity, people will react differently. However, most people learning that your insane/psychotic will distance themselves from you and always keep their eye on you. Most will not let you in their homes or close to them. They all fear an episode or outbreak and they don't want to be on the receiving end of one.

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

Sample Encounter
Anywhere!
EL x: Level20Commoner was just your normal bar tender at first, but he had something about him that just made him different. First his bar, The d20, has risen to being the most popular bar in town. So much that Level20Commoner became somewhat wealthy. At first to save money, he was his own bouncer, learning how to use the battle axe to break up bar fights. He became one tough bar tender. Eventually he started to go off the deep end becoming more random and seemingly insane at times. Patrons sometimes found their food or drink with weird altercations, whether it was just different ingredients or...something else. Then one day he snapped. It was during the late night shift and a bar fight broke out and he was hit. He burst into a fury and killed both the half-orcs. After coming to his senses he realized what he did and proceded to hide the evidence. No one but him knew what happened that night and to this day no one does. Although sometimes he has to shut down his bar for a day or two for seemingly unknown reasons and sometimes you can hear the breaking of objects and shattering of glass and come in the next day and find signs of his destruction. The PC's could be in the bar when Level20Commoner experiences an episode or be hired to investigate the "disappearences" of a couple people that were on the receiving end of Level20Commoner's rage.


Level20Commoner
CN/Male/Human/Commoner 20/Psychopath 5
Init +1, Senses: Listen +6, Spot +6,
Languages Common, Elven
------------------------------------------------
AC 13 (+2 Dex, +1 Ring of Protection), touch 13, flat-footed 11
AC 12 (+2 Dex, +1 Ring of Protection, -3 Rage, +2 Nat. Armor) touch 10 flat-footed 10
hp 115 (190 Raging) (20d4 +5d10 +75 HD)
Fort +12 (+15 Rage), Ref +8, Will +11 (+15 Rage)
------------------------------------------------
Speed 30ft. (6 squares)
Melee +18 +1 Vicious Battle Axe (1d8+3 20/x3 +2d6) or +18/+13/+8 +1 Vicious Battle Axe (1d8+3 20/x3 +2d6)
Melee (Rage) +22 +1 Vicious Battle Axe (1d8+11 20/x3 +2d6) or +20 Unarmed (1d6+5 20/x3) or +22/+17/+12 +1 Vicious Battle Axe (1d8+11 20/x3 +2d6) or +19/+14/+9 +1 Vicious Battle Axe (1d8+11 20/x3 +2d6) and +17 Unarmed (1d6+5 20/x3)
Base Atk +15/+10/+5, Grp +16
Atk Options Greater Psychotic Rage 2/Day, Power Attack, Cleave
Combat Gear Potion of CSW
-----------------------------------------------
Abilities Str 12, Dex 12, Con 14, Int 12, Wis 12, Cha 10
SQ Psychosis, Paranoia, Broken Mind, Psychotic Toughness, Insane Rage (Tough as Nails: DR 5/- and +2 Nat. Armor Raging) Insane Rage (Sadistic Glee)
Feats Psychotic Mind, Improved Toughness, Skill Focus (Prof: Bar Tender), Skill Focus (Prof: Chef), Martial Weapon (Battle Axe), Weapon Focus (Battle Axe), Power Attack, Self-Sufficient, Cleave, Diehard
Skills Handle Animal +9, Profession (Farmer) +32, Profession (Chef) +24 Use Rope +9
Possessions +1 Vicious Battle Axe, Ring of Protection +1, Potion of CSW


Psychotic Mind [General Feat]
Prereqs: --
Benefits: You're mind is a jumbled mess of thoughts and complete madness. You're crazy and you like it. Any one trying to read your mind or detect your thoughts must succeed on a DC (12 + 1/2 HD) Will Save or be dazed for 1 round and the spell fails to detect your thoughts.

watsyurname529
2008-03-27, 07:19 PM
The Psychopath is my newest PrC. I'm having some trouble with the final ability, Greater Psychotic Rage. I want it to be something different and special and not just bonus increase from +4 to +6.

Any suggestions welcome. Also, any ability suggestions for Insane Rage are also welcome.

Bhu
2008-03-28, 02:01 AM
Handle Animal as a class skill?

watsyurname529
2008-03-28, 05:02 PM
That was added orginally because the Barbarian got it as a class skill and this class was based off it.

Being insane can mean many things which not all of them can mean "hate animal". That and also the class suffers more from "Episodes" ala Psychotic Rage. So most of the time you can be fine and (relatively) normal until you suffer an episode.

Bhu
2008-03-28, 06:42 PM
Paranoia seems a tad powerful. I could see a Feat or Uncanny Dodge but not both.

DonThelonious
2008-03-29, 02:18 AM
When I think of pure psychotic rage I imagine a raging brute tearing into everything with just his bare hands. For the psychopaths capstone they could gain IUS and deal unarmed damage like a monk of equal character level. They could also be given a special rend ability. Treat their hands like magic weapons and give them some crazy bonus' to str and con.

Just some thoughts.

Bhu
2008-03-29, 02:23 AM
Lemme PEACH your smiths first and I'll look into the Psycho Wats.

And speaking of PEACHing...



PINE BENDERS

http://Picture URL

"The cities may be yours, but the hills belong to me. You should have stayed in town."

Pine Benders are Orcish Druids who give up the ability to shapeshift into animals and elementals in exchange for simple physical power: they can grow to giant size.

BECOMING A PINE BENDER
Orcs who become Druids are pretty rare. Temperamentally most aren't well suited to it, and the clash of mindsets of those who are inevitably lead to their being outcast from the tribe. After time alone in the woods many go insane, or begin to quest for personal power to make their place in the world. Most Pine Benders are rather combative Druids. Some may have a level or two of barbarian or Fighter.

ENTRY REQUIREMENTS
Race: Orc
Class Abilities: Wild Shape
Feats: Power Attack, Cleave
Skills: Knowledge (Nature) 6 Ranks


Class Skills
The Pine Benderss class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (int), Heal (Wis), Intimidate (Cha), Knowledge (Nature)(Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str)
Skills Points at Each Level : 4 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +0 +2 +0 +2 Giant Shape (Powerful Build), Sun sight +1 level of Divine Spellcasting Class
2. +1 +3 +0 +3 +1 level of Divine Spellcasting Class
3. +2 +3 +1 +3 Giant Shape (Large)
4. +3 +4 +1 +4 +1 level of Divine Spellcasting Clas
5. +3 +4 +1 +4 +1 level of Divine Spellcasting Class
6. +4 +5 +2 +5 Giant Shape (Huge) +1 Level of Divine Spellcasting Class
7. +5 +5 +2 +5 +1 level of Divine Spellcasting Class
8. +6 +6 +2 +6 +1 Level of Divine SPellcasting Class
9. +6 +6 +3 +6 Giant Shape (Gargantuan)
10.+7 +7 +3 +7 Giant Form +1 Level of Divine Spellcasting Class

Weapon Proficiencies: Pine Benders are proficient with Simple Weapons and the Greatclub.

Sun Sight (Ex): At 1st level the Pine Bender loses any Light Sensitivity it may have.

Giant Shape (Su): Your Druid and Pine Bender levels stack for purposes of determining how many times per day you may Wild Shape and it's duration. Your Wild Shape is also different. You may no longer assume other forms, but you may grow in size and strength. You do not lose the ability to speak or cast spells, and any equipment worn upon your person (i.e. your clothes and any magic items occupying slots in your body) grow with you and do not cease to function. Weapons held in your hand increase in size with you as well. At 1st level you gain the Powerful Build ability (see page 12 of the Expanded Psionics Handbook) in Giant Shape, and a +4 Enhancement Bonus to your Strength and a +2 Enhancement Bonus to your Constitution. You also gain a Slam attack doing 1d3 plus Strength bonus. You get 2 Slam Attacks with a Full Attack.


At 3rd level while in Giant Shape you actually become Large instead of having Powerful Build., and gain a +8 Enhancement Bonus to your Strength, +4 Enhancement Bonus to your Constitution, and your Natural Armor Class Bonus increases by +2. Base Speed increases by +10 feet, and you gain a Slam attack doing 1d4 plus Strength bonus. You may also now catch and throw rocks as a Large Giant does (see Monster Manual page 119) while in Giant Shape. Size/Reach becomes 10'/10'.

At 6th level you may become Huge while in Giant Shape, gaining a +16 Enhancement Bonus to Strength, a +8 Enhancement Bonus to Constitution, and your Natural Armor Class Bonus increases by +5. You may now catch and throw rocks as a Huge Giant. Base Speed increases by +10 feet, and you gain a Slam attack doing 1d6 plus Strength bonus. Size/Reach becomes 15'/15'.

At 9th level you may become Gargantuan while in Giant Shape, gaining a +24 Enhancement Bonus to Strength, a +12 Enhancement Bonus to Constitution, and your Natural Armor Class Bonus increases by +9. You may now catch and throw rocks as a Gargantuan Giant. Base Speed increases by +10 feet, and you gain a Slam attack doing 1d8 plus Strength bonus. Size/Reach becomes 20'/20'.

Giant Form (Ex): At 10th level the Pine Bender's Type becomes Giant instead of Humanoid, but it still retains the Orc subtype, and is considered an orc for all other purposes. You also gain low light vision. You may now become Colossal while in Giant Shape, gaining a +32 Enhancement Bonus to Strength, a +16 Enhancement Bonus to Constitution, and your Natural Armor Class Bonus increases by +14. You may now catch and throw rocks as a Colossal Giant. Base Speed increases by +20 feet, and you gain a Slam attack doing 2d6 plus Strength bonus. Size/Reach becomes 30'/30'.

PLAYING A PINE BENDER
No one has ever liked you. And that's fine by you. You have enough power now to make your own way in the world, and to hell with anything that gets in your way. Leading others is of no real interest, but you don't intend to be a servant either.
Combat: Pine Benders tend to use Giant Shape to it's maximum advantage, backing it up with spells as they go since they can cast while Giant Shaped.
Advancement: Pine Benders are usually melee oriented Druids. The question is not so much whether to concentrate on being a Tank or a caster, but what sort of Tank you will be..
Resources: Pine Benders are often loners and misfits. Too different to fit in with other Orcs, too orcish to fit in with other races. They pretty much have whatever they can summon and what few friends they can make to rely upon to help them.

PINE BENDERS IN THE WORLD
"I'd leave that old Orc up in the hills alone if I were you. All those skeletons hanging from trees around here are his doing."
Most Pine Benders don't interact with society at all, believing they'll be rejected like they always have. This leads to a bad reputation which they usually do their best to enhance, hoping to be left alone. Of course the desperate seek them out for help anyway.
Daily Life: Pine Benders tend to spend all their time studying or in accumulating more personal power (which they define as combat ability, they are still Orcs after all). They have no one to rely on sio their survival skills and fighting abilities are uppermost in their minds.
Notables: San (CN Male Orc Druid 6/Pine Bender 6)
Organizations: Pine Benders rarely have any organization. Most are hermits, serial killers, or obsessed with their research.

NPC Reaction
Since the Pine Benders have a very unsubtle method of making their displeasure known, most NPC's crap themselves when confronted by them. They fit the stereotype of the crazy old hermit with vast magical powers and an antisocial behavior problem perfectly.

PINE BENDERS IN THE GAME
Pine Benders fulfill pretty much the same role as a melee oriented Druid does.
Adaptation: Pine Benders are odd druids, and probably not well accepted by the other Druids for their emphasis on personal power. They'll be odd men out in most situations, not really accepted by anyone.
Encounters: Pine Benders tend to be wilderness hermits, so PC's will probably encounter them in the wild. Assuming the Pine Bender wishes to be encountered. SOme are bandits, some are wise men, some are even predators.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: San takes the local hills outside of town to be his domain, and in his domain he decides who lives, and who dies. He's killed raiders and outlaws and mosters, but he's killed local townsfolk who've angered or annoyed him as well. Recently a young human girl was found dead near the hills, the corpse torn to pieces. The townsfolk are certain he did it. He's an Orc after all isn't he?? But there is evidence that points to another cause. He was spotted in several places that day. Even a druid can't be several places at once. And the tracks near her corpse were big, but they weren't an Orcs. The townsfolk have hired the PC's to take him out. But the PC's will discover along hte way, San might not be guilty, and finding him in his home ground isn't as easy as it seems...


SAN
CN Male Orc Druid 6/Pine Bender 6
Init +1, Senses: Listen +12, Spot +9, Dark Vision 60'
Languages Orc, Common
------------------------------------------------

AC 15, touch 11, flat-footed 14 (+1 Dex, +4 Armor)
AC Giant Shape 18, touch 9, flat-footed 17 (-2 Size, +1 Dex, +5 Natural, +4 Armor) in GS
hp 78 (12 HD) (126 hp in GS)
Fort +12 (+16 in GS), Ref +5, Will +13
+4 on Saves against Spell Like abilities of Fey
------------------------------------------------
Speed 30 ft. ( 6 squares) (40' in Giant Shape)
Melee +1 Collision Greatclub +12/+7 (1d10+13) (+18/+13 2d8+22 in Giant Shape)
Melee Giant Shape 2 Slams +17 (1d4+11)
Ranged +1 Thundering Returning Rock +15 (2d8+7) only in Giant Shape
Base Atk +8, Grp +11 (+23 in GS)
Atk Options Giant Shape (Large) 4/day, Rock Throwing/Catching
Combat Gear 4 Potions of Cure Serious Wounds
Druid Spells Prepared (CL 9th)
0 (6/day, Save DC 13) Detect Magic, Guidance x2, Purify Food and Drink, Resistance x2
1st (5/day, Save DC 14) Claws of the Bear, Foundation of Stone, Hawkeye, Jump, Longstrider
2nd (5/day, Save DC 15) Body of the Sun, Bramble's, Cat's Grace, Owl's Wisdom, Tiger's Touch
3rd (4/day, Save DC 16) Forestfold, Poison, Thornskin, Thunderous Roar
4th (2/day, Save DC 17) Superior Magic Fang, Vortex of Teeth
5th (1/day, Save DC 18) Stoneskin
-----------------------------------------------
Abilities Str 17 (33 in GS), Dex 12, Con 14 (22 in GS), Int 8, Wis 16, Cha 6
SQ Animal Companion (Boar), Nature Sense, Resist Nature's Lure, Trackless Step, Wild Empathy, Woodland Stride
Feats Brutal Throw, Cleave, Point Blank Shot, Power Attack, Power Throw
Skills Concentration +8 (+12 in Giant Shape), Intimidate +6, Knowledge (Nature) +5, Listen +12, Spellcraft +5, Spot +9, Survival +9
Possessions +1 Heavy Fortification Hide Armor, +1 Collision Greatclub, Bag of Holding Type IV, +1 Returning Thundering Rock, 4 Potions of Cure Serious Wounds, 2395 gp


EPIC PINE BENDER

Hit Die: d8
Skills Points at Each Level : 4 + int
Spells: The Pine Bender's Caster Level increases with each Epic level, but it's number of spells per day does not.
Giant Shape: The Epic Pine Bender gains an additional use of Giant Shape every 4 levels after the 18th (7/day at 22, 8/day at 26, etc.).
Bonus Feats: The Epic Pine Bender gains a Bonus Feat every 4 levels higher than 20th

Level20Commoner
2008-03-29, 04:50 AM
The Psychopath is my newest PrC. I'm having some trouble with the final ability, Greater Psychotic Rage. I want it to be something different and special and not just bonus increase from +4 to +6.

Any suggestions welcome. Also, any ability suggestions for Insane Rage are also welcome.

For "Insane Rage", can you select the same ability twice? "Tough as nails" x 2 would be kewl (the other abilities seem pretty weak). Also taking the "Insane Rage" "Not Goin' Down" ability is a bit of a rip-off since you get "Psychotic Toughness" anyway. Here's a suggestion for an "Insane Rage" ability:

Sadistic Glee (Ex): Each swing of your weapon that connects sends waves of ecstasy through your psychotic mind. While drunk with the incredible pain that you have caused, mortal wounds seem like nicks and scratches. While you are raging, any damage you deal with melee (ranged weapons lack the intimacy to cause a psychotic reaction) weapons grants you a number of temporary hit points equal to 1/4 the damage dealt. These temporary hit points last until your rage ends or the encounter ends, whichever comes first. For example, Sula the Unhinged is a 2nd level Psychopath and has just activated his Psychotic Rage. The deadly arc of his jagged greataxe rips into the tender flesh of his ogre mage opponent, dealing 20 damage in total. The sight (and perhaps the taste) of the pain he has just inflicted on the ogre mage causes Sula's mind to reel with Sadistic Glee, granting him 5 temporary hit points. These temporary hit points last until Sula's rage ends, or the ogre mage falls, whichever comes first.

Jayngfet
2008-03-29, 07:09 AM
hmm, there seem to be plenty of Prc's around this thread, anyone mind if I dump some races I made a while back here (orc/goblin, orc/hobgoblin, goblin/hobgoblin and I'm thinking about working on a bugbear/kobold, plus goblin and orc subraces designed around being smarter but clumsier)

watsyurname529
2008-03-29, 08:50 AM
Well on the Paranoia ability I just added Alterness to give it some extra flavor as someone who's paranoid is going to have some good Spot/Listen checks.

The Insane Rage abilities can not be taken twice although I can up them if you think none are really worth taking.

The thing on Psychotic Toughness is that came before the "Not goin' Down" rage ability. Also, Diehard let's you take one standard/move action while in negetive and if you take a standard action, you take 1 hp damage and if you reach -10, you die. "Not goin' down" allows you to go to -10 with no penalty. I think I'll add some bonuses to saves showing their enhanced resilance. Or do you think it would be better to change Psychotic Toughness to add something different, like Nat. Armor, DR, SR, bonus to saves, etc.?

I like the Greater Psychotic Rage idea Don. I'll find someway to write it the way I want.

Edit: I improved all the Insane Rage abilities a bit. I also added two more, "Heat of the Moment" and "Sadistic Glee" which was by Level20Commoner. I changed it slightly to say you can only gain the temporary hitpoints once per round but at 1/2 damage delt.

Bhu
2008-03-29, 03:55 PM
hmm, there seem to be plenty of Prc's around this thread, anyone mind if I dump some races I made a while back here (orc/goblin, orc/hobgoblin, goblin/hobgoblin and I'm thinking about working on a bugbear/kobold, plus goblin and orc subraces designed around being smarter but clumsier)

Sure, firre away!

Jayngfet
2008-03-29, 05:43 PM
Sure, firre away!

(looks through folders)I seem to have misplaced the hybrids but heres the caster


golden orc

first level warrior

size/type:medium humanoid(orc)
hit dice:1d8+1
initiative+
armor class:14(chain shirt)
base attack/grapple:+1/+4
attack:greatsword+2 melee(2d6)
full attack:greatsword +2 melee(2d6)
space/reach:5ft/5ft
special attacks:spell like abilities
special qualities:darkvision out to 60ft, light sensitivity
saves:fort+3, ref+0,will-2
abilities:str 15,dex 11, con 12, int 8, wis 7, cha 12
skills:
feats:improved initiative
enviroment:temperate hills
organization:solitary, pair, hunting party(1-2 gold orcs+1-8 orcs) or with band(one for every 20 orcs)
challange rating:1
treasure:standard
alignment:often chaotic evil
advancement: by character class
level adjustment:+0

gold orcs are the offspring and descendants of orcish arcane spellcasters above fifteenth level, usually sorcerers, though bards are not unknown, and wizards are nearly unheard of.

gold orcs are often found leading groups of orcs, using their spell like abilities to keep in line anyone who opposes them

a gold orcs skin ranges from gold to yellowish brown, their hair is always some shade of brown, their eyes are red.

combat: gold orcs prefer to begin an attack from affar with magic missile and use weapons or shocking grasp in melee combat.

spell like abilities: (at will) shocking grasp, (3/day)
magic missile


gold orcs as characters

+2 strength, -2 intellegence, -2 wisdom

base land speed is 30 feet

darkvision out to 60 feet

medium size

light sensitivity:orcs are dazzled by bright light or within the radius of a daylight spell

automatic languiges:common, orc, bonus languiges: dwarven, giant, gnoll, goblin, undercommon

favored class:sorcerer


I have a feeling I'm missing something or doing something badly, comments(silver goblins come later)

Bhu
2008-03-29, 08:03 PM
Do all Gold Orcs have the spell like abilities??

Any thoughts on the Pine Bender guys?

DonThelonious
2008-03-29, 08:58 PM
BHU: You already know what I have to say about the Pine Bender:smalltongue:.

As far as the gold orcs go I am a little confused about a few things. First off the racial ability adjustments seem a little odd. My advice would be to make the adjustments -2 Str, -2 Int, +2 Cha. This would help balance SA, and makes more sense for a magically inclined sub-race.

Also what ability score does their SAs fall under? Cha? Int?

Lastly, aren't most tribal orcs afraid and superstitious about magic? This off shoot could be the byproduct of a splinter tribe that was driven off for their "evil juju". This tribe could have secreted itself away to further their arcane studies and over time became their own distinct race. Just some fluff thoughts.

Its been awhile since this class has seen light, but it was my very first and probably most cherished PrC. Allow me to present!:


Beast Rider
Prestige Class
By Don Thelonious
http://farm2.static.flickr.com/1063/1050396646_da7796e30f_o.jpg

"Without you, my friend, I am nothing."
Dainna Gourlaglin to her Zuniceratops Mount 'Belloour'

"Charge with me friend, and we will grind their bones to make the lands fertile!"
Random Beast Rider

Barbaric folk have long had their own champions, experts at mounted combat from the backs of allied beasts. The Beast Rider and her companion beast defend their tribes and clans with a vigor that far exceeds either individuals powers. Nothing can match the bond shared by a beast rider and her mount, a bond of friendship and devotion that cannot be fathomed by civilized outsiders.


BECOMING A BEAST RIDER
Beast Riders most often hail from the more savage and barbaric humanoid races, though any race with a barbaric counter-part can join their ranks, usually by entering military service in the defense of their communities. Occasionally member of the more civilized races will join this prestige class in order to escape the bonds of their 'civilized' world, although their softened nature often leaves much to be desired.

ENTRY REQUIREMENTS
To qualify to become a Beast Rider, a character must fulfill all the following criteria:
Base Attack Bonus: +5
Skills: Ride 8 Ranks, Handle Animal 4 Ranks, and Survival 8 Ranks
Feats: Mounted Combat and Ride-By Attack
Alignment: Any Non-Lawful
Class Ability: Rage 1/Day
Special: The first step on the path of the Beast Rider is going out into the wilds alone and making peaceful contact with a creature of the selected mounts type. The potential Beast Rider must then befriend and earn the complete trust of her future companion. This process takes at least one month during which the applicant and the beast learn to work together and believe in the abilities of one another.

Class Skills
The Beast-Riders class skills (and key ability for each skill) are Craft (Any) (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Profession (any) (Wis), Ride (Dex), Spot(Wis), and Survival (Wis)
Skills Points at Each Level : 2 + Int Modifier

Hit Dice: d10


BAB Fort Ref Will Abilities
1. +1 +2 +0 +2 Bonded Mount, Rage 1/Day, Ride Bonus
2. +2 +3 +0 +3 Shared Rage
3. +3 +3 +1 +3 Spirited Charge, Mounted Combat Bonus +1
4. +4 +4 +1 +4 Mounted Uncanny Dodge
5. +5 +4 +1 +4 Rage 2/day, Shared DR 1/-, War Chant 1/Day
6. +6 +5 +2 +5 Superior Mounted Combat, Mounted Combat Bonus +2
7. +7 +5 +2 +5 Improved Mounted Uncanny Dodge, Shared DR 2/-
8. +8 +6 +2 +6 Superior Ride-By Attack
9. +9 +6 +3 +6 Mounted Combat Bonus +3, Shared DR 3/-
10.+10 +7 +3 +7 Rage 3/day, War Chant 2/Day

Weapon Proficiencies: Beast Riders are proficient with all simple and martial weapons. Beast Riders are limited to light or medium armor.

Bonded Mount: A Beast Rider gains a special mount who is her friend and steed. This creature is often stronger and more intelligent than others of its type. A Beast Rider may have only one mount at a time. If the mount is slain, the Beast Rider is immediately stricken with utter sadness and severe depression. She takes a -4 penalty to all attack and damage rolls, as well as a -2 penalty to all Skill Checks and Saves. The mount-less Beast Rider is also stricken with an effect identical to a Slow spell for 1 week.
These penalties persist for 1 month and cannot be negated by any spell or ability. If the Beast Rider is able to either resurrected or have the mounts body given a proper funeral, and then is the recipient of an atonement spell she will no longer suffer these penalties.

A list of suitable mounts can be found at the bottom of this post.

Rage(Ex): A Beast Rider can fly into a rage just as the Barbarian ability of the same name. She gains the standard +4 bonus to Strength, +4 bonus to Constitution, a +2 morale bonus on Will saves, and a -2 penalty to Armor Class. This increases to 2/day at level 5 and finally 3/day at level 10. This ability stacks with the number of uses per day and any special rage abilities granted from another class.

Ride Bonus (Ex): Beast Riders are indisputable riders. Beast Riders gain a bonus on all Ride checks equal to his/her class level.

Shared Rage (Su): Beginning at 2nd level the Beast Rider and her mount have formed such a strong bond and have become so attuned to the others feelings that when the rider uses her Rage ability her mount also gains all the benefits and penalties that the rider gains. This ability only applies to the beast rider and her mount, and only if it is within 5 feet of her. The mounts rage ends when her rage ends, or as soon as she is no longer within 5 feet of her companion.

Spirited Charge (Ex): At third level the Beast Rider gains Spirited Charge as a bonus feat.

Mounted Combat Bonus (Ex): Beast riders are masters of fighting from the saddle. Starting at 3rd level she gains a +1 bonus to all attacks made from the back of her mount. This bonus increases to +2 at 6th level and +3 at 9th level.

Mounted Uncanny Dodge (Ex): Starting at 4th level a Beast Rider and her mount gain the ability to react to danger before either of their individual senses would normally allow them to do so. This ability only functions while the beast rider is on her mount. They retain their Dex bonus’ to AC (if any) even if they are caught flat footed or struck by an invisible attacker. However they still lose their Dex bonus to AC if they are immobilized.
This ability only works while mounted so it does not stack with Uncanny dodge from any other source.

Shared Damage Reduction (Ex): Beginning at 5th level a mounted Beast Rider and her mount have seen enough combat together they are able to shrug off a small amount of injury from any blow or attack. Subtract 1 from the damage the Beast Rider or her mount takes each time either one is dealt damage from a weapon or natural attack. At 7th level and again at 9th level this reduction increases by 1 point. This ability only functions when the beast rider is astride her mount. If the beast rider has damage reduction from another source (such as barbarian levels) it does not stack with the damage reduction she and her beast share.

War Chant (Su): Beginning at 5th level a Beast Rider is able to similar to Inspire Greatness much like a bard. 1/Day the Beast Rider can begin a chant to inspire greatness in herself and her mount, granting extra fighting capability. To inspire greatness, a Beast Rider must give up one of her daily Rage uses. She then begins to chant and the mount must be able to hear the chant. The effects of this ability manifest the next round and lasts for as long as the mount hears the Beast Rider chant and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), a commensurate number of temporary hit points (apply the targets constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells such as sleep.

While chanting the beast rider is limited to only one standard action per round, though her mount may move and act normally during this time. When first activated this ability provokes attacks of opportunity, but only for that first round.
At 10th level the beast rider gains one additional use of this ability per day.
This ability is usable while raging. War Chant is a mind-affecting sonic ability.

Superior Mounted Combat (Ex): At sixth level and higher a Beast Rider is able to use her Mounted Combat feat a number of times per round equal to her Dexterity modifier.

Improved Mounted Uncanny Dodge (Ex): While mounted, and only while mounted, a beast rider and her mount of 7th level or higher can no longer be flanked; they can react to opponents on opposite sides of themselves as easily as they can react to a single attacker. This defense denies a rogue the ability to sneak attack the Beast Rider and her mount by flanking her, unless the attacker has four more levels than the total character level of the Beast Rider.
This ability is only usable while mounted and does not stack with Improved Uncanny Dodge from any other sources of.

Superior Ride-By Attack (Ex): Starting at 8th level a Beast Rider is able to make as many attacks as her BAB would allow, albeit at a -5 for each iterative attack, to each enemy she can reach during a charge.



BEAST RIDER MOUNT PROGRESSION


Level BonusHD NA Adj. Str/Dex Adj Bonus Tricks Special
1-2 +2 +4 +1 3 Empathic Link, Share Spells
3-4 +4 +6 +2 4 Evasion
5-6 +6 +8 +3 5 Devotion, Improved Speed 10’
7-8 +8 +10 +4 6 Improved Evasion
9-10 +10 +12 +5 7 Improved Speed 20’


Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mounts base attack and base save bonuses. A special mounts base attack bonus is equal to that of a cleric of a level equal to the mounts HD. A mount has good Fortitude and Reflex saves (Treat as character of equal level to Beast Rider). The mount gains additional skill points, feats, and stat increases for these bonus HD as normal for advancing a monster’s Hit Dice.
A mount size also improves as is normal for advancing a creatures HD.

Natural Armor Adj.: The number on the table is an improvement to the mounts existing natural armor bonus.

Str/Dex Adj.: Add this value to the mounts Strength and Dexterity scores.

Bonus Tricks: The value given in this column is the total number of “bonus” tricks that the animal knows in addition to any that the beast rider might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The beast rider selects these bonus tricks, and once selected, they can’t be changed.

Empathic Link (Su): The rider has an empathic link with her mount out to a distance of up to 1 mile. The rider cannot see through the mounts eyes, but they can communicate empathically Because of the limited nature of the link, only general emotional content can be communicated.
Because of this empathic link, the rider has the same connection to an item or place that her mount does.

Share Spells: At the Beast Riders option, she may have any spell (but not any spell-like ability) cast upon herself also affect her mount. The mount must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the animal again, even if it returns to the Beast Rider before the duration expires. A Beast Rider and her mount can share spells even if the spells normally do not affect creatures of the companion’s type (animal).

Evasion (Ex): If a Beast Riders mount is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Devotion (Ex): A Beast Riders mount gains a +4 morale bonus on Will saves against enchantment spells and effects.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a Beast Riders mount takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Improved Speed (Ex): The mounts speed increases by 10 feet at level 5-6. It increases by another 10 feet at level 9-10, for a max of +20 to its move speeds.


BEAST RIDER MOUNT BEASTIARY
At first level a beast rider chooses a type of mount from the following table. Once a mount is chosen it can only be changed if the previous mount dies.

From The Monster Manual (Also available in the SRD):
Bison, Dire Bear, Dire Boar, Rhinoceros, Dire Lion, Dire Tiger, Dire Wolf, Dire Wolverine, Deinonychus, or Megaraptor.
Optional for Small Characters: Brown Bear, Boar, Giant Crocodile*, Lion, Tiger, Rhinoceros, Dire Ape, Dire Badger, Dire Bat, Dire Weasel.
*More aquatic than land.

Dinosaurs From The Dinosaur Menagerie:
These dinosaurs and other prehistoric beasties are courtesy of the folks over at The Dinosaur Menagerie (http://forums.gleemax.com/showthread.php?t=422781).
*Denotes Aquatic
**Denotes Mount for Small Character

Basilosaurus* (http://forums.gleemax.com/showpost.php?p=13083422&postcount=1001)
Bellesaurus (http://forums.gleemax.com/showpost.php?p=6081807&postcount=29)
Brontornis** (http://forums.gleemax.com/showpost.php?p=11830362&postcount=808)
Centrosaurus (http://forums.gleemax.com/showpost.php?p=7491686&postcount=165)
Ceratosaurus (I think the CR should be 6) (http://forums.gleemax.com/showpost.php?p=7634873&postcount=315)
Clidastes* (http://forums.gleemax.com/showpost.php?p=10301578&postcount=536)
Desmatasuchus** (http://forums.gleemax.com/showpost.php?p=11493181&postcount=716)
Dilophosaurus (http://forums.gleemax.com/showpost.php?p=6086730&postcount=55)
Epanterias (http://forums.gleemax.com/showpost.php?p=12555505&postcount=917)
Estemnosuchus (http://forums.gleemax.com/showpost.php?p=11410545&postcount=703)
Eustreptospondylus** (http://forums.gleemax.com/showpost.php?p=7474137&postcount=155)
Gasosaurus** (http://forums.gleemax.com/showpost.php?p=7773958&postcount=390)
Gorgosaurus (http://forums.gleemax.com/showpost.php?p=13075581&postcount=999)
Kentrosaurus** (http://forums.gleemax.com/showpost.php?p=6372399&postcount=121)
Ornithumimus** (http://forums.gleemax.com/showpost.php?p=7681398&postcount=338)
Pachycephalosaurus (http://forums.gleemax.com/showpost.php?p=13667576&postcount=1083)
Pachyrhinosaurus (http://forums.gleemax.com/showpost.php?p=7500631&postcount=176)
Pawpawsaurus (http://forums.gleemax.com/showpost.php?p=10693429&postcount=591)
Protoceratops** (http://forums.gleemax.com/showpost.php?p=6082495&postcount=34)
Saurolophus (http://forums.gleemax.com/showpost.php?p=6090183&postcount=69)
Stokesosaurus (http://forums.gleemax.com/showpost.php?p=7703637&postcount=350)
Styracosaurus (http://forums.gleemax.com/showpost.php?p=13706467&postcount=1101)
Vulcanodon (http://forums.gleemax.com/showpost.php?p=11762090&postcount=777)
Zuniceratops (http://forums.gleemax.com/showpost.php?p=6092768&postcount=71)

Once again a big Thank You to the guys from The Dinosaur Menagerie on WoTC forums!



PLAYING A BEAST RIDER
You and your mount are inseparable, and anyone trying to keep the two of you apart is most likely an enemy. You are a master of the woodlands and have close ties to nature, rangers, and druids. Your unique bond with your mount will often make you an outcast from the rest of society, so by default your mount is both your ally and closest friend.
Combat: Try and keep to more open areas where you can put your devastating charge attacks to good use. Without your mount you loose a lot of your combat ability, so keep your mount close at all times. Choose your battles carefully, and when possible open any combat with a full charge.
Advancement: As you advance in level you could choose to focus on either your rage ability, by gaining Rage focused feats. Other options can include focusing on your dealing more damage with your charge attacks or increasing your mounted combat prowess by completing the Mounted Combat tree.
Resources: Most beast riders have only themselves, their mounts, and the great outdoors as their only resource. Beast riders who are strongly connected to a village or tribe can count on said community for some support when needed, in exchange for their services as both hunter and protector.

BEAST RIDERS IN THE WORLD
Of all the savages I have met, the beast riders are among the most noble. They are as brave and valorous as any paladin, as focused as any monk, and as close to their beast-mounts as any cleric is to his god. The relationship between mount and rider was something more akin to that of close simlings rather than master and servant as we 'civilized' folks would see it.
From the pages of Mélos Iarvenno’s On the Natural History of Asteriothe
The University of Theneka, 1447.

Beast riders are seen as something of an oddity by most 'civilized' societies. In the savage lands they hail from beast riders are looked upon with equal parts admiration, respect, and fear. The beast riders connection to her beast mount makes many regular folk uncomfortable.
Daily Life: A typical day for a beast rider usually involves seeing to the needs of her beast companion before taking care of herself. If the rider is part of a village or tribe than she will often check with her chief or warlord before going out for the day to hunt, train, or just be alone with her mount. Those that survive alone spend the better part of their day seeing to the needs of their continued survival.
Notables: Estria Kyrie is among the most famous of the beast riders living in the Vangstel Mountain region. Her exploits against the dangerous hill giants of the mountain range are spoke of far and wide.
Another notable beast rider is the deranged and evil Diltoor Grimjow, a CE orc who was able to bond with a ferocious gorgosaurus. The two make their homes in the deepest parts of the Gestira Plains. Both Diltoor and his companion are well known for their raids on caravans crossing the prarie, as well as occasional forays into the settled lands of the elves. Diltoor has a small clan of like-minded (and either very brave or very stupid) orcs and humans who have trickled in over the years.
Organizations: There are no formal organizations dedicated to beast riders. Each individual must find, befriend, and bond their own mount without assistance from anyone else. Occasionally older, more experienced beast riders will mentor a younger rider for a year or so while they gain a firm grasp of what being a beast rider entails. After this period of time the younger rider will be asked to leave (or violently driven off in the case of evil riders), and will not be welcome in the company of their teacher for at least one year while they prove themselves worthy of holding the title Beast Rider.

NPC Reaction
NPC reactions very greatly from place to place. In locations and regions where noble and good beast riders battle evil creatures and dangerous monsters they are seen as local heroes. In places overrun with evil beast riders they are viewed with fear and hatred. NPCs from civilized lands do not have enough contact with beast riders to have formed any sort of opinion.

BEAST RIDERS IN THE GAME
Beast riders will wreak havoc on groups of enemies in open places. In narrower spaces like dungeons they will be at a distinct disadvantage and therefor may become a burden for the rest of the party.
Adaptation: The beast rider PrC fits well into any campaign setting that has a high degree of primitive and barbaric cultures. In campaigns that center around larger communities and towns the beast rider will make for a strange figure and should cause quite a stir in town.
Encounters: Most encounters with NPC beast riders will be when the adventurers are moving through the beast riders territory. Depending on the alignment of the beast rider these meetings can range from friendly exchanges of news and companionship to all out life or death brawls. Other times the beast rider will either be going on a mission for her village or tribe, or coming back from a mission.

Sample Encounter: Estrias Fire

http://farm3.static.flickr.com/2125/2004105135_9a1690a83a.jpg
The group has been walking through the thick woods all day, and as the sun begins to slowly sink beneath the horizon you search for a place to rest. The massive ancient trees begin to pool darkness as you come to a small clearing. To your surprise there is a large boar roasting on a spit over a cheery, roaring fire. As you approach the fire a female voice calls from the tree line a little further on, demanding you to identify yourselves and what your business in her camp is.
As you respond you hear a deep, rumbling growl coming from the trees near the female voice. Then to your amazement a huge creature steps out of the growing darkness and into the light of the fire, balancing on two legs with the help of a tail twice the length of its body. It has a long snout full of dagger like teeth, two bone ridges running up either side of its snout, and three scythe like claws on the ends of its short arms.
Mounted on the back of it is a lithe human woman, her thick mane of red hair hair caught up in a top knot. She looks down at you suspiciously.

“My name is Estria Kyrie, this is my friend Rosthan, “she pats the dinosaur on the neck, “and we would be happy to share our fire and our food with fellow travelers.”

Encounter Level 10:
Estria Kyrie was never like the other girls of her tribe. When they were playing with dolls she was out stalking small animals. When the other girls began to notice boys, Estria was out in the woods for weeks at a time. When other girls began to marry, Estria was bringing down her fist big kill. Being so unlike the other girls she was shunned and took solace in stalking the woods alone.

When Estria was just barely 15 the village bully, a brutish young man rumered to have the blood of orcs in his veins, tried to force himself on her. It was at this time that she was caught in the grip of a tremendous rage, and so struck the boy down with her bare hands. Already an outcast for her un-woman-like ways, she was quickly found guilty of murder and was summarily banished. With no home and nothing to call her own, Estria began adventuring.

During her travels she learned she had an affinity for animals, in particular the big predators. Eventually she found herself alone in the middle of a huge forest far from civilization. It was here that she stumbled upon Rosthan, whose leg was badly injured and clearly infected. Using what little healing magics she had, Estria was able to heal Rosthans leg, and in so doing befriended the huge hunter.

Since those long months in the woods Estria and Rosthan have been inseparable; traveling, hunting, and adventuring together. Estria considers Rosthan an equal which often makes other people uncomfortable, so they tend to avoid heavily populated or traveled areas. They usually prowl the foothills of the Vangstel Mts., hunting orcs and hill giants that stray to far from their valleys.

Estria Kyrie
Female Human Barbarian 5/Beast Rider5
Hit Dice: 5d12+5d10+10(+30Raging) (90hp/110hp Raging)
Initiative: +2 (Dex)
Speed: 40ft. (8 squares)
Armor Class: 18 (+5 Rhino Hide, +2 Dex, +1 Deflection), touch 13, flat-footed 16
Base Attack/Grapple: +10/+12
Attack: +15 (+17) melee +1 Vicious Bone Longspear (1d8+2d6+2(+4) /x3) or +13 melee Masterwork Shortsword (1d6+2 19-20/x2)
Full Attack: +15/+10 (+17/+12) melee +1 Vicious Bone Longspear (1d8+2d6+2(+4) /x3) or +11/+6/ and offhand +11 (+13/+8/+13) melee two (2x) Masterwork Shortswords (1d6+2 +4 19-20/x2)
Space/Reach: 5ft./5ft.
Special Attacks: Rage4/day, Mounted Combat Bonus +1, Shared Rage, +2d6 Damage on all charge attacks (Rhino Hide), Vicious Longspear (Deals +2d6 to Target and 1d6 to Wielder).
Special Qualities: Fast Movement, Improved Uncanny Dodge, Trap Sense +1, Bonded Mount, Shared Damage Reduction 1/-, Ride Bonus +5, Mounted Uncanny Dodge
Saves: Fort +9/(+11), Ref +4 , Will +3/(+5)
Abilities: Str 14/18, Dex 15, Con 12/16, Int 10, Wis 8, Cha 10
Skills: Craft (Taxidermy) (Int) +4, Handle Animal (Cha) +15, Ride (Dex) +22, Survival (Wis) +11
Feats: Two Weapon Fighting, Mounted Combat, Ride-by Attack, Weapon Focus (Longspear), Improved Critical (Longspear)
Challenge Rating: 10
Treasure: Standard
Alignment: Chaotic Neutral
()Denotes Raging

Languages: Common
Equipment: Rhino Hide, +1 Vicious Bone Longspear, 2 Masterwork Shortswords, Ring of Protection +1, 2 Potions of Cure Light Wounds, Potion of Bears Endurance.


Rosthan the Dilophosaurus
Huge Animal
Hit Dice: 10d8+30 (74 hp)
Initiative: +3
Speed: 60 ft. (12 squares)
Armor Class: 26 (-2 size, +3 Dex, +16 natural), touch 12, flat-footed 24
Base Attack/Grapple: +7/+11
Attack: Bite +16 melee (2d6+10)
Full Attack: Bite +16 melee (1d8+10) and 2 claws +14 melee (1d8+5)
Space/Reach: 20 ft./10 ft.
Special Attacks: Pounce, spit (See Estria Kyrie above for additional abilities)
Special Qualities: Low-light vision, scent, Empathic Link, Share Spells, Evasion, Devotion, Improved Speed (See Estria Kyrie above for additional abilities)
Saves: Fort +13, Ref +11, Will +4
Abilities: Str 30, Dex 16, Con 22, Int 2, Wis 12, Cha 7
Skills: Hide +0, Jump +24, Listen +6, Move Silently +5, Spot +2
Feats: Multiattack, Power Attack
Challenge Rating: 7 (When Alone)

Combat

Pounce (Ex): If Rosthan charges, it can make a full attack. This ability works even he carrying Estria.

Spit (Ex): As a standard action, a dilophosaurus can spit up a gooey, black substance at an opponent within 60 feet. Any opponent hit with this attack must succeed on a DC 18 Reflex save or be blinded for 1d6 rounds. The save DC is Constitution based.

Empathic Link (Su): Rosthan has an empathic link with Estria out to a distance of up to 1 mile. She cannot see through her mounts eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of this empathic link, Estria has the same connection to an item or place that her Mount does.

Share Spells (Ex): At Estrias option, she may have any spell (but not any spell-like ability) cast upon herself also affect her Rosthan. Rosthan must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting Rosthan if it moves farther than 5 feet away and will not affect the animal again, even if it returns to within 5 feet of Estria before the duration expires. Estria and her mount can share spells even if the spells normally do not affect creatures of the companion’s type (animal).

Evasion (Ex): If Rosthan is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Devotion (Ex): As a beast riders mount Rosthan gains a +4 morale bonus on Will saves against enchantment spells and effects

Tricks Known:
Combat Riding (attack, come, defend, down, guard, and heel)
Guarding (attack, defend, down, and guard)
Hunting (attack, down, fetch, heel, seek, and track).
Skills
A dilophosaurus has a +4 racial bonus on Jump and Move Silently checks.

Jayngfet
2008-03-29, 08:59 PM
Do all Gold Orcs have the spell like abilities??

Any thoughts on the Pine Bender guys?

yep

and I kinda like the pine benders, they seem to be the kind who ignore battle plan and go cast warp wood on the siege golem.

how's everyone feel about the gold orcs?

Level20Commoner
2008-03-30, 03:32 AM
The thing on Psychotic Toughness is that came before the "Not goin' Down" rage ability. Also, Diehard let's you take one standard/move action while in negative and if you take a standard action, you take 1 hp damage and if you reach -10, you die. "Not goin' down" allows you to go to -10 with no penalty. I think I'll add some bonuses to saves showing their enhanced resilience. Or do you think it would be better to change Psychotic Toughness to add something different, like Nat. Armor, DR, SR, bonus to saves, etc.?

Edit: I improved all the Insane Rage abilities a bit. I also added two more, "Heat of the Moment" and "Sadistic Glee" which was by Level20Commoner. I changed it slightly to say you can only gain the temporary hit points once per round but at 1/2 damage dealt.

While I wholly approve of the substitution of my handle for the name of the psychotic barbarian, you forgot to replace one instance of 'Sula' with 'Level20Commoner'. Also, I should have clarified what I meant by 'pretty weak'. While most of your 'insane rage' abilities are useful in and of themselves, they do not help a melee-type character fulfill his purpose in life, which, if I may be so blunt, is hackin' and heavin'. My clarification notwithstanding, your edit to 'Run like the Wind' makes it a viable option now. As for the nuances of 'Die Hard' vs. 'Psychotic Toughness', I say just open your copy of Complete Warrior, copy and paste the 'Deathless Frenzy' ability of the Frenzied Berserker under the 'Not goin Down' ability and be done with it. This just occurred to me, it would be kewl if you could put the allip ability: "Madness (Su) Anyone targeting an allip with a thought detection, mind control, or telepathic ability makes direct contact with its tortured mind and takes 1d4 points of Wisdom damage." into your PRC somehow. Before I forget, I should say how much I have enjoyed reading this Prc. Excellent work.

watsyurname529
2008-03-30, 08:44 AM
While I wholly approve of the substitution of my handle for the name of the psychotic barbarian, you forgot to replace one instance of 'Sula' with 'Level20Commoner'

Lol, found and edited.


Also, I should have clarified what I meant by 'pretty weak'. While most of your 'insane rage' abilities are useful in and of themselves, they do not help a melee-type character fulfill his purpose in life, which, if I may be so blunt, is hackin' and heavin'. My clarification notwithstanding, your edit to 'Run like the Wind' makes it a viable option now. As for the nuances of 'Die Hard' vs. 'Psychotic Toughness', I say just open your copy of Complete Warrior, copy and paste the 'Deathless Frenzy' ability of the Frenzied Berserker under the 'Not goin Down' ability and be done with it.

Okay, I see what you mean. I know some of them would be obivious choices to an optimizer but I added some of them for flavor and choice. Anyway, I did what you suggested and got my copy of CW and pretty much copied/pasted 'Deathless Frenzy' with the exception I added the limit of -20hp is death.


This just occurred to me, it would be kewl if you could put the allip ability: "Madness (Su) Anyone targeting an allip with a thought detection, mind control, or telepathic ability makes direct contact with its tortured mind and takes 1d4 points of Wisdom damage." into your PRC somehow. Before I forget, I should say how much I have enjoyed reading this Prc. Excellent work.

Interesting idea. I'll add that into the Greater Psychotic Rage ability. So when they rage if they are targeted with those affects, the caster takes the Wis damage. Thank you for the compliment and thank you for the criticism.

Bhu
2008-03-30, 06:18 PM
Well since no one objects to the Pine Bender I guess I don't need to worry about it being possibly over powered :D

Next up:



ORC THUG

http://Picture URL

"Where's the money Lebowski?"

Occasionally Orcs are outcast from their tribe for a number of reasons. Perhaps they were on the losing side of a political fight, or committed some crime not worthy of killing them quickly. These poor souls left to die sometimes survive, and on rare occasions will find a hiding place in the more lawless towns and cities. Only to find that no one will hire them. No one who obeys the law anyway. They end up being cheap muscle for the Guilds in larger cities, or for gangs in smaller places. Rarely are they allowed to achieve any rank of note, other than perhaps as a bodyguard or executioner. Unless they achieve that rank through murder...

BECOMING AN ORC THUG
Most Orc Thugs were originally tribal warriors (i.e. Barbarian's), who were forced to scrounge to survive (i.e. take a few rogue levels for ambush purposes) before coming upon a city.

ENTRY REQUIREMENTS
Race: Any Orcish
Class Features: Sneak Attack +2d6, Rage
Skills: Hide 6 Ranks, Intimidate 6 Ranks, Move Silently 6 Ranks, Survival 6 Ranks
Feats: Intimidating Rage, Instantaneous Rage


Class Skills
The Orc Thug's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Cha), Spot (Wis), Swim (Str)
Skills Points at Each Level : 4 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +1 +2 +0 +0 Stabbing People Is Fun
2. +2 +3 +0 +0 Ambush Feat
3. +3 +3 +1 +1 Raging Death
4. +4 +4 +1 +1 Ambushing People Is Fun
5. +5 +4 +1 +1 Ambush Feat
6. +6 +5 +2 +2 Raging Death
7. +7 +5 +2 +2 Ambush Feat
8. +8 +6 +2 +2 Getting Mad Is Fun
9. +9 +6 +3 +3 Raging Death
10.+10 +7 +3 +3 Master of the Ambush

Weapon Proficiencies: Orc Thugs gain no new weapon or armor proficiencies.

Stabbing People Is Fun (Ex): Your Orc Thug levels stack with your Barbarian levels for purposes of determining how many times per day you can Rage. Your Orc Thug levels also stack with your Rogue levels for purposes of determining how many dice of Sneak Attack damage you have.

Ambush Feat: The Orc Thug gains an Ambush Feat as a Bonus Feat at 2nd, 5th, and 7th level. Ambush Feats are listed on page 74 of the Complete Scoundrel.

Raging Death(Ex): You gain certain abilities while raging and while your opponent is denied his Dexterity Bonus to AC. At 3rd level in any situation in which you are Raging, and could Sneak Attack your opponent, if you roll a critical hit you have a +4 bonus on your confirmation roll. This does not stack with other effects that give bonuses to confirming critical rolls.

At 6th level you also increase the threat range of your weapon by 1 (i.e. if it would normally critical on a 19-20, it now threatens a critical on an 18-20. This does not stack with other effects that increase your weapons critical threat range.

At 9th level if you successfully confirm a critical against an opponent they have a -2 penalty to their Armor Class for a number of rounds equal to your strength modifier.

Ambushing People Is Fun (Ex): When using Ambush Feats you give up 2d6 less dice of Sneak Attack. For example if the Feat requires you to give up +3d6 Sneak Attack for it's effect, you are only required to give up +1d6. If it only requires you to give up 2d6, you may get the benefit of the Ambush Feat for free. You may only do this while Raging.

Getting Mad Is Fun (Ex): You may channel the power of your Rage into a tremendous blow. You may give up one daily use of your Rage to add your Sneak Attack damage to your next strike if it is successful, even if your opponent isn't in a position to be Sneak Attacked (i.e. Flat-footed or Denied his Dexterity Bonus to AC).

Master of the Ambush (Ex): You get a competence Bonus equal to the number of Ambush Feats you have to critical confirmation rolls. This does not stack with other effects that give a bonus to critical confirmation rolls.

PLAYING AN ORC THUG
You are a bad, bad man. People fear you, and they should fear you. You can't make them respect you, but you can make sure they realize you'll cut out their eyes if they make you angry. In other words your extremely antisocial, and have what could charitably be called anger issues.
Combat: Get as many of the good Ambush Feats as you can, and center your focus around using your Sneak Attack ability.
Advancement: You were meant to be an urban guerilla fighter, ambushing victims and overwhelming them with your physical power. Orc Thugs tend to follow this concept and rarely deviate from it much.
Resources: You have possibly the resources of whatever gang or Guild employs you for equipment and training. But even they may look down on you, or just expect you to brute force your way through any problems.

ORC THUGS IN THE WORLD
"I know! Let's turn him over to Mongo!"
Orc Thugs are in a tight spot. They're hunted by he law where they live, their tribe will kill them if they return, and the Guild will kill them if they leave. In the meantime the Guild may feel free to use you as cannon fodder.
Daily Life: Due to your problems with light most of your day is spent sleeping. At night time you'll get a list of targets and where to find them and what to do. Then you get to go bash heads while avoiding the local city guard.
Notables: Tor (CN Male Barbarian 3/Rogue 3/Orc Thug 6) is a local enforcer for organized crime. Unlike most thugs, he isn't specific to one organization, and hires to whoever will pay him.
Organizations: Orc Thugs themselves rarely have an organization devoted to them, but are usually part of a Guild or outlaw gang of some kind.

NPC Reaction
NPC's hope to never encounter an Orc Thug. It means they owe money to bad people, or they've stolen from bad people, or bad people want them hurt. Neither of these options is really a good one.

ORC THUGS IN THE GAME
Orc Thugs won't affect game play all that much, they'll just give he local hitmen a bit of flavor perhaps.
Adaptation: Orc Thugs are fairly easy to adapt to any campaign. Thieve's Guilds aren't all that picky about hiring cheap muscle, and Orc's in a town won't have many other options.
Encounters: PC's will most likely enconter an Orc Thug when the local Thieve's GUild wants to warn them to leave town, shake them down for info, take their life or money, etc.

Sample Encounter
EL 12: The PC's are warned to get out of town by the local Thieve's Guild. The warning is served up by Tor. Until he learns the PC's are in town to smuggle out several families of Orcs outcast just as he was. He helps them out, and then ends up framed for murder. Obviously no one will believe a professional killer isn't guilty of a hit, especially an Orc. Even worse, he's been not so subtly informed the PC's are responsible for his situation. Now they have to clear him, while dodging the mob, quite possibly the authorities as well, and an enraged Tor who is out for blood.



TOR
CN Male Orc Barbarian 3/Rogue 3/Orc Thug 6
Init +2, Senses: Listen +7, Spot +10, Dark Vision 60'
Languages Orc, Common
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AC 18, touch 12, flat-footed 16 (+2 Dex, +6 Armor)
AC 16, touch 10, flat-footed 14 (-2 Rage, +2 Dex, +6 Armor)
hp 80 (12 HD) (104 hp in Rage)
Fort +11 (+13 Rage), Ref +8, Will +4 (+6 Rage)
------------------------------------------------
Speed 40 ft. (8 squares)
Melee +1 Keen Brash Berserker Falchion +16/+11/+6 (2d4+6/15-20)
(+1 Keen Brash Berserker Falchion +20/+15/+10 2d4+1d8+9/15-20 Raging)
Unarmed Strike +15/+10/+5 (1d10+6)
(Unarmed Strike +19/+14/+9 1d10+9 Raging)
Base Atk +11, Grp +15 (+17 Rage)
Atk Options Rage 3/day, Sneak Atack +5d6, Evasion, Uncanny Dodge
Combat Gear 4 Potions of Cure Serious Wounds
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Abilities Str 18 (22 Rage), Dex 14, Con 15 (19 Rage), Int 10, Wis 10, Cha 6
SQ Fast Movement, Illiteracy, Trap Sense +2
Feats Improved Unarmed Strike, Intimidating Rage, Intimidating Strike, Instantaneous Rage, Superior Unarmed Strike, Telling Blow, Throat Punch

Skills Climb +14, Hide +12 (+17), Intimidate +8, Knowledge (Local) +5, Listen +7, Move Silently +12 (+17), Search +4, Spot +10, Survival +6
Possessions +2 Shadow Silent Moves Hide Armor, +1 Brash Berserker Keen Falchion, Bear Helm, Belt of Growth, Deathstrike Bracers, Goggles of Day, Retributive Amulet, Bag of Holding Type IV, 4 Potions of Cure Serious Wounds, 3960 gp


EPIC ORC THUG

Hit Die: d8
Skills Points at Each Level : 4 + int
Ambush Feats: The Epic Orc Thug gains an additional Bonus Ambush Feat at 21st level, and every 3 levels thereafter (i.e. level 24, level 27, etc.).
Bonus Feats: The Epic Orc Thug gains a Bonus Feat every 4 levels higher than 20th

Level20Commoner
2008-03-31, 05:22 AM
Well since no one objects to the Pine Bender I guess I don't need to worry about it being possibly over powered :D

ENTRY REQUIREMENTS
Race: Any Orcish
Class Features: Sneak Attack +2d6, Rage
Skills: Hide 6 Ranks, Intimidate 6 Ranks, Move Silently 6 Ranks, Survival 6 Ranks
Feats: Intimidating Rage, Instantaneous Rage

Ambushing People Is Fun (Ex): When using Ambush Feats you give up 2d6 less dice of Sneak Attack. For example if the Feat requires you to give up +3d6 Sneak Attack for it's effect, you are only required to give up +1d6. You may only do this while Raging.

Getting Mad Is Fun (Ex): You may channel the power of your Rage into a tremendous blow. You may give up one daily use of your Rage to add your Sneak Attack damage to your next strike if it is successful, whether the damage can normally be applied or not.

ORC THUGS IN THE WORLD
"I know! Let's turn him over to Mongo!"


Mongo crush puny Lebowski! :smallsmile: This class looks like another winner, Mr. Bhu. It would be great fun to role play (I can picture an orc with raybans and a baseball bat making his rounds) while mechanically it still brings a lot to the table (good Bab + sneak attack). I have a couple of questions: 1) would a half-orc count as being orchish, 2) for the 'Ambushing People is Fun' ability, does the reduction in sneak attack dice allow an ambush feat to be tacked on for free? (can I make all of my sneak attacks arterial strikes and hamstring attacks without reducing my sneak attack dice), and 3) For the 'Getting Mad is Fun' ability, does it allow an Orc Thug to sneak attack creatures which are normally immune to sneak attacks, or does it simply allow an Orc Thug to sneak attack a creature which is vulnerable to sneak attacks in a situation which would not normally qualify for sneak attack damage. In other words, would it allow Mongo to sneak attack a necropolitan commoner who is flatfooted, a human commoner who isn't flatfooted, or perhaps both?

Bhu
2008-03-31, 01:46 PM
Mongo crush puny Lebowski! :smallsmile: This class looks like another winner, Mr. Bhu. It would be great fun to role play (I can picture an orc with raybans and a baseball bat making his rounds) while mechanically it still brings a lot to the table (good Bab + sneak attack). I have a couple of questions: 1) would a half-orc count as being orchish, 2) for the 'Ambushing People is Fun' ability, does the reduction in sneak attack dice allow an ambush feat to be tacked on for free? (can I make all of my sneak attacks arterial strikes and hamstring attacks without reducing my sneak attack dice), and 3) For the 'Getting Mad is Fun' ability, does it allow an Orc Thug to sneak attack creatures which are normally immune to sneak attacks, or does it simply allow an Orc Thug to sneak attack a creature which is vulnerable to sneak attacks in a situation which would not normally qualify for sneak attack damage. In other words, would it allow Mongo to sneak attack a necropolitan commoner who is flatfooted, a human commoner who isn't flatfooted, or perhaps both?

Half-Orcs count as Orcses :D

Yes that means you will be able to use some ambush Feats for free

It means that you do the sneak attack damage even if your opponent isn't flat-footed or denied dex bonus to ac

Thanks man. I'll reword it a lil when I get home from work tonight.

And I'll be posting an April Fool's Day Surprise :smallbiggrin:

watsyurname529
2008-03-31, 05:32 PM
Ah, the Orc Thug is back! Looking over it again, a small nitpick on the sample character. I would add his unarmed attack to his melee attacks since you have IUS and SUS as feats. For Level 12 it's 1d10 unarmed damage.

Anyway, I have finished the final ability of the Psychopath, Greater Psychotic Rage! Tell me whatcha all think!

watsyurname529
2008-03-31, 07:35 PM
Well I finished the Sample Character which is...Level20Commoner! Lol.

Bhu
2008-04-01, 02:30 AM
Y'all will recall I promised some April Fools Daysness.



Please also keep in mind these were written for silly, not for balance, though we can PEACH if you'd like.

First up we have the Orc's Orc

THE INCREDIBLE ORC

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”TOR ANGRY!”
”TOR SMASH PUNY HUMANS!”
”Tor secretly fear his habit of referring to himself in the 3rd person will one day spiral wildly out of control making him lapse into delusional self parody.”


You’re big, your green, and you get stronger as you get madder! Not a copyright violation. Really we swear. Came up with the idea while on cold medicine. Yup. Yup.

BECOMING AN INCREDIBLE ORC
Incredible Orcs have usually survived some sort of gigantic unleashing or Arcane or Divine power. Instead of becoming dust like everything around them, they got big. Real big.

ENTRY REQUIREMENTS
Race: Any Orcish
Class Abilities: Rage
Special: Must have survived being exposed to huge unleashing of mystical energies somehow, and lived. DM’s discretion.
Feats: Improved Unarmed Strike, Improved Grapple, Superior Unarmed Strike
BAB: +6


Class Skills
The Incredible Orc’s class skills (and the key ability for each skill) are Climb (Str), Jump (Str), Survival (Wis), and Swim (Str)
Skills Points at Each Level : 2 + int

Hit Dice: d12


BAB Fort Ref Will Abilities
1. +1 +2 +0 +2 Holy Crap I’m Alive
2. +2 +3 +0 +3 Your Puny Arrows Mean Nothing To Me
3. +3 +3 +1 +3 My Fists Solve All My Problems
4. +4 +4 +1 +4 ORC ANGRY!!
5. +5 +4 +1 +4 Puny Humans Not Understand Orc
6. +6 +5 +2 +5 Orc Smash Puny Human!
7. +7 +5 +2 +5 Orc Does Not Need Bandaids
8. +8 +6 +2 +6 You Dare Attack Orc!
9. +9 +6 +3 +6 RAAAAAAH!!
10.+10 +7 +3 +7 The Worlds Baddest Orc

Weapon Proficiencies: Incredible Orcs gain no new weapon or armor proficiencies

Holy Crap I’m Alive (Ex): When you rage now, your skin changes color to a hue of your choice (Grey, or bright Green/Red seem popular). You also gain Powerful Build (see page 13 of the Expanded Psionics Handbook) while Raging. Duration of your Rage now doubles.

Your Puny Arrows Mean Nothing To Me (Ex): When Raging your Natural Armor Bonus increases by a number equal to your Incredible Orc Level.

My Fists Solve All My Problems (Ex): You may now Sunder weapons or items with your unarmed strike attacks, and you do not provoke attacks of Opportunity when making Sunder attacks. In addition if you critical with an unarmed strike or a weapon you may make a Trip Attack as a Free Action without provoking an Attack of Opportunity. If you do not succeed your opponent does not get a trip attack in return.

ORC ANGRY!! (Ex): While Raging or Frenzying, you gain a cumulative +2 Enhancement Bonus to Strength each round you continue to Rage. This stacks with the Strength Bonus you get from Rage or Frenzy. Theoretically the only upper limit is the duration of your Rage.

Puny Humans Not Understand Orc (Ex): When Raging you are now Large Size Class, gaining all the abilities listed on page 291 of the Monster Manual. You still also have the Powerful Build Ability. You may now Rage 1 additional time per day. Learn to get stretchy clothes or become embarrassingly naked when you get mad.

Orc Smash Puny Human! (Ex): Any time you successfully strike something of a size class smaller than yourself or that has a Strength at least 10 points less than yours you may make a Trip Attack as a Free Action without provoking an Attack of Opportunity. If you do not succeed your opponent does not get a trip attack in return. If you Critical with a melee weapon or unarmed Strike, you are considered to be using the Awesome Blow Feat, even if you would not qualify for it.

Orc Does Not Need Bandaids (Ex): When Raging you gain Fast Healing 5. You may now Rage 1 additional time per day.

You Dare Attack Orc! (Ex): You gain DR x/- when Raging. X is equal to your Incredible Orc level.

RAAAAAH! (Ex): You gain Awesome Blow as a Bonus Feat, whether you meet the requirements or not. If you Critical with an attack your opponent must make a Fortitude Save (DC is 10 plus half hit dice plus Strength Modifier) or be Stunned 1d4 Rounds.

The Worlds Baddest Orc (Ex): When Raging you now have Regeneration 5 instead of Fast Healing 5. You gain a +8 Enhancement Bonus to all Strength Checks, and Strength Based skill checks. Your carrying capacity is that of a creature 2 Size classes bigger. You may now Rage 1 additional time per day.

PLAYING AN INCREDIBLE ORC
Big, dumb, and ______ off. The stereotypical orc brawler boy. With a few extras of course…
Combat: Hit it with your fist. If it can still move, hit it with your fist again until it stops. If that fails grab the neck and start choking. These are about the most complex tactics you can understand.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: Yourself. I’d say your fellow Orcs but they’re just a wee bit jealous and would secretly like to see you get whooped so you’d stop showing them up…

INCREDIBLE ORCS IN THE WORLD
”Paw…..”
”Paw…..”
”Whut you want boy?”
”An orc just shoved his pinky thru mah brain Paw…”
Generally you interact with the world with the back of your fist. It’s your way, or someone gets a beating.
Daily Life: Fight some token mooks. Find who sent them. Beat him until he’s pulp. Wipe out half the city in the process. Beat down the city guard when they intervene. Beat down some heavily armed vagrants with lots of money when they intervene. You get the idea.
Notables: Hork (CN Male Orc Barbarian 6/Incredible Orc 6) is an anomaly among his people: An orc that seems to be a nice enough guy. Unless you make him angry. You wouldn’t like him when he’s angry…
Organizations: Most organizations will be devoted to hunting you down and wiping you out, not supporting you.

NPC Reaction
NPC’s generally run screaming once they realize that the usual process will not suffice for killing you. (i.e. the arrows don’t seem to be sticking in you…).

INCREDIBLE ORCS IN THE GAME
If you have a space in your campaign for delusional brawlers with bad tempers, look no further.
Adaptation: Obviously not a serious class. Obviously only for really tongue in cheek campaigns. But darn it it would be so fun just once…
Encounters: Usually PC’s will encounter one of you when your throwing someone they may or may not know through a wall, and then repeatedly jumping up and down on his head.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: Hork has just been chased by puny human army who interrupted his lunch. Hork just want beanie-weanies. Why can’t puny humans just leave Hork alone? Oh look there’s 4 more of them over there. HORK SMASH!!!


Hork
CN Male Orc Barbarian 6/Incredible Orc 6
Init +1 (+0 Raging), Senses: Listen +4, Spot -1, Dark Vision 60’
Languages Orc, Common
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AC 24, touch 15, flat-footed 23 (+1 Dex, +9 Armor, +4 Deflection)
AC Raging 29, touch 12, flat-footed 29 (-1 Size, -1 Dex, +8 Natural Armor, +9 Armor, +4 Deflection)
hp 102 (12 HD), 150 hp Raging
Fort +12 (+18 Raging), Ref +5 (+4 Raging), Will +6 (+8 Raging)
Uncanny Dodge, Improved Uncanny Dodge
------------------------------------------------
Speed 40 ft. (8 squares)
Melee Unarmed Strike +18/+13/+8 (1d10+6) or +3 Greatclub +21/+16/+11 (1d10+9)
Melee Raging Unarmed Strike +24/+19/+14 (1d10+12) or +3 Greatclub +27/+22/+17 (1d10+15)
Base Atk +12, Grp +18 (+30 Raging)
Atk Options My Fists Solve All My Problems, Orc Smash Puny Human, Rage 3/day (20 rounds duration)
-----------------------------------------------
Abilities Str 22 (34 Raging), Dex 13 (11 Raging), Con 14 (23 Raging), Int 6, Wis 8, Cha 10
SQ Light Sensitivity, Powerful Build, Fast Movement, Illiteracy, Trap Sense +2
Feats Destructive Rage, Improved Grapple, Improved Unarmed Strike, Instantaneous Rage, Superior Unarmed Strike
Skills Climb +8, Intimidate +10, Jump +8, Listen +4, Swim +8, Survival +5
Possessions +5 Chain Shirt, +4 Ring of Protection, +3 Greatclub, 2445 GP



I've always thought it was a shame they didn't have a Drunken Master type for non-monks...


ORC REDNECK

Picture URL

”EEEEEEEEEEEEEEEEEEEEHAAAAAAAAAAAAAAAAAAAAHHHHHH!! !!”

Think of an Orc. A swaggering, loud-mouthed bully that looks down on women and strangers, and believes fanatically in his one true god. Now give him a pair of bib overalls, a jug of homemade whiskey, and badly stereotyped accent. Voila. You have the guaranteed to offend Orc Redneck.

BECOMING AN ORC REDNECK
Virtually all Orc Rednecks are Barbarians, some may have a bit of Scout or Ranger..

ENTRY REQUIREMENTS
Race: Orc
Class Abilities: Rage, Illiteracy
Skills: Profession (Distiller) 4 Ranks,
Feats: Destructive Rage, Intimidating Rage, Instantaneous Rage
Special: Cannot have bought off Illiteracy


Class Skills
The Orc Redneck’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Hide (Dex), Jump (Str), Knowledge (Local, Nature)(Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str)
Skills Points at Each Level : 4 + int

Hit Dice: d12


BAB Fort Ref Will Abilities
1. +1 +2 +0 +2 Drunken Rage
2. +2 +3 +0 +3 Reckless
3. +3 +3 +1 +3 Stone Drunk
4. +4 +4 +1 +4 Drunken Rage
5. +5 +4 +1 +4 Reckless
6. +6 +5 +2 +5 Stone Drunk
7. +7 +5 +2 +5 Reckless
8. +8 +6 +2 +6 Drunken Rage
9. +9 +6 +3 +6 Stone Drunk
10.+10 +7 +3 +7 Rageaholic

Weapon Proficiencies: Orc Rednecks gain no new weapon or armor proficiencies.

Drunken Rage (Ex): At 1st level whenever the Orc Redneck is Intoxicated (defined as having taken ability damage from alcohol consumption), he may Rage at will. This does not count towards his normal limit of x times per day. He must also make a DC 20 Willpower Save when insulted, injured, angered, or frightened when he is Intoxicated or he goes berserk as well.

At 4th level the Orc Redneck no longer has to make a Willpower Save when Intoxicated. He can also choose to fail a Fortitude Save vs alcohol.

At 8th level when Intoxicated and Raging the Orc Redneck makes 1 additional attack per round at his highest Attack Bonus. This does not stack with similar affects such as Haste.

Reckless (Ex): At 2nd level you may choose to become Reckless when Raging. For every –1 penalty you take to your AC, you do +2 damage.

At 5th level when being Reckless you also gain a Luck Bonus to all Saving Throws equal to your AC penalty.

At 7tj level your attacks use double the Strength modifier they normally would when you are Reckless (i.e. if you normally use your Strength Modifier it’s now double your Strength modifier, if it normally uses double your Strength Modifier, it’s now quadruple your Strength Modifier).

Stone Drunk (Ex): At 3rd level when Intoxicated and Raging the Orc Redneck feels no pain. He is immune to Pain only effects such as Symbol of Pain or Wrack.

At 6th level when Intoxicated and Raging you gain a Natural Armor Bonus equal to your Orc Redneck level.

At 9th level when Intoxicated and Raging you gain DR/- equal to half your Orc Redneck level. This stacks with similar DR from other classes.

Rageaholic (Ex): You may now Rage freely at will. Once you have finished Raging you must wait at least 3 rounds before Raging again.


PLAYING AN ORC REDNECK
You are oddly enough more tolerant than other Orcs. Maybe it’s the booze, but everyone is equal in Gruumsh’s eyes if he’s willing to buy some shine. Except the Elves. Elves are for hanging only. Except for the freaky ones. Uncle Jessi likes them freaky elves…
Combat: Combat usually consists of shooting from behind cover, or yelling maniacally and pounding the opponent with whatever is at hand. Sometimes both at the same time if you can manage it.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: Orc Rednecks can always call on family. Blood is thicker than water, and you’re family is about as thick as they come.

ORC REDNECKS IN THE WORLD
”Best homemade whiskey ever. Just don’t touch his sister.”
To say that you are stereotyped, minimalized, looked down upon, and made fun of is soft pedaling it a bit. You are one hated sob. But you have a crossbow, a whackin’ stick, and a bad temper. That makes up for the rest of it cause it lets you have some fun. Well that, and fire. Fire is the answer to most of life’s problems. Especially elf problems.
Daily Life: You live the life of a typical farmer slash illegal whiskey maker.
Notables: Bubba (CN Male Orc Barbarian 6/Orc Redneck 6). Gruumsh didn’t make too many like Bubba. And the world thanks him for that…
Organizations: The closest thing you have to an organization is running shine or family reunions.

NPC Reaction
NPC’s tend to make you the butt of their jokes, and endlessly stereotype you. They also spend a lot of time fleeing you because of it…

ORC REDNECKS IN THE GAME
Some of the Orc Rednecks abilities are over the top. Okay it was meant for that but still…
Adaptation: This is obviously a goofy PrC, and probably offensive to some people as well. On the other hand it could be darn fun to roleplay the Orcs of Hazzard…
Encounters: The PC’s will encounter you in the midst of a feud, running from the law, hunting, running shine, beating up elves, getting drunk, etc.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: It’s a lovely day. A lovely day to watch the wind in the trees and relax in the grass. A lovely day to unwind munching on some wine and cheese. A lovely day to watch the naked Orc with the moonshine jug being chased by a group of Elven Paladins. Wait, what?


Bubba
CN Male Orc Barbarian 6/Orc Redneck 6
Init +1, Senses: Listen +2, Spot +2, Dark Vision
Languages Orc, Common
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AC 18, touch 11, flat-footed 17 (+1 Dex, +7 Armor)
AC Raging 16, touch 9, flat-footed 15 (-2 Rage, +1 Dex, +7 Armor)
AC Raging Intoxicated 19, touch 9, flat-footed 18 (-2 Rage, +1 Dex, +3 Natural, +7 Armor)
hp 90 (12 HD), 114 hp Raging
Fort +13 (+15 Raging), Ref +5, Will +6 (+8 Raging)
Uncanny Dodge, Improved Uncanny Dodge
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Speed 40 ft. (8 squares)
Melee +1 Brash Brutal Surge Club +18/+13/+8 (1d6+6)
Melee Raging +1 Brash Brutal Surge Club +20/+15/+10 (1d6+8)
Ranged +1 Explosive Sling (1d4+1+2d6 Fire)
Base Atk +12, Grp +17 (+19 Raging)
Atk Options Rage 3/day, Drunken Rage, Reckless
Combat Gear 4 Cure Serious Wounds Potions
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Abilities Str 20 (24 Raging), Dex 13, Con 16 (20 Raging), Int 6, Wis 8, Cha 10
SQ Damage Reduction 2/-, Trap Sense +3, Fast Movement, Illiteracy
Feats Destructive Rage, Instantaneous Rage, Intimidating Rage, Power Attack, Improved Sunder
Skills Climb +5 (+7 Raging), Intimidate +7, Hide +4, Jump +5 (+7 Raging), Listen +2, Move Silently +4, Profession (Distiller) +7, Spot +2, Swim +5 (+7 Raging), Survival +2
Possessions Explosive Sling, +1 Brash Brutal Surge Club, +5 Leather Armor, Bag of Holding II, 4 Cure Serious Wounds Potions, 240 GP


April: When a young elves thoughts turn to large, hairy women...


ORC DOMINATRIX

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”Mistwess wuvs Elfie. Elfie wuv Mistwess?”
”Look here you mind numbingly vulgar old crone…”
CRACK!
”AAAAAAAIIIIIIIIIIEEEEEEEEE!!!!”
”WHAT WAS THAT!?!?!”
”I…I meant would you like for me to shave your back hair ma’am?”
CRACK!
”AAAAAAAIIIIIIIIIIEEEEEEEEE!!!!”
”Yes actually. I’m due for a shave…”

Orc society is usually described as being based on two unfortunate concepts. The first is that men are in charge and do everything (i.e. running about killing stuff for their god), and the women obey without question. The second is that slaves seem to form the basis of their economy, much like the Spartans. This means much work is done by the slaves, and there are several generations of bored Orc women who have repressed their natural tendencies towards hitting things to achieve a workable marriage with their husbands.

However at some point the husbands have to go off to war, leaving the wives in charge of the slaves. You have to wonder why the slaves simply don’t revolt. The reason is a longstanding tradition among Orc women to let their hair down and take out their frustrations once the menfolk are gone (unbenknownst to said menfolk). It gives them a chance to vent, relax, regroup, and most importantly to beat the living hell out of some elves.

BECOMING AN ORC DOMINATRIX
The class requires a certain degree of innate magical ability, which can really be provided with almost any Divine or Arcane spellcaster class. Usually they have some mild magical talent (i.e. 1 level of something) or have dabbled. Due to their penchant for sneakiness most have a few levels of Rogue as well. Many are multiclass Rogue/Barbarian/Spellcasters.

ENTRY REQUIREMENTS
Race: Any Orcish
Gender: Female
Skills: Intimidate 6 Ranks
Feats: Improved Unarmed Strike, Stunning Fist, Superior Unarmed Strike
Class Abilities: Must be able to cast at least 1 first level spell from the Enchantment school. Can be Divine or Arcane.


Class Skills
The Orc Dominatrixes class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Knowledge (Arcana)(Int), Sense Motive (Cha), Spellcraft (Int), and Use Rope (Dex)
Skills Points at Each Level : 4 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +0 +2 +0 +2 One of These Days Ralph…
2. +1 +3 +0 +3 Black Leather
3. +2 +3 +1 +3 Magic Whip
4. +3 +4 +1 +4 POW…
5. +3 +4 +1 +4 Black Leather
6. +4 +5 +2 +5 Magic Whip
7. +5 +5 +2 +5 Black Leather
8. +6 +6 +2 +6 Right In The Kisser!
9. +6 +6 +3 +6 Magic Whip
10.+7 +7 +3 +7 Domestic Goddess

Weapon Proficiencies: Orc Dominatrixes gain proficiency with the Whip and Light Armor if they do not already have it.

One of These Days Ralph…(Ex): You may use this ability a number of times per day equal to your Charisma modifier. When you make a successful attack with an Unarmed Strike or Whip you may declare that you are using 1 use of this ability and your opponent must make a Fortitude Save (DC is 10 plus half hit dice plus Charisma modifier). If he fails, he is Stunned for 1 Round.

Black Leather (Ex): At second level you take no Armor check penalties while wearing Light Armor.

At 5th level you have no Arcane spell failure chance while wearing Light Armor.

At 7th level you add your Charisma Bonus as an Enhancement Bonus to your Armor (i.e if you have a 14 Charisma, you are now wearing +2 Leather Armor). This is a Supernatural Ability.

Magic Whip (Su): The effects of Magic Whip vary greatly depending on your former class levels. At 3rd level you may choose on of the following effects you qualify for:

A) If you can Rage at least twice per day, your Barbarian and Orc Dominatrix levels stack for determining how many times per day you Rage. Attacks you make with a whip do lethal damage equal to your unarmed strike damage, and do not provoke attacks of opportunity. You may make whip attacks regardless of an opponents AC.

B) If you have at least 3d6 Sneak Attack, your Rogue and Orc Dominatrix levels stack for determining how many dice of Sneak Attack damage you have. Attacks you make with a whip do lethal damage, and if your to hit roll hits by 5 or more or is a critical you add your Sneak Attack damage, whether your opponent is denied his Dex Bonus to AC or not. Attacks you make with your whip do not provoke attacks of opportunity. You may make whip attacks regardless of an opponents AC.

C) If you may cast Arcane spells of at least second level, you may imbue your whip with any spell as a Standard Action. The next time you strike someone with the whip they also take the effects of the spell it is imbued with. Attacks you make with your whip do lethal damage and do not provoke attacks of opportunity. You may make whip attacks regardless of an opponents AC. Obviously your spell selection is limited to spells that target a single creature.

Once chosen you may not change the effect you get with magic whip.

At 6th level your powers with the whip increase. If you chose A, the Critical threshold for your Unarmed Strike and Whip attacks increases by half your Orc Dominatrix level, rounded up. For example a level 10 Orc Dominatrix would critical on a 15-20. If you chose B, you get a +4 Enhancement Bonus on any Trip or Disarm attack made while your opponent is Denied his Dex Bonus to AC, or Flat-footed (your Trip or Disarm attacks made with the whip do not provoke attacks of opportunity). If you chose C, the Save DC’s of spells imbued in your whip are +2 (this stacks with the Spell Focus Feat).

At 9th level your powers increase again. If you chose A, your whip now does untyped damage on a Critical while Raging, ignoring Damage Reduction. If you chose B, whenever you successfully strike an opponent who is Flat-footed or Denied his Dex Bonus to AC he must make a Fortitude Save (Save DC is 10 plus half hit dice plus Charisma modifier) or be Paralyzed for 1d3 rounds. If you chose C, the Save DC’s of spells imbued in your whip are +4.

POW…(Ex): You gain 2 extra daily uses of One of These Days Ralph. When using it the opponent is now automatically Stunned for 1d2 rounds on a successful Critical.

Right In The Kisser! (Ex): You gain 2 extra daily uses of One of These Days Ralph. If he now fails the Save he is Stunned for 1d3 Rounds. On a Successful Critical hit he is Helpless for 1 Round instead if he fails the Save, or Stunned for 1d2 rounds if he makes it.

Domestic Goddess (Su): You gain 2 extra daily uses of One of These Days Ralph. Instead of the normal effect you can decide to have them make a Willpower Save (Save DC is 10 plus half hit dice plus Charisma Modifier). If they fail and haven’t gone in the round yet, you decide what they will do this round. If they have gone, you decide what they will do next round.


PLAYING AN ORC DOMINATRIX
You lead a double life. A devoted and meek wife, and a ticked off elf-whooping amazon. The disparity in your private and public lives do cause some occasional grief for you, but Orc women seem to have a remarkable tolerance for pain (they have to since they’re barely second class citizens).
Combat: OD’s who took option A will be looking to increase the number of times per day they can Rage, and their unarmed attack options. Choosers of B will want some Ambush Feats perhaps, or Feats allowing them some more options while flanking and such. They’ll be fighters who set targets up for the kill by their friends. Choosers of C will want to increase the power and variety of their spells.
Advancement: Depending on which option you first choose with Magic Whip there are 3 very different paths to choose from with this PrC. If you went with A you’ll be focusing on melee combat. If you went with B, you’ll be focusing on using your Sneak Attack, and Trip/Disarm to it’s best extent. If you went with C, you’ll want to increase your caster level to get those really neat spells to imbue the whip with.
Resources: Orc Dominatrixes can call upon one another for protection and aid, but that’s really all the resources they have. Their own society looks down upon them simply for being women. Other societies look down upon them for being Orcs. Life isn’t easy for them to say the least.


ORC DOMINATRIXES IN THE WORLD
”Y’know Krusk…I think my wife is different somehow….”
If your husband had any idea what you were up to when he’s gone he’d probably cough up his own spleen. Of course there’s always the chance he might like the idea of an equal partner (yeah right, we’re talkin’ Orcs here). There’s also the chance that eventually once he puts the axe down you’ll be well trained enough to simply repeatedly club him into submission with your fist.
Daily Life: Slaves do much of the cooking, cleaning, and raising what little livestock or agriculture you have. That leaves you to raise your kids, tend to your husbands many wounds, and of course join a secret society devoted to one day overthrowing the Patriarchy. Plus you get to wear kewl leather armor.
Notables: Barda (CN Female Orc, Sorcerer 1/Barbarian 5/Orc Dominatrix 6. Barda is the local headmistress of her group. By day she is the submissive Orc wife who tends to her husbands wounds and teaches the children. By night she meets clandestinely with the other Orc wives and plots to achieve power in the tribe. Or at least a way to break the priesthood of Gruumsh’s stranglehold on all aspects of the tribes life.
Organizations: Orc Dominatrixes sometimes form loose cliques or clubs that help one another out. Especially when someone’s slave has escaped or their husband is being difficult. Or when they’ve finally gone overboard in the eyes of Orc society and gave hubby a whoopin and need to hide out.

NPC Reaction
NPC’s reaction tends to be disgust or pure terror. Which one rather depends on whether or not they’re currently a captive or an innocent bystander. There are other reactions, but we’ll leave those to the Mature Boards…

ORC DOMINATRIXES IN THE GAME
Be prepared for a lot of giggles when you announce you wanna play this thing. Especially by the male players. God knows we aren’t subtle.
Adaptation: As classes go this one is kind of tongue in cheek, but it could be adapted to a serious campaign, especially a horror campaign.
Encounters: PC’s will most likely encounter an Orc Dominatrix if they are taken captive by an Orc tribe. There are other ways but unfortunately we’ll once again leave those to the Mature Boards…

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: The PC’s have been asked to infiltrate and close a local Slave Auction house. Wanna guess who’s gonna try to outbid them on the local elves?


Barda
CN Female Orc Sorcerer 1/Barbarian 5/Orc Dominatrix 6
Init +1, Senses: Listen +4, Spot -1, Dark Vision 60’
Languages Orc, Common
------------------------------------------------
AC 20, touch 11, flat-footed 19 (+1 Dex, +6 Armor, +3 Natural)
AC while Raging 18, touch 9, flat-footed 17 (-2 Rage, +1 Dex, +6 Armor, +3 Natural)
hp 74 (12 HD), 98 hp while Raging
Fort +10 (+12 while Raging), Ref +4, Will +7 (+9 Raging)
Uncanny Dodge, Improved Uncanny Dodge
------------------------------------------------
Speed 40 ft. (8 squares)
Melee +1 Paralysis Paralytic Burst Whip +14/+9 (1d10+4/17-20) or Unarmed Strike +13/+8 (1d10+4)
Melee Raging +1 Paralysis Paralytic Burst Whip +16/+11 (1d10+6/17-20) or Unarmed Strike +15/+10 (1d10+6)
Base Atk +9, Grp +13 (+15 while Raging)
Atk Options Rage 3/day (6 rounds duration), One of These Days Ralph (3/day, DC 17), POW
Combat Gear
Spells Known (Caster Level 1) 0 (5/day, Save DC 11): Daze, Detect Magic, Flare, Touch of Fatigue
1 (4/day, Save DC 12): Reduce Person, Shocking Grasp
Supernatural Abilities Magic Whip
-----------------------------------------------
Abilities Str 18 (22 while Raging), Dex 13, Con 12 (16 while Raging), Int 8, Wis 9, Cha 13
SQ Light Sensitivity, Fast Movement, Trap Sense +1, Black Leather
Feats Improved Unarmed Strike, Stunning Fist, Superior Unarmed Strike, Instantaneous Rage, Intimidating Rage
Skills Concentration +11 (+13 Raging), Intimidate +12, Jump +9 (+11 Raging), Knowledge (Arcana) +3, Listen +4, Sense Motive +5, Spellcraft +3
Possessions +4 Menacing Leather Armor, +3 Amulet of Natural Armor, +1 Paralysis Paralytic Burst Whip, Shackles of Silence, 539 GP

DonThelonious
2008-04-01, 07:28 AM
Bhu those classes are why I love you. I laughed so hard I cried! I now want to play an Orcs Of Hazzard adventure, maybe make them recuring bad guy/allies...

watsyurname529
2008-04-01, 05:12 PM
LOL! Those were great! I can't decide which I like the most. Those were great for a laugh.

Bhu
2008-04-02, 12:43 AM
So any more thoughts on the Pine Bender or Orc Thug? If not I'm posting the next one.

DonThelonious
2008-04-02, 02:11 AM
Any thoughts or opiunions on my Beast Rider as well?

Level20Commoner
2008-04-02, 04:44 AM
So any more thoughts on the Pine Bender or Orc Thug? If not I'm posting the next one.

The Pine Bender is a good class because it fixes many of the problems I have with 'Wildshape' class feature. Good things about the Pine Bender:
a) Name recognition. All of the fantastic tales about you are not simply attributed to the work of a giant bear or some such.
b) You can speak and use armor, equipment, and other items normally.
c) You can grapple an opponent with the condifence that you may actually succeed.
c) No need to pick natural spell as a feat.
d) Being a living catapult would be really kewl.
e) You get to be Giant Man.

The only thing I dislike about the Pine Bender is the damage of the Slam attack you gain while using 'Wildshape'. Way too low.

Bhu
2008-04-02, 01:05 PM
Believe it or not the Slam is identical to the damage regular giants of that size do.

Beast Rider is good Don :smallbiggrin:

Bhu
2008-04-03, 01:17 AM
FISTS OF GRUUMSH

http://Picture URL

"With the Gods themselves on my side who can stop me?"

Warlocks aren't common among the Orcs, and many of them that do exist owe their powers due to divine lineage within their families past, or deals made with the Orcish pantheon for power...

BECOMING A FIST OF GRUUMSH
The Fists of Gruumsh are pretty much specialist Warlocks, and usually start as such.

ENTRY REQUIREMENTS
Race: Orc
Class Abilities: Eldritch Blast 3d6
Incantations: Eldritch Spear, Fell Flight
Feats: Eldritch Claws, Grappling Blast (See Dragon Magazine #358)


Class Skills
The Fist of Gruumsh's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Arcana, Planes, Religion) (Int), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha)
Skills Points at Each Level : 2 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 Baghtru's Gift
2. +1 +0 +0 +3 Eldritch Feat, +1 level of existing incantation using class
3. +2 +1 +1 +3 +1 level of existing incantation using class
4. +3 +1 +1 +4 Ilneval's Gift
5. +3 +1 +1 +4 Eldritch Feat, +1 level of existing incantation using class
6. +4 +2 +2 +5 +1 level of existing incantation using class
7. +5 +2 +2 +5 Eldritch Feat, +1 level of existing incantation using class
8. +6 +2 +2 +6 Gruumsh's Gift
9. +6 +3 +3 +6 +1 level of existing incantation using class
10.+7 +3 +3 +7 Burning Eye

Weapon Proficiencies: The Fist of Gruumsh gains no new weapon or armor proficiencies.

Incantations: At levels 2,3,5,6,7, and 9 the Fist of Gruumsh gains new Incantations as if they were warlock levels. I.E. a 6th level Warlock/6th level Fist has the same amount of Incantations as a 10th level Warlock.

Baghtru's Gift (Su): When using your Eldritch Claws or Grappling Blast Feats your Eldritch Blast does additional damage. Add +1d6 damage for every 2 levels of Fist of Gruumsh.

Eldritch Feats: At 2nd, 5th, and 7th level the Fist gains a Bonus Feat from the following list: Ability Focus (Eldritch Blast), Empower Spell Like Ability, Extra Invocation, Heighten Spell Like Ability, Maximize Spell Like Ability, Quicken Spell Like Ability, Spell Penetration, Sudden Ability Focus

Ilneval's Gift (Su): A number of times per day equal to the Fists Charisma modifier (minimum of 1) the Fist can unleash an Eldritch Blast modified by Blast Incantations that does not allow a Saving Throw.

Gruumsh's Gift (Su): When using your Eldritch Spear or Eldritch Glaive Incantations, your Eldritch Blast Criticals on an 18-20 doing x2 damage. This does not stack with other effects that increase critical threat ranges.

Burning Eye (Su): At 10th level one of the Fists Eyes explodes into magical flame. he can see with it normally. A number of times per day equal to his Charisma modifier he can Take 20 on any roll as a Free Action.

PLAYING A FIST OF GRUUMSH
Orc culture is pretty conformist, and it only really respects power. Being as yours comes from the Gods you're allowed to be different to some extent, but you need to acquire and hold as much power as you can get. You're going to have too many rivals not to.
Combat: Early on you'll be specializing in melee fighting most likely. Ranged combat will come with more levels.
Advancement: Most Fists are pretty straight forward. They're combat Warlocks, and rarely deviate from that course.
Resources: The Fists of Gruumsh are pretty much a religious cult, and usually have a decent place in the hierarchy of their tribe. Which means that they can ask their tribe for pretty much anything as long as it isn't obviously bad for the tribe or insanely over the top.

FISTS OF GRUUMSH IN THE WORLD
"See this scar? Got it from a skinny little Orc with burnin' fists. Watch out for them skinny orcs boy."
Your life is interesting, in the Chinese sense of the term. The Gods are always scheming to use you against one another as a pawn of some kind. The priests and warchiefs are always scheming to get rid of you. The enemies of the tribe always make you a prominent target. You need a vacation really...
Daily Life: The Orcish Gods granted you your powers so they tend to send you some interesting dreams, and meddle in your life. Your days are usually spent either training, dealing with whatever the gods have sent your way, or dealing with the machinations of jealous priests.
Notables: Keth the Murderer (Warlock 6/Fist of Gruumsh 6). So called because of killing everyone in his tribe that opposed him to gain position as it's head.
Organizations: The Fists of Gruumsh are allied closely to the Priests of the Orcish pantheon, but they have little more organization than that. Some do occasionally decide to take over, and band together to get rid of their opposition in the tribe.

NPC Reaction
Orcs with blazing fists and the ability to shoot eldritch blasts? The idea is terrifying to the average NPC, who prefers his Orcs to be stupid melee fighters he can easily get away from.

FISTS OF GRUUMSH IN THE GAME
Fists of Gruumsh are combat Warlocks as opposed to area control. With their abilities centering around Eldritch Blast they may be show offs if
Adaptation: The Fists will be intriguing in an all Orc campaign, as t hey will either be bodyguards of the priests of Gruumsh or competing to supplant them.
Encounters: Usually PC's will encounter a Fist of Gruumsh with a party of Orc clerics on some sort of mission for their gods. the Fists will be bodyguards basically.

Sample Encounter
EL 12: Now that he's assassinated everyone in the tribe who can oppose him, Keth is leading the tribe on night raids. Instead of theft they're destroying crops and livestock, and poisoning the wells. The hope is that sufficient damage will be done that the humans perish in he winter without food, or they'll leave before it can happen.


Keth The Murderer
CE Male Orc Warlock 6/Fist of Gruumsh 6
Init +1, Senses: Listen -1, Spot -1, Dark Vision 60'
Languages Orc, Common
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AC 23, touch 14, flat-footed 22 (+1 Dex, +9 Armor, +3 Deflection)
hp 66hp (12 HD)
Fort +6, Ref +5, Will +9
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Speed 30 ft. (6 squares)
Melee 2 Eldritch Claws +11 melee (1d10+6d6+3) or +1 Unholy Surge Morningstar +12/+7 (1d8+4)
Ranged Eldritch Blast +9 Ranged Touch (3d6)
Base Atk +8, Grp +10
Atk Options Eldritch Blast 3d6 (DC 18), Eldritch Claws +6d6 (DC 18), Grappling Blast +6d6 (DC 18), Earth's Embrace, Ilneval's Gift
Combat Gear 4 Potions of Cure Serious Wounds
Incantations Least: Dark Ones Own Luck, Eldritch Spear, Fell Flight
Lesser: Brimstone Blast, Curse of Despair, Fell Flight
-----------------------------------------------
Abilities Str 16, Dex 13, Con 14, Int 6, Wis 8, Cha 16
SQ Detect Magic, Damage Reduction 1/Cold Iron Decieve Item, Baghtru's Gift, Ilneval's Gift 3/day
Feats Earth's Embrace, Eldritch Claws, Grappling Blast, Improved Unarmed Strike, Improved Grapple, Superior Unarmed Strike, Ability Focus (Eldritch Blast, B), Sudden Ability Focus (Eldritch Blast, B)
Flaws
Skills Concentration +4, Intimidate +5, Knowledge (Religion) +0, Spellcraft +0, Use Magic Device +10
Possessions +5 Chain Shirt, +1 Unholy Surge Morningstar, Warlock's Scepter, +3 Ring of Protection, 4 Potions of Cure Serious Wounds, 1137 gp


EPIC FIST OF GRUUMSH

Hit Die: d6
Skills Points at Each Level : 2 + int
Invocations: The Epic Fist of Gruumsh' caster level continues to increase, but he does not gain new invocations.
Baghtru's Gift: Baghtru's Gift continues to increase +1d6 for every 2 levels past the 20th.
Bonus Feats: The Epic Fist of Gruumsh gains a Bonus Feat every 4 levels higher than 20th

Bhu
2008-04-05, 07:32 PM
Hmmm....Orc Warlocks don't seem to be popular...

Bago!!!
2008-04-05, 09:25 PM
OMG! AN ORC WARLOCK!!!!!

I love warlocks, but orc warlocks are just plain FUN!!!!

I had this one Orc Warlock be a major villian to my first group. Totally pwned them all. :smallamused:

But what are those two feats, Eldritch Claws and Eldritch grapple?

Also, are you supposed to gain Eldritch Blast Die while gaining levels in this PrC?

Will come up with more questions, ideas and... stuff later!

Bhu
2008-04-06, 02:19 AM
OMG! AN ORC WARLOCK!!!!!

I love warlocks, but orc warlocks are just plain FUN!!!!

I had this one Orc Warlock be a major villian to my first group. Totally pwned them all. :smallamused:

But what are those two feats, Eldritch Claws and Eldritch grapple?

Also, are you supposed to gain Eldritch Blast Die while gaining levels in this PrC?

Will come up with more questions, ideas and... stuff later!

They're from Dragon 358. Eldritch Claws lets you make 2 claw attacks per round dealing your Eldritch Blast Damage. Eldritch Grapple should'vebeen Grapling Blast. It lets you do your Eldritch Blast damage with a grapple check.

Normal blast damage doesnt go up. But with Baghtru's Gift you do a lot more damage with it hwen using those Feats.

Bhu
2008-04-06, 08:31 PM
ORC PIRATE

http://Picture URL

"We don't take prisoners."

Some Orcs learn to adopt the pirate lifestyle out of necessity. Outcast from their communities, and too brutal to make it in the civilized world of the other humanoids they survive by raiding at sea.

BECOMING AN ORC PIRATE
Usually you're just a typical orcish tribe member (i.e. Barbarian) forced into a nautical setting.

ENTRY REQUIREMENTS
Race: Any Orcish
Class Abilities: Rage (specifically the Whirling Frenzy Rage variant listed on page 65 of the Unearthed Arcana)
Feats: Daylight Adaptation
Skills: Climb 4 Ranks, Jump 4 Ranks, Survival 4 Ranks, Swim 4 Ranks
Base Attack Bonus: +6

Class Skills
The Orc Pirate's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Geography, Local, Nature) (Int), Listen (Wis), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex)
Skills Points at Each Level : 4 + int

Hit Dice: d10


BAB Fort Ref Will Abilities
1. +1 +2 +0 +0 Reaver
2. +2 +3 +0 +0 Able Seaman
3. +3 +3 +1 +1 Bad Reputation +2
4. +4 +4 +1 +1 Reaver
5. +5 +4 +1 +1 Able Seaman
6. +6 +5 +2 +2 Bad Reputation +4
7. +7 +5 +2 +2 Able Seaman
8. +8 +6 +2 +2 Reaver
9. +9 +6 +3 +3 Bad Reputation +6
10.+10 +7 +3 +3 Pirate Lord

Weapon Proficiencies: Orc Pirates gain no new weapon or armor proficiencies.

Reaver (Ex): Your Orc Pirate and barbarian levels stack for purposes of determining the number of times per day you may use your Rage.

At 4th level you gain the variant Greater Rage Ability.

At 8th level you gain the variant Mighty Rage

Able Seaman (Ex): At 2nd, 5th, and 7th level the Orc Pirate can choose one skill he has at least 4 ranks in from the list below. From now on he may Take 10 as a Free Action when making a skill check with that skill. This can only be done in Light or no Armor, and with a Light or Medium load. Applicable skills are: Balance, Bluff, Climb, Intimidate, Jump, Knowledge (Geography, Local), Listen, Search, Sense Motive, Spot, Survival, Swim, Use Rope.

Bad Reputation (Ex): Due to the Orc Pirate's incredibly bad reputation as a murderer and despoiler it gets a bonus to Intimidate checks. At 3rd level its +2, at 6th level it's +4, and at 9th level its +6.

Pirate Lord (Su): At 10th level you have reached the peak of frightful reputations. When you go into Rage any living opponent within 30' of you must make a Willpower Save (DC is 10 plus half hit dice plus Charisma modifier) or be Panicked for 2d4 rounds if they have Hit Dice equal to or less than your own, or Shaken for 2d4 rounds if they have more Hit Dice.

PLAYING AN ORC PIRATE
Orcs that live near the sea often don't have the same options as their luckier inland brethren, as most of the available land is solid rock. Therefore to survive they must turn to a life of piracy to feed themselves. They also have to learn to adapt to living i nthe harsh light of the sun.
Combat: Orc Pirates specialize in intimidation. Why fight if you can scare opponents into giving you what you want? If you never have to swing the sword, you don't risk death, and can simply execute the captives once you trick them into giving up. But you don't shirk from fighting either. That would make you look weak. The only time you take captives are when provisions are low, and you need meat.
Advancement: Due to the necessities of survival, most Orc Pirate end up going down the same, short, brutal path. They really don't know of a better way, and would be skeptical if you showed them one.
Resources: Most Orc Pirates only have themselves as a resource. And their fellow shipmates (if said shipmates don't have any other choice).

ORC PIRATES IN THE WORLD
"The Orcs haunt these waters midshipman. Adjust course to the south."
Orc Pirates are even more brutal than most members of their profession. Death or injury is common for them, and they leave no survivors, and take no prisoners (except maybe as food). It's death for them if they're caught, and they know it.
Daily Life: The daily life of an Orc Pirate is hard work maintaining the ship, repairing damage from raids, hunting for food, and preparing for the next fight.
Notables: Kark (CE Male Orc Barbarian 6/Orc Pirate 6) Kark has made a name for himself, even among the Orc pirates. He is as hard and merciless as any pirate to ever walk the decks of a ship, and anyone encountering him can at best hope for a quick death. It'll be preferable to what usually happens..
Organizations: Orc Pirates are never organized, and see each other as rivals for the most part. They only cooperate for mutual survival.

NPC Reaction
NPC's generally crap themselves at the sight of Orc Pirates. They're reputation is worse than even the most disturbed of human pirates. If you're caught by them you are dead one way or the other. At best it's a quick death, at worst you become provisions after being tortured.

ORC PIRATES IN THE GAME
Being that Orc Pirates are almost universally despised (even by other Orcs!), playing one as a PC will be difficult at best. Best to hide who you really are.
Adaptation: Orc Pirates are great for nautical settings in an evil campaign. But on land they don't feel so good, and most will try to get back aboard a ship as soon as they can.
Encounters: PC's will generally encounter Orc Pirates when the ship they're on is attacked, or if they're asked to hunt them down.

Sample Encounter
EL 12: Kark has recently acquired the Captain's position on his ship. And unlike the former captain he intends to raid inland instead of out to sea. The town the PC's are in is about to have an annual festival in celebration of Heironeous, and the Pirates intend to raise a little hell and do a little raiding during i.


Kark
CE Male Orc Barbarian 6/Orc Pirate 6
Init +3, Senses: Listen +3, Spot +3, Dark Vision 60 ft.
Languages Orc, Common
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AC 22, touch 13, flat-footed 21 (+3 Dex, +9 Armor) Dodge, Mobility, Uncanny Dodge, Improved Uncanny Dodge
AC during Rage 25, touch 16, flat-footed 21 (+3 Dex, +3 Dodge, +9 Armor)
+2 to Flat-Footed AC
hp 96 (12 HD)
Fort +12, Ref +13 (+16 Rage), Will +3
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Speed 40 ft. (8 squares)
Melee +1 Great Axe +16/+11/+6 (1d12+4)
Melee when Raging +1 Great Axe +17/+17/+12/+7 (1d12+7)
Base Atk +12, Grp +15
Atk Options Greater Rage 4/day, Instantaneous Rage, Intimidating Rage
Combat Gear
-----------------------------------------------
Abilities Str 17 (23 Rage), Dex 16, Con 14, Int 6, Wis 8, Cha 12
SQ Fast Movement, Illiteracy, Trap Sense +2, Bad Reputation +4
Feats Daylight Adaptation, Instantaneous Rage, Intimidating Rage, Dodge, Mobility
Skills Balance +7, Climb +7 (+10 Rage), Intimidate +7, Jump +7 (+10 Rage), Listen +3, Spot +3, Survival +3, Swim +7 (+10 Rage)
Possessions +5 Deepdweller Speed Chain Shirt, Axe of the Sea Reavers, Devastation Gauntlets, Mask of Blood, Necklace of Warning, Ring of Water Breathing, Bag of Holding IV, 10 Potions of Cure Serious Wounds, 6 Potions of Protection from Arrows 2030 gp



EPIC ORC PIRATE

Hit Die: d10
Skills Points at Each Level : 4 + int
Rage The Epic Orc Pirate gains a new daily use of Rage at every 4 levels higher than 20th.
Able Seaman The Epic Orc Pirate may choose another skill from the Able Seaman list at 21st level, and every three levels after (i.e. 24, 27, etc).
Bad Reputation The Epic Orc Pirate gains an additional +2 to Intimidate checks at level 22 and every third level there after (i.e. 25, 28, etc.).
Bonus Feats: The Epic Orc Pirate gains a Bonus Feat every 4 levels higher than 20th

Cieyrin
2008-04-07, 12:12 AM
I think the Orc Pirate is a bit too powerful, since they get Greater Rage a level early and Mighty Rage 4 levels early, as opposed to not at all @_@

Bhu
2008-04-07, 05:04 PM
They also never get Tireless Rage or Indomitable will, and lose most of their Damage Reduction. I can shuffle the abilities around a bit...

Bhu
2008-04-08, 11:40 PM
I edited the example for Fists of Gruumsh a bit. How bout if I switch the level 10 and 8 abilities on the Pirate??

Bhu
2008-04-10, 12:14 AM
Well the Pirate doesn't seem to have gotten any interest sooooo....


ORC SERGEANT

http://Picture URL

"Where there's a whip, there's a way. And when the whip doesn't work just kill and eat one of the men in front of the rest of them. Perks 'em up right quick."

Orc Sergeants are whip wielding masters of pain, inspiring their troops in battle with the threat of torture and death if they fail.

BECOMING AN ORC SERGEANT
Most Orc Sergeants begin as Barbarians, and end up becoming marshals.

ENTRY REQUIREMENTS
Race: Any Orcish
Class Abilities: Marshal's Aura (any 1 Major), Rage
Base Attack Bonus: +5
Feats: Weapon Proficiency (Whip), Intimidating Rage
Skills: Intimidate 8 Ranks
Alignment: Cannot be Good


Class Skills
The Orc Sergeant's class skills (and the key ability for each skill) are Climb (str), Gather Information (Cha), Intimidate (Cha), Listen (Wis), Profession (Torture, Wis), Search (Wis), Sense Motive (Wis), and Spot (Wis)
Skills Points at Each Level : 4 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +0 +2 +0 +2 Drill Sergeant
2. +1 +3 +0 +3 Interrogation
3. +2 +3 +1 +3 Aura of Terror
4. +3 +4 +1 +4 Drill Sergeant
5. +3 +4 +1 +4 Interrogation
6. +4 +5 +2 +5 Aura of Terror
7. +5 +5 +2 +5 Interrogation
8. +6 +6 +2 +6 Drill Sergeant
9. +6 +6 +3 +6 Aura of Terror
10.+7 +7 +3 +7 Whip of Terror

Weapon Proficiencies: Orc Sergeant's gain no new weapon proficiencies.

Drill Sergeant (Ex): At 1st level your Orc Sergeant and Marshal levels stack for determining the number of Auras known, and maximum possible bonus given.

At 4th level the bonus of the Orc Sergeants Auras are +2 higher when the Sergeant is Raging (i.e. if the Orc Sergeants Aura Bonus is normally +2, it is +4 while he is Raging).

At 8th level the Orc Sergeant gains a new Major Aura: Rage. Whenever the Orc Sergeant has this Aura on, all allies within it's range go into Rage as per the Barbarian ability. If the ally has Rage, this does not use up one of his daily uses of Rage.

Interrogation (Su): At 2nd level you do not provoke an attack of opportunity when attacking with your whip.

At 5th level you may do lethal damage with whip attacks. Your whip now does 1d6+ Strength bonus.

At 7th level you may attack opponents with your whip regardless of their Armor or Natural Armor Bonus, and you may use it for Sunder attacks.

Aura of Terror (Su): At 3rd level any opponent within 30' when the Orc Sergeant Rages, charges, or cracks his whip must make a Willpower Save (DC is 10 plus half hit dice plus Charisma modifier) or be Panicked for 1d6 rounds. If the opponent succeeds in his save he is Shaken for 2d4 rounds instead. Aura of Terror may be used once per day per point of Charisma modifier (minimum of 1).

At 6th level this increases to a range of 60'.

At 9th level the opponent is Panicked for 2d4 rounds, or Shaken for 3d6 instead.

Whip of Terror (Su): You may use this ability a number of times per day equal to your Charisma modifier (minimum of 1). The next attack with your whip criticals on an 18-20, does x4 damage on a successful crit, and leaves your opponent Stunned for 1d4 rounds if you hit with the whip successfully.(opponent does not get a Saving Throw).

PLAYING AN ORC SERGEANT
You are by all accounts a merciless, black hearted, miserable bastard. And worse you're intent on taking it out on the rest of the known world. Death rates in your profession are higher than the infantry because quite frankly even your own men would like to see you dead.
Combat: Charisma is your linchpin attribute, so you may as well load up on Feats that combo well with it like Intimidating Rage. Save some for Extra Rage too.
Advancement: You're pretty straightforward. Your job is to make the opposing side go 'AAAAAAAAAAAH!' in a reasonably quick fashion.
Resources: Orc Sergeants are usually the employees of large armies of mercenaries, or perhaps even by their tribe. As an official employee they will have access to the military's resources (within reasonable limits), but will also have additional duties.

ORC SERGEANTS IN THE WORLD
"i'd rather face the Paladins than the Sergeant. I have a better chance of living. Or at least of dying quickly."
Orc Sergeants tend to be a brutal breed, even moreso than the usual Orc. It's an old cliche that most Orc Sergeants learn the art of inspiring heroics from their parents by making their peers watch as they slowly burn said parents alive.
Daily Life: Your responsible for keeping the men in shape, and in line. Since Orcs really don't have a human idea of 'morale' you won't be keeping they're spirits up, you'll be ensuring they know whats waiting for them on your tables if they screw up. You also spy somewhat for your bosses.
Notables: Brekka (CE Male Orc Barbarian 3/Marshal 3/Orc Sergeant 6) has recently graduated from his apprenticeship so to speak. He is quite eager to prove himself, and ambitious enough to want to become the new Warchief of his tribe...
Organizations: Orc Sergeants are only loosely organized. They all had to learn from someone (apprenticeship in this job is a nightmare), and they often remember old colleagues. Not always necessarily fondly...

NPC Reaction
Most NPC humanoids would gladly fall on their own sword than end up being interrogated by the Orc Sergeant. So would most Orcs.

ORC SERGEANTS IN THE GAME
Orc Sergeants are that perfect evil Orc bad guy. He's probably not the BBEG, but he makes a nice lieutenant.
Adaptation: Orc Sergeants are pretty evil. To be honest they'll have to be in an evil campaign, or at least an all orc one. Many other peoples wouldn't put up with a monster like this guy.
Encounters: Usually PC's will see an Orc Sergeant convincing his men to do better at killing them by cracking his whip. If they're really unlucky they'll be getting interrogated by one.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: A group of Orcs led by a particularly ugly, whip-wielding sergeant has been coming into town wreaking havoc. The townspeople have sworn a vow of non-violence and have asked the PC's to take care of things for them. Friggin' peasantry...


Breka
CE Male Orc Barbarian 3/Marshal 3/Orc Sergeant 6
Init +0, Senses: Listen +16, Spot +13,
Languages Orc, Common
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AC 21, touch 12, flat-footed 21 (+9 Armor, +2 Deflection) Uncanny Dodge
Raging AC 17, touch 8, flat-footed 17 (-2 Rage, +9 Armor) Uncanny Dodge
hp 72 (12 HD) 84 hp Raging
Fort +12 (+14 Rage), Ref +4, Will +10 (+12 Rage)
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Speed 40 ft. (8 squares)
Melee +1 Implacable Whip +10/+5 (1d6+2)
Base Atk +9, Grp +10 (+12 Rage)
Atk Options Rage 2/day, Aura of Terror 2/day (DC:18)
Combat Gear 4 Potions of Bark Skin (+5), 2 Cure Serious Wounds Potions
Minor Auras (+2, +4 w/Cloak or Raging, +6 w/Cloak and Rage) Art of War, Demand Fortitude, Force of Will, Over the Top, Watchful Eye
Major Auras (+1, +3 if Raging) Hardy Soldiers, Motivate Urgency, Resilient Troops
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Abilities Str 12 (16 Rage), Dex 10, Con 12 (16 Rage), Int 13, Wis 12, Cha 14 (18 w/Cloak)
SQ Illiterate, Trap Sense +1, Fast Movement, Drill Sergeant, Interrogation
Feats Skill Focus (Diplomacy, B), Intimidating Rage, Exotic Weapon Proficiency:Whip, Combat Expertise, Improved Trip, Extra Rage
Skills Climb +10, Diplomacy +5(+7 cloak), Gather Information +11 (+13 cloak), Intimidate +17 (+19 cloak), Knowledge (Local) +7, Listen +16, Profession (Torture) +11, Search +10, Sense Motive +7, Spot +13, Survival +10, Swim +7
Possessions +1 Implacable Whip, +4 Styptic Breastplate, Cloak of Charisma +4, +2 Ring of Protection, 4 Potions of Bark Skin (+5), 2 Cure Serious Wounds Potions, 89 GP



EPIC ORC SERGEANT

Hit Die: d8
Skills Points at Each Level : 4 + int
Aura of Terror The Epic Orc Sergeant's Save DC continues to improve by I1 every 2 levels.
Bonus Feats: The Epic Orc Sergeant gains a Bonus Feat every 3 levels higher than 20th

Jayngfet
2008-04-10, 12:28 AM
sorry for the delay on goblinoids, ill post tiem saturday if I'm avalable,



and shouldn't pain totem be a race? It is obvious from birth.

Bhu
2008-04-10, 11:16 PM
sorry for the delay on goblinoids, ill post tiem saturday if I'm avalable,



and shouldn't pain totem be a race? It is obvious from birth.

That was kinda just class fluff. Sorta like most of the PrC's based on fiendish or celestial heritage Feats.

Jayngfet
2008-04-11, 11:09 PM
silver goblin racials (same kinda backstory as gold orc)


______________

the silver goblin is the same as a noted

-4 strength +2 dexterity -2 wisdom +2 charisma +2 intelligence

base land speed 30 feet(these replace racial adjustments)

special attacks(caster level equals hit die): grease(3/day), expeditious retreat(1/day)

favored class:sorcerer

Bhu
2008-04-12, 12:15 AM
Well I guess the Orc Sergeant must be okay seeing as I've had no feedback....


Maybe I should switch to Goblinoids...

Jayngfet
2008-04-12, 04:08 AM
Well I guess the Orc Sergeant must be okay seeing as I've had no feedback....


Maybe I should switch to Goblinoids...

who doesn't love goblinoids?


wop

Bhu
2008-04-13, 01:22 AM
One more shot at an Orc class (Im almost caught up to what I have in the wizards thread anyway):

KEEPER

http://Picture URL

"Damn me? I've been damned long before I met you Edward Harley..."

Keepers are defenders of their tribes. Despite this they are shunned even by their own fellows. The Keepers collect children who are stillborn or die young, and keep their souls in ceremonial clay jars. The dead children are fed a mixture of bits of food every day mixed with the Keepers own blood. They may send these souls out to spy or murder enemies of the tribe (and incidentally their own enemies as well, which is why they are feared). Should the Keeper be killed or taken, and is unable to feed the souls, they will become angry. Eventually they will go mad and slaughter every living thing in the area, making them undead as well.

BECOMING A KEEPER
Most Keepers begin as Spirit Shamans.

ENTRY REQUIREMENTS
Class Abilities: Ghost Warrior
Skills: Knowledge (Religion) 4 ranks
Alignment: Keepers cannot be Good or Lawful
Spells: Must be a Divine spellcaster and able to cast Circle Dance
Special: Must be related to a Keeper who is willing to accept you as an apprentice. You may no longer cast spells from the Conjuration (Healing) subschool.



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

Hit Dice: d4


BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 Collect Soul, Contract With the Dead, Dead Soul
2. +1 +0 +0 +3 +1 level of existing Divine spellcasting class
3. +1 +1 +1 +3 Empower Soul
4. +2 +1 +1 +4 +1 level of existing Divine spellcasting class
5. +2 +1 +1 +4 +1 level of existing Divine spellcasting class
6. +3 +2 +2 +5 Empower Soul
7. +3 +2 +2 +5 +1 level of existing Divine spellcasting class
8. +4 +2 +2 +6 +1 level of existing Divine spellcasting class
9. +4 +3 +3 +6 Empower Soul
10.+5 +3 +3 +7 Corrupted Soul

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

Collect Soul (Su): When a young child dies (must be the equivalent of an 8 year old or younger human) you may perform a ritual as a Standard Action to snare their soul as long as it's performed within 6 hours of the actual death, and place it into a large clay jar (Hardness:2, Hit Points:5), which becomes enchanted during the ritual to provide the Soul a home. You may then use Contract With the Dead as long as you do so within the next 24 hours.

Contract With the Dead (Su): When using your Collect Soul ability you may enter into a contract with 1 dead soul per point of Constitution you have. The initial Contract is a ritual requiring 100 GP in materials, and takes 12 hours. Every day you will begin the morning performing the rituals needed to ensure the contract is met. This requires 1 hit point of blood and 1 ounce of food per soul, and takes 10 minutes plus 5 minutes per soul. So long as you remain faithful to these rituals, the souls will obey you and live within the jars, being nurtured by your power. Should these rituals be ignored, they get a DC 20 Willpower Save each hour you are late (with a cumulative +1 to the roll each save past the first if it's not successful). If they fail they must wait another hour, unless you begin the rituals. If they succeed, they will do 1 point of temporary Con damage each to you (you do not need to be present), and are free to do as they please unless you attempt to reinforce the contract (See below). You may stipulate into the contract when it is made (or at a later time) another Keeper who may perform the rituals on your behalf until you return, or who may take your place if you are dead. You may not Contract with a child you have personally slain. To reinforce a Contract you must make a Level vs Level check against 1 Dead Soul at a time (you must be within 60' of them) as a Full Round Action. If successful, they must obey you again. If not, they will likely attack.

Dead Soul: Once you have collected and contracted a Dead Soul it becomes the following:

Dead Soul
Medium Undead (Incorporeal, Chaotic, Evil)
Hit Dice: Hit Dice and hp same as the Keepers
Initiative: +7
Speed: Fly 50 ft. (10 squares), Perfect
Armor Class: 14 (+3 Dex, +1 Deflection), touch 14, flat-footed 14
Base Attack/Grapple: Same as the Keepers.
Attack: -
Full Attack: -
Space/Reach: 5 ft./5 ft.
Special Attacks: Manifestation, Horrific Appearance
Special Qualities: Rejuvenation, Turn Resistance+4
Saves: Saves same as the Keepers
Abilities: Str -, Dex 17, Con -, Int 10, Wis 12, Cha 12
Skills: Hide +17, Intimidate +7, Knowledge (any 1) +4, Listen +17, Move Silently +14, Search +14, Spot +17
Feats: Ability Focus (Horrific Appearance), Alertness, Improved Initiative
Challenge Rating: n/a
Treasure: None
Alignment: Always Chaotic Evil

Manifestation (Su): Identical to Ghosts ability on page 118 of Monster Manual.

Horrific Appearance (Su): Identical to Ghosts ability on page 118 of Monster Manual.

Rejuvenation (Su): Identical to Ghosts ability on page 118 of Monster Manual. To get rid of a Dead Soul, it's Keeper must be slain, it's clay jar destroyed, and Dispel Evil is cast.

Skills: Dead Souls get a +8 Racial Bonus on Hide, Listen, Move Silently, Search, and Spot checks.

Whenever the Keeper goes up in level it's Dead Souls gain 4 skill points, and all their stats that say "same as Keeper" increase to match his. It also gets 1 Feat every 3 levels like normal. A Dead Soul appears as it would in life at it's current age. i.e. if it's new it appears to be an infants corpse (or at least a young child's). If it would now be 30 years old, it appears as the corpse of a 30 year old. It has some choice in it's appearance, making changes to horrify onlookers.

Empower Soul (Su): As you get more powerful so do your Dead Souls. At levels 3, 6, and 9 it may choose a new Special Attack. It can choose any one of the Special Attacks listed by the Ghost Template on page 118 of the Monster Manual, or from one of the following:

Hound (Su): Once the Dead Soul has successfully attacked a living creature, it will always know it's location so long as it is alive and on the same Plane, regardless of distance. As a Full Round Action it may immediately appear at the victims location, or flee back to where it came from.

Spectral Stalker (Ex): Even when manifested the Dead Soul is permanently invisible as per the Greater Invisibility Spell. This may not be dispelled by Invisibility Purge, but the Dead Soul can still be sensed by Detect Spirits. The Keeper may still see the Soul normally.

Eat Mind (Su): As a Full Round Action the Dead Soul may make a touch attack. If it is successful the opponent must make a Willpower Save (Save DC is 10 plus half Hit Dice, plus Charisma modifier) or be Feebleminded as per the spell.

Note: If a Dead Soul escapes your control, it's BAB/Saves/Hit Points change to that of an Undead of it's Hit Dice.

Corrupted Soul (Su): All spells from the Necromancy school or that have the Evil descriptor are added to your spell list.

PLAYING A KEEPER
People don't like you, and for darned good reason. Your spies can be invisible, anywhere, at any time. They can kill with impunity. And if you get killed, they get released. Even your allies don't like you, since you have power enough to win leadership of the tribe.
Combat: You yourself aren't a combatant, but the souls under your care are. They defend and protect you, and brutally murder anyone that angers you.
Advancement: Keepers tend to progress as Keepers first, and Shamans second. Their major source of power is the Souls at their command and they want to make them as powerful as possible.
Resources: Your only friends are the souls you keep in jars. No one else knows you, and no one else wants to know you.

KEEPERS IN THE WORLD
"The old orc woman in the hills can help you. For a price. Willing to risk your soul Krusk?"
Keepers rarely interact with the world unless they have a lust for power. Otherwise they gather spirits, and deal almost solely with them living as hermits. They resent intrusions, even from their own tribal chieftains, and charge a heavy toll for their services.
Daily Life: Most of a Keepers daily life is taken up by caring for their spirits, and learning more of the mystic arts.
Notables: The Barrens Hag (Spirit Shaman 6/Keeper 6) is an old Orc woman living on her own in the badlands. She keeps the Dead Souls of the nearby tribes, and will help them for a price.
Organizations: Organizations for Keepers don't exist. A Keeper passes her art to her own daughter, or a suitable orphan taken under her wing. That way care of the spirits may pass to her apprentice on her death, and the tribe won't become devastated by the dead souls.

NPC Reaction
NPC's are usually completely terrified of Keepers (as is anyone with any common sense).

KEEPERS IN THE GAME
Keepers are creepy to say the least. They are better as NPC's than players.
Adaptation: Keepers are best for campaigns that are all Orc and stay in one general area. Especially horror campaigns.
Encounters: People usually encounter the Keeper's spirits. They only encounter the Keeper if they survive the spirit's attacks and manage to track them back to their master.

Sample Encounter
EL 12: In a recent attempt to gain revenge on an Orc village that has been raiding the town, one of the less Lawful PC's rode down several non combatants. Now some of them appear to be haunting him, and the local Cleric says the only way to be rid of them is to confront the Orc giving the power.


The Barrens Hag
CE Female Orc Spirit Shaman 6/Keeper 6
Init +0, Senses: Listen +5, Spot +3, Dark Vision 60'
Languages Orc, Common
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AC 18, touch 10, flat-footed 18 (+3 Natural, +5 Armor)
hp 66 (12 HD)
Fort +9, Ref +4, Will +11
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Speed 30 ft. (6 squares)
Melee +1 Quarterstaff of Battle +7/+2 melee (1d6+2) or +1 Profane Burst Sling +7 Ranged (1d4+1+1d6)
Base Atk +7, Grp +8
Atk Options Chastise Spirits (6d6, DC:17), Ghost Warrior
Combat Gear 2 Potions of Cure Serious Wounds
Spells Prepared (CL 9th) 0 (DC 11, 6/day): Detect Magic, Detect Poison, Guidance, Resistance x3
1st (DC 12, 7/day): Beget Bogun, Cloudburst, Obscuring Mist, Omen of Peril x3, Snakes Swiftness
2nd (DC 13, 6/day): Barkskin, Creeping Cold, Frost Breath, Heat Metal, Mass Snakes Swiftness, Wracking Touch
3rd (DC 14, 6/day): Corona of Cold, Dehydrate, Forestfold, Giant's Wrath, Infestation of Maggots, Spirit Jaws
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Abilities Str 12, Dex 10, Con 15, Int 10, Wis 13, Cha 13
SQ Spirit Guide (Vulture), Wild Empathy +7, Detect Spirits, Blessing of the Spirits, Follow the Guide, Collect Soul, Contract With the Dead, Dead Soul, Empower Soul, Light Sensitivity
Feats Combat Casting, Corrupt Spell, Eschew Materials, Greater Spell Penetration, Spell Penetration
Skills Concentration +10, Craft (Pottery)+6, Intimidate +9, Knowledge (Geography, History, Local, Nature, Religion) +4, Listen +5, Spellcraft +4, Spot +3, Survival +5
Possessions Quarterstaff of Battle, +1 Profane Burst Sling, Amulet or Natural Armor +3, Bracers of Armor +5, 2 Potions of Cure Serious Wounds, 600 GP

3 Dead Souls
Medium Undead (Incorporeal, Chaotic, Evil)
Hit Dice: 12 HD (66 hp)
Initiative: +7
Speed: Fly 50 ft. (10 squares), Perfect
Armor Class: 14 (+3 Dex, +1 Deflection), touch 14, flat-footed 14
Base Attack/Grapple: +7/+8
Attack: -
Full Attack: -
Space/Reach: 5 ft./5 ft.
Special Attacks: Manifestation, Horrific Appearance
Special Qualities: Rejuvenation, Turn Resistance+4
Saves: Fort +9, Ref +4, Will +11
Abilities: Str -, Dex 17, Con -, Int 10, Wis 12, Cha 12
Skills: Hide +21, Intimidate +13, Knowledge (any 1) +4, Listen +23, Move Silently +16, Search +14, Spot +23
Feats: Ability Focus (Horrific Appearance, 1 other ability), Alertness, Improved Initiative, Stealthy
Challenge Rating:
Treasure: None
Alignment: Always Chaotic Evil

Soul 1: Hound, Corrupting Gaze
Soul 2: Spectral Stalker, Frightful Moan
Soul 3: Eat Mind, Malevolence


EPIC KEEPER

Hit Die: d4
Skills Points at Each Level : 4 + int
Spellcasting The Epic Keeper's caster level is equal to her class level. Her number of spells per day doesn't increase after 20th level.
Empower Soul The Epic Keeper's Dead Souls gain another ability at Level 22, and every 3 levels thereafter.
Bonus Feats: The Epic Keeper gains a Bonus feat for every 3 levels higher than the 20th.

Jayngfet
2008-04-13, 01:37 AM
some of these PrC's seem evil rather than nongood.

Bhu
2008-04-13, 08:18 PM
Well some of them could theoretically be pulled off by a neutral party, so I just put non good.

RationalGoblin
2008-04-13, 09:04 PM
I like your Orc PrC's, Bhu. All except the Orc Pirate, which I feel could be easier represented by merely Rogue/Fighter levels.

I don't play Warlocks, but the Fists of Grummush sound great.

The Orc Sergant sounds incredibly cruel, which is good.

Keepers... Eh, I never liked the Orc Druids from Ebberon, but these guys are great! Like a very, very evil version of the Druids.

I'll keep commenting on the other PrC's when I have time.

By the way, I'd be even happier if someone put up Goblin-centric PrC's, as there seems to be only a few of them.

Bhu
2008-04-14, 12:26 AM
I like your Orc PrC's, Bhu. All except the Orc Pirate, which I feel could be easier represented by merely Rogue/Fighter levels.

I don't play Warlocks, but the Fists of Grummush sound great.

The Orc Sergant sounds incredibly cruel, which is good.

Keepers... Eh, I never liked the Orc Druids from Ebberon, but these guys are great! Like a very, very evil version of the Druids.

I'll keep commenting on the other PrC's when I have time.

By the way, I'd be even happier if someone put up Goblin-centric PrC's, as there seems to be only a few of them.

Thats kinda my fault. When I inherited the project, I thoought the easiest way to energize people and get things moving would be to concentrate on one chapter at a time. The first chapter was Orcs. Unfortuenately things seem to have stalled. I have too many problems in rl to deal with to be incredibly motivated, and I cant seem to get others motivated. But I did promise to keep it going till the original author comes back. At least he'll have plenty of PrC's to choose from. I'll switch to Goblins as soon as I get teh rest of the PrC's I've done posted and the one I'm working on now done.

watsyurname529
2008-04-14, 03:27 PM
I like your Orc PrC's, Bhu. All except the Orc Pirate, which I feel could be easier represented by merely Rogue/Fighter levels.

I don't play Warlocks, but the Fists of Grummush sound great.

The Orc Sergant sounds incredibly cruel, which is good.

Keepers... Eh, I never liked the Orc Druids from Ebberon, but these guys are great! Like a very, very evil version of the Druids.

I'll keep commenting on the other PrC's when I have time.

By the way, I'd be even happier if someone put up Goblin-centric PrC's, as there seems to be only a few of them.

On the goblin PrC comment, both DonT and myself have created quite a few goblin centered PrC's (Don for goblins, myself for Hobgoblins) but have not transferred them over here.

Bhu
2008-04-15, 03:32 AM
Hey Wats! Nice to see you back. I was afeared you had left!

Bhu
2008-04-16, 01:10 AM
I might have some ideas for spiffing up the Orc Pirate. Wile I work on those any questions about the Keeper or shall I post another PrC?

dyslexicfaser
2008-04-16, 01:39 AM
Woah, a PrC for MARSHALS?

Bizarre. But cool.

One thing, though, about Drill Sergeant 4: It's way easier to pick up one of the MiC whips (usually about 20k) that can deal lethal damage and have a nifty ability to two to boot. Maybe an ability like the Ghost Faced Killer (I think that's the one I'm thinking of, it might be Avenging Executioner), where when you kill someone in front of them it terrifies the rest?

Bhu
2008-04-17, 12:57 AM
MiC whip? WHat is it and where can i find it?

Bhu
2008-04-18, 08:20 PM
PAIN MANIFESTER

http://Picture URL

"One day. One day they'll understand. One day they'll all die choking on their own teeth."

There are misfits and outcasts in every generation, and Orc society is no exception. The scrawny and weak will be mercilessly beaten down physically and mentally in an "attempt to toughen them up". Most will die. Some will live but with little of their mind left, and have to be put down. And some will have just enough magical talent to have their madness overlooked (or perhaps they just manage to hide it well enough). Little more than rabid dogs, one day their frustration at being unable to summon a Familiar will be rewarded when their pain and hate manifests as a physical entity.

BECOMING A PAIN MANIFESTER
Pain Manifesters are Arcane spellcasters that have been tortured mentally and physically, and gone mad. They try for years to summon a familiar, and fail. One day they succeed, just not in a way anyone anticipated.

ENTRY REQUIREMENTS
Racial: Any Orcish.
Class Abilities: Must be able to cast 2nd level or higher Arcane spells. Must be unable to summon a Familiar, or able to but not have done so.
Skills: Knowledge (Arcane) 8 Ranks
Special: Must have been tortured to the point of insanity (mentally or physically, doesn't matter).
Feats: Retributive Spell


Class Skills
The Pain Manifester's class skills (and the key ability for each skill) are Concentration (Con), Decipher Script (Int), Intimidate (Cha), Knowledge (Arcana)(Int), Listen (Wis), Sense Motive (Wis), and Spellcraft (Int)
Skills Points at Each Level : 4 + int

Hit Dice: d4


BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 Manifest Pain
2. +1 +0 +0 +3 +1 Level of Arcane Spellcasting Class
3. +1 +1 +1 +3 Empower Manifestation, +1 Level of Arcane Spellcasting Class
4. +2 +1 +1 +4 +1 Level of Arcane Spellcasting Class
5. +2 +1 +1 +4 +1 Level of Arcane Spellcasting Class
6. +3 +2 +2 +5 Empower Manifestation, +1 Level of Arcane Spellcasting Class
7. +3 +2 +2 +5 +1 Level of Arcane Spellcasting Class
8. +4 +2 +2 +6 +1 Level of Arcane Spellcasting Class
9. +4 +3 +3 +6 Empower Manifestation
10.+5 +3 +3 +7 +1 Level of Arcane Spellcasting Class

Weapon Proficiencies: Pain Manifesters gain no new weapon or armor proficiencies.

Manifest Pain (Su): At will as a Standard Action you may summon all the hatred and pain you have bottled up over the years into a physical manifestation, similar to the way some Psions can create ectoplasmic guardians. It's appearance varies, and is up to you, however it's appearance does not affect it's abilities.

Manifestation of Pain
Medium Aberration (Chaotic Evil)
Hit Dice: Hit Dice same as the Keepers
Initiative: The Manifestation gets its Dexterity Bonus and an Enhancement Bonus equal to half your Pain Manifester level .
Speed: Fly 50 ft. (10 squares), Perfect
Armor Class: The Manifestation gets a Deflection Bonus to Armor case equal to your Pain Manifester level.
Base Attack/Grapple: Same as the Keepers.
Attack: Primary Attack +x melee (1d4+Strength Modifier)
Full Attack: 2 Primary Attacks +x melee (1d4+Strength Modifier) and 1 Secondary Attack +x melee (1d4+Half Strength Modifier)
Space/Reach: 5 ft./5 ft.
Special Attacks: Horrific Appearance
Special Qualities: Rejuvenation, Dark Vision 60', Energy Resistance 5 (Acid, Cold, Electricity, Fire, and Sonic), Immunities
Saves: Saves same as the Keepers
Abilities: Str, Dex, and Con are 10 plus your Pain Manifester levels. Int, Wis, and Cha are same as yours.
Skills: Hide +4, Intimidate +4, Listen +4, Move Silently +4, Spot +4 (Don't forget to add stat or Feat bonuses)
Feats: Choose 3 Feats
Challenge Rating:
Treasure: None
Alignment: Always Chaotic Evil

Decide what the Primary and Secondary attacks look like and whether they are bludgeoning, piercing, slashing, etc. Every 3 hit dice the Manifestation gains a Feat just like characters do. Every level it gains skill points as well.

Horrific Appearance (Su): Identical to Ghosts ability on page 118 of Monster Manual.

Immunities: The Manifestation is immune to mind affecting effects, death effects, sleep effects, paralysis, polymorph, energy drain, ability drain and damage, poison, disease, and non-lethal damage.

Rejuvenation (Su): Identical to Ghosts ability on page 118 of Monster Manual. To get rid of a Pain Manifestation permanently, it's creator must be slain.

The Pain Manifestation also gets several abilities from the following table (choose 1 for every 3 hit dice):

Retributive Attack (Su): The Manifestations natural attacks gain an Enhancement bonus to hit and damage rolls equal to the highest amount of damage their creator has taken from a single hit this turn.

Retributive Defenses (Su): Whenever the Manifestation is struck the attacker must make a Willpower Save (DC is 10 plus half hit dice plus Charisma) or take the damage as well. Prereq: Must be 12 or more Hit Dice.

Retributive Gaze (Su): Death, 30', Fortitude Save negates (Save DC is 10 plus half Hit Dice plus Charisma Bonus). Prereq: Must be 12 or more Hit Dice.

Retributive Blast (Su): Once every 1d4 turns the Manifestation can unleash a blast of energy in a 60' cone. Damage is equal to 4d6 plus the total damage it has suffered since last using the blast (if it is the first time using the blast it adds the total damage suffered so far in this encounter). The damage is untyped, foes may make a Willpower Save (DC is 10 plus half hit dice, plus Charisma modifier) to only take half damage.

Retributive Armor (Su): The Manifestation gains DR 3/-. For every 3 points of damage dealt it's DR increases by 1 until the encounter has ended.

Retributive Critical (Su): Against any foe that has harmed its creator, the Manifestation criticals on 18-20. These criticals do 3x damage.

Retributive Shriek (Su): If the Manifestation ever takes 25% or more of it's hit points from a single blow, it may unleash a Retributive Shriek as a Free Action. All opponents within 60' must make a Willpower Save (DC is 10 plus the damage done to the Manifestation plus it's Charisma Bonus) or be Panicked for 2d6 rounds, and take a -3 Morale penalty to all rolls for 5 minutes after. Any opponents saving successfully still take a -2 Morale penalty to all rolls for 1d6 rounds.

Retributive Grasp (Su): The Manifestation may make a Grapple Check as a Free Action without provoking an attack of opportunity if it hits successfully with its primary attack. A successful Grapple check allows it to Constrict each round doing damage equal to the last hit it took before initiating the Grapple plus 1 point of temporary Constitution damage.

Retributive Size (Su): Once per day, if your creator suffers a loss of more than 25% of his hit points, the Manifestation can increase to Huge Size for 1 hour. This adds +16 Strength, +8 Con, Deflection Bonus to AC increases by +5. Remember to add new size penalties and bonuses where appropriate to BAB, skills, and AC. Damage of Natural Attacks increases to 1d8. Prereq: Must be 12 or more HD.

Retributive Reflection (Su): The Manifestation gains Spell Resistance equal to 10 plus it's hit dice. Any spell targeting it personally (i.e. the spell targets '1 creature') that doesn't make it through it's Spell Resistance is reflected back at the caster instead who takes the full effects.

Retributive Power (Su): The Manifestation's Base Attack Bonus is equal to it's Hit Dice.

Empower Manifestation (Su): At 3rd level you may cast Transmutation or Abjuration spells whose Range is listed as Personal on your Manifestation instead if it is within 60'.

At 6th level all Abjuration or Transmutation spells you cast on your Manifestation have their Duration doubled.

At 9th level you may sacrifice a spell of any level to heal your Manifestation as a Free Action if it is within 60'. Damage healed is 1d6 times the spell level plus your Charisma Modifier.


PLAYING A PAIN MANIFESTER
Hatred of pretty much every other living thing is what drives you. Life is pain, death is freedom. Many of your kind tend to go out in blazes of glory, not coincidentally causing a large death toll in the process. You pretend loyalty to your tribe, secretly waiting for the moment you can murder them all, and hoping they don't look too closely into the people who have been disappearing lately.

Combat: Pain Manifester's prefer to avoid combat leaving that to their Manifestations. They much prefer to inflict the pain that has been done to them on helpless victims.
Advancement: Pain Manifesters have the same options for advancement as most Sorcerers or Wizards. Most however obsessively try to make their Manifestations as powerful as they possibly can.
Resources: Pain Manifesters are loners one and all. They have to threaten others to get their help.

PAIN MANIFESTERS IN THE WORLD
"Sir, I'd uh..I'd leave that one alone if I were you."
Pain Manifesters usually spend time in arcane study, raving about the people who have wronged them (real or imaginary), plotting revenge, or maybe just staring into spce and muttering gibberish. People try to interact with you as little as possible.
Daily Life: Plotting. Your life is all about plotting. You'll get them all one day. They'll see. See those Orcs over there whispering? It's obvious who they're whispering about. So obvious.
Notables: Grendel (CE Male Orc Sorcerer 6/Pain Manifester 6). Life hasn't always been easy for Grendel. But then he found his new friend. A bigger, scarred, twisted, vaguely orcish thing from his own subconscious...
Organizations: There are no organizations dedicated to assisting Pain Manifesters, though there have occasionally been some devoted to hunting them down...

NPC Reaction
NPC's are generally terrified completely of Pain Manifesters. After all you're a babbling lunatic prone to homicidal ravings who summons monsters and kills people seemingly at random.

CLASS NAME IN THE GAME
Statistically Pain Manifesters really aren't much different from other summoner types, they're just a bit more versatile in some ways, a bit less in others.
Adaptation: This is a pretty dark NPC. It'll be for very dark or evil campaigns, or pretty much an NPC class.
Encounters: It's easy to anger a Pain Manifester. People do it all the time without realizing it, sometimes just by saying hi. Unless one has been convinced to help with a tribal raid, the PC's will likely encounter one they've offended somehow or when they discover someone other than themselves is trying to take out the local orc tribe.

Sample Encounter
EL 12: The PC's have been hired to convince a local Orc tribe to back off from raiding the town. Upon sneaking into their village at night they find a great many of them dead, hanging from trees and mutilated. There are signs the rest have fled. Do they return to the town? Or find out what's going on?


Grendel
CE Male Orc Sorcerer 6/Pain manifester 6
Init +1, Senses: Listen +9, Spot +0, Dark Vision 60'
Languages Orc, Common
------------------------------------------------
AC 22, touch 14, flat-footed 21 (+1 Dex, +3 Deflection, +3 Natural, +5 Armor)
hp 78 (12 HD)
Fort +6, Ref +5, Will +10
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Morningstar +8/+3 melee (1d8+1)
Base Atk +6, Grp +7
Combat Gear 2 Potions Cure Serious Wounds
Spells Known (Caster Level 11) 0 (DC 13):Caltrops, Detect Magic, Detect Poison, Launch Bolt, Message, Read Magic, Resistance, Touch of Fatigue
1 (DC 14):Backbiter, Mage Armor, Magic Missile, Ray of Enfeeblement, Spirit Worm
2 (DC 15):Blindness/Deafness, Invisibility, Ray of Sickness, Ray of Weakness, Scorching Ray
3 (DC 16):Fly, Greater Mage Armor, Mass Curse of Impending Blades, Protection from Energy
4 (DC 17):Bestow Curse, Greater Resistance, Nightstalker's Transformation, Stoneskin
5 (DC 18): Summon Monster V
-----------------------------------------------
Abilities Str 12, Dex 13, Con 14, Int 8, Wis 10, Cha 16
SQ Light Sensitivity, Manifest Pain, Empower Manifestation
Feats Combat Casting, Greater Spell Penetration, Improved Initiative, Retributive Spell, Spell Penetration
Skills Concentration +11, Intimidate +12, Knowledge (Arcana) +8, Listen +9, Spellcraft +8
Possessions+3 Ring of Protection, +3 Amulet of Natural Armor, +5 Bracers of Armor, Wand of Lightning Bolts (10th), 2 Potions Cure Serious Wounds, +1 Morningstar



Manifestation of Pain
Medium Aberration (Chaotic Evil)
Hit Dice: 12d8+36 (90 hp)
Initiative: The Manifestation ges its Dexterity Bonus and an Enhancement Bonus equal to half your Pain Manifester level .
Speed: Fly 50 ft. (10 squares), Perfect
Armor Class: 19 (+3 Dex, +6 Deflection), touch 19, flat-footed 16
Base Attack/Grapple: +12/+15
Attack: Claw +12 melee (1d4+3)
Full Attack: 2 Claws +12 melee (1d4+3) and 1 Bite +7 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Horrific Appearance, Retributive Critical, Retributive Size, Retributive Power
Special Qualities: Rejuvenation, Dark Vision 60', Energy Resistance 5 (Acid, Cold, Electricity, Fire, and Sonic), Immunities, Retributive Armor
Saves: Fort +6. Ref +5. Will +10
Abilities: Str 16, Dex 16, Con 16, Int 8, Wis 10, Cha 16
Skills: Hide +7, Intimidate +7, Listen +4, Move Silently +7, Spot +4
Feats: Power Attack, Cleave, Great Cleave, Improved Sunder, Combat Brute
Alignment: Always Chaotic Evil




EPIC Pain Manifester

Hit Die: d4
Skills Points at Each Level : 4 + int
Spellcasting The Epic Pain Manifester's caster level is equal to her class level minus 2. Her number of spells per day doesn't increase after 20th level.
Empower Manifestation The Epic Pain manifester's Pain Manifestation gains another ability at Level 22, and every 3 levels thereafter.
Bonus Feats: The Epic Pain Manifester gains a Bonus feat for every 3 levels higher than the 20th.

RationalGoblin
2008-04-18, 09:09 PM
I said I'd comment more, so I will.

That being said, the PAIN MANIFESTER (I think it works better as a catchy name for a prestige class if you type it in all caps) is great.

Though, you have a lot of "angry" PrCs. Now, don't get me wrong, everyone gets angry once in a while, but this is a bit over the top. In a good way, of course. :smallbiggrin:

Still, the PAIN MANIFESTER concept is really awesome and dark. Summoning the literal embodiment of your sheer hatred towards all things? Nice.

dyslexicfaser
2008-04-18, 09:28 PM
Didn't you know, CFG?

Orcs are ALWAYS angry.

By MiC whips I meant the whips in the Magic Item Compendium: one is called Sand Lash, there's another one made of water whose name I forget... maybe a few others.

The PAIN MANIFESTER is a neat idea, fluff-wise.

Devin
2008-04-19, 05:15 AM
I have a question about Retributive Critical. Does the special critical only work on foes who have harmed its creator? If so, I think it could be worded a little more clearly by putting the requirement first. Also, it's hard to tell whether only the criticals do three times damage, or all attacks. I'd word it more like this: Against any foe that has harmed its creator, the manifestation criticals on 18-20. These criticals do 3x damage.

Also, I've liked a lot of your classes so far, and I'm looking forward to the goblin classes.

watsyurname529
2008-04-19, 08:16 AM
One comment on the subject of lethal whips, just use a Whip-Dagger. I can't remember were it's from but that does the same thing as a whip with a 1d4 damage at the end.

Next thing, I'm soon going to be starting another PrC so I want your opinion on what to do next. So far the ideas I have currently are:

The Armor Smith: Armor version of my Greatsmith/Sneakysmith.
The Iron Hob: A Hobgoblin specializing in either Heavy Armor or an exotic Hobgoblin Shiftplate (homebrew Item).
The Bug Thug: A Rogue (and maybe Setting Sun) Bugbear.
The Lullabye Blade: A goblin that uses bardic music to put his targets to sleep/give them terrible nightmares/fear, etc.

Or any other ideas you have. But for now, here's another one of my already done PrC's.

watsyurname529
2008-04-19, 08:22 AM
Warhorn Charger

"The horn is the true call of battle."

The Warhorn Charger is the Orc or Hobgoblin that leads the charge. He is usually the leader of the warband. He can inspire a number of effects in his allies making them powerful in battle. He eventually can send them into a frenzy of rage and they destroy all in their path. When you hear the horn of an Orc or Hobgoblin, you better be ready for it.

Becoming a Warhorn Charger
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
Race: Orc or Hobgoblin
BAB: +4
Feats: Lingering Song
Skills: Preform(Wind Instruments) +7
Special: Bardic Music

Class Skills
Warhorn Charger's class skills (and the key ability for each skill) are:
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Preform (Cha), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex)
Skills Points at Each Level : 4 + Int Mod

Hit Dice: d8



BAB Fort Ref Will Abilities
1. +0 +0 +2 +0 Horn Music, Warhorn Charge
2. +1 +0 +3 +0 Instrument of Battle
3. +2 +1 +3 +1 Inspire Dynamic Courage
4. +3 +1 +4 +1 Rage 1/Day, Aura of Confidence
5. +3 +1 +4 +1 Adamantine Rhythm
6. +4 +2 +5 +2 Fortissimo Blast
7. +5 +2 +5 +2 Health Crescendo
8. +6 +2 +6 +2 Uncanny Dodge
9. +6 +3 +6 +3 Rage 2/Day, Allegro Charge
10.+7 +3 +7 +3 Frenzy Fanfare

Weapon Proficiencies: A Warhorn Charger gain no proficiency with any weapon or armor (but see Instrument of Battle below).

Horn Music: A Warhorn Charger's instrument of choice is the horn. A Warhorn Charger must use a horn, trumpet, etc. when using any of their class abilities. A Warhorn Charger's class levels stack with Bard Levels to determine the number of uses of Bardic Music.

Warhorn Charge (Ex): A Warhorn Charger's signature ability is to lead the charge. A Warhorn Charger may, as a Full-Round action, combine a Bardic Music effect and a charge attack. The Warhorn Charger gains a bonus on any attack and damage Rolls made during the charge equal to his Charisma bonus (minimum +1). A Warhorn Charge uses up two of the Warhorn Charger's bardic music uses for the day. Any bardic music effect created by a Warhorn Charge has its duration halved (round up), but also provides additional benefits as described below:
-Adamantine Rhythm: DR 7/Adamantine
-Inspire Courage: +1 more
-Health Crescendo: 5 x (Cha Mod +1)
-Allegro Charge: Increases by two die (i.e. +1d12)

Instrument of Battle (Ex): Sometimes a Warhorn Charger's only available weapon is his horn, and he can turn it into an instrument of battle. A Warhorn Charger may use his horn, trumpet, etc. as a weapon. Treat the instrument as a light melee weapon that deals 1d6 points of bludgeoning damage and has a critical range of 20/x2. You may select feats that normally only apply to weapons for your instrument (e.x. Weapon Focus (tuba), etc.).

Rage (Ex): A Warhorn Charger can fly into a rage once per day. This functions like the Barbarian class feature except where noted. A Warhorn Charger can begin and concentrate on bardic music and use any feats related to bardic music while he is raging. At 9th Level a Warhorn Charger gains an additional use of Rage.

Aura of Confidence (Su): The very presence of a 4th level Warhorn Charger instills great morale into his charging allies. All allies within 30ft. of the Warhorn Charger when he makes a charge attack gain a bonus on attack rolls and AC equal to his Charisma bonus (minimum +1). Allies receive these bonuses only when making a charge attack.

Adamantine Rhythm (Ex): A Warhorn Charger can spend two uses of bardic music to make his allies (including himself) as hard as adamantine. Each ally that can hear the Warhorn Charger gains DR 5/adamantine for as long as the Warhorn Charger plays and for 5 Rounds after he stops, including the Lingering Song feat. This requires 10 Ranks in Perform.

Fortissimo Blast (Ex): A Warhorn Charger can spend two or more uses of bardic music to create a massive sound blast from his horn, dealing sonic damage to all in range. The damage and shape of the blast scale as follows:
Total 2 bmu: 1d6/2 levels, 15ft Cone
Total 4 bmu: 1d8/2 levels, 20ft Cone
Total 8 bmu: 1d10/2 levels, 30ft Cone
Total 12 bmu: 1d12/2 levels, 45ft Cone

Health Crescendo (Ex): A Warhorn Charger can spend two uses of bardic music to give his allies (including himself) great health. Each ally that can hear the Warhorn Charger gains a number of temporary hitpoints equal to (5 x Cha Mod) plus a +2 Bonus on Fort Saves. The effect lasts for as long as the Warhorn Charger plays and for 10 Rounds after that, including the Lingering Song feat. This requires 12 Ranks in Perform.

Uncanny Dodge (Ex): At 8th level, a Warhorn Charger retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Warhorn Charger already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Allegro Charge (Ex): A Warhorn Charger can spend one use of bardic music to give all allies (including himself) a 10ft bonus to their land speed. Also, if they make a charge, they do an extra +1d8 damage at the end of the charge. This effect lasts for as long as the Warhorn Charger plays and for 10 Rounds after that, including the Lingering Song feat. This requires 14 Ranks in Preform.

Frenzy Fanfare (Ex): A Warhorn Charger can instill a mad frenzy in his allies, giving them increased strength and endurance in battle. A Warhorn Charger can spend four uses of bardic music to give up to four allies (every ally after the fourth requires an additional use of bardic music) who can hear him a +4 Bonus to Strength and Constitution and a +2 Bonus on Will saves. This effect lasts for as long as the Warhorn Charger plays and for 5 Rounds after that, including the Lingering Song feat. This requires 17 Ranks in Perform.

Playing a Warhorn Charger
Fear? What is fear? You lead the charge with a mighty blow on your horn while your allies follow. You need allies to be effective and when you blow that horn, people should fear that sound.
Combat: You will be in definite need of allies to win fights. You also will want to enhance your charging ability or work on your bardic music.
Advancement: Warhorn Chargers usually become leaders of warbands or groups of thugs.
Resources: Warhorn Chargers are generally respected in their tribes because they are the ones who lead the battle and usually are the reason of victory. They usually respected by their followers and allies and can usually find help among other tribes of their own race.

Warhorn Chargers in the World
"I heard the horn and the next thing I knew all those Orcs just burst into a frenzy and made a suicidal charge right for us." - Threy Aldrin, Adventurer.
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.

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

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


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

Bhu
2008-04-19, 03:56 PM
Fixed Retributive Critical. I'd like to see the Bug Thug or Iron Hob Wats :smallbiggrin:

Devin
2008-04-20, 02:52 AM
I'll put my vote in for the Lullaby Blade.

Jayngfet
2008-04-20, 03:47 AM
or you could go the other way with pain manifesters, skinny, black clad orcs who listen to too much nu metal...

Bhu
2008-04-21, 12:30 AM
I need to peek at hte Warhorn Charger longer Wats. Ive never played a Bard or looked into their PrC's.

And now, continuing my tradition of dark Orc PrC's, here's he Souless. I'm no sure I like it as it stands, but it is sort of a "Monster NPC" class.

THE SOULLESS

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"......"

Even among races which consider rage a way of life like the Orcs there are those who can succumb to the effects of constantly being in a negative emotional state. Some of them eventually begin to suffer from chronic depression. Some of them...suffer from something else. It is a rare thing among even the Orcs, but some succumb to a condition called "The Fading". Initially it resembles severe depression or possible psychosis. By the time someone realizes that the victims soul is rotting and crumbling away, it's too late to save them. And after enough time they won't care about being saved. Or even remember their former life. Even worse they can spread the condition.

BECOMING A SOULLESS
It is unknown how Soulless come into existence. Obviously if they fought a Soulless and became infected that's one way. But no one knows how the original Souless came to be, and how others spontaneously develop the affliction.

ENTRY REQUIREMENTS
Race: Any race that has Barbarian as a Favored Class.
Class Abilities: Rage
Feats: Extended Rage, Extra Rage, Instantaneous Rage
Special: Must have fought a Soulless and become infected, or contracted the affliction in some other manner decided by the DM.



Class Skills
The Soulless' class skills (and the key ability for each skill) are Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Move Silently (Dex), or Spot (Wis).
Skills Points at Each Level : 2 + int

Hit Dice: d12


BAB Fort Ref Will Abilities
1. +1 +2 +0 +2 The Fading (Painlessness)
2. +2 +3 +0 +3 The Fading (The 1st Death)
3. +3 +3 +1 +3 The Fading (Sleeplessness)
4. +4 +4 +1 +4 The Fading (The Second Death)
5. +5 +4 +1 +4 The Fading (Depression)
6. +6 +5 +2 +5 The Fading (Wrath)
7. +7 +5 +2 +5 The Fading (The Last Death)
8. +8 +6 +2 +6 The Fading (Carrier)
9. +9 +6 +3 +6 The Fading (Endurance)
10.+10 +7 +3 +7 The Fading (The Quiet Goodbye)

Weapon Proficiencies: The Soulless gain no new weapon or armor proficiencies.

The Fading (Ex): Beginning at 1st level a Soulless begins to live up to his name. His soul begins to crumble into so much metaphysical dust. At 1st level the effects aren't so bad: The Soulless becomes immune to pain and pain based effects (such as a Symbol of Pain) and non lethal damage from attacks. The Orc feels quite vigorous and is also immune to fatigue and exhaustion.

By second level something noticeable is going on. Not only do you not feel pain, you're almost numb. At this point you no longer have a Constitution score. Bonus hit points, Fortitude Saves, and Concentration rolls are now based off of Charisma instead. You become immune to poison, paralysis, and stunning. You lose all ranks in Dex based skills except Hide and Move Silently. From this point forward you may no longer purchase ranks in any Dexterity based skill other than those two. You lose any Light Sensitivity should you possess it as a Racial quirk. You gain a Profane Bonus to your Reflex Saves equal to half your Charisma Modifier.

At third level you may show some small symptoms attributed to some sort of disease. You no longer sleep, and are immune to sleep effects, and disease. Mental problems will now begin such as depression or paranoia. You lose the ability to Rage or Frenzy if you have either. You also gain a Profane Bonus to Fortitude Saves equal to your Charisma Modifier.

At 4th level you are clinically insane, and your tribesmen will have begun to whisper about you. You no longer need to eat. You lose all ranks in Charisma based skills other than Intimidate, and can no longer buy ranks in Charisma Based skills except Intimidate. You are now immune to ability damage to physical ability scores, and immune to Ability Drain and Energy Drain. You also have a Profane Bonus to Willpower Saves equal to your Charisma Modifier.

At 5th level you have begun what most will consider a slide into severe depression, or a very powerful curse. You lose all ranks in Wisdom based skills except Listen and Spot, and can no longer buy ranks in Wisdom based skills except Listen and Spot. You are now immune to all mind-affecting effects. You are no longer affected by Raise Dead or Reincarnate abilities. As of this point Resurrection or True Resurrection will still fix your condition, and allow you to trade in levels of Soulless for levels of Barbarian, even if you are killed. After this level though you may not be Resurrected unless Miracle or Wish is cast first. You gain a Profane Bonus to Critical Confirmation rolls equal to your Charisma Modifier.

At 6th level you occasionally stir to life at random, usually to kill someone or something. You gain a +4 permanent Bonus to Strength. To recognize friend from foe you must make a DC 20 Wisdom check. If it is a close friend or someone you have known well you gain a +4 Bonus on the roll. If it is a close family member or someone you would die for you gain a +6. You will attack anything you do not recognize as a friend that spends more than 5 minutes in your presence.

At 7th level you are dead. Your type changes to Undead, and you now have all the traits of an Undead creature that you do not already possess. You are immune to Turning. You lose all ranks in Intelligence based skills, and may no longer purchase ranks in them. You are not considered mindless despite this.

At 8th level you become infectious. Any being you kill will rise as a Zombie within 1d6 hours. Any being you injure (whether it is your unarmed attacks or your weapons) that survives the attack must make a Willpower Save (DC is 10 plus half your hit dice plus your Charisma modifier) or become infected with the Fading. The next time that creature can gain a level it must take a level of Soulless. You gain a Slam attack doing damage equal to your unarmed strike damage. You may do 2 Slams with a Full Attack. Your weapon and unarmed strike attacks are considered to be magic for the purposes of overcoming Damage Reduction, and are considered to have the Ghost Touch property.

At 9th level you gain immunity to any spell or effect requiring a Willpower Save if it allows Spell Resistance. Your appearance begins to roughen, and you are very obviously dead (just not rotting). You no longer have memories of your life other than those of friends and family, and they will be gone by the time you gain the next level. Your alignment effectively changes to Neutral.

At 10th level your soul is gone and you may not be Raised, Resurrected, or Reincarnated, even by deities. You may no longer recognize friend from foe and will attack anything alive or undead that crosses your path. There no longer exists any possibility of a cure for you. You gain another +4 permanent Bonus to Strength. Your Natural Armor Bonus increases by +10, and gains a Deflection Bonus to AC equal to your Charisma Modifier. You no longer speak or understand languages, and cannot communicate in any fashion even by telepathy. Your thoughts cannot be read as you no longer have any. You are immune to spells/attacks/effects that specifically target a soul as you no longer have one.


PLAYING A SOULLESS
Initially the Soulless just seems depressed or 'off' somehow. Other Orcs may perceive this as a weakness, and use it as an excuse to challenge him. The enhanced combat abilities will soon put a stop to this after you make a few examples of your fellow tribesmen. You won't feel pain anymore, so you'll be an excellent fighter. But eventually you won't feel emotions either, and you'll commit murder or torture or other acts of cruelty in order to feel something again. Others will simply think you have become a psychopath, or seen one battle too many. And then the withdrawal will begin. You'll sit motionless for hours, saying nothing, not responding to anyone, maybe not even if they hit you. Eventually people will notice you aren't eating anymore. Or sleeping. And your mate and children are dead by your hand. The Fading is rare enough most tribes won't know what to do and will simply exile you hoping you'll die, or try to have a Cleric cure something beyond their understanding. If a tribe has seen a Soulless before they'll try destroying you long before this.
Combat: Soulless aren't tactical geniuses, especially after a few levels. They understand the concept of hiding in wait for ambush, but beyond that they just close into melee, hack, repeat.
Advancement: Once you have taken a level of Soulless you may not take levels in any other class. That and the effects of this Prestige Class pretty much restrict your options.
Resources: None. Soulless are on their own once exposed. Most will be driven into the wilderness to succumb to their fate.

SOULLESS IN THE WORLD
"If I say 'The Devil' to you, what do you picture in your head?"
"Mmm...hollowness....and blackness..and emptiness."
Initially you'll just be like any other tribesman. Then the odd behavior will start. Then the withdrawal. Eventually you'll slaughter anything not like yourself.
Daily Life: Varies greatly, especially in the early stages when you'll start acting out. Eventually though all Soulless get the same blank lifeless stare, and do nothing but kill the living.
Notables: Golka (CE Male Orc Barbarian 6/Soulless 6) Golka was injured fighting what everyone thought was a simple Orc zombie. Never among the best of the tribes warriors, he hasn't been the same since. To date he's murdered several tribesmen of various ages and genders for what is no discernable reason. He's been better than ever in battle on raids, so the Warchief has accepted his new eccentricities while privately telling the priests to think of something they haven't tried yet. If he can't be fixed soon they'll have to exile him or kill him...
Organizations: None. There are some few tribesmen who know how to get rid of a Soulless, but they're an informal club at best. They may also band together to look for a cure, but most simply want to get rid of you.

NPC Reaction
Once someone realizes what you are, they probably flee in terror. Depending on how many levels of SOulless you have that won't take long.

SOULLESS IN THE GAME
Soulless are eventually a danger to themselves and the party. And they can be contagious. It's best to make them NPC's
Adaptation: Soulless work best in a horror campaign.
Encounters: At lower levels, PC's will encounter Soulless in raiding parties. At higher levels they'll be a random wilderness encounter or a legendary serial killer.

Sample Encounter
EL 12: The PC's encounter an Orc tribe exiling one of their own at a crossroads. Oddly enough the Orcs seem more afraid of him than the party, and even look as if they're trying to warn you off...


Golka
CE Male Orc Barbarian 6/Soulless 6
Init +1, Senses: Listen +5, Spot +4, Dark Vision 60'
Languages Orc, Common
------------------------------------------------
AC 20, touch 14, flat-footed 19 (+1 Dex, +6 Armor, +3 Deflection)
hp 102 (12 HD)
Fort +12, Ref +7, Will +9
------------------------------------------------
Speed 40 ft. ( squares)
Melee +2 Shocking Burst Greataxe +20/+15/+10 (1d12+8+1d6 electricity/19-20, x3)
Base Atk +12, Grp +18
-----------------------------------------------
Abilities Str 22, Dex 13, Con -, Int 6, Wis 10, Cha 14
SQ Immunities, may not buy skill ranks in skills based on Dex/Wis/Cha, doesn't sleep or eat, Fast Movement, Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +2, +2 on Critical Confirmation rolls
Feats Power Attack, Cleave, Great Cleave, Improved Critical (Greataxe), Power Critical (Greataxe)
Skills Climb +10, Hide +5, Intimidate +7, Jump +10, Listen +5, Move Silently +5, Spot +4
Possessions +2 Shocking Burst Greataxe, +1 SR 19 Breastplate, +3 Ring of Protection. 1330 GP



EPIC SOULLESS

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

Jayngfet
2008-04-21, 12:53 AM
move over grummsh, bhu's in town!

Cieyrin
2008-04-21, 11:23 AM
Next thing, I'm soon going to be starting another PrC so I want your opinion on what to do next. So far the ideas I have currently are:

The Armor Smith: Armor version of my Greatsmith/Sneakysmith.
The Iron Hob: A Hobgoblin specializing in either Heavy Armor or an exotic Hobgoblin Shiftplate (homebrew Item).
The Bug Thug: A Rogue (and maybe Setting Sun) Bugbear.
The Lullabye Blade: A goblin that uses bardic music to put his targets to sleep/give them terrible nightmares/fear, etc.

I vote for the Armor Smith or Iron Hob, as i like heavy armor characters, especially if your exotic Hob armor comes out as Battle Plate coolness =3

watsyurname529
2008-04-21, 03:18 PM
Cool, then I'll get started on the Iron Hob next and probably the Bug Thug after that.

But first, any comments on the Warhorn Charger?

Bhu
2008-04-22, 03:51 AM
Cool, then I'll get started on the Iron Hob next and probably the Bug Thug after that.

But first, any comments on the Warhorn Charger?

I'm a lil fuzzy on Warhorn Charge. Do they get all of those abilities or do they choose 1?

Cieyrin
2008-04-22, 09:43 AM
I likes the Warhorn Charger, though I think the damage is a little high for it be a light weapon; for a medium creature, like most orcs and goblinoids, light weapons do a d4 or d6. Other than that, I likes the various powers, as they mesh well together for the creature.
I'd also like to comment on Fortismo Blast and Allegro Charge; when you do an Allegro Charge w/ a Warhorn charge, does the bonus damage become a d12 or do you deal a d8 and a d12. Fortismo Blast is also kinda confusing and you rapidly get diminishing returns on damage, from the looks of it. maybe make it do half class level in dice, plus any additional Bardic Music uses for cone and damage?

watsyurname529
2008-04-22, 05:15 PM
I likes the Warhorn Charger, though I think the damage is a little high for it be a light weapon; for a medium creature, like most orcs and goblinoids, light weapons do a d4 or d6. Other than that, I likes the various powers, as they mesh well together for the creature.
I'd also like to comment on Fortismo Blast and Allegro Charge; when you do an Allegro Charge w/ a Warhorn charge, does the bonus damage become a d12 or do you deal a d8 and a d12. Fortismo Blast is also kinda confusing and you rapidly get diminishing returns on damage, from the looks of it. maybe make it do half class level in dice, plus any additional Bardic Music uses for cone and damage?

Yea, I think I'll change it to d6 damage then. On the Allegro Charge, I reword it so that it becomes +1d12 instead of +1d8 damage; that's how it was intended but I'll make it clearer.

On Fortissimo Blast, I like your suggestion. I'll change it to half class level plus additional Bardic music for larger area + damage.

Anyway glad you like it. I had some fun naming all the abilities since I'm a band kid myself.

watsyurname529
2008-04-22, 05:51 PM
Okay, so I made some edits to the Warhorn Charger. I clarified the Allegro Charge text, got rid of the bonus feats, changed the Instrument of Battle damage to d6 and clarified some text, completely redid the Fortissimo Blast, edited some text on Freny Fanfare, and changed some of the skills.

Bhu
2008-04-23, 02:50 AM
I like it Wats. No idea if it's over/underpowered cause of my lack o familiarity with bards. But I definitely like it.

Unless anyone has any criticisms of he Soulless I guess I'll post the last PrC I have done shortly. After that I'll be slowly working on them here and at Wizards.

Cieyrin
2008-04-23, 02:26 PM
The way Fortismo Blast is now, I think it could be somewhat expanded, as I liked having the ability to modify the Blast w/ Bardic Music uses. So, having the base of half class level in d4s and 15' cone for a base of 2 Bardic Music uses, you already have the first expansion to 20' cone and d6s for 4 uses and you could continue to expand from there on an exponential basis, so 30' and d8s for 8 uses, 45' and d10s for 16 uses and so on. I'd also have the increase of the number of damage dice on a 2 uses/die basis.
As for the Soulless, I don't know how I feel about it, as it seems to get increasingly more restrictive and who truly wants to gain levels in a class that restricts their ability to function? I think that the class would be better off as a template if anything, as you seem to be getting more penalized for finding a Soulless. It's like a disease or curse, like lycanthropy or vampirism, and should be treated as such.

Devin
2008-04-23, 03:45 PM
Well, he did say it was supposed to be an NPC class...

watsyurname529
2008-04-23, 04:33 PM
Okay so I took your suggestion and put up a chart for Fortissimo Blast for Bardic Uses spent = damage.

It takes a 12th Level Bard to get that ability minium for max bardic uses so it's actually quite nice in power level. You can make that massive blast but only once. I'm also considering uping the damage one die over all because the max it can be is 10dX's.

watsyurname529
2008-04-23, 07:31 PM
The Iron Hob

"I am a running wall of steel. Just try to penatrate my armor."

Hobgoblins are a warrior race gifted with increased constitution and dexterity. However, that dexterity is lost in restrictive armor, and any Hobgoblin knows to stay alive you can't get hit...much. So several cunning Hobgoblin armor smiths created Hobgoblin Shiftplate. A unique armor that allows for mobility and protection. An Iron Hob is a Hobgoblin dedicated to its use and perfection.

BECOMING AN IRON HOB
Most Iron Hobs are Fighters or Barbarians but can be any melee fighter. Crusaders and Warblades also sometimes choose this path of ultimate defense. Paladins are rare in this class.

ENTRY REQUIREMENTS
To qualify to become an Iron Hob, a character must fulfill all the following criteria:
Race: Hobgoblin
Base Attack Bonus: +5
Feats: Heavy Armor Optimization, Exotic Armor Proficiency (Hobgoblin Shiftplate)
Special: Must have a set of Masterwork Hobgoblin Shiftplate [see bottom of post].

Class Skills
Iron Hob’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Profession (Wis), Ride (Dex), Swim (Str)
Skills Points at Each Level : 2 + Int Mod

Hit Dice: d10


BAB Fort Ref Will Abilities
1. +1 +2 +0 +0 Mobile Wall, Shiftplate Mastery
2. +2 +3 +0 +0 Steel Wall +1, Shift Charge
3. +3 +3 +1 +1 Unbreakable, Iron Toughness
4. +4 +4 +1 +1 Steel Wall +2, Armor Counter
5. +5 +4 +1 +1 Impenetrable Shell, Iron Discipline


Weapon Proficiencies: The Iron Hob gains no new weapon or armor proficiencies.

Mobile Wall (Ex): A Hobgoblin knows they need to be mobile to be effective in war. When in Mobility form of Shiftplate, an Iron Hob ignores the speed penalty for heavy armor but still can only triple their speed when running.

Shiftplate Mastery (Ex): An Iron Hob takes proficiency of shiftplate to a new level of mastery. An Iron Hob may now shift armor as a standard action instead of a full-round action.

Steel Wall (Ex): An Iron Hob trains more and more in his armor and learns how to protect himself better. The AC bonus granted by both forms of Shiftplate are increased by +1. At 4th Level this bonus increases to +2.

Shift Charge (Ex): An Iron Hob learns how to use the weight of his armor and momentum to cause greater damage on a charge. When in Mobility form and charging, you may choose to shift into Heavy Form as part of the charge. You lose the +2 to attack but deal x3 strength damage on attacks. You gain the benifits of Heavy Form after the charge is made.

Unbreakable (Ex): An Iron Hob's practice and specialization with the armor grants increased protection for his body as blows seem to do less damage. An Iron Hob gains DR/Adamantine equal to his Iron Hob Class level in both Heavy and Mobility forms.

Iron Toughness (Ex): An Iron Hob's long hours of practice in the metal armor grants them increased toughness as their bodies adapt to the iron and become extra tough. At 3rd Level you gain Immunity to Fatigue/Exhaustion and gain Improved Toughness as a bonus feat.

Armor Counter (Ex): An Iron Hob's strong armor allows them to concentrate more on finding an opening than having to dodge and parry allowing them to get off counter strikes. In melee you may choose one opponent at a time for Armor Counter. Each time they miss you, by attack, spell, etc. you gain a cumulative +1 bonus to attack or damage (but not both) to your next attack against that opponent. If you are hit the bonus is cut in half (1 is cut to 0), if you hit or miss the bonus is reset to 0.

Iron Discipline (Ex): An Iron Hob's training amounts to incredible discipline which gives them amazing will power. An Iron Hob gains Immunity to Fear and Fear effects and also gains a +3 bonus on Will Saves.

Impenetrable Shell (Ex): An Iron Hob's final ability to withstand and block nearly any blow, even from the most seasoned veterans. Once per encounter, an Iron Hob may create an Impenetrable Shell as a Standard Action; you gain a +10 deflection bonus to AC till the start of your next turn; during this state you can move no further than 10ft at a time. Also, Once per Day, an Iron Hob may do a last ditch effort and create a Perfect Impenetrable Shell as a Standard Action; in this state you gain a +10 deflection bonus to AC and +5 DR; you can move no further than 20ft at a time; this Perfect Shell lasts for 5 rounds; and then once used, you can not use Impenetrable Shell until the next day.

PLAYING AN IRON HOB
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..

IRON HOB IN THE WORLD
"That hohgoblin's armor is too damn tough, I can't get through it!"
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.

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

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

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


Hobgoblin Shiftplate
Exotic Heavy Armor
Price: 1,750gp
Armor Bonus: +8 / +6
Max Dex Bonus: +2 / +4
Armor Check: -7 / -4
Spell Failure: 30%
Speed: 20ft (Can only 3x speed running)
Weight: 35lb.

This heavy armor is akin to Banded Mail although forged with more precision as certain sections of the armor and slide and lock into different places reducing protection but giving greater mobility.

This heavy armor was invented by Hobgoblins. They wanted heavy armor that gave them enhanced mobility to allow them to use their inceased natural dexterity. After seeing interlocking plate (RoS), the Hobgoblins set to work creating a set of armor that could be both strong like full-plate, but could also be unrestrictive. Thus came Shiftplate.

This armor can shift from it's Heavy to it's Mobility forms and vice versa. Shifting takes a Full-Round action but can be reduced to one standard action if helped and it provokes an AoO. The stats for Heavy form is the first column, and the Mobility form the second one.

watsyurname529
2008-04-23, 07:42 PM
So yea, there's my latest PrC, THE IRON HOB! I thought it came out okay, and the max raw AC at level 5 is 30 without any other enhancements, but that's only once per day.

Bhu
2008-04-24, 02:18 AM
I'd make the bonus to will saves from Iron Discipline a +2.

I like it. One of your best so far I think.

Bhu
2008-04-24, 02:19 AM
Well, he did say it was supposed to be an NPC class...

The idea is that at some point you can decide to be cured and switch out Soulless levels for Barbarian if you dont like the direction things are going. Or you pretty much become an NPC. It's sort of a NPC Monster Prestige Class for the most part.

Level20Commoner
2008-04-24, 02:36 AM
I like this class a lot watsyurname. It is both flavorful and powerful. Now don't take this the wrong way, but I felt as though some parts of your Prc were a little bit difficult to understand. I have included parts of your original post, edited for clarity below. If you like the way I fixed it up, great. If not, just keep it as is. I think this class would mesh really well with marshals, warblades specializing in white raven maneuvers, and war chanters (you may want to sneak in the war chanters double music ability in there some place).

[QUOTE=watsyurname529;4213487]Warhorn Charger

"The horn is the true call of battle."

The Warhorn Charger is the Orc or Hobgoblin that leads the charge. He is usually the leader of a warband. He can inspire a number of different effects in his allies, making them powerful in battle. Eventually he can even send his allies into a frenzy of rage, allowing them to destroy everything in their path. When you hear the horn of a Warhorn Charger, you better be ready for it.

Weapon Proficiencies: A Warhorn Charger gain no proficiency with any weapon or armor (but see Instrument of Battle below).

Horn Music: A Warhorn Charger's instrument of choice is the horn. A Warhorn Charger must use a horn, trumpet, etc. when using any of their class abilities. A Warhorn Charger's class levels stack with Bard Levels to determine the number of uses of Bardic Music.

Warhorn Charge (Ex): A Warhorn Charger's signature ability is to lead the charge. A Warhorn Charger may, as a Full-Round action, combine a Bardic Music effect and a charge attack. The Warhorn Charger gains a bonus on any attack and damage Rolls made during the charge equal to his Charisma bonus (minimum +1). A Warhorn Charge uses up two of the Warhorn Charger's bardic music uses for the day. Any bardic music effect created by a Warhorn Charge has its duration halved (round up), but also provides additional benefits as described below:
-Adamantine Rhythm: DR 7/Adamantine
-Inspire Courage: +1 more
-Health Crescendo: 5 x (Cha Mod +1)
-Allegro Charge: Increases by two die (i.e. +1d12)

Instrument of Battle (Ex): Sometimes a Warhorn Charger's only available weapon is his horn, and he can turn it into an instrument of battle. A Warhorn Charger may use his horn, trumpet, etc. as a weapon. Treat the instrument as a light melee weapon that deals 1d6 points of bludgeoning damage and has a critical range of 20/x2. You may select feats that normally only apply to weapons for your instrument (e.x. Weapon Focus (tuba), etc.).

Rage (Ex): A Warhorn Charger can fly into a rage once per day. This functions like the Barbarian class feature except where noted. A Warhorn Charger can begin and concentrate on bardic music and use any feats related to bardic music while he is raging. At 9th Level a Warhorn Charger gains an additional use of Rage.

Aura of Confidence (Su): The very presence of a 4th level Warhorn Charger instills great morale into his charging allies. All allies within 30ft. of the Warhorn Charger when he makes a charge attack gain a bonus on attack rolls and AC equal to his Charisma bonus (minimum +1). Allies receive these bonuses only when making a charge attack.

Adamantine Rhythm (Ex): A Warhorn Charger can spend two uses of bardic music to make his allies (including himself) as hard as adamantine. Each ally that can hear the Warhorn Charger gains DR 5/adamantine for as long as the Warhorn Charger plays and for 5 Rounds after he stops, including the Lingering Song feat. This requires 10 Ranks in Perform.

Fortissimo Blast (Ex): A Warhorn Charger can spend two or more uses of bardic music to create a massive sound blast from his horn, dealing sonic damage to all in range. The damage and shape of the blast scale as follows:
Total 2 bmu: 1d6/2 levels, 15ft Cone
Total 4 bmu: 1d8/2 levels, 20ft Cone
Total 8 bmu: 1d10/2 levels, 30ft Cone
Total 12 bmu: 1d12/2 levels, 45ft Cone

Health Crescendo (Ex): A Warhorn Charger can spend two uses of bardic music to give his allies (including himself) great health. Each ally that can hear the Warhorn Charger gains a number of temporary hitpoints equal to (5 x Cha Mod) plus a +2 Bonus on Fort Saves. The effect lasts for as long as the Warhorn Charger plays and for 10 Rounds after that, including the Lingering Song feat. This requires 12 Ranks in Perform.

Uncanny Dodge (Ex): At 8th level, a Warhorn Charger retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Warhorn Charger already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Allegro Charge (Ex): A Warhorn Charger can spend one use of bardic music to give all allies (including himself) a 10ft bonus to their land speed. Also, if they make a charge, they do an extra +1d8 damage at the end of the charge. This effect lasts for as long as the Warhorn Charger plays and for 10 Rounds after that, including the Lingering Song feat. This requires 15 Ranks in Preform.

Frenzy Fanfare (Ex): A Warhorn Charger can instill a mad frenzy in his allies, giving them increased strength and endurance in battle. A Warhorn Charger can spend four uses of bardic music to give up to four allies (every ally after the fourth requires an additional use of bardic music) who can hear him a +4 Bonus to Strength and Constitution and a +2 Bonus on Will saves. This effect lasts for as long as the Warhorn Charger plays and for 5 Rounds after that, including the Lingering Song feat. This requires 18 Ranks in Perform.

watsyurname529
2008-04-24, 03:13 PM
Cool. I copied and pasted the edited versions of the abilities and yea, they read much better. Thanks.

Also, Bhu, I made the bonus to Will saves +3 'cause I wanted it to be slightly better than the feat but I can change it back down if need be.

Bhu
2008-04-25, 03:53 AM
ELDRITCH BERSERKERS

Picture URL

"I could simply Lightning Bolt you, but lets make this interesting."

Some Barbarians learn they have an inborn talent for magic. Most are too afraid to develop it due to the stigma attached to it in the society they live in. Some quietly practice a hadful of spells to the point that they become second nature, and can even be used while they are Raging.

BECOMING AN ELDRITCH BERSERKER
Most Eldritch Berserkers are Barbarians who discover they have an inborn talent for magic. Most end up becoming some form of arcane spellcasting class as well.

ENTRY REQUIREMENTS
Race: Any Orcish
Class Abilities: Rage
Spells: Must be able to cast Arcane spells of at least 1st level
Feats: Eschew Materials, Combat Casting
Skills: Concentration 8 Ranks


Class Skills
The Eldritch Berserker's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Intimidate (Cha), Knowledge (Arcana) (Int), Listen (Wis), Spellcraft (Int), and Survival (Wis)
Skills Points at Each Level : 4 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +0 +2 +0 +2 Raging Caster (Rage magic)
2. +1 +3 +0 +3 Enhanced Rage (Strength), +1 Level of Arcane Spellcasting Class
3. +2 +3 +1 +3 +1 Level of Arcane Spellcasting Class
4. +3 +4 +1 +4 Raging Caster (Armored Caster)
5. +3 +4 +1 +4 Enhanced Rage (Defense), +1 Level of Arcane Spellcasting Class
6. +4 +5 +2 +5 +1 Level of Arcane Spellcasting Class
7. +5 +5 +2 +5 Enhanced Rage (Unstoppable), +1 Level of Arcane Spellcasting Class
8. +6 +6 +2 +6 Raging Caster (Effortless Caster)
9. +6 +6 +3 +6 +1 Level of Arcane Spellcasting Class
10.+7 +7 +3 +7 Eldritch Power

Weapon Proficiencies: Eldritch Berserkers gain no new weapon or armor proficiencies.

Raging Caster (Ex): At 1st level you get Rage Magic. You may cast any spell that has no focus or material component so long as it is from the Conjuration, Evocation, or Necromancy schools, or has a Range of Personal while you are Raging.

At 4th level you gain Armored Caster. You may cast spells wearing Light or Medium Armor with no chance of Spell Failure.

At 8th level you gain Effortless Caster. You may cast 8 plus your Charisma Modifier spells as Spell Like Abilities instead of spells. These still take up spell slots, and are no longer subject to Metamagic Feats unless they affect Spell-like Abilities. These spells cannot be changed until you gain spells of a higher level, and then you may switch out one. For example once you get access to 5th level spells you may switch one of these spells out for a 5th level spell.

Enhanced Rage (Su): At 2nd level you may sacrifice spells as a Free Action to increase the Strength Bonus you gain while Raging. The Extra Strength gained is equal to double the spells level, and lasts for the duration of your Rage. You may only sacrifice one spell per use of Rage in this manner. You may Rage 1 extra time per day.

At 5th level you may also sacrifice 1 additional spell as a Free Action, to get an Enhancement Bonus to Saving Throws equal to the spells level. You may only sacrifice 1 spell per use of Rage in this manner.

At 7th level you may also Sacrifice 1 additional spell as a Free Action to gain an Enhancement Bonus to all Sunder, Bull Rush, Grapple, and Overrun checks. Performing any of those actions does not provoke an attack of opportunity during your Rage. You may sacrifice 1 spell per use of Rage in this manner. You may Rage 1 additional time per day.

Eldritch Power (Su): The spells you chose for Effortless Caster may now be cast as Supernatural Abilities. Casting one still uses up a spell slot, and it is still not subject to Metamagic Feats.

PLAYING AN ELDRITCH BERSERKER
An Eldritch Berserker has honed a small list of spells down so well that he can cast them even while Raging or out of sorts. While you appear to be a regular Orcish warrior, you carry a few surprises with you. You do your best to make people think you're a simple tribal fighter until the last possible moment.
Combat: Soften up opponents with a few big area effect spells, charge in and start fighting while casting spells as well.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: Eldritch Berserkers are generally respected by their tribes, but they don't get any more resources than any other sorcerer or warrior. Mostly because many Eldritch Berserkers have an inborn sense of superiority to their fellow Orcs that tends to make everyone angry.

ELDRITCH BERSERKER IN THE WORLD
"Paw. Paw that Orc over there singed off mah eyebrows. Let's git 'im Paw!"
Eldritch Berserkers have a sometimes uneasy life. Their path is an odd one among the Orcs, and many consider them to be freaks. And of course most other cultures hate them for being Orcs.
Daily Life: Much of your time is taken up by Arcane study and practiceing your abilities. When not preparing for a raid you're trying to enhance your powers.
Notables: Dren (CE Male Orc Sorcerer 3/Barbarian 3/Eldritch Berserker 6) Dren has been well known among his people for making their raids successful. After all bo one expects him to have any magical power since he's charging along with the front lines...
Organizations: Eldritch Berserkers form a loose club of sorts for training purposes. It also helps when they tick off the tribes priests or warchiefs by doing something they don't agree with.

NPC Reaction
NPC's tend to react to an Eldritch Berserker the same way they would do any other Orc Berserker (i.e. preferably from a distance behind a fortified wall).

ELDRITCH BERSERKER IN THE GAME
Eldritch Berserkers should make your players a tad more paranoid about Orc warriors. God knows when they'll be whipping out a Fear spell or two.
Adaptation: Eldritch Berserkers make a nice surprise (especially if they're on the opposing side). Should fit equally well in serious or silly campaigns.
Encounters: PC's usually encounter Eldritch Berserkers as members of raiding parties.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: Dren has been chosen to lead a raiding party into a nearby human city. He has overheard the jealous warchiefs plotting to have him killed in the melee and make it look like the humans did it. That way they rid themselves of a rival for power, and the tribe thinks the humans put down one of their greatest heroes, ensuing they'll follow the chiefs into total war. Dren knows the tribe can't survive all out war. As long as the raids are kept small things will be okay, otherwise he'd have pressed for war himself. So does he escape in the night? Or try to sabotage the raid and keep the slaughter of his fellows to a minimum. And how to get revenge on the warchiefs...


Dren
CE Male Orc Sorcerer 3/Barbarian 3/Eldritch Berserker 6
Init +1, Senses: Listen +5, Spot +0, Dark Vision 60'
Languages Orc, Common
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AC 23, touch 14, flat-footed 22 (+1 Dex, +5 Armor, +4 Natural, +3 Deflection)
AC Raging 21, touch 12, flat-footed 20 (-2 Rage, +1 Dex, +5 Armor, +4 Natural, +3 Deflection)
hp 44 (12 HD), 68 hp Raging
Fort +9 (+11 Raging), Ref +5, Will +9 (+11 Raging)
Uncanny Dodge
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Speed 40 ft. (8 squares), 30 ft. in Armor
Melee +1 Greatsword +13/+8 (2d6+6/19-20)
Melee Raging +1 Greatsword +15/+10 (2d6+9/19-20)
Base Atk +8, Grp +12 (+14 Raging)
Atk Options Raging Caster
Combat Gear
Spells Known (Caster Level 11): 0 (DC:13, 6/day): Caltrops, Daze, Detect Posion, Detect Magic, Flare, Read magic, Touch of Fatigue
1 (DC:14, 7/day): Chill Touch, Lesser Orb of Sound, Magic Missile, Ray of Enfeeblement, Shocking Grasp
2 (DC:15, 7/day): Burning Sword, Ghoul Touch, Scorching Ray
3 (DC:16, 5/day): Dragonskin, Vampiric Touch
Supernatural Abilities Enhanced Rage (Strength, Defense), Rage 2/day
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Abilities Str 18 (22 Raging), Dex 12, Con 10 (14 Raging), Int 6, Wis 11, Cha 16
SQ Fast Movement, Trap Sense +1, Metamagic Specialist (see page 60 of the PHB II)
Feats Combat Casting, Eschew Materials, Instantaneous Rage, Practiced Spellcaster, Quicken Spell
Skills Climb +5, Concentration +8, Intimidate +5, Jump +5, Knowledge (Arcana) +3, Listen +5, Spellcraft +3
Possessions Rhino Hide Armor, +1 Spell Storing Greater Dispelling Greatsword, +4 Amulet of Natural Armor, +3 Ring of Protection, 485 GP



EPIC ELDRITCH BERSERKERS

Hit Die: d8
Skills Points at Each Level : 4 + int
Rage At 22nd level, and every 5 levels thereafter you gain an additional Daily use of Rage.
Bonus Feats: The Epic Eldritch Berserker gains a Bonus Feat every 3 levels higher than 20th

Devin
2008-04-25, 11:18 AM
I believe "Eldritch" is usually used for Warlock PRCs(ie, Eldritch Disciple and Eldritch Theurge).

watsyurname529
2008-04-25, 03:38 PM
Yes, although Eldritch can be used to describe any magic, usually arcane.

Devin
2008-04-25, 03:50 PM
I wasn't commenting on the actual meaning of the word, just its usage in DnD class names(unless that's what you're talking about).

Bhu
2008-04-26, 02:51 AM
So any thoughts on it other than hte name?

Devin
2008-04-26, 08:09 AM
Well, I like the idea of a barbarian spellcaster who casts during rage. :smallbiggrin: You seem to have mostly ways to enhance the rage by sacrificing casting, but I think it would be cool if raging could actually give some kind of benefit to spells.

watsyurname529
2008-04-26, 08:44 AM
Yea, you could easily work in an alternative class ability at 4th level for Armored Caster. Say only get Light Armor but then your Evocation Spells add your Cha Mod to damage or +1 damage/Berserk Level.

Then if anyone doesn't have anymore comments on the Iron Hob, I'll put up another PrC of mine.

Cieyrin
2008-04-26, 08:45 AM
The Eldritch Berserker kinda steps on the toes of the Rage Mage from Complete Warrior (i believe that's where it's from), though I think I'd be hard up to decide which is better for the Orc berserker mage. I think I prefer Spell Rage from the Rage Mage but that's just me I guess.

watsyurname529
2008-04-26, 08:51 AM
The only thing better about Spell Rage is that it ups your Caster Level equal to your character level while raging. Then at 5th Level Angry Spell which ups the DC by +2. Those are the only better benifits I see. Also, the Eldritch Berserker gains a good Will Save, and 4 Skill points/Level and I think can be taken earlier, which are decent benefits.

So Bhu, I would then definately put in an ability that augments your spells, either up the DC or up the damage, just something. Otherwise, I still think it is gine.

Bhu
2008-04-26, 09:14 PM
What would I take out though?

watsyurname529
2008-04-26, 09:37 PM
I'm not sure. You probably could put in a variant for Armored Caster, stating that you get only Light Armor but also gain some extra damage.

The only way is probably to create a variant ability for certain levels and let players choose.

Devin
2008-04-27, 09:37 AM
I'm not sure you need to take out anything. You could just say "When raging, spells gain +whatever."

Bhu
2008-04-27, 10:27 PM
WOuldn't it overpower them a lil? I mean eventually some of their spells will become supernatural abilities (which will increase the save DC already)

Devin
2008-04-28, 08:41 PM
Well, it seems similar to Rage Mage and I've heard that Rage Mage really isn't that good. Powering it up a little might not be too bad. Admittedly, I may not know what I'm talking about; it would be nice if someone with a better grasp on the rules would say something.

Somber Requiem
2008-04-28, 10:25 PM
Grr... it ate my last post.

Well. Lets see if I can rewrite it.

When I was first starting out I threw some goblins against my group of 6 lvl 2's. They'd faced harder stuff... and easier stuff too. But when they realized they were facing goblins they all of a sudden began to exude this contempt... like they were facing a troup of iritable preschoolers. And that annoyed me. Goblins were supposed to be dangerous, treated warily and with respect... not like honorable mentions at the special olympics.

So first thing I did was tweek their stats. -2 str, +2 dex, -2 cha, and +2 int. I wanted them smart and cunning, so no wisdom as a dump stat. Goblins weren't nice, but they were clever. Then I took a page from WoW and MTG and made them technological. They used grenades, and there was few ways to target them before the bombs flew. They made copious use of alchemist fire and acid, and every goblin worth their salt carried contact and wound poison. They had hook knives that did more damage when removed than going in, sheilds with mousetrap like springs to disarm, and swords that exploded when disarmed. And those were just the low level goblins.

When they got higher they thought that they would be safer. Not so. They faced goblins who grafted adamantite blades to their fingers and plates to their limbs. They faced goblins who were frenzied on magical pcp. Goblins who forced demons to possess them for spell powers. And that was nothing compared to the wisards, rogues, and fighters they faced. And worse of all were their lairs. Traps that would make a rogue faint. Diseased filth tipped weapons (as in a trapped latrine... which caught the barbarian.) and tight crawlspaces.

I even changed their society a bit. They were more like anti-dwarves... excellent at ripping ore and jewels from the earth with no more consideration than if they were plucking a tasty morsel from a carcass. Goblins were interested in practical mining... and if the tailings poisoned an elven forest or blocked a river... well too bad for them. Goblins would do anything and everything they needed to to get ahead... and only their own tearing each other down kept them from outstripping humans and other races. Goblins went for the long odds, and weren't afraid to take a gamble and fail. Because that slim chance of success might make them the next goblin boss.

And of course by 8th level I had one player playing a 'rogue' goblin. (he was chaotic neutral, not chaotic evil).

watsyurname529
2008-04-29, 05:12 PM
WOuldn't it overpower them a lil? I mean eventually some of their spells will become supernatural abilities (which will increase the save DC already)

Well now reading the entry for DC under Su abilities in the MM, the lower level spells will get a drastic increase in DC while the higher level ones get small or next to nothing.

So yea, if you intend to treat them as Su that need a spell slot, then the DC would go up. I would clarify this if you haven't already.

Also, I might add that you the Sp/Su spells you pick can have metamagic on them, but they always are metamagic-ed and take up the higher level slot. I.E. You could have a Sp/Su Empowered Magic Missle, but it would take up 3rd level slots and always be empowered.

Just a thought.

watsyurname529
2008-04-29, 08:29 PM
Hobgoblin Bonerobber

"I can rip the skeleton right out of you and make you my soldier." - Dryash Zhaer

A Hobgoblin Bonerobber is a necromancer who specializes in Soldier Skeletons. Hobgoblins are a breed of military goblins and as such, your undead are trained soldiers. They fight with effeciency and are effective. You also start to take on aspects of your undead soldiers becoming more like them. Finally, they get the bonerobber ability if they are powerful enough. With that they can rip the skeleton out of someone and make it their own soldier.

BECOMING A Hobgoblin Bonerobber
Hobgoblin Bonerobbers are necromancers who like skeletons. Usually a cleric gone bad or a wizard who likes to animate undead, any spellcaster capable of casting Animate Undead and Summon Undead qualifies. Usually Hobgoblin Bonerobbers have a level or two in a martial class such as fighter or ranger to help defend themselves.

ENTRY REQUIREMENTS
To qualify to become a Hobgoblin Bonerobber, a character must fulfill all the following criteria:
Race: Hobgoblin
Feats: Corpse Crafter, Necromatic Presence
Spells: Must be able to cast Animate Undead and two Summon Undead spells.
Alignment: Any Non-Good

Class Skills
Hobgoblin Bonerobber's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (Arcana, Religion, Planes) (Int), Profession (Wis), Spellcraft (Int)
Skills Points at Each Level : 2 + Int Mod

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 Soldiers Never Die, Loyal Soldier --
2. +1 +0 +0 +3 Goblin Brethren +1 Level of existing Spellcasting
3. +1 +1 +1 +3 Necrobody I +1 Level of existing Spellcasting
4. +2 +1 +1 +4 Summon Soldier --
5. +2 +1 +1 +4 Elite Solider +1 Level of existing Spellcasting
6. +3 +2 +2 +5 Goblin Battalion OR Aura of Combat --
7. +3 +2 +2 +5 Bonesplitter +1 Level of existing Spellcasting
8. +4 +2 +2 +6 Necrobody II +1 Level of existing Spellcasting
9. +4 +3 +3 +6 Bonesickle --
10.+5 +3 +3 +7 Bonerobber +1 Level of existing Spellcasting

Weapon Proficiencies: Hobgoblin Bonerobber gains proficiency in the Sickle and the Scythe and no armor proficiencies.

Soldiers Never Die (Ex): A soldier never dies, and a Hobgoblin Bonerobber knows this. All it takes it the right manipulation and they're soldiers again. Any skeleton the Bonerobber creates or animates, gains the Soldier Skeleton Template (LM p.162).

Template that can be applied to a Skeletal Giant, Humanoid, or similar creature.
-Gains: Combat Reflexes & Weapon Focus as bonus feats.
-Gains: Cooperation – gains a +1 Circumstance bonus on attacks & AC for each Soldier Skeleton adjacent to it. If it flanks an opponent, it gains a +1 Circumstance bonus on attacks against that opponent.


Loyal Soldier: A Bonerobber's class levels stack with other class levels for determining familiar progression.

Spells per Day/Spells Known: At every Bonerobber level except first, fourth, sixth, and ninth a Bonerobber gains new spells per day as if he had also gained a level in an arcane or divine spellcasting class he possessed before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained, such as familiar progression. If he had multiple spellcasting classes, he picks one class to advance.

Goblin Brethren (Ex): A hobgoblin shares a greater bond with his goblin brothers. This extends even into death. Anytime a Bonerobber creates/animates a creature with the [Goblinoid] subtype, the undead gains one extra hitdice and it takes only half the amount of black onyx for animation/creation.

Necrobody I (Su): A Bonerobber starts to become infused with necromatic energy as it augments his body. His undead soldiers don't get fatigued or exhausted so why should he? A Bonerobber becomes immune to fatigue/exhaustion and sleep effects.

Summon Soldier (Ex): A Bonerobber relies on his soldiers for support and by using the Summon Undead spell, he can summon more of them from beyond the grave. A Bonerobber may summon the following skeletons by using the appropriate Summon Undead spell. Any bonuses that apply to the Soldier template apply to the summons.

Summon Undead I

Hobgoblin Soldier Skeleton
Medium Undead
Hit Dice: 1d12 (6 HP)
Initiative: +6
Speed: 30ft.
Armor Class: 16 (+2 Dex, +2 Natural, +2 Heavy Shield) touch 12, flat-footed 14
Base Attack/Grapple: +0/+1
Attack: Battleaxe +2 melee (1d8+1 20/x3) or Claw +1 melee (1d4+1)
Full Attack: Battleaxe +2 melee (1d8+1 20/x3) or 2 Claws +1 melee (1d4+1)
Space/Reach: 5ft./5ft.
Special Attacks: --
Special Qualities: Cooperaton, DR 5/Bludgeoning, Darkvision 60ft, Immune to Cold, Undead Traits
Saves: Fort +0, Ref +1, Will +2
Abilities: Str 13, Dex 15, Con --, Int --, Wis 10, Cha 1
Skills: --
Feats: Improved Initiative, Combat Reflexes, Weapon Focus (Battleaxe)
Environment: Any
Organization: Any
Challenge Rating: 1
Treasure: None
Alignment: Always NE or that of controller
Advancement: None
Level Adjustment: --

Cooperation: Soldier Skeleton gains a +1 Circumstance bonus on attacks & AC for each Soldier Skeleton adjacent to it. If it flanks an opponent, it gains a +1 Circumstance bonus on attacks against that opponent.

Summon Undead II

Hobgoblin Soldier Skeleton
Medium Undead
Hit Dice: 4d12 (26 HP)
Initiative: +6
Speed: 30ft.
Armor Class: 16 (+2 Dex, +2 Natural, +2 Heavy Shield) touch 12, flat-footed 14
Base Attack/Grapple: +2/+3
Attack: Longsword +5 (1d8+2 19-20/x2) or Claw +4 (1d4+2)
Full Attack: Longsword +5 (1d8+2 19-20/x2) or 2 Claws +4 (1d4+2)
Space/Reach: 5ft./5ft.
Special Attacks: --
Special Qualities: Cooperaton, DR 5/Bludgeoning, Darkvision 60ft, Immune to Cold, Undead Traits
Saves: Fort +1, Ref +3, Will +4
Abilities: Str 14, Dex 15, Con --, Int --, Wis 10, Cha 1
Skills: --
Feats: Improved Initiative, Combat Reflexes, Weapon Focus (Longsword)
Environment: Any
Organization: Any
Challenge Rating: 2
Treasure: None
Alignment: NE or that of controller
Advancement: None
Level Adjustment: --

Cooperation: Soldier Skeleton gains a +1 Circumstance bonus on attacks & AC for each Soldier Skeleton adjacent to it. If it flanks an opponent, it gains a +1 Circumstance bonus on attacks against that opponent.



Elite Soldier (Ex): A Bonerobber's soldiers are top notch and elite troops. He only animates the best of the best. Any Skeleton that the Soldier template is applied to also gains the following qualities: +2 Str, +2 Dex, +1 Nat. Armor and Weapon Specialization as a bonus feat.

At 6th Level Choose either Aura of Combat or Goblin Battalion
Aura of Combat (Su): A Hobgoblin Bonerobber emits an aura of combat and fighting. His soldiers gain a morale boost and fight harder. All undead under the Bonerobber's controll within 30ft gain a morale bonus to Attack and Damage rolls equal to your 1 + Cha Mod (Min +1).

Goblin Battalion (Ex): A Hobgoblin Bonerobber is a leader of goblins and always gains new goblin recruits. A Hobgoblin Bonerobber when using any Summon Undead to summon a Hobgoblin Soldier Skeleton summons one additional Hobgoblin Soldier Skeleton.

Bonesplitter (Su): A Bonerobber learns how to channel necromatic energy into bones causing them to explode, even when they're still inside someone called a Bonesplitter. 2/Day you may target any creature with a skeletal system within 30ft + (5ft per point of relavent casting ability mod) can cause one of their bones to explode. It deals 5d4 damage plus 1d4 Constitution damage with a Fortitude Save DC (10 + 1/2 HD + Cha Mod) to negate the Con damage. If a Bonerobber targets a skeleton with this ability, the bone explodes sending bone shards every where dealing 1d8 damage to all in a 10ft burst from the skeleton.

Necrobody II (Su): A Hobgoblin Bonerobber fuses even more with necromatic energy taking on more aspects of his soldier skeletons. His soldiers are immune to poison, disease, and can't be paralyzed or stunned so why should any of that stop him? A Hobgoblin Bonerobber becomes Immune to Poison, Disease, Paralysis, and Stunning effects. Although all this necromatic energy starts to interfere with his body and acceptance to Positive Energy for healing. A Hobgoblin Bonerobber heals only half the amount when any spell or ability is used to cure him of hit point damage or ability damage.

Bonesickle (Ex): A Hobgoblin Bonerobber finds that the sickle is a powerful weapon for killing even though it doesn't look like it. A Hobgoblin Bonerobber may summon/animate/create a Soldier Skeleton with a bonesickle replacing one of the skeleton's arms. The bonesickle is treated as a natural weapon and can not be used to hold any thing or preform any tasks involving the use of a hand; It can not be dropped or disarmed of it although it may be sundered (Hardness 6, HP 7). The bonesickle has the following stats: 1d8 Piercing or Slashing, 20/x4 Critical, can be used to make trip attempts.

Bonerobber (Su): Only the most powerful Bonerobbers gain this dreadful and sadistic power. This is where Bonerobbers earn their name. A Hobgoblin Bonerobber can try to rip the skeleton right out of someone killing them and then using the skeleton as their own tortured soldier. Using powerful necromatic energy, he causes the bones to vibrate and move violently, dealing major internal damage. 1/Day you can target any living creature with a skeletal system within 30ft (+5ft per point of relavent casting ability mod) dealing 10d6 damage, Fortitude Save DC (10 + 1/2 HD + Cha Mod) halves damage, plus 1d6 constitution damage with a Fortitude Save DC (10 + 1/2 HD + Cha Mod) negates the Con damage. If the creature is slain, the skeleton is then animated as an Elite Soldier Skeleton under your control.

PLAYING A Hobgoblin Bonerobber
You are a Necromancer. A maniplulater of negetive energy and undead. You command a battalion of soldier skeletons and you use them to fight your battles for you. Sometimes you even fight side by side. Although when the going gets tough, it's time to rob some bones.
Combat: Bonerobbers stand behind a battalion of soldier skeletons while he gives support with spells and ranged weaponry. Summoning more soldiers as needed sometimes you even get into the frey.
Advancement: Bonerobbers usually go onto other classes that enhance their undead soldiers or their own necromatic power.
Resources: Bonerobbers are usually on their own. Robbing graveyards for skeletons to animate and sometimes killing for them as well. Other than that you might have a few friends who share your love of an undead army.

Hobgoblin Bonerobbers IN THE WORLD
I swear those skeletons were trained soldiers. Then to add insult to injury, he animated my soldiers! - Rathin Dreath - One of four survivors of the 32nd S&R Brigade.
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.

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

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


Dryash Zhaer
LE/Male/Hobgoblin/Cleric 5/Fighter 2/Bonerobber 7
Init +1, Senses: Listen +5, Spot +5,
Languages Common, Goblin, Orc
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AC 21 (+1 Dex, +6 Armor, +3 Shield, +1 Ring of Protection) touch 15, flat-footed 20
hp 74 (5d8+5 +2d10+2 +7d6+7 HD)
Fort +10, Ref +5, Will +13
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Speed 30ft. (6 squares)
Melee +1 Unholy Longsword +11 (1d8+2 19-20/x2 plus 2d6 to all good creatures) or +1 Unholy Longsword +11/+6 (1d8+2 19-20/x2 plus 2d6 to all good creatures)
Base Atk +8/+3, Grp +9
Atk Options Bonesplitter, Power Attck
Combat Gear Potion of Cure Moderate Wounds
Spells Prepared 6/5+1/5+1/4+1/3+1/2+1 Domains: Destruction & War
Domain Power: Smite 1/Day - +4 Attack, +5 Damage
0 Level - Detect Magic (2), Light (2), Read Magic, Resistance
1st Level - Summon Undead I (2), Magic Weapon, Divine Favor, Entropic Sheild, Doom
2nd Level - Summon Undead II (2), Spiritual Weapon, Death Knell, Descrate, Deific Vengence
3rd Level - Summon Undead III (2), Magic Vestment, Animate Dead, Cure Serious Wounds
4th Level - Summon Undead IV (2), Divine Power, Weapon of the Deity
5th Level - Summon Undead V, Flame Strike, Inflict Light Wounds, Mass
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Abilities Str 12, Dex 12, Con 12, Int 10, Wis 21, Cha 12
SQ Darkvision 60ft, Rebuke Undead, Spontaneous Inflict, Necrobody I (Immune to Fatigue/Exhaushtion & Sleep), Aura of Combat, Summon Soldier, Elite Soldier, Goblin Battalion, Soldiers Never Die
Feats Corpse Crafter, Necromatic Presence, Deadly Chill, Weapon Focus (Longsword), Power Attack, Shield Specialization (Light), Somatic Weaponry, Practiced Spellcaster
Skills Climb +3, Concentration +10, Heal +8, Intimidate +7, Jump +3, Knowledge (Religion) +6, Spellcraft +6
Possessions +1 Light Fortification Mithral Breastplate, +1 Unholy Longsword, +1 Ghost Ward Light Steel Shield, Amulet of Wisdom +2, Rod of Undead Mastery, Ring of Protection +1 Potion of Cure Moderate Wounds

Bhu
2008-04-30, 12:06 AM
Well now reading the entry for DC under Su abilities in the MM, the lower level spells will get a drastic increase in DC while the higher level ones get small or next to nothing.

So yea, if you intend to treat them as Su that need a spell slot, then the DC would go up. I would clarify this if you haven't already.

Also, I might add that you the Sp/Su spells you pick can have metamagic on them, but they always are metamagic-ed and take up the higher level slot. I.E. You could have a Sp/Su Empowered Magic Missle, but it would take up 3rd level slots and always be empowered.

Just a thought.

Id thought about it but considering the benefits of a Supernatural ability vs a spell I thought people would find it overpowered if I'd allowed it.

Of course now would be the time for everyone to chime in. :smallbiggrin:

watsyurname529
2008-04-30, 04:31 PM
Well then you could say that it takes one more higher level, but then it gets to the point where it's worthless. Eh, it was just a thought.

Anyway, I've brought the Bonerobber up for PEACHing!

Bhu
2008-05-01, 01:28 AM
Well then you could say that it takes one more higher level, but then it gets to the point where it's worthless. Eh, it was just a thought.

Anyway, I've brought the Bonerobber up for PEACHing!

Whats teh Necromantic Presence Feat?

Bhu
2008-05-02, 02:49 AM
I'd probably make the saves for the 10th level ability 10 +1/2 hit dice+Cha mod. Other than that I have no real objections.

Cieyrin
2008-05-02, 10:39 AM
Whats teh Necromantic Presence Feat?

Necromantic Presence is a feat from Libris Mortis that grants undead you control +4 turn resistance while w/in 30' of you.

watsyurname529
2008-05-02, 04:57 PM
Yea, that is what it does. I edited the Save DC for Bonesplitter and Bone Robber and I'm thinking of changing around the 6th and 7th levels. That and making you choose between the Goblin Battalion and Aura of Combat at 6th Level and giving Bonesplitter at 7th level.

Bhu
2008-05-02, 11:56 PM
Kewl. I like it.

Bhu
2008-05-04, 02:27 AM
TIGERSKIN BERSERKER

http://Picture URL

"Do not underestimate me based on appearance."

It's a rare Orc warrior who gets initiated into the Sublime Way, and most who do seem drawn to the Tiger Claw style. It meshes well with their Rage.

BECOMING A TIGERSKIN BERSERKER
Most Tigerskin Berserkers begin as simple orc warriors before being adopted by a teacher of the Sublime Way.

ENTRY REQUIREMENTS
Race: Any Orcish
Class Abilities: Rage, and at least Tiger Claw Stance and 3 Tiger Claw Maneuvers
BAB: +6
Feats: Rapid Assault, Tiger Blooded
Skills: Jump 8 Ranks
Special: May only have Tiger Claw Maneuvers and Stances.

Class Skills
The Tigerskin Berserker's class skills (and the key ability for each skill) are Climb (Str), Intimidate (Cha), Jump (Str), Knowledge (Local), Listen (Wis), Martial Lore (Int), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each Level : 4 + int

Hit Dice: d12


BAB Fort Ref Will Abilities
1. +1 +2 +0 +0 Raging Tiger
2. +2 +3 +0 +0 Pouncing Tiger
3. +3 +3 +1 +1 Tigers Wisdom
4. +4 +4 +1 +1 Raging Tiger
5. +5 +4 +1 +1 Pouncing Tiger
6. +6 +5 +2 +2 Tigers Wisdom
7. +7 +5 +2 +2 Pouncing Tiger
8. +8 +6 +2 +2 Raging Tiger
9. +9 +6 +3 +3 Tigers Wisdom
10.+10 +7 +3 +3 Tiger's Rage

Weapon Proficiencies: A Tigerskin Berserker gains no new weapon or Armor Proficiencies.

Maneuvers: At each odd numbered level you gain a new Maneuver from the Tiger Claw discipline if you meet the prerequisites for it. You add your Tigerskin Berserker levels to your initiator level to determine your total initiator level and your highest level maneuvers known. At 3rd level you gain an additional maneuver readied per day.

Raging Tiger (Ex): At 1st level a Tigerskin Berserkers Class levels stack for determining how many times per day he can Rage. For example a Barbarian 1/Warblade 5/Tigerskin Berserker 5 is considered to be a 11th level Barbarian and can Rage 3 times per day.

At 4th level while Raging and using any Tiger Claw stance you do not take the -2 Armor Class penalty normally gained while Raging.

At 8th level while Raging you may perform any Tiger Claw maneuver that has a penalty to AC without receiving that penalty. For example, if you performed Rabid Wolf Strike while Raging you would not receive the -4 AC penalty.

Pouncing Tiger (Ex): At 2nd level you may expend 1 daily use of Rage to add half your Tigerskin Berserker level to the Bonus you get from your Battle Ardor ability as a Swift Action. This lasts the same number of rounds as your Rage does.

At 5th level you may expend 1 daily use of your Rage to do double your normal weapon damage with a successful charge attack (i.e. you decide to expend the Rage after the to hit roll is made).

At 7th level you may expend 1 daily use of Rage to add damage equal to your character level on a successful hit with a Tiger Claw maneuver. Your opponent must also make a Fortitude Save (DC is 10 plus half hit dice plus Strength Modifier) or be Stunned 1d3 rounds.


Tigers Wisdom (Ex): At 3rd level the Battle Axe and Orc Double Axe are considered associated weapons for your Tiger Claw maneuvers. You get a +2 Competence Bonus to Damage with weapons associated with the Tiger Claw style.

At 6th level you gain a +4 Competence Bonus when making an opposing roll against an opponents Disarm or Sunder attempts.

At 9th level you may always Take 10 on a Jump check.

Tigers Rage (Ex): When Raging, all of your maneuvers known are considered readied. When you drop out of Rage, none of them are.

PLAYING A TIGERSKIN BERSERKER
Tigerskin Berserkers specialize in the Tiger Claw style. Most are obsessed with perfecting it, and proving that Orcs can be something other than dull witted barbarians who run screaming into combat.
Combat: Ideally you'll go into Rage as quickly as possible to take advantage of your class abilities.
Advancement: Most Orcs wield the Greataxe since it's the Tiger CLaw weapon they're most familiar with. Some do go the route of trying to be more exotic, but they are truly exemplary warriors.
Resources: Tigerskin Berserkers can usually call upon their teacher or fellow students unless they were cast out for a constant loss of temper.

TIGERSKIN BERSERKERS IN THE WORLD
"Hey Bob. You mind helping me pull this Kukri out of my left buttock. The Orc down the road is feeling merciful today."
"What makes you say that Joe?"
"Because he didn't put one in the other cheek too."
Tigerskin Berserkers tend to be respected mercenaries in the world outside their tribe, but their taste of a different life and different philosophy alienates many of them from their fellows. They want something better than to just be a simple raider. Which means becoming a warchief and leading he tribe down a different path, or leaving for better places.
Daily Life: Tigerskin Berserkers are always training, always looking for that edge, that way to prove to the world that their people can be better than just a brute with an axe.
Notables: Baggi (CN Orc Female Barbarian 1/Warblade 5/Tigerskin Berserker 6) has violated one of the prime tenets of Orc society by becoming a warrior. Cast out from her tribe she now wanders as a mercenary pondering what to do with her life.
Organizations: Tigerskin Berserkers usually help one another, but they really have no formal organizations.

NPC Reaction
Tigerskin Berserkers fare about as well among NPC's as the average Orc Barbarian. Which is to say there's the usual screaming and pointing of fingers...

TIGERSKIN BERSERKERS IN THE GAME
Tigerskin Berserkers might gain Orcs slightly more respect. People may begin to think of them as competent warriors as opposed to screaming savages. Which unfortunately might mean they get attacked more once they get taken seriously.
Adaptation: Tigerskin Berserkers will always be odd men out. Too civilized for other Orcs, not civilized enough for other races.
Encounters: Being as they tend to be mercs or killers for hire, PC's will often encounter a Tigerskin Berserker as an opponent hired by some organization.

Sample Encounter
EL 12: The local Thieve's Guild is being murdered one by one. They've hired mercs to bolster their manpower, and Braggi is one. Told to be on the lookout for suspicious people, what could be more suspicious than 4 heavily armed drifters walking into town with loads of money.


Baggi
CN Orc Female Barbarian 1/Warblade 5/Tigerskin Berserker 6
Init +2, Senses: Listen +6, Spot +0, Dark Vision 60'
Languages Orc, Common
------------------------------------------------
AC 21, touch 12, flat-footed 19 (+2 Dex, +5 Armor, +4 Natural Armor)
AC Raging 19, touch 10, flat-footed 17 (-2 Rage, +2 Dex, +5 Armor, +4 Natural Armor)
hp 90 (12 HD), 114 hp Raging
Fort +12, Ref +7, Will +3
Battle Clarity +2, Uncanny Dodge
------------------------------------------------
Speed 40 ft. (8 squares), 30 ft. in Armor
Melee +2 Greataxe +17/+12/+7 (1d12+6)
Melee Raging +2 Greataxe +19/+14/+9 (1d12+9+1d8)
Base Atk +12, Grp +15 (+17 in Rage)
Atk Options Battle Ardor +2 (+4 w/Pouncing Tiger), Rage 4/day, Raging Tiger, Pouncing Tiger, Tiger's Wisdom
Combat Gear 3 Potions of Cure Serious Wounds
Maneuvers and Stances Known: 1st: Blood in the Water, Gnawing Hyena, hunter's Sense, Hyena's Bite, Hyena Strike, Sudden Leap
2nd: Claw at the Moon
3rd: Flesh Ripper, Soaring Raptor Strike
4th: Death from Above
5th: Pouncing Charge
-----------------------------------------------
Abilities Str 16 (20 Raging), Dex 14, Con 13 (15 Raging), Int 14, Wis 10, Cha 6
SQ Illiteracy, Fast Movement
Feats Tiger Blooded (B), Rapid Assault,
Skills Climb +9 (+11 Raging), Concentration +7 (+9 Raging), Craft (Weaponsmithing) +8, Intimidate +6, Jump +11 (+13 Raging), Listen +6, Martial Lore +8, Survival +6
Possessions Tigerskin Armor, +2 Brash Berserker Greataxe, Cloak of Predatory Vigor, +4 Amulet of Natural Armor, Boots of Jumping, 3 Potions of Cure Serious Wounds, 430 GP





Hyena Strike
Tiger Claw (Strike)
Level: Swordsage 1, Warblade 1
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: 1 Creature

You must fight with a two handed weapon to use this maneuver. You add double your Strength Modifier to the damage of this Strike.


Gnawing Hyena
Tiger Claw (Strike)
Level: Swordsage 1, Warblade 1
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: 1 Creature

You must fight with a two handed weapon to use this maneuver. You make a Sunder attempt against your opponents weapon without provoking an attack of opportunity. If it successful and the weapon is damaged instead of broken, it takes -2 penalty on to hit rolls until it is repaired.


Hyena's Bite
Tiger Claw (Strike)
Level: Swordsage 1, Warblade 1
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: 1 Creature

You must fight with a two handed weapon to use this maneuver. If you hit successfully and your opponent is flat-footed or denied his Dexterity Bonus to AC he is Dazed for 1 round.


EPIC TIGERSKIN BERSERKER

Hit Die: d12
Skills Points at Each Level : 4 + int
Maneuvers: Your Initiator Level is equal to your Character Level, but you gain no new Maneuvers after the 20th level.
Bonus Feats: The Epic Tigerskin Berserker gains a Bonus Feat every 2 levels higher than 20th

Bhu
2008-05-05, 12:35 AM
No thoughts so far?

Bhu
2008-05-06, 04:10 AM
Oh and I know technically there aren't enough Tiger Claw maneuvers to qualify for the TB yet, so I'll be making some.

watsyurname529
2008-05-06, 03:21 PM
Oh and I know technically there aren't enough Tiger Claw maneuvers to qualify for the TB yet, so I'll be making some.

Bhu, there are 17 Tiger Claw maneuvers and you want 3 to qualify. There are enough maneuvers to make it five times over. Also the minimum level to get 3 Tiger Claw maneuvers is 3rd level.

Also, I would give at least one more maneuver readied at 6th level.

Bhu
2008-05-07, 12:49 AM
oopsie. I forgot to add one of the prerequisites of the class: May only have maneuvers from the Tiger Claw style.

Plus it was intended for Greataxe fighters, and many of the lower level Tiger Claw styles are for two weapon fighters.

Jayngfet
2008-05-07, 01:03 AM
got any more goblin classes?

Devin
2008-05-07, 01:43 PM
There's a list of intended classes on the first page.

Bhu
2008-05-08, 01:38 AM
Im working on about 8 goblinoid classes as we speak. Will have some posted soon.

Ponce
2008-05-08, 02:21 AM
I made a pdf a while ago. I never had it edited or reviewed, so I'm not certain of the quality. You're welcome to it. (http://darklingdnd.awardspace.com/data/random/ChildrenofGruumsh.pdf)

Bhu
2008-05-08, 02:30 AM
I made a pdf a while ago. I never had it edited or reviewed, so I'm not certain of the quality. You're welcome to it. (http://darklingdnd.awardspace.com/data/random/ChildrenofGruumsh.pdf)

I cant get it to open. But I've been having some problems lately, so let me work on it.

Bhu
2008-05-10, 04:34 AM
will be finishing up soon.

JUICER

http://Picture URL

”The best feeling in life is when the whole world falls away, and all you can see is White.”

Juicers are drug addicts. But the drug of their choice (White Dreams) is cheap and plentiful. Exactly what it is, and how it’s made cheaply and in large amounts is unknown. But it’s devastating effects are. At first it simply enhances a users physical prowess, dramatically so if he can Rage. But eventually there are problems. The user has violent dreams he can only partially remember, and seems to believe that there is a purpose to them. He begins taking more of the drug, and becomes less involved in this world than the one in his own head. Eventually the drug may cause him to Rage spontaneously making him a danger to anything around him. Addicts have said that everything in their vision becomes White, while raving like lunatics about voices only they can hear, and other less savory things.

BECOMING A JUICER
Juicers are Barbarian goblinoids who have tried an alchemical elixir called White Dreams in order to give themselves an edge and have subsequently become addicted to it. Some may multiclass but addiction usually destroys their initiative to pursue other pursuits.

ENTRY REQUIREMENTS
Race: Any Goblinoid
Class Abilities: Rage
Saves: Base Fortitude Save of +5
Feats: Great Fortitude, Endurance
Special: Must have become addicted to White Dreams.


Class Skills
The Juicer's class skills (and the key ability for each skill) are Climb (Str), Intimidate (Cha), Jump (Str), and Knowledge (Alchemy, Local) (Int).
Skills Points at Each Level : 2 + int

Hit Dice: d12


BAB Fort Ref Will Abilities
1. +1 +2 +0 +0 White Rage
2. +2 +3 +0 +0 White Dreams
3. +3 +3 +1 +1 White Rage
4. +4 +4 +1 +1 White Dreams
5. +5 +4 +1 +1 Comfortably Numb
6. +6 +5 +2 +2 White Rage
7. +7 +5 +2 +2 The Change
8. +8 +6 +2 +2 White Dreams
9. +9 +6 +3 +3 White Rage
10.+10 +7 +3 +3 White Death

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

White Rage (Ex): At 1st level the Juicer may Rage an additional time per day simply by drinking a shot of White Dreams. There is no upper limit as long as he can keep taking shots of the elixir (and survive it).

At 3rd level the Juicer may Rage one additional time per day. If he Rages from drinking a shot of White Dreams he isn't Fatigued/Exhausted afterwards, and he may automatically cure a state of Fatigue/Exhaustion by drinking a shot of White Dreams. He may now take more than 1 dose of White Dreams per day without having to make a Save to avoid Constitution loss.

At 6th level when the Juicer Rages under the influence of White Dreams he is immune to mind affecting effects.

At 9th level the Juicer is immune to Fatigue, Exhaustion, and Sleep effects. He no longer sleeps. If the Juicer takes damage at any time, or is insulted he must make a Willpower Save or go into Rage immediately as a Free Action. He may not voluntarily end the Rage early, and if there are no enemies in the area he must make a DC 20 Willpower Save or attack allies instead. Save DC for the initial Save is equal to 10+the damage done if it is caused by injury, or DC 20 if caused by insult. Effectively he may Rage as many times per day as he is hurt or insulted.

White Dreams (Ex): At 2nd level the Juicer begins to have psychotropic dreams where someone or something appears to be speaking to him. He can never remember these dreams other than in flashes wherein he sees himself differently. Eventually he begins to resemble his dream self. At 2nd level his eyes begin to turn pale, and usually by 8th level they are completely white with no pupil. The dreams combined with the drug make the Juicer unusually susceptible to Illusions. He is -2 on Will Saves to disbelieve Illusions, but doesn't see what the caster intends him to. Instead he has horrifying and surreal hallucinations. His odd behavior interacting with it gives anyone watching a +4 on their Will Save to disbelieve.

At 4th level the Juicer himself begins to turn pale, and looks lean and drawn, usually having lost weight. His weight loss in no way seems to impair him though. When Raging under the Influence of White Dreams he gets a Profane Bonus to all Saving Throws equal to his (new) Constitution Modifier.

At 8th level the Juicer is hallucinating non-stop. Some believe these hallucinations are used to control him but by who or what (and how to stop it) is unknown. At this point the Juicer is so far gone he is immune to Mind affecting effects whether he is on White Dreams or not. At this point he no longer considers anyone who is not taking White Dreams to be 'real'. He no longer considers them people and has no problem killing them. He can no longer be Good or Lawful. His alignment will shift 1 step (i.e. Lawful becoming Neutral, Good becoming Neutral or Evil).


Comfortably Numb (Ex): At 5th level the nerves of the Juicers body begin to die off a little, and he doesn't feel pain (or anything else) as easily. He can make a Fortitude Save to ignore non-lethal damage of any kind (Save DC is equal to 10 plus the damage). The Juicer also gains a +4 Enhancement Bonus to Saves against attacks/spells/effects that do non lethal damage, or that do nothing but cause pain (i.e. Symbol of Pain and similar spells).

The Change (Ex): At 7th level the Juicer undergoes many changes. His eyes turn completely white, and he loses his sight. Everything he sees is white. He is now immune to Blindness and other such attacks. He gains Blindsight 60'. His hair begins to fall out and his skin takes on a bleached look. Many may mistake him for the living dead. His mind is so alien now that he can no longer make any Charisma Based skill checks other than Intimidate. He also gains a +4 Bonus to Willpower Saves against any spell or effect that allows someone to read or contact his mind. Anyone successfully doing so must make a Willpower Save (DC is 10 plus 1/2 Hit Dice plus Charisma Bonus) or be Stunned for 1 Round.

White Death (Ex): At 10th level the Juicer is little more than a living zombie. He becomes immune to the following: Mind Affecting Effects, Non Lethal Damage, Dazed/Stunned, Disease, Poison, Ability Damage/Drain, Energy Drain, and Paralysis. Much like Undead he is now healed by negative energy and harmed by positive energy effects. He also gains DR 3/-. Due to permanent ongoing psychosis he may no longer acquire ranks in Int or Cha based skills (except Intimidate).


PLAYING A JUICER
Life is hell. The White just makes it bearable. Everything seems dirty, and broken, and used up without the White. But when you’re on it people say you do things. Like murder. But it’s not like people are real. Or are they? You remember a time when you considered them real. Were you hallucinating then, or are you hallucinating now? And if they’re real why don’t you feel anything when they die?
Combat: Combat for Juicers is short and brutal. Take a slug of White, rage, start hitting everything in site. Tactics are for the weak.
Advancement: Advancement for Juicers is usually down a narrow path with the same unfortunate end in the grave. Some manage to kick it, but they lose most of their class abilities. Which causes suicidal depression and cravings. Some are permanently damaged are hallucinatory madmen forever, whether they kick he drug or not.
Resources: Juicers can usually draw on the organization, army, or employer willing to feed their habits. Possibly even their dealer if there’s a threat to him as well. But beyond that they’re on their own. Even their fellow addicts don’t trust them.

JUICERS IN THE WORLD
”Let someone else deal with him. His kind destroys everything they touch.”
At first Juicers are fairly active. They need to be to ensure their constant supply. Most of them enjoy brief, but incredibly violent careers. The ones that live long become increasingly delusional, displaying bizarre physical and mental mutations. Most eventually withdraw from the world completely. The ones that don’t have to be put down, usually at the cost of many lives.
Daily Life: Most Juicers withdraw into themselves wondering what their new feelings and thoughts mean. Many think a God or Devil is speaking to them in their dreams at night, and they may be half right. It would explain the drugs creation. When not killing people for money they’re usually huddled in a corner somewhere talking to themselves.
Notables: Empty (NE Male Hobgoblin Barbarian 6/Juicer 6) started life differently than most Hobs. His tribe was less organized, and more like the Orcs. When they were killed, he had to hire on as a Merc, eventually finding his way to civilized society. He hated it. His handlers got him hooked on White Dreams because they were told it would make him more manageable. And to some extent it has. He spends a lot of time mumbling to himself and staring at walls. But people are coming up missing a lot lately. And he always seems to have blood on him, even though no one ever sees him leave his room unless ordered too. Not that they watch him very closely.
Organizations: Many organizations employ Juicers, all of them criminal. It isn’t hard to find one willing to employ them. Every gang or guild needs expendable muscle. But once it becomes obvious that you aren’t passing on quickly they’ll want to be rid of you before you become a liability. Or before you start murdering them for fun.

NPC Reaction
Most NPC’s are scared to death of Juicers for obvious reasons. When a Juicer burns out or starts to get pretty far gone on the drugs, they do unspeakable acts, usually in public. Usually with little rhyme or reason.

JUICERS IN THE GAME
Since this is a PrC based on drug use it’s hardly for most campaigns. If used by a Player large amounts of time may likely be taken up by him trying to score, or going on White induced rampages.
Adaptation: Juicers are meant for dark fantasy campaigns. The subject matter behind their abilities will be difficult for some, and the class is probably meant for NPC adversaries more than players.
Encounters: PC’s will generally encounter Juicers as muscle working for someone, or as serial killers they’ve been asked to track down. Or perhaps they’re investigating the White Dreams trade o put a stop to it. Or maybe the new merc who hired on seems a little…odd.

Sample Encounter
EL 12: The PC’s have a new mercenary attached to their unit named Empty. The nickname is obvious as he never speaks, rarely reacts to anything, and doesn’t seem to notice other people. But he whispers odd things to himself. And not long after he appears, other people start disappearing. Empty looks worse by the day, but seems actually animated when someone dies. It shouldn’t take the PC’s too long to catch on.


EX-JUICERS

A Juicer who kicks his addiction to White Dreams, or who stops taking it (willingly or not) loses all Class Features. If he begins taking the drug again he may use his abilities once more. If he does this at 7th level or later he is permanently blind.

WHITE DREAMS
White Dreams is a white milky like potion in appearance. A standard dose of it produces feelings of power and euphoria, along with some mild hallucinations.

Addiction Rating: Extreme (DC 25), Satiation: 1 day, Type: Ingested DC 18, Initial Effect: +1d4 Str and if Exhausted become Fatigued (if Fatigued you are no longer Fatigued), Secondary Effect: 1d4 Intelligence and Wisdom damage, Side Effects: If the user has the Rage or Frenzy Class Abilities he imediately goes into Rage or Frenzy if attacked or insulted if he has any daily uses left, Overdose: If the user takes more than 1 dose in a 24 hour period he takes 1d3 Constitution damage and is unable to gain any benefits from sleep for 24 hours due to violent hallucinatory dreams. When attempting to kick this drug the user will suffer violent hallucinations and will attack any living thing that approaches him. Cost per dose: 5 GP.




Name
NE Male Hobgoblin (Barbarian 6/Juicer 5)
Init +3, Senses: Listen +10, Spot +0, Blindsight 60'
Languages Common, Goblin
------------------------------------------------
AC 30, touch 13, flat-footed 27 (+3 Dex, +10 Armor, +7 Shield)
AC Raging 28, touch 11, flat-footed 25 (-2 Rage, +3 Dex, +10 Armor, +7 Shield)
hp 104 hp (11 HD), 126 hp Raging
Fort +19 (+21 Raging), Ref +11, Will +9 (+11 Raging)
Uncanny Dodge, Improved Uncanny Dodge, Comfortably Numb
------------------------------------------------
Speed 40 ft. (8 squares), 30 ft. in Armor
Melee +2 Morningstar +16/+11/+6 (1d8+10)
Melee +2 Morningstar +18/+13/+8 (1d8+12)
Base Atk +11, Grp +14 (+18 Raging)
Atk Options Rage 3/day, White Rage
Combat Gear 20 doses White Dreams, 2 Cure Serious Wounds Potions, 1 Potion of Haste
-----------------------------------------------
Abilities Str 16 (20 Raging), Dex 16, Con 16 (20 Raging), Int 10, Wis 12, Cha 8
SQ Fast Movement, Illiteracy, Trap Sense +2, White Dreams
Feats Endurance, Great Fortitude
Skills Climb +12 (+14 Raging), Intimidate +9, Jump +12 (+14 Raging), Knowledge (Local) +9, Listen +10, Move Silently +7, Survival +10, Swim +12 (+14 Raging)
Possessions +5 Breastplate, +5 Heavy Steel Shield, +2 Collision Morningstar, Type I Bag of Holding, 20 doses White Dreams, 2 Cure Serious Wounds Potions, 1 Potion of Haste, 322 GP


EPIC JUICER

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

Devin
2008-05-10, 10:07 AM
I like the creepy quote at the top. It doesn't look like the class gives anything, though, not even further progression of barbarian abilities. Is that what you meant by "finishing up?"

Bhu
2008-05-10, 03:55 PM
I like the creepy quote at the top. It doesn't look like the class gives anything, though, not even further progression of barbarian abilities. Is that what you meant by "finishing up?"

Yup. Gotta add in the powers, finish the example, and write up White Dreams still.

watsyurname529
2008-05-10, 07:05 PM
The Blademage

Picture URL

"Might and Magic, best when both are in a blade." - Zjech Rekk

Might and Magic. Sword and Sorcorery. These are the Blademage. A Blademage is a warrior wizard who summons his weapons and channels his spells through his weapon. The Blademage also uses his magic to augment and further power his blade, or chosen weapon. You might think all wizards are pansies but this one will get up in you face swinging a Greatsword made of pure force.

BECOMING A Blademage
Blademage's are any mix of a martial and arcane casting class. Usually fighter/wizard combos, Rangers and Sorcerers also work quite well. Some are even battle sorcerers who prestige as a Blademage. Most of the time, they are more fighter than wizard, however, you can find the occasional more wizard than fighter.

ENTRY REQUIREMENTS
To qualify to become a Blademage, a character must fulfill all the following criteria:
Race: Hobgoblin
Base Attack Bonus: +4
Skills: Concentration +4, Spellcraft +4
Feats: Weapon Focus (Any), Combat Casting
Spells: Must be able to cast Magic Weapon
Spellcasting: Must be able to cast 2nd level Arcane spells
Weapon Proficiency: At least one martial weapon.


Class Skills
The Blademage’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Arcana, Planes) (Int), Profession (Wis), Spellcraft (Int), Swim (Str), Tumble (Dex).
Skills Points at Each Level : 2 + Int Mod

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +1 +0 +0 +2 Summon Weaponry, Armored Mage (Light) --
2. +2 +0 +0 +3 Blade Bond I, Somatic Weaponry +1 Level of existing Arcane Spellcasting
3. +3 +1 +1 +3 Melee Mage +1 Level of existing Arcane Spellcasting
4. +4 +1 +1 +4 Blade Bond II, Armored Mage (Medium) +1 Level of existing Arcane Spellcasting
5. +5 +1 +1 +4 Eldritch Channel --
6. +6 +2 +2 +5 Blade Bond III, Metallurgy +1 Level of existing Arcane Spellcasting
7. +7 +2 +2 +5 Force Weaponry +1 Level of existing Arcane Spellcasting
8. +8 +2 +2 +6 Blade Bond IV +1 Level of existing Arcane Spellcasting
9. +9 +3 +3 +6 Blade Focus --
10.+10 +3 +3 +7 Blade Bond V, Arcana Weaponry +1 Level of existing Arcane Spellcasting

Weapon Proficiencies: Blademage gains no new weapon or armor proficiencies.

Summon Weaponry (Sp): A Blademage knows a warrior is nothing without his blade and even then, it has to be the right one. A Blademage may summon any weapon he is proficient with as a swift action and dismiss it as a free action. If the blade ever leaves the Blademage's hands it disappears. It functions like a normal weapon and is correctly sized for the wielder. The weapon requires no bonding, or other ritual to be summoned.

Armored Mage (Ex): A Blademage needs armor to block blows in melee and learns to move freely with out spell failure. A Blademage ignores Arcane Spell-Failure for Light armor and Light shields, including bucklers. At 4th level he ignores the Arcane Spell-Failure for Medium Armor.

Spells per Day/Spells Known: At every Blademage level except first,fifth, and ninth a Blademage gains new spells per day as if he had also gained a level in an arcane spellcasting class he possessed before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained, such as familiar progression. If he had multiple spellcasting classes, he picks one class to advance.

Somatic Weaponry: A Blademage knows he must always have a blade or other weapon in his hand and sometimes something else in the other. As such they learn to trace the complex patterens of spells with their swords. A Blademage gains Somatic Weaponry as a bonus feat. If you already have Somatic Weaponry, you can choose another bonus fighter/wizard feat for which you meat the prereqs.

Blade Bond I (Su): A Blademage's magic starts to bond with his chosen weapon as the weapon starts to become magical. The weapon for which he has weapon focus gains a +1 Bonus. This is in addition to any bonuses the weapon may already have. The weapon becomes his bonded weapon and recives all the improvements of Blade Bond. A Blademage may not choose a new weapon to bond unless the current one is broken. If broken, a Blademage may bond with any weapon he is proficient with and it has to be at least Masterwork quality.

Melee Mage (Ex): A Blademage gets up close and personal and they train their body to sustain melee. They gain the following:
+2 insight bonus to either Fortitude or Reflex saves
+1 insight to Initiative
Improved Toughness as a bonus feat.

Blade Bond II (Su): A Blademage's weapon begins to bond even more with the mage. The blademage may cast Magic Weapon or any spell that improves the weapon as a swift action only on the weapon for which he has weapon focus. The weapon also gains a +2 bonus on saves.

Eldritch Channel (Sp): A Blademage begins to be able to channel his magic through his weapon giving the spell increased power. A Blademage may channel any spell with a range of touch (melee or ranged) through his weapon as part of an attack. The spell must have a casting time of 1 standard action or less. If the attack hits it deals normal damage and the spell is resolved normally.

Alternately, a Blademage may use the enchantment of the blade to further fuel the power of Eldritch Channel. For each point of enchantment spent, the Caster Level of the spell increases by one. Using the magic of a weapon in this manner temporarily shorts it out as it has to recharge its magic. The weapon loses the enchantment spent for 1d4+1 rounds. Enchantment bonuses from spells can not be used to power Eldritch Channel.

Example
Varth has a +3 Longsword. He can spend up to +3 of the enchantment from the weapon to increase the spell's CL by the number of enchantment spent. He spends +2 so the weapon becomes a +1 Longsword for 1d4+1 rounds after which it returns to normal while the spell has a +2 CL.

Blade Bond III (Su) The Blademage always continues to further his bond with his chosen weapon which becomes ever so more powerful. The weapon gains another +1 Bonus or you can choose a +1 Enchantment like Flaming, etc. This is in addition to any bonuses the weapon already has.

Metallurgy (Sp): A Blademage knows a weapon is also dependent on the material it was forged out of. Adamantine is strong while Mithral is light but also durable and Silver passes through many creatures defenses. When a Blademage summons a weapon using his Summon Weaponry ability, he may spend a spell-slot of 3rd Level or higher to change the material of the weapon to either Silver, Adamantine, Mithral, or Cold Iron. The weapon reverts back to normal after (1 + Spell Level spent) rounds. Summoning a weapon in this manner is a standard action.

Force Weaponry (Sp): A Blademage can summon weapons completely made of force to combat any foe, even those who material weapons don't harm. Using the Summon Weaponry ability, a Blademage may summon a weapon of pure force by expending spell slots. The weapon deals force damage equal to the weapon's normal damage The weapon lasts for a number of rounds equal to the spell level spent. A Force Greatsword summoned with a 4th level spell deals a total of 2d6 force damage and would last for 4 rounds. Summoning a weapon in this manner is a standard action.

Blade Bond IV (Su): A Blademage's weapon bond is nearing complete. A Blademage may cast Magic Weapon or any spell enhancing the weapon as a free action once per turn. Also, he gains a +4 bonus on opposed checks to defend from Sundering or Disarming.

Blade Focus (Sp): A Blademage's weapon becomes a foci of power for his spells, increasing the leathality of them. Optionally, a Blademage may use his weapon as a focus for any of his spells. The spell gains the weapon's enchantment to Attack and Damage. Using the blade in this manner however, shorts it out temporarily. The weapon loses all enchantment for 1 round. Enchantment bonuses from spells can not be used to power Blade Focus.

Blade Bond V (Su): A Blademage's bond with his weapon finally completes as his weapon becomes a part of him. The weapon transforms and becomes an Item Familiar and grants bonuses as such, even if the Blademage already has a familiar.

Arcana Weaponry (Sp): A Blademage perfects his ability to summon weapons and can now summon enchanted weapons by using his own arcane power. A Blademage may summon a weapon with an enchantment bonus by scarificing a spell slot. The weapon gains an enchantment bonus equal to half the spell level used to summon it. The weapon can have any ability that it would meet the prereqs for. The weapon lasts for a number of rounds equal to the spell level.

PLAYING A Blademage
Might and Magic. You are a gish and a melee mage. You use your magic to give you that unbeatable edge in combat.
Combat: You use your magic to buff yourself then open up with a powerful evocation. Then you rush in and mop up with your blade.
Advancement: Sword or Sorcerery? These are the two paths of Blademages. Some want more powerful magic, while others refine their marital power.
Resources: As a Blademage you're pretty respected by hobgoblins and other goblins for successfully making magic really useful. Some however still see you as a pansy for using magic to enhance yourself.

Blademage IN THE WORLD
"Damn Hobgoblin started to casts some magic so we thought it was an easy melee kill but the thing summoned a greataxe out of nowhere and he killed Kenny! - George Blackrock
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.

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

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


Zjech Rekk
LE/Male/Hobgoblin/Ranger 3/Wizard 4/Blademage 8
Init +2, Senses: Listen +4, Spot +4,
Languages Common, Hobgoblin, Draconic, Elven
------------------------------------------------
AC , touch , flat-footed ()
hp 118 (3d8+6 + 4d4+8 +8d8+16 +15 HD)
Fort +8, Ref +9, Will +11
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Speed 30ft. (6 squares)
Melee
Base Atk +13, Grp +15
Atk Options Eldritch Channel, Power Attack, Combat Casting, Summon Weaponry
Combat Gear
Spells Prepared (4/5/5/4/3/2) DC 13 + Spell Level
0th Level - Detect Magic, Read Magic, Light x2
1st Level - Shield, Magic Missle, Magic Weapon, Enlarge Person, Shocking Grasp
2nd Level - Bull's Strength, Bear's Endurance, False Life, Whirling Blade (SpC), Combust (SpC)
3rd Level - Greater Magic Weapon, Haste, Vampric Touch, Empowered Shocking Grasp
4th Level - Dimension Door, Force Missles (SpC), Fire Shield
5th Level - Empowered Vampric Touch, Cone of Cold
-----------------------------------------------
Abilities Str 14, Dex 12, Con 14, Int 16, Wis 10, Cha 8
SQ Favored Enemy (Elves), Combat Style (Stong Arm), Armored Mage (Medium), Melee Mage, Blade Bond IV, Force Weaponry, Metallurgy
Feats Power Attack, Combat Casting, Weapon Focus (Greatsword), Somatic Weaponry, Improved Toughness, Practiced Spellcaster, Arcane Strike, Empower Spell, Track, Improved Crit (Greatsword)
Skills
Possessions

Bhu
2008-05-11, 07:53 PM
Sorry I haven't updated more. I havent been able o get to the forum all weekend. If it allows me on the rrest of the night I'll try geting stuff done.

watsyurname529
2008-05-13, 04:51 PM
Is anybody here?

Devin
2008-05-13, 04:53 PM
I'm still here; I check all the new posts on this thread. I just don't have thoughts on everything.

Jayngfet
2008-05-13, 05:23 PM
I'm still here, and I love the goblin addicts so far.

Bhu
2008-05-14, 12:35 AM
Is anybody here?

Ill be PEACHing soon as I get the chance Wats.

watsyurname529
2008-05-14, 05:39 PM
Cool Bhu. I was just makin' sure everyone was still here. Well I'm now taking requests for PrC's to make. Just preferably not Psionics because I don't have the proper book(s).

Bhu
2008-05-15, 03:04 AM
We havent gotten anything for Bugbears or the racial variants so far :smallbiggrin:

Bhu
2008-05-16, 04:10 AM
I was able to take a quick peek at teh Blademage. So far my only thought is several abilities are Sp when they should be Su.

watsyurname529
2008-05-16, 09:26 PM
I was able to take a quick peek at teh Blademage. So far my only thought is several abilities are Sp when they should be Su.

Care to elaborate?

Bhu
2008-05-17, 02:09 AM
Care to elaborate?


Well...all of them. Aren't Spell-Like Abilities specifically supposed to mimic spells?

Bhu
2008-05-18, 01:00 AM
Just realized my last post sounded kinda mean. Sorry Wats it's been a reeeal bad week for me.

Hugz

Bhu
2008-05-19, 12:46 AM
Just posted our locale at Wizards in case we need to regroup here due to the coming reorganization. So make sure all of you back up the stuff you have there in case it's lost. It won't be too much longer till it happens.

Bhu
2008-05-20, 03:42 AM
Where are the rules for Item Familiars? I just noticed Blade Bond V and wanted to check them out.

Bayar
2008-05-20, 04:39 AM
I am so going to make a orc/goblinoid based campaign in the near future.

It would be nice to see more exotic weapons though. Orc double-axe and the Orc Shotput are the only ones I could find :frown:



Edit: Loved those April fools PrC so much I drew a banner. Enjoy ! :smallbiggrin:


http://i241.photobucket.com/albums/ff15/bayar_m2003/Banners/orcbanner.png

Bhu
2008-05-21, 01:19 AM
You are my favoritest person ever :smallbiggrin:

You are right tho. Elves and Dwarves and Gnomes get a bunch of stuff. Why not the other races. I must post this on the wizards board too so people can think of something.

I have edited in all th Juicer abilities except level 10. Any thoughts?

Rappy
2008-05-21, 03:31 PM
Welp, I'm finally over here with my stuff. Bhu, I know you remember this class from when it was completed.

Manhunter

http://img398.imageshack.us/img398/6939/orcmanhuntermw1.png

They mocked me, hunted me, tortured me...now I do the same, one by one, savoring the expression as their spines are ripped from their still conscious bodies.
-Hurlok the Bloodied

Some half-orcs have the misfortune of being born into families that despise their very being. With no caring mother and father to teach them better, they learn through hatred, the pain the humans around them inflict on them welling up like a ticking time bomb. They use all the human education they receive as an eventual means to an end. When a Manhunter reaches puberty, he leaves (read: is forcefully kicked out by violent and weapon-wielding humans) the village and is forced to fend for himself. This only generates more anger. By the time he reaches adulthood, a half-orc Manhunter's hatred of humanity reaches a boiling point. Typically clad in tattered cloaks and dirty tunics, Manhunters are also famed for their most disturbing aspect: wearing flayed human faces like macabre masks. A Manhunter lives only to survive and avenge his rended childhood.

Becoming a Manhunter
Manhunters are typically Barbarians or Rangers that have a tragic past which has forced their mind into a heavy hatred of humankind, so much that it boils upward into how they live their daily lives.

Entry Requirements
To qualify to become a Manhunter, a character must fulfill all the following criteria:

Race: Half-orc.
Base Attack Bonus: +3.
Feats: Cleave, Power Attack.
Special: Must have been raised in a half-orc hating society.


Class Skills
The Manhunter'’s class skills (and the key ability for each skill) are: Balance (Dex), Climb (Str), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each Level : 6 + Int modifier

Hit Dice: d10


BAB Fort Ref Will Abilities
1. +1 +2 +0 +1 Carnivore
2. +2 +2 +1 +1 Brutal intimidation
3. +3 +3 +1 +2 Hunter of man
4. +4 +3 +2 +2 Stiff-arm
5. +5 +4 +2 +3 Blowback rage
6. +6 +4 +3 +3 Hulking breaker
7. +7 +5 +3 +4 Giant of your kind
8. +8 +5 +4 +4 Sleep is for the weak
9. +9 +6 +4 +5 Blood-letter rage
10.+10 +6 +5 +5 Manslayer

Weapon Proficiencies: The Manhunter gains proficiency with heavy armor, as well as any other armor feats he needs to achieve it (if he does not have them already).

Carnivore (Ex): Living in the wilderness all alone has taken the toll on the Manhunter. He was forced to become a feral feeder, catching and consuming his food with teeth that slowly degenerated into hunter's fangs. At 1st level, he gains a bite that deals 1d6 damage as a natural attack. This attack adds only 1/2 the Manhunter's Strength modifier.

Brutal Intimidation (Ex): At 2nd level, the Manhunter's forceful orcish blood shows in the way he throws his weight around. A Manhunter uses his Strength modifier rather than his Charisma modifier as a bonus to Intimidate checks.

Hunter of Man (Ex): At 3rd level, the Manhunter has learned the basics of hunting humans effectively, and gains a +2 bonus to attack rolls against humans, as well as a +1 circumstance bonus to AC when combating them.

Stiff-Arm (Ex): At 4th level, the Manhunter learns to utilize his heavy and deformed arms to their fullest against those who scorned him, hitting the best spots of human anatomy to wind them. Any human hit by a Manhunter's unarmed strike must make a Fortitude save (DC 10 + the half-orc's level in this class + his Strength modifier) or be dazed for 1d4 rounds.

Blowback Rage (Ex): You can Rage once per day (see page 25 of the PHB). If you have levels of Barbarian, you can Rage once more per day than normal. While you are Raging, any time you hit a Medium or Smaller opponent in melee they must make a Fortitude Save (DC is 10 plus half Hit Dice plus Strength Modifier) or be knocked 10 feet into the air. When they land, they take damage as if they were hit by an improvised weapon one size category larger than themselves, and are considered knocked prone.

Hulking Breaker (Ex): At 6th level, the Manhunter gains a +2 bonus to sunder attempts. You gain Improved Sunder as a Bonus Feat, regardless whether you meet the prerequisites or not.

Giant of Your Kind (Ex): All those years of living alone in the wilderness have made the Manhunter burly beyond his typical bounds. At 7th level, he gains powerful build as a special quality.

Sleep is for the Weak (Ex): At 8th level, the Manhunter has conditioned himself to require a minimal amount of rest. He only needs to rest 4 hours in order to stave off fatigue.

Blood-Letter Rage (Ex): At 9th level, a Manhunter's ferally long fingernails seem to twist and contort during his rages. When in using any type of rage he has, the Manhunter's unarmed strikes deal slashing rather than bludgeoning damage, and treats them as having the wounding special quality.

Manslayer (Ex): At 10th level, a Manhunter truly shines at his grim work. When attacking a human, your weapon does 1 extra die of damage (i.e a 1d4 dagger does 2d4, a 2d6 Greatsword does 3d6), and its critical multiplier is increased by 1 (i.e. if it does x2 damage on a critical it now does x3, etc.). You ignore the armor bonus from Light and Medium armor, but the target still retains its armor bonus from natural armor or magic items.

Playing a Manhunter
You are the hated avenger, the one who is giving back all the pain that was suffered in the past. Those humans tortured you, treated you like vermin, common scum...and now they will pay.

Combat: Overall, despite your feral appearance, you prefer to fight smart. Against weaker opponents, you try to pick a group off with demoralizing guerrilla tactics, hiding in the darkness and leaping out and attempting to use your Brutal Intimidation and Stiff-Arms in tandem to leave a weak and helpless opponent. Against stronger opponents, you prefer to ambush from the trees, attempting to get attacks of opportunity.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: Your resources are what nature gives you to work with your hands. What you pilfer off of those you slay and resize and/or modify for your own "more glorified" use isn't too bad either.


Manhunters in the World
"It was like an apeman, but too vicious and not hairy enough to be a Sasquatch. It came in from the trees, and it slayed all our archers in seconds. We found their bodies dragged into the forest...but there were no faces. No faces at all...clean ripped off...so much I shall never wipe clean from my mind."
-A traumatized Ranger recounting an encounter with a Manhunter
The Manhunter is the feared and reviled creature, and that is just how you like it. Even full orcs find you disturbing, and half-orcs are likely the only company that will truly consider you a friend.

Daily Life: You spend your days crafting new weapons hewn from the rock beneath your feet and slashed from the trees above your head. Your nights are spent putting that to good use, bashing any unlucky humans that meet your resentful gaze.
Notables: Hurlok the Bloodied (CE Half-Orc Barbarian 5/Manhunter 7). One of the most (in)famous Manhunters in history, Hurlok the Bloodied was noted for his blood-stained tunics and wearing the mask of a famous human noble who advocated orc and half-orc exterminations. This made him a hero amongst orcs and half-orcs, although even they feared him if he was in a bad temper. Hurlok eventually died of old age. Where exactly his body lays no one knows, but it is said his blade carries hatred of humanity to this day, and any that touches it shall release a spirit of depravity and famine into the human kingdoms.
Organizations: As a Manhunter, your only companionship are those half-orcs that follow you out of either respect, understanding, or outright fear.


NPC Reaction
Most humanoids will run in terror or attempt to kill you when you appear on the scene. Orcs and half-orcs, however, will look at you with a wary welcome, usually giving you hospitality and aid.

Manhunters in the Game
A half-orc Manhunter in the party means that you have flat-out crafted a mostly orc and half-orc group, with the potential for goblinoids. A party like this is also one that is going to have trouble near any human settlements, because the gates go up and the guards come out when a Manhunter is around.

Adaptation: Manhunters are a class meant to be vengeance incarnate, a group designed for the sole purpose of slaying humans. They fit fairly well into any campaign setting where prejudice against half-orcs exists.
Encounters: You will be seen in the dark places of the world, the forests, the swamps, the graveyards and desolate battlefields. You will most likely be encountered as either a traveller in the mist and potential ally, or as a raging beast coming forth from the fog like a vengeance-driven Reaper to his kill.

Bhu
2008-05-22, 03:12 AM
Sweet!! Now if we can just get Don to show up. Nice to see you Rap.

Cieyrin
2008-05-22, 10:48 AM
Woo, I likes what I see in the Manhunter, though i do have a couple of quibble points. Firstly, why the intelligence requirement? Are dumber half-orcs not able to understand the hatred around them and turn it on their torturers? Plus, most prestige classes I've seen only indirectly require certain ability scores, via feats like Combat Expertise and Power Attack.
Secondly, skill points tend to be even. Is there a specific reason to make it 5, as the point between Barbarian and Ranger skill point levels, or something else?
Finally, for Blood-Letter Rage, the title seems to imply you get the benefits when you rage, though it says nothing about it in the description.
Take this for what you will. Just my 2 coppers.

Bhu
2008-05-23, 07:01 PM
I know there are rules for drug use, but what about kicking the habit? If there are I wanna peek at them before I write the section on Ex Juicers.

Rappy
2008-05-24, 02:10 AM
Woo, I likes what I see in the Manhunter, though i do have a couple of quibble points. Firstly, why the intelligence requirement? Are dumber half-orcs not able to understand the hatred around them and turn it on their torturers? Plus, most prestige classes I've seen only indirectly require certain ability scores, via feats like Combat Expertise and Power Attack.
Secondly, skill points tend to be even. Is there a specific reason to make it 5, as the point between Barbarian and Ranger skill point levels, or something else?
Finally, for Blood-Letter Rage, the title seems to imply you get the benefits when you rage, though it says nothing about it in the description.
Take this for what you will. Just my 2 coppers.

These points have been taken into consideration, and the class has been thusly altered. Here is the next PrC, a warrior of the sandy wastes.

Shadow of the Sands

Picture URL

"Boy, I traversed these sands since before you were born. Don't even THINK I will let you decide where I shall let my old bones rest..your crude human "property" signs are a mere way of distinguishing that you are trespassing on my land."

Shadows of the Sands are warriors of the barren wastes, bugbears that have either lost their home cities and towns to human invasion or live a nomadic lifestyle with their comrades and family. They are more than just desert-dwellers: they are a hand of the desert. A Shadow of the Sands reaps what he sows in protecting the desert, he suffers when the desert suffers and flourishes when it flourishes.

Becoming a Shadow of the Sands
A Shadow of the Sands is typically a Ranger or Scout early on, possibly a Druid in more interesting cases.

Entry Requirements
To qualify to become a Shadow of the Sands, a character must fulfill all the following criteria:
Race: Goblinoid.
Feats: Heat Endurance*, Sand Dancer*, Weapon Focus (Scimitar).
Alignment: Any non-lawful.
Special Must have lived in the desert for at least half of your life.
*This feat comes from the sourcebook Sandstorm.

Class Skills
The Shadow of the Sand’s class skills (and the key ability for each skill) are as follows:
Balance (Dex), Climb (Str), Concentration (Con), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana, geography, history, nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Use Rope (Dex).
Skills Points at Each Level : 6 + Int modifier

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +1 +2 +2 +1 Just a mirage
2. +2 +2 +3 +1 Beatstick dervish
3. +3 +3 +3 +2 Dessicating touch 1
4. +3 +3 +4 +2 Hand of the dune prince
5. +3 +4 +4 +3 Dessicating touch 2
6. +4 +4 +5 +3 Withering dervish
7. +5 +5 +5 +4 Dessicating touch 3
8. +6 +5 +6 +4 Hand of the dune pharaoh
9. +6 +6 +6 +5 Dessicating touch 4
10.+7 +6 +7 +5 Bone dry

Weapon Proficiencies: The Shadow of the Sands gains no new weapon or armor proficiencies.

Just a Mirage (Ex): At 1st level, the Shadow of the Sands has the uncanny ability to make himself blend into the shifting perceptions of the dunes, making himself like a shadow upon the ground. He gains a +2 bonus to Hide checks in his home desert. This ability stacks with any other hide bonuses such as Hide in Plain Sight.

Beatstick Dervish (Ex): At 2nd level, the Shadow of the Sands gains Whirlwind Attack, whether he meets the prerequisites or not.

Dessicating Touch (Su): At 3rd level, the Shadow of the Sands deals an additional 1d3 points of dessication damage with an unarmed strike. At 5th level, this damage increases to 1d6, further to 1d8 at level 7, and finally capping off at 1d10 at level 9.

Hand of the Dune Prince (Su): At 4th level, the Shadow of the Sands learns how to bend the very will of the sand beasts to create his personal army. Once per day, the Shadow of the Sands may conjure a number of desert creatures of the vermin or animal type size Small or smaller equal to 2 + his Charisma modifier. The creatures must be at least 2 below the Shadow of the Sands' character level HD. A summoned creature remains on the field until the end of the encounter or until its master is killed, whichever comes first.

Withering Dervish (Su): At 6th level, the bonus damage provided by the Dessicating Touch special quality is added to scimitar attacks as well.

Hand of the Dune Pharaoh (Su): At 8th level, the Shadow of the Sands can summon more creatures of the previous type and even new creatures. The magical beast type is added to summonable creatures, and the maximum size of creatures summoned increases to Large. The amount of creatures summoned increases to 4 + the Shadow's Charisma modifier. The HD limit does not increase or decrease from its previous limitations.

Bone Dry (Sp): At 10th level, the Shadow of the Sands may cast mummification (from Sandstorm) as an 18th level Cleric once per day as a spell-like ability.

Playing a Shadow of the Sands

You are a soldier of the dunes, a warrior of both arcane knowledge and scimitar combat. You are like a pharaoh for the creatures of the sand, one who will protect them from adversity, and in return you get respect for respecting to the desert's way.
Combat: You tend to confuse your opponents with your camoflauge abilities, and maximize damage with scimitar-related feats you have. You also tend to confront those that need water the most, denying them with dessication damage. If you are injured, you tend to fall back and let your hand summons help you.
Advancement: As a warrior of the sands, you are a friend of the beasts. There are chances that you wouldn't do wrong going into the Ashworm Dragoon prestige class, or even a sand-based spellcaster class to augment your already forceful powers. Since you are a member of a class that gains low Will saves due to a subservience to the Greater Desert, a good Will save providing class of this type wouldn't be a bad idea either.
Resources: The desert tribesmen and nomads are more than happy to give you resources if you call upon their aid. You defend their homes and livelyhoods from outsiders, so you are a trusted ally.


Shadow of the Sands in the World
Borgoth? Oh, he's a nice guy. A bit of an odd one, though, wandering in the desert alone.
You don't care much about the outside world as long as it minds its own business. You are content to live with the desert unless the outside poaches upon the desert-dwellers' lands, at which time you go to war.

Daily Life: Your daily life is more or less that of a desert nomad. You get supplies, hear the latest news, and wander the desert to your next location.
Notables: Borgoth Redback (TN Bugbear Fighter 5/Shadow of the Sands 3/Ashworm Dragoon 2). Borgoth Redback is a member of the Redback Clan, a group of desert-dwelling bugbears with red patches of fur like a black widow's hourglass on their backs. Like most members of his clan's male populace, Borgoth was trained from a young age to become a new Sand Watchman. Unlike most, however, he also took the path of the Ashworm Dragoon, One day, he was faced with an ashworm that nearly overpowered him, but the prey became the predator as Borgoth snapped the ashworm into submission and bonded with it as Dragoon and mount. He now plies the sands, prepared to give his all for the Greater Desert.
Organizations: You are typically bonded to any other protectors of the desert, be they a clan of Shadows of the Sands or potentially druids. The Greater Desert is the only parent you need, so to you, your "family" is basically your fellow Desert pledges.


NPC Reaction
To the desert folk, you are a savior and friend. To outsiders, you are a barbaric monster. To the Greater Desert's followers, you are an enlightened one. To you, it doesn't matter, as the will of the Greater Desert prevails over all.

Shadow of the Sands in the Game
A Shadow of the Sands isn't exactly Mr. Out on the Town, meaning that city-centric campaigns will be off-kilter with one around. Druid or wilderness campaigns are the best place for a Shadow of the Sands.

Adaptation: Shadows of the Sands are for outdoor campaigns, but with a bit of wiggle-room, they could be adapted to a city campaign as advance forces for a "nature army".
Encounters: Shadows of the Sands are typical desert folk, so you will see them at the water troughs with their mounts, in the markets buying supplies, and in typical places. You won't realize their true nature, however, unless you are either with them or against them.

Cieyrin
2008-05-24, 08:00 AM
Again, Shadow of the Sands is an awesome class, though I have my nitpicks:

1) Like with Manhunter, 5+int skillpoints is an unusual skill point acquisition rate, as they're normally evenly numbered.

2) The Will save progression is...a tad different, as it's not poor or good, which are the normal progressions. You gave something about the Desert robbing them of their will in the lower description but I'm not sure if that's real justification for the odd progression. Plus, the other two are good saves, even if the Fort is off by half a point a level, which makes this class a nice class to cherry pick the first level and never come back.

3) The Hand summons mention that the summoned creatures cannot have more than 2 HD less than the Shadow but do you mean class level or overall character level? There's a significant difference there in the power of the summons.

When I get to my copy of Sandstorm to look up things, i may have further comments but that's what I got for today. For now, those are my 2 coppers.

Bhu
2008-05-25, 04:42 AM
Okay I edited the info for White Dreams into the Juicer post. Not sure I like it a is. I need to find the BoVD, Im sure I have it somewhere...

Bhu
2008-05-26, 12:47 AM
Finally found the BoVD. Man I need to organize my stuff beter. Juicer is done cept the capstone and the example.

Bhu
2008-05-27, 02:23 AM
Okay the capstone is up. Any thoughts?

Rappy
2008-05-27, 03:53 AM
I like the concept. Living zombies are a thumbs up from me.

Bhu
2008-05-28, 02:05 AM
Well if no one else has any thoughts Ill finish up the NPC and move on then. :smallbiggrin:

Cieyrin
2008-05-28, 11:39 AM
For White Death, what is the DR pierced by? Magic, good, silver, -, etc.?

watsyurname529
2008-05-28, 12:28 PM
The 4th level and 7th level ability of the Juicer both give 60' Blindsight, which is redundent. Is one supposed to be Blindsense or what?

Bhu
2008-05-28, 11:47 PM
The 4th level and 7th level ability of the Juicer both give 60' Blindsight, which is redundent. Is one supposed to be Blindsense or what?

Wats!! You're alive!!! (hugz)

We were wondering what had happened over on Wizards!


I can't believe I didn't notice levels 4 and 7 were same :smalleek:

Fixing now

Bhu
2008-05-28, 11:54 PM
For White Death, what is the DR pierced by? Magic, good, silver, -, etc.?

It was "-". Fixed it too.

Bhu
2008-05-31, 03:35 AM
So...anyone think the Juicer is over the top now?

Rappy
2008-05-31, 05:08 AM
It is strong, but it hasn't reached that critical point where you fall over the top of the cliff screaming like a raving lunatic. Now then, for my final WotC Prestige Class before we move on to brand new stuff, we have the Venom Lord. As an added bonus, the racial tables will soon migrate as well.

Venom Lord

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”My thoughts are of venom. My words are of venom. My blood is of venom. I AM of venom.”

Some hobgoblins look for a force that they can claim as theirs to control. Some pursue serpents as their source of power, becoming druids or rangers connected to serpents. Others meet the sad fate of coming across a Snake-that-Charms who has the silver serpent's tongue that they fall willingly at his feet. These servants of snakes are slowly and horribly mutated to their masters' will, becoming something beyond other goblins: A Venom Lord.

Becoming a Venom Lord
Juicers are Barbarian goblinoids who have tried an alchemical elixir called White Dreams in order to give themselves an edge and have subsequently become addicted to it. Some may multiclass but addiction usually destroys their initiative to pursue other pursuits.

Entry Requirements

Race: Any Goblinoid
Saves: Fortitude +3.
Skills: Survival 2 ranks, Knowledge (nature) 3 ranks.
Feats: Great Fortitude.
Special: Must have been affected by a Snake-that-charm's hypnotic abilities or Bluff skill.

Class Skills
The Venom Lord's class skills (and the key ability for each skill) are:
Climb (Str), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (Nature) (Int), Move Silently (Dex), and Tumble (Dex).
Skills Points at Each Level : 4 + Int modifier

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +1 +2 +2 +0 Spinebender
2. +1 +3 +2 +0 Rawhide +2
3. +2 +3 +3 +0 Voices in your head
4. +3 +4 +3 +1 Serpent's fortitude
5. +3 +4 +4 +1 Serpent's blade
6. +4 +5 +4 +1 Rawhide +4
7. +5 +5 +5 +2 Serpent's blood
8. +5 +6 +5 +2 Serpent's bite
9. +6 +6 +6 +2 Serpent's tongue
10.+7 +7 +6 +3 Ending transmutation

Weapon Proficiencies: Venom Lords gain no new weapon or armor proficiencies.

Spinebender (Su): At 1st level, the Venom Lord's spine has slowly elongated, his bones starting to rearrange. As a full-round action, you may squeeze through a tight opening as if you were size Tiny. In addition, you gain a +4 bonus to Escape Artist checks.

Rawhide (Ex): At 2nd level, the Venom Lord's skin has become rough and scaly. You gain a +2 natural armor bonus to AC, increasing to +4 at 6th level. This bonus stacks with any other natural armor bonuses.

Voices in Your Head (Su): At 3rd level, the Snake-that-charms' natural abilities begin to leak onto the Venom Lord. Twice per day, you may use mindlink as per a 6th-level Telepath.

Serpent's Fortitude (Ex): At 4th level, the blood of the Venom Lord begins to spiral into a new configuration. You gain a +4 bonus to Fortitude saves against poison.

Serpent's Blade (Su): At 5th level, the power of the serpent leaks into the warrior's weapon. Any slashing or piercing weapon wielded by you is considered to have venom as per a Tiny viper on the blade as long as you are holding it: as soon as the weapon is dropped or released, it returns to being an unenvenomated weapon.

Serpent's Blood (Ex): At 7th level, the Venom Lord's systems have converted to that of a serpent in full. You gain poison immunity.

Serpent's Bite (Ex): At 8th level, the Venom Lord gains the mouth of a serpent. Your bite attacks have poison as per a viper of your size category. If you do not have a bite attack, you gain one as per a viper or your size category in addition to the poison special quality.

Serpent's Tongue (Ex): At 9th level, the Venom Lord can easily sense prey coming with amazing sensory ability. You gain blindsense for a range of 60 feet.

Ending Transmutation (Su): At 10th level, the Venom Lord's body is warped into its final and twisted stage. You gain the Reptilian subtype as well as a +4 bonus to Dexterity and a +2 bonus to Wisdom, but at the cost of -2 Strength. Once per day, you may transmute your body even further as a full-round action. For a number of rounds equal to 3 x your Constitution modifier, your size is increased by one size category, your bite and venom attacks increasing at the same amount. In addition, while in the End Transmutation form, you gain constrict as per a constrictor serpent of your current size.

Playing a Venom Lord
The venom coursing in your mind is the only sustenance for your fading delusions of grandeur and sanity. Every waking hour, you are less goblin and more serpent. Your humanoid nature is eroding like a rock in a gullet, and with every wearing sweep, your mind snaps further and further into primal instinct.
[LIST]
Combat: Venom Lords fight like vipers with legs, more or less. The one exception is that no viper carries around a small crossbow...
Advancement: Venom Lords tend to advance toward their eventual goal of becoming a full serpent, possibly even striving for dark rituals and incantations to mutate them into something more than their current (in their minds) pathetic interval stage.
Resources: Venom Lords have their needs and tools provided for by their Snake-that-charms "parent".


Venom Lords in the World
”That thing over in the corner always gives me the creeps. It looks like the son of a lizardfolk and a goblin..ugly thing, but it tips well.”
Venom Lords think the sun revolves around their masters: they will do anything to please the boss snake, no matter the questions of safety or legality for themselves. A Venom Lord always attempts to pass himself off as something less conspicuous to get cozy with the crowd, since being discovered may make Master very angry.

Daily Life: Venom Lords spend their days spinning webs of lies, deceit, and death to please their masters, sneaking through cities and performing the deeds that need to be done. At night, they lay themselves at the bodies of the Snakes-that-charm, awaiting their daily reward from the master serpent.
Notables: Stingback ((Reptilian blue Ranger 5/Wilder 5/Venom Lord 10/), a legendary blue who ascended to the ranks of the "Serpent-Gods" in the minds of the Venom Lords. Growing more and more intolerant of his masters, Stingback overthrew his Snake-that-charms overlord and ascended to the highest ranks, eventually becoming so serpentine (with the help of an arcane ritual that gave him the reptilian template [see Savage Species]) that he could barely be recognized as once being a blue. He attempted to favor demigod status with Parrafaire, but was turned away. He once again attempted to win favor with a reptile deity, this time with Semuanya. The lizardfolk deity banished the goblin to the ends of its bog for a misdemeanor against its clerics. Stingback is said to still wander these swamps for all time, never to gain the epic power that he thirsted for.
Organizations: The only organization the Venom Lord cares for is his serpent master. He may, however, join a guild or adventuring group if his master wishes him to perform a duty there.


NPC Reaction
Most NPCs will see a low-level Venom Lord as an odd type of goblin, and react thusly with the typical actions they would have toward a goblin. In more advanced stages of their "condition", NPCs will either look upon a Venom Lord as a freak or an odd mixed-breed. At high levels, the Venom Lord is so inhuman but recognizable that people will look upon him with disgust or pity. Anyone who knows the true origin of a Venom Lord will most likely attempt to slay him and his master (if good) or woo him over to his side with tempations of power (if evil).

Venom Lords in the Game
The Venom Lord is more or less meant to be an NPC villain class. If you are performing an evil game and the player is reeeeally up for it, see if he will be able to or alright with playing something that is a sorry kissup with a god complex, more or less.
Adaptation: Venom Lords are made for campaigns with mutations and monsters, a slow descent of power. While the Snake-that-charms is a base monster, the fluff can be altered to some other serpent monster (such as the Yuan-ti) if the DM doesn't wish to use them.
Encounters: PCs may encounter Venom Lords making their daily rounds, but the real clincher is in a "villain hive". It will be hard to venture into a Snake-that-charms' hut without meeting a Venom Lord of at least level 1 on guard somewhere, and the real loyal servants of higher level will be a hazard that a hero must face to behead the true serpentine enemy.

Monster: Snake-that-charms
Large Magical Beast
Hit Dice: 5d10+10 (37 hp)
Initiative: +3 (+3 Dex)
Speed: 20 ft. (4 squares), climb 20 ft. (4 squares), swim 20 ft. (4 squares)
Armor Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +5/+13
Attack: Bite +8 melee (1d6+4)
Full Attack: Bite +8 melee (1d6+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict (1d6+4), improved grab
Special Qualities: Darkvision 60ft., low-light vision, scent, spell resistance 6
Saves: Fort +6, Ref +7, Will +6
Abilities: Str 19, Dex 17, Con 14, Int 17, Wis 16, Cha 14
Skills: Bluff +7, Climb +12, Concentration +12, Intimidate +7, Knowledge (arcana) +13, Knowledge (local) +11, Listen +5, Spot +5, Swim +12
Feats: Iron Will, Persuasive
Environment: Warm forests or marshes
Organization: Solitary or thrall convene (1 Snake-that-charms plus 1d4 Troll Barbarian 1 and 1d6 Goblin Rogue 2)
Challenge Rating: ?
Treasure: Double Standard
Alignment: Usually chaotic evil
Advancement: 6-9 HD (Large); 10-13 HD (Huge)
Level Adjustment: -

Slithering toward you is a large red-scaled serpent, its eyes gleaming with a feral intelligence and a sheen of diamond studding.

Feared throughout the swamps and forests of the Southlands, the Snake-that-charms is a serpent who produces strong sorcery to enchant and control humanoids that come to close and render them either pliable food sources or willing thralls. Snakes-that-charm are rare, but the areas they inhabit can be easy distinguished from the ripped clothing of digested charmed and thralls guarding the bog or tree stump where the Snake-that-charms rests. The typical line of spell use for the Snake-that-charms is to cast dominate person on a common villager or child, then say "stand still right here" while it slithers around unseen and gets in as many strikes and constrictions it can with "cheap shots". On a more useful target, such as a warrior or wandering hero, the serpent forgoes its hunger and attempts to shred his mind to bits and make him a thrall. The Snake-that-charms is an often sought after prey item for Rangers and beast slayers, for not only are they dangerous quarry, but they hoarde treasures in their nooks and crannies. Snakes-that-charm speak Draconic, Common, and one other language.

Combat
Snakes-that-charm tend to be ranged combatants, using their thralls and spell-like abilities. If forced into combat, they will fight in a way typical for a constrictor snake, albeit one with tactical reasoning.

Spell-like abilities (Sp): 1/day-Dominate monster; 2/day-dominate person. an 18th-level Sorcerer.

Mindshred (Sp): Once per day, the Snake-that-charms may attempt to completely obliterate the willpower of the creature(s) it has under dominate person and dominate monster. The creature must make a Will save (DC 10 + the Snake-that-charms' Charisma modifier) or be dealt 1d6 points of Intelligence drain and be transformed into a willing thrall of the Snake-that-charms. The amount of Intelligence drained becomes an equal amount of hit points that remain for 1d12 hours. Any creature that becomes transformed follows the Snake-that-charms' orders without question, a mindless puppet to the mentalist serpent.

Skills: A Snake-that-charms has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. They also have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Bhu
2008-06-01, 12:10 AM
Well if no one objects..I guess I'll finish up the Juicer and start the next one.

Cieyrin
2008-06-01, 10:49 AM
There's a couple of oddities i found w/ the Venom Lord:
1) You got the Juicer text for the Becoming a Venom Lord section
2) Saves are kinda weird, as they don't follow the standard pattern of good or poor save. In fact, the poor save, Will, is even worse than normal. I know he's supposed to be a thrall but you'd think they'd get a little bit of a backbone (so to speak) with time.
3) Serpent's Blade is kinda weak, as that DC 11 Fort save at the 7th character level (at the earliest) isn't gonna affect anybody.
4) Snake-that-charms is an oddity by itself, what with SR 6, which i think is a little low for it's hit dice; i believe normal SR is 10+Monster HD but i could be wrong, idk. The spell-likes & mindshred should be mentioned in the special attacks section and the other special attacks should be listed in the combat section, like what attack triggers improved grab and whatnot. Plus, for organization, i kinda doubt you'll conveniently be able to find trained creatures to make into thralls, but that's just my opinion on that. Finally, the requirements further up talked about the Snake-that-Charms' hypnotic abilities, which i can only imagine is supposed to refer to the spell-likes. Domination and hypnotism are entirely different beasts, really, so I'd change something in relation to those.

Just my two coppers. Take as you will.

Bhu
2008-06-01, 10:51 PM
Juicer finished up. THoughts on what you'd like next?

Devin
2008-06-02, 05:52 PM
Azure Nightmare, Blue Moon, Goblin Blacknife, Hobgoblin Sniper, Rust Monster Tender, Healers of Luthic, Luthicarites, Whips of Khurgorbaeyag, Binder classes.

:tongue:

Bhu
2008-06-03, 03:30 AM
BLACK KNIFE

Picture URL

”You killed my brother Aramus. I find it fitting that when I cut out your eyes and make you eat them your brother will be here to watch. And you will eat them. Or I’ll send your family to Hell directly behind you.”

Occasionally someone is born with the ability to curse others. Perhaps from deals made with dark powers. Perhaps because he is simply so spiteful and hates the world enough that he can cause it no end of pain. And if that person is a Goblin, there is a very special group of people willing to recruit him…

BECOMING A BLACK KNIFE
Most Black Knives will multiclass between Rogue and Hexblade before becoming a Black Knife.

ENTRY REQUIREMENTS
Race: Goblin
Class Abilities: Hexblade’s Curse, Sneak Attack +2d6, Mettle
Feats: Any Hex Feat, Telling Blow
Skills: Hide 6 ranks, Move Silently 6 ranks
Alignment: Cannot be Good.
Special: Must be sponsored by a member of the Black Knives, and pay the cost to have his own Black Knife made.


Class Skills
The Black Knife's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana, Local)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each Level : 6 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +2 +2 Curse of the Black Knife, Powerful Curse
2. +1 +0 +3 +3 Curse of the Sharpened Blade
3. +2 +1 +3 +3 Cursed Portal
4. +3 +1 +4 +4 Curse of the Black Knife
5. +3 +1 +4 +4 Curse of Vulnerability
6. +4 +2 +5 +5 Extra Curse
7. +5 +2 +5 +5 Curse the Masses
8. +6 +2 +6 +6 Curse of the Black Knife
9. +6 +3 +6 +6 Empower Curse
10.+7 +3 +7 +7 Curse of Death

Weapon Proficiencies: Black Knives gain no new weapon or armor proficiencies.

Curse of the Black Knife (Su): Victims affected by your hexblade’s Curse are more vulnerable to attacks with your Black Knife. At 1st level if your victim has been successfully cursed he does not get an attack of opportunity when you attempt a Disarm with your Black Knife.

At 4th level if your victim has been successfully cursed you automatically confirm critical hits against him with your Black Knife.

At 8th level if your victim has been successfully cursed he loses his Dexterity Bonus to AC against attacks made with your Black Knife.

Powerful Curse (Su): Your class levels stack for purposes of determinging the Save DC and number of times per day you may use your Hexblade's Curse.

Curse of The Sharpened Blade(Su): At 2nd level you get a new option when using your Hexbade's Curse. Instead of the usual penalty you may instead inflict the following effect: You may add half your Black Knife level as extra Sneak Attack damage against that particular foe. Example: you have +2d6 Sneak Attack, and 6 levels in Black Knife. Against your Cursed Foe you have +5d6 Sneak Attack.

Cursed Portal (Su): By expending one use of your Hexblade's Curse as a Standard action you may silently pass through any door or window as though you were incorporeal, and immediately disarm all traps on it without triggering them. This effect lasts for 1 minute, so you could tak a round to look inside the door, another to pass through, 1 to kill the target, etc.

Curse of Vulnerability (Su): At 5th level you get a new option when using your Hexbade's Curse. Instead of the usual penalty you may instead inflict the following effect: You may add half your Black Knife level as a Profane Bonus to your Saving Throws and Armor Class against your cursed opponent.

Extra Curse (Su): You gain 2 additional daily uses of your Hexblades Curse.

Curse The Masses (Su): At 7th level you get a new option when using your Hexbade's Curse. Instead of the usual penalty you may instead inflict the following effect: By casting the Curse as a Full Round Action you may cause all Enemies within 30' to take a -2 penalty to all rolls for 1 minute.

Empowered Curse (Su): 3 times per day as a Free Action you may increase the Save DC of your Hexblades Curse by 4. You must announce that you are doing this before using the Hexblades Curse.

Curse of Death (Su): Whenever you successfully critical an opponent using your Black Knife who has also failed to Save against your Hexblade's Curse (and is still under it's effects) he must make a Fortitude Save (DC is 10 plus 1/2 Hit Dice plus Charisma Modifier) or die.

PLAYING A BLACK KNIFE
You are not petty or hasteful. You take time to make decisions and plan accordingly to whatever needs done, despite what others may think of you. No ones opinion matters but yours or your superiors in the organization. You will always take revenge for any wrong done you. No mater what it costs you, or how long it takes. This does not mean you will foolishly throw your life away, but if it is the only way you will go gladly.
Combat: Most of your classes combat abilities revolve around your Curse, and your Black Knife. The idea being curse your victim as much as you can from a distance, and then close for the kill.
Advancement: Black Knives almost fanatically devote themselves to their assassination skills. Rarely does one walk any other path.
Resources: Black Knives may draw upon the help of their fellows at any time. And possibly upon many people in odd places who owe them favors (see below).

BLACK KNIVES IN THE WORLD
”Things were easier before the goblins came. I had a life then. I had legs too…”
Black Knives do not interact with the world, other than as assassins for hire. They can be approached by those who want revenge but are incapable of carrying it out. For example a peasant whose child has been ridden down by the Kings men has no recourse. But the Knives can and will help. The race and station of the one asking for their help does not matter. If they are incapable of paying, the Knives will tell them that they may pay in the future by carrying out one task or favor for the organization. And that if they fail to do so their life, and the lives of everyone they know are forfeit.
Daily Life: A Black Knife either practices to refine his abilities, or pursues jobs given to him by his superior. He has no time for family or friends, nor does he wish any. His will be a life of blood and murder, and a thankless, demeaning end. And he doesn’t even know why. Unless he can climb to the top of his organization.
Notables: Haggard (NE Male Goblin Hexblade 3/Rogue 3/Black Knife 6) is so named for his appearance. People who see him always claim he looks “like one damned”. He is infamous in the Black Knives for taking 5 silver pieces for any assassination, regardless of what the target is. When asked why he has always said “Because that’s all that any of us is worth.”
Organizations: The Black Knives themselves are an organization. Their members include goblins from all strata of society, and their purpose is largely unknown, even to the majority of their members. It is known they will perform acts of revenge or murder for hire in order to raise funds (and it is said, to give their members something to do). They are spectacularly vengeful, and will go to any length, any extreme, any sacrifice to destroy someone who has wronged them. If it means that the entire world must die, and they must lose their souls, the Black Knives would willingly do it if it meant their enemy suffered as well. It is for this reason they are left well enough alone.

NPC Reaction
Few organizations are more feared than the Knives. It has long been said of them that the only way to really sleep peacefully once they have decided to come after you is to kill them all. Needless to say no one’s been successful yet. But in an odd way they are also accepted. If you truly need help of the sort they can provide, and no one else will help you, the Knives will. And may the Gods help you if you accept.

BLACK KNIVES IN THE GAME
This PrC tends to make Goblins a bit darker, and less likely to be token mooks. If you don’t want Goblins taken seriously, it’s best to not introduce it. It also gives the impression that as a last resort, you can go to them for help, which gives them an awkward place in any society.
Adaptation: The Black Knives are meant for a pretty serious campaign. They’re about as dark a class as you can get. Not to mention possibly suicidally insane.
Encounters: PC’s will generally encounter the Knives only if they or someone they know has been targeted by them. Most players generally seek revenge on their own rather than having someone do it for them.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: The PC’s have been hired to guard a noble who has been informed that he will be killed that evening. As they stand guard late that night they are given a message by a frightened maid telling them to look outside. When gazing out into the courtyard, the PC’s see dozens of dead guards and palace staff dead. Some of them hanging from spikes. And a lone goblin in a black cloak. The maid says “He says you can just leave now, and it’ll all be over with. The man you were protecting was a monster anyway. Or he’ll kill us all. But he’ll kill our families first. Your choice.”



Haggard
NE Male Goblin Hexblade 3/Rogue 3/Black Knife 6
Init +3, Senses: Listen +9, Spot +9, Dark Vision 60’
Languages Common, Goblin
------------------------------------------------
AC 19, touch 14, flat-footed 16 (+1 Size, +3 Dex, +5 Armor)
hp 60 (12 HD)
Fort +7, Ref +12, Will +8
Evasion, Uncanny Dodge, Arcane Resistance +3, Mettle
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Black Knife +13/+8 (1d3-1)
Ranged +1 Heavy Crossbow +13 (1d8+1/19-20)
Base Atk +9, Grp +7
Atk Options Sneak Attack +2d6, Hexblade’s Curse 5/day (DC: 21), Curse of the Black Knife, Curse of the Sharpened Blade, Curse of Vulnerability
Combat Gear 2 Potions of Bulls Strength, 2 Potions of Cats Grace, 1 Potion of Protection from Arrows 15, 2 Potions of Haste
Spells1st Level (DC 14, 2/day) Bloodletting, Karmic Aura, Reaving Aura
-----------------------------------------------
Abilities Str 6, Dex 16 , Con 12, Int 10, Wis 13, Cha 16
SQ Trapfinding, Trap Sense +1, Cursed Portal
Feats Ability Focus (Hexblade's Curse), Extra Curse, Telling Blow, Weapon Finesse
Skills Balance +9, Climb +4, Escape Artist +9, Gather Information +6, Hide +9, Intimidate +11, Jump +4, Knowledge (Arcana) +6, Knowledge (Local) +6, Listen +9, Move Silently +15, Ride +7, Search +5, Sense Motive +6, Spot +9, Tumble +8, Use Magic Device +8
Possessions Black Knife, +1 Precise Slow Burst Quick-Loading Heavy Crossbow, Bag of Holding I, +5 Bracers of Armor, 2 Potions of Bulls Strength, 2 Potions of Cats Grace, 1 Potion of Protection from Arrows 15, 2 Potions of Haste, 648 GP



Black Knife: A Goblin Black Knife appears to be a jagged, rather nasty looking dagger made of some sort of unreflective black material. It is a +1 Dagger in the hands of anyone, other than someone who is a member of this PrC. In the Hands of a Goblin Blacknife it is a +1 Bloodfeeding Deadly Precision Maiming Dagger.

Price (Item Level): 32302 GP (16th)
Body Slot: - (held)
Caster Level: 5th
Aura: Faint; (DC 17) Necromancy/Transmutation
Activation:-
Weight: 2 lbs.
Prerequisites: Craft Magic Arms and Armor, Keen Edge, Vampiric Touch
Cost to Create: 16151 GP, 646 xp, 16 days


EPIC BLACK KNIFE

Hit Die: d6
Skills Points at Each Level : 6 + int
Hexblade's Curse You gain an additional use of your Hexblade's Curse at level 21, and every 4 levels thereafter. The Save DC continues to increase by +1 every 2 levels.
Bonus Feats: The Epic Black Knife gains a Bonus Feat every 3 levels higher than 20th

Bhu
2008-06-04, 02:07 AM
Anyone think the 1st level ability is over the top or should I move it up to later levels?

Rappy
2008-06-04, 02:45 AM
I wouldn't say so. It seems more like a glorified trip attack in its ability rather than anything overpowered.

Bhu
2008-06-04, 01:38 PM
I wouldn't say so. It seems more like a glorified trip attack in its ability rather than anything overpowered.

It's a little nastier than that. Since he loses Dex Bonus to AC as long as you attack with your Black Knife, you always add your Sneak Attack with each hit.

Rappy
2008-06-04, 10:11 PM
Hmm, I didn't think about that in tandem. In that case, you might want to move that to the final curse.

Bhu
2008-06-05, 02:08 AM
Revised a tad. Hows it look now?

Devin
2008-06-05, 11:01 PM
I'm pretty new at this, but shouldn't there be some kind of Sneak Attack or Hex progression in some of those dead levels? Or are you just not finished?

Bhu
2008-06-06, 10:07 PM
I'm pretty new at this, but shouldn't there be some kind of Sneak Attack or Hex progression in some of those dead levels? Or are you just not finished?

Not finished. I always do the class abilities last.

Added a few more :D

Bhu
2008-06-09, 02:51 AM
Added in the Black Knife itself at the bottom. Still thinking bout the other 4 levels open.

Rappy
2008-06-09, 02:55 PM
That is one nasty weapon right there: It deserves the high price tag, indeed.

Bhu
2008-06-11, 02:58 AM
Still need to think of the level 10 ability.

watsyurname529
2008-06-11, 06:09 PM
How about something like this:

Strike of the Damned (Su): Your foe has already had the worst luck of his now cursed life, and it doesn't help when your Black Knife curses him again. When making a sneak attack against a foe who is already under the effect of any curse, you may preform a Strike of the Damned by expending 1 use of your Hexblade's Curse. If you hit, in addition to the normal damage, your foe becomes Paralyzed for 1d4+1 rounds.

You can change the effect of the strike. The main thing was that it was a cursed strike against an already cursed foe.

Also, on each of your new curses, they all say gained "at 2nd level".

Bhu
2008-06-12, 05:50 AM
Crap. Thanks for seeing that Wats. Fixed. You have also given me an eeevil idea for the level 10.

watsyurname529
2008-06-12, 02:49 PM
Crap. Thanks for seeing that Wats. Fixed. You have also given me an eeevil idea for the level 10.

Glad to help!

Rappy
2008-06-12, 05:07 PM
Well, guys, you're going to have to do without me for a good seven days. Tomorrow, I'm off to a little place just south of New Orleans for some good ol' swamp exploration.

Bhu
2008-06-13, 05:16 AM
Good luck Rap!!!

Okay the level 10 is up. Think it needs more limits?

watsyurname529
2008-06-13, 07:45 PM
I would just clarify that it needs to be done with your black knife and the enemy must still be under the effects of the curse.

Bhu
2008-06-14, 01:29 AM
I would just clarify that it needs to be done with your black knife and the enemy must still be under the effects of the curse.

Curse is edited, and example NPC finished. Will await commentary, and if no one objects will start new PrC tomorrow.

Bhu
2008-06-15, 06:14 AM
AZURE NIGHTMARE

http://Picture URL

”I only need one hit to send you to hell. And I have all the time in the world to make it.

The Azure Nightmares are a cult of assassins practicing both Psionic powers, and the Diamond Mind style. They live by the saying “one life, one shot, one hit, one kill”. Their fighting style reflects this as they will stalk a victim, and refrain from attacking until the perfect moment arises. Then they strike, usually slaying their opponents with one blow.

BECOMING AN AZURE NIGHTMARE
Most Azure Nightmare’s are promising Psychic Warriors who are taken in by the cult and taught the art of the Diamond Mind.

ENTRY REQUIREMENTS
Race: Blue Goblin
Maneuvers: Must Know at least 3 Diamond Mind Maneuvers, and 1 Stance.
Manifester: Must be able to manifest at least one 1st level Power from the Psychic Warrior List.
Class Abilities: Discipline Focus (Diamond Mind)
Skills: Concentration 8 Ranks
Feats: Combat Manifestation, Instant Clarity, Unnerving Calm


Class Skills
The Azure Nightmare’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local, Psionics)(Int), Listen (Wis), Martial Lore (Int), and Sense Motive (Wis).
Skills Points at Each Level : 4+ int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +0 +0 +2 +2 One Life
2. +1 +0 +3 +3 One Shot
3. +2 +1 +3 +3 One Hit
4. +3 +1 +4 +4 One Kill
5. +3 +1 +4 +4 One Mind

Weapon Proficiencies: Azure Nightmare’s gain no new weapon or armor proficiencies.

One Life (Su): The Dodge Bonus to Armor Class gained from the Fighting Defensively or Total Defense Options is doubled. In addition you gain a cumulative +1 Dodge Bonus each round after the first you use either option (Maximum is equal to your Azure Nightmare Level). For example a 5th level Azure Nightmare would have a +8 Dodge Bonus when using Total Defense the first round, +9 the second, +10 the third, maxing out at +13.

One Shot (Su): Every round you spend using the Fighting Defensively, or Total Defense Option increases your chance of hitting when you finally do strike. You must use the either Option for at least 3 rounds, and then attack using a Strike Maneuver. For each round you spend in Total Defense you gain a cumulative +2 Insight Bonus to attack rolls. You gain this same Insight Bonus +2 on critical confirmation rolls. For every round you spend in Total Defense your critical threat range increases by 1 (max is equal to your Azure Nightmare level). For example a 5th level Azure Nightmare who used Total Defense for 5 rounds would have a +10 Insight Bonus to attack rolls, a +12 insight Bonus to critical confirmation rolls, and would threaten a critical on a 15-20 (assuming he normally would threaten a critical on a 20). This does not stack with other effects that increase critical threat range.

One Hit (Su): When using your One Shot ability, you now do extra damage. You gain +1d6 damage for each round you use Total Defense, and your critical multiplier increases by 1 for every 2 rounds (critical multiplier cannot do more than x5 damage). For example if you used Total Defense for 5 rounds you would do +5d6 damage when you did hit, and would do x4 damage on a successful critical (assuming you normally did x2 damage).

One Kill (Su): When using your One Shot ability your opponent must make a Willpower Save (DC is 10 plus half your Hit Dice plus your Charisma modifier) or die. If he succeeds, he takes the normal effects of the ability.

One Mind (Su): Your Manifester Level is equal to your character Level. This doesnt increase your Power Points or the amount of powers you have, but does increase what you can do with what you've already got. Similarly your Initiator Level is now equal to your Character Level.

PLAYING AN AZURE NIGHTMARE
Others think you are egomaniacal. That you act like they’re above them. And you are. You could swat most of them as easily as fly. And you will if asked. It’s a lonely life, but there isn’t time fro making friends for people like yourself.
Combat: An Azure Nightmare commonly uses the Total Defense option for a few rounds to size up his opponent, before opening with a devastating maneuver.
Advancement: Most cult members argue whether their Psionic Power or Martial training is more important. Some train for the minimal maneuvers needed before pursuing their psychic powers to the full. Some abandon psionics for the Sublime Way entirely.
Resources: Azure Nightmares may always draw upon the resources of their cult. They can get safe houses, food, and shelter, and some basic supplies. If the cult is sending them on a vital mission they may get something more as well.

AZURE NIGHTMARES IN THE WORLD
”Don’t trust them Blue folk boy. I saw one cut Hezekiah in half down by the pier last Sunday. Saw his guts spill out everywhere while that thing stood there smiling.”
As an assassin for hire, and a member of a despised race, you are pretty much cut off from the world. You only see other members of the cult, and any traveling companions you may be with. You will have some sort of job as a cover, but beyond that the locals are unkown to you.
Daily Life: Most Azure Nightmare’s spend their time preparing for missions or training. Deaths are occasional as two cult members test their abilities on each other to prove themselves. All of them want the power and wealth the cult has promised them.
Notables: Skye (NE Male Blue Psychic Warrior 5/Swordsage 5/Azure Nightmare 2) is a recent member of the cult. He is eager and willing to prove himself, and has become the terror of major cities in his area of operation.
Organizations: The Cult of the Blue Diamond has a hazy beginning. They only recruit Blues, and only one’s willing to study the Sublime Way. It’s leaders name and purpose is unknown, but the organization is apparently willing to commit murder to raise money for an as yet unguessed goal.

NPC Reaction
Assassins always terrify people, and the Azure Nightmare’s are no exception.

AZURE NIGHTMARES IN THE GAME
This PrC assumes the Blue Goblins are a common race in the campaign. And it assumes that there is a prominent cult actively seeking them out. Blues will tend to be more infamous than a little known rarity.
Adaptation: The cult might be difficult to work into an existing campaign. It would have to be something new, and would be making quite a nasty debut.
Encounters: PC’s will usually encounter an Azure Nightmare when one has been sent to kill them, or they are hired to protect someone from one.

Sample Encounter
EL 12: The PC's have been asked to track down a Blue Goblin assassin that has been terrorizing the city. They agree wondering how bad things can be. It is just a goblin after all...


Skye
NE Male Blue Psychic Warrior 5/Swordsage 5/Azure Nightmare 2
Init +8 (Quick to Act +2), Senses: Listen +6, Spot +3, Dark Vision 60'
Languages Common, Goblin, Orc, Giant
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AC 25, touch 18, flat-footed 23 (+1 Size, +2 Dex, +3 Wis, +2 Deflection, +7 Armor)
hp 54 (12 HD)
Fort +5, Ref +10, Will +11
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Speed 30 ft. (6 squares)
Melee +1 Heavy Pick +8/+3 (1d4/x4)
Ranged +1 Sling +10 (1d3)
Base Atk +7, Grp +7
Atk Options Discipline Focus: Diamond Mind (Weapon Focus, Insightful Strike +3), One Life, One Hit
Combat Gear 4 Cure Serious Wounds Potions, 1 Potion of Haste
Maneuvers Known 1st: Clinging Shadow Strike, Counter Charge, Douse the Flames, Mighty Throw, Moment of the Perfect Mind, Sapphire Nightmare Blade, Shadow Blade Technique,
2nd: Action Before Thought, Emerald Razor
3rd: Insightful Strike (Initiator level 5)
Stances Known Blood in the Water, Child of Shadow, Pearl of Black Doubt, Stance of Clarity
Powers Known 1st (DC 14): Chameleon, Conceal Thoughts, Defensive Precognition, Mind Thrust
2nd (DC 15): Detect Hostile Intent, Power Weapon (Manifester Level 5)
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Abilities Str 10, Dex 14, Con 10, Int 15, Wis 16, Cha 8
SQ 14 Power Points
Feats Combat Manifestation, Expanded Knowledge (Mind Thrust), Improved Initiative, Instant Clarity, Mental Juggernaut, Narrow Mind, Quicken Power, Unnerving Calm
Skills Autohypnosis +7, Balance +5, Climb +5, Concentration +12, Hide +11, Intimidate +6, Jump +5, Knowledge (Local) +5, Knowledge (Psionics) +3, Listen +6, Martial Lore +5, Move Silently +11, Ride +9, Search +7, Sense Motive +10, Tumble +5
Possessions +1 Psychic Psychokinetic Psychokinetic Burst Heavy Pick, +1 Paralyzing Paralytic Burst Sling, +5 Leather Armor, +2 Ring of Protection, 4 Cure Serious Wounds Potions, 1 Potion of Haste, 482 GP


EPIC AZURE NIGHTMARE

Hit Die: d8
Skills Points at Each Level : 4 + int
Bonus Feats: The Epic Azure Nightmare gains a Bonus Feat every 2 levels higher than 20th

Bhu
2008-06-19, 04:50 AM
Holy friggin cat poop it's been difficult to log on!!!

Azure Nightmare will be finished today I hope if the net (and the boards) is stable enough for me to log on for longer than a few minutes.

Rappy
2008-06-19, 11:37 PM
Well, I'm finally back from the Barataria. I picked up some stuff I'll be orcizing when I get back on my creative feet again.

Bhu
2008-06-20, 06:06 AM
You havent missed too much Rap. Wizards has been down off and on all week due to databse errors and such, and its only getting worse. And there've been a lot of comic updates here so the forums here have been a lil twitchy. It's worth it for the comics here though.

Rappy
2008-06-20, 12:37 PM
Indeed. I have two new racial weapons with a Southern flair. Blame my trip. :smalltongue:

The Hitotsume-Kozo is on hold while I rethink it, but I do have preparatory weapons with a bit of a Southern flair. Blame my travels. :P

Orcish Boomstick [Exotic]
Damage: Special; see below
Range: 25 ft.
Critical: 20
Weight: 6 lb.
Damage Type: Special; see below
Cost: 100 gp.
Some bayou-dwelling orc shamans thought it would be a good idea to harness the energy of the volatile will-o-wisps and magically harness into a source of power for incantations. The result: the orcish boomstick. More or less a reinforced tube of bamboo with incantations running down its innards, the boomstick is a form of weaponry that, when fired, produces a "burp" of magic from the end: the target is considered to have been hit with an explosive runes spell created by an 18th-level spellcaster. The typical boomstick holds 4 shots of flame; after these are used up, the shaman must inscribe new incantations: a purchaser who has no use of magic must make a Knowledge (Arcana) check (DC 10 + the original creator's caster level) to copy the incantation. A failure means the boomstick implodes and deals 1d6 points of fire damage.

Stingaree Whip [Martial]
Damage: 1d4 plus poison, Small; 1d6 plus poison, Medium
Range: 10 ft. (touch)
Critical: 19-20
Weight: 1 lb.
Damage Type: Piercing
Cost: 10 gp.
A brutal weapon from the coastal waters of goblin lands, the stingaree whip is crafted from a long rope with a pair of stingray barbs emplaced on the end to lash into an opponent's flesh. A target that takes damage must immediately make a Fortitude save against stingray poison (see Stormwrack).

Bhu
2008-06-21, 04:29 AM
SHouldnt they be magic items?

Rappy
2008-06-21, 02:21 PM
I would have to agree on the boomstick. The stingaree whip? Nah, it is just stingray barbs on a long bullwhip, more or less. It's just like the scorpion-tail whip they made in Sandstorm.

Bhu
2008-06-22, 05:07 AM
RE the Azure Nightmare. Im thinking of having it not add to Initiator/Manifester levels at all until the level 5 ability. Im thinking of making One Mind adding your Azure Nightmare levels to Initiator/Manifester level, but not increasing actual abilities. Just the 'caster' level for the ones you have.

Bhu
2008-06-23, 04:00 AM
okay its pretty much done except for the example NPC.

Bhu
2008-06-24, 05:43 AM
Starting soon...


LAB EXPERIMENT

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”FIRE BAD!”

Maybe you have an antelopes brain. Maybe you have a few new arms grafted on, or a reinforced exoskeleton. Maybe you were just lobotomized and now grow a luxuriant coat of wool. Either way, some yahoo with more knowledge than common sense decided to try out some pretty whacky theories on you. Without your consent of course. God forbid anyone ever ask you if you wanted your spleen to be able to strangle opponents independently from your body.

BECOMING A LAB EXPERIMENT
Goblinoids have long been the subject of magical experimentation, even by their own kind. They seem to have a certain affinity for mutation. Mad scientists love ‘em of course…You can pretty much come from any class really. Some are better than others.

ENTRY REQUIREMENTS
Race: Any Goblinoid
Saves: Any 1 Base Save at +5
Feats: Endurance, Diehard
Slills: Survival 6 Ranks
Special: Must have unwillingly gone magical or alchemical surgeries and transformations at the hands of a sadistic madman hellbent on world domination.


Class Skills
The Lab Experiment's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each Level : 4+ int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +0 +2 +0 +2 We Need To Toughen You Up
2. +1 +3 +0 +3 My Fist Says You're Wrong
3. +2 +3 +1 +3 Mutation
4. +3 +4 +1 +4 You’re STILL Hurt by Pitchforks?
5. +3 +4 +1 +4 My Fist Says He's Wrong Too
6. +4 +5 +2 +5 Mutation
7. +5 +5 +2 +5 Why Doesn't Anyone Listen To The Fist?
8. +6 +6 +2 +6 Just a Flesh Wound
9. +6 +6 +3 +6 Mutation
10.+7 +7 +3 +7 Final Mutation

Weapon Proficiencies: Lab Experiments gain no new weapon or armor proficiencies.

We Need To Toughen You Up (Ex): Your Natural Armor Bonus to AC increases by an amount equal to your Lab Experiment level.

Mutation: At 3rd, 6th, and 9th level you may pick a mutation from the following list. Theses represent experimental surgeries you are subjected too, or mutations from prior procedures.

Resistant (Ex): You have a +4 Bonus on a specific type of Saving Throw (choose Fortitude. Reflex, or Willpower). This can be taken multiple times, choosing a different type of Saving Throw each time.

Improved Resistance (Ex): (Prerequisite: Resistant) 3 times per day you may Take 10 on one of the Saving Throws you chose with Resistant.

Greater Resistance (Ex): (Prerequisite: Improved Resistance) 3 times per day you may reroll a Saving Throw result with whichever Save you chose with Improved Resistance.

Energy Resistance (Ex): You gain Energy Resistance 5 to one energy type (acid, cold, electricity, fire, or sonic). This may be taken multiple times, you choose a new energy type each time.

Improved Energy Resistance(Ex): (Prerequisite: Energy Resistance) One of the Energy Resistances you have chosen increases to 10.

Greater Energy Resistance(Ex): (Prerequisite: Improved Energy Resistance) One of the Energy Resistances you have chosen with Improved Energy Resistance increases to 15.

Skilled (Ex): You gain a +4 Racial Bonus to one skill. This may be taken multiple times, increasing a different skill each time.

Improved Skills (Ex): (Prerequisite: Skilled) 3 times per day you may take 10 on one of the skills you improved with Skilled.

Greater Skills (Ex): (Prerequisite: Improved SKill) 3 times per day you may reroll a result of 1 on a skill check with one of the skills you chose with Improved Skills. You must keep the results of the reroll.

Fast Healer (Ex): You gain Fast Healing 3.

Improved Healing (Ex): (Prerequisite: Fast Healer) Your Fast Healing increases to Fast Healing 5.

Regeneration (Ex): (Prerequisite: Improved Healing) Your Fast Healing now becomes Regeneration 5 (you may be killed by fire or acid normally).

Aquatic (Ex): You gain a swim move equal to your land move, a +8 Racial Bonus to swim checks, and may always take 10 on a swim check. You may use the Run action while swimming in a straight line. You may breathe air and water.

Improved Aquatic (Ex): Swim move increases +10 ft, and you are immune to nonlethal damage from cold or pressure caused by the ocean depths.

Greater Aquatic (Ex): Swim move increases another +10 ft., and you gain Blindsense 40 ft. while underwater.

Burrower (Ex): You gain a Burrow speed equal to your Land speed.

Improved Burrower (Ex): Your Burrow speed improves by +5 feet, and you gain Tremorsense 50'.

Greater Burrower (Ex): Your Burrow speed improves by an additional +5 feet, and you gain Tremorsense 100'.

Wings (Ex): You gain a Fly speed equal to your land speed, maneuverability is Clumsy.

Improved Wings (Ex): Fly Speed increases +20 ft., maneuverability becomes Average.

Greater Wings (Ex): Fly Speed increases an additional +20 ft., maneuverability becomes Good.

Brute (Ex): You gain Improved Grab. Whenever you successfully hit with an Unarmed Strike you may immediately attempt a Grapple check as a Free Action without provoking an Attack of Opportunity.

Improved Brute (Ex): You gain Constrict. You may do (double your unarmed strike damage plus double your Strength Modifier) with a successful Grapple check.

Greater Brute (Ex): You gain the Powerful Build ability (see page 12 of the Psionics book).

Scary (Ex): An opponent you are fighting in melee must make a Willpower Save (DC is 10 plus half hit dice plus Charisma Modifier) or be Shaken 1d6 rounds. If he succeeds he is immune to your ability for 24 hours.

Improved Scary (Ex): An opponent you are fighting in melee must make a Willpower Save (DC is 10 plus half hit dice plus Charisma Modifier) or be Shaken 2d6 rounds. If he succeeds he is immune to your ability for 24 hours.

Greater Scary (Ex): An opponent you are fighting in melee must make a Willpower Save (DC is 10 plus half hit dice plus Charisma Modifier) or be Frightened 1d6 rounds. If he succeeds he is immune to your ability for 24 hours.


My Fist Says You're Wrong : You gain Improved Unarmed Strike as a Bonus Feat.

You’re STILL Hurt by Pitchforks? (Ex): You Gain DR x/-. X is equal to your Lab Experiment level divided by 2.

My Fist Says He's Wrong Too : You gain Superior Unarmed Strike as a bonus Feat.

Why Doesn't Anyone Listen To The Fist? : Your Unarmed Strike attacks do x3 damage on a successful Critical hit.

Just A Flesh Wound (Ex): You are immune to critical hits.

Final Mutation : You have either evolved or over time or been experimented upon more. They have finally succeeded in making you look like something an Aberration pooped out on a rock. You hope the bastards are happy...Choose one life altering power from the following list:

Trained Attack Organ (Ex): You may unleash one of your internal organs for up to 5 minutes as a Standard Action. It can spy for you, fight, etc. If destroyed you regenerate a new one within 1 month. You are immune to critical hits.

Absorbant (Su): Choose 1 energy type (Acid, Cold, Electricity, Fire, or Sonic). The first 10 points of damage from any source you take of this energy type is absorbed instead. Choose one of the following effects when you get this ability (it may not be changed afterwards):

You convert the energy damage you absorb into temporary hit points for 1 minute.

You convert the (energy damage divided by 5) into one physical or mental stat (choose which one at creation) bonus for 1 minute (i.e. 10 points of damage is a +2 bonus to any 1 stat).

You may absorb a maximum of 50 points of damage at any 1 time.

Rechargeable (Su): If you are dead, and a spell of effect does electrical damage equal to half your total hp you are resurrected as per the spell.

Brain Transplant (Ex): You have a brain from something not of your species. Aside from possible massive identity issues, you are immune to mind affecting effects as the wiring in your brain has had to make compromises due to problems. Your also probably a delusional madman, but hey no one's perfect.

Psychic Trap (Su): Opponents attempting to target you with psionic powers must spend an extra 5 power points to make the power manifest. Any opponent touching you automatically loses their Psionic Focus if they have any.

Stitchy (Su): Parts of you were dead once upon a time. A time before they were sewed onto you. You are immune to death effects, negative energy effect, energy drain, and ability drain/damage.

I Think I'm Gonna Be Sick (Su): You spew bile, microbes, and the gods alone know what in a 60' cone as a Full Round Action. Anything in that area must make a Fortitude Save (DC is 10 plus half Hit Dice plus Constitution Modifier) or be Nauseated for 2d6 rounds.

Charged (Su): Your Unarmed Strike attacks do +2d4 energy damage (choose acid, cold, electricity, fire, or sonic).

Smashin' Fists (Ex): You can make Sunder attempts with your Unarmed Strikes, and are not subject to an attack of opportunity when doing so. The Hardness of objects you attempt to Sunder is halved.

Zap (Ps): You can fire an energy beam from some part of your body. This is identical to the psionic power Energy Ray (but you can only manifest 1 specific energy type chosen when you get this power), and your Manifester Level is 10th.

Psychic Armor (Ex): You gain Spell Resistance equal to 10 plus half your level plus your Constitution Modifier.

Big Freaky Eyes (Su): Gaze Attack, 30', Hold Person, Will Save negates.

Anger Management Issues (Ex): If you take damage you gain a +2 Morale Bonus to all rolls for 8 rounds. You are fatigued afterwards for 1 minute. You also have difficulty discerning friend from foe. While using this ability you must make a DC 20 Willpower Save to tell if the nearest creature is friend or foe after you have killed your current opponent. If you fail you smash away until something else attacks you and does more damage than they are.





PLAYING A LAB EXPERIMENT
At some point you were captured by/sold to/arrested/procured by a psychotic megalomaniac with delusions of world conquest. You were to be his ultimate super soldier. Or maybe a cog in the grand design. Or maybe just a table ornament or food for his experimental cannibal whales. Either way you feel a sudden need to leave before he kills you with experiments, or the locals storm the place and stick a pitchfork in your butt.
Combat: Combat options will vary greatly depending on the mutations you have, and what class you originally were. Most all Lab Experiments seem to be tough melee fighters. Apparently imagination is limited among the megalomaniacal world dominating kind.
Advancement: Advancement is odd for a Lab Experiment. Some builds that would normally look wacky (i.e. levels in 5 or so classes) might be normal for you because of the conflicting situations you may find yourself in. You’ll be moving around (fleeing) a lot, and will have many opportunities to indulge in new paths.
Resources: If you’re on good terms with whoever did this to you (HA!), you might be able to call on his help. Or perhaps a sympathetic community of others like yourself. Most people lose it and try to kill you on sight.

LAB EXPERIMENTS IN THE WORLD
”Always knew Dr. Spankenstein was up to no good!”
Peasants and aristocracy alike fear and loathe you. Some military organizations will use you, but they tend to look at you as an asset or a weapon, not as a person. Your occasionally murdering small children by throwing them into lakes during fits of insanity probably doesn’t help.
Daily Life: Most of your days will be spent undergoing tests (torture), experiments to enhance you (more torture), mobs storming the dwelling you reside in (a potential end to the torture), or laughing maniacally while your former owner is killed (and you take advantage of the distraction to run like hell).
Notables: Project Spankenstein (NE Male Bugbear Rogue 2/Lab Experiment 6) was originally designed to be a better minion. A mentally pliant superman who would do the doctors bidding and crush his enemies. He got the crushing part right, but the monster seems unusually stubborn…
Organizations: Most organizations will be devoted to cutting you open and seeing what color your organs are. Very few are actually helpful.

NPC Reaction
NPC’s generally grab the torches and pitchforks and form a howling mob, assuming you aren’t powerful enough to beat the local peasantry into submission. Friggin’ peasants. Just cause you ate a few sheep, killed a few guards, and used a dead wombat as a bludgeoning instrument they have to freak out like you did something awful.

LAB EXPERIMENTS IN THE GAME
Due to the player picking random mutations this class holds the possibility of throwing the DM a surprise or two. You may wish to plan ahead.
Adaptation: While it’s obviously not meant to be a serious class it could be made to fit a serious or dark campaign with few changes.
Encounters: PC’s will usually be hired by townsfolk to stop your “blood mad rampage”, by your creator asking them to “return my patient”, or on really rare occasions by sympathetic individuals to smuggle you out of the country

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: The local villagers tell you a madman has made a monster that threatens the town. They’ve hired you to kill it. What you find is a shaved bugbear, covered in stitches, hiding in a barn. The chicken he’s playing chess and discussing philosophy with is quite terrifying though.


Project Spankenstein
NE Male Bugbear Rogue 2/Lab Experiment 6)
Init +1, Senses: Listen +9, Spot +9, Dark Vision 60’, Scent
Languages Common, Goblin
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AC 28, touch 11, flat-footed 27 (+1 Dex, +9 natural, +8 Armor)
hp 91 (11 HD)
Fort +9, Ref +9, Will +7
Evasion
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Speed 30 ft. (6 squares)
Melee Unarmed Strike +12/+7 (1d8+5)
Melee w/belt Unarmed Strike +15/+10 (1d8+7)
Melee +1 Greatclub +13/+8 (1d10+13/19-20)
Melee w/belt +1 Greatclub +16/+11 (1d10+16/19-20)
Base Atk +7, Grp +12 (+14 w/belt)
Atk Options Sneak Attack +1d6, Improved Grab, Constrict 2d8+10
Combat Gear 3 Potions of Remove Disease, 3 Potions of Remove Blindness/Deafness, 3 Potions of Cure Serious Wounds, 3 Potions of Neutralize Poison, 3 Potions of Lesser Restoration, 1 Potion of Remove Paralysis
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Abilities Str 21 (27 w/belt), Dex 12, Con 16, Int 8, Wis 13, Cha 10
SQ Trapfinding, DR 3/-, Mutations (Brute, Improved Brute)
Feats Endurance, Diehard, Improved Toughness, Power Attack, Improved Unarmed Strike (B), Superior Unarmed Strike (B)
Skills Climb +13 (+15 w/belt), Hide +9, Intimidate +12, Jump +8 (+10 w/belt), Listen +9, Move Silently +9, Search +7, Spot +9, Survival +7
Possessions +1 Impact Collision Greatclub, +5 Studded Leather, Belt of Giant Strength +4, Bag of Holding I, Hat of Disguise, 3 Potions of Remove Disease, 3 Potions of Remove Blindness/Deafness, 3 Potions of Cure Serious Wounds, 3 Potions of neutralize Poison, 3 Potions of Lesser Restoration, 1 Potion of Remove paralysis, 20 GP


Trained Attack Organ
Diminutive Aberration
Hit Dice: Same HD as "owner" (hp always equal to half the "owners", rounded down)
Initiative: +7 or +6 if Tiny(or "owners" if it is higher)
Speed: 20 ft. (4 squares)
Armor Class: 17 (+4 Size, +3 Dex), touch 17, flat-footed 14
Armor Class if Tiny: 17 (+2 Size, +3 Dex, +2 Natural), touch 15, flat-footed 14
Base Attack/Grapple: Identical to "owners"
Attack: See below
Full Attack: See below
Space/Reach: 1 ft./0 ft.
Special Attacks: See below
Special Qualities: Blindsight 30', Regeneration 1 (vulnerable to fire), Immune to Acid, Shared Abilities, Dodge Bonus
Saves: Saving Throws identical to "owners"
Abilities: Str 2, Dex 16, Con 15, Int 5, Wis 12, Cha 2
Abilities if Tiny: Str 4, Dex 15
Skills: Hide +19 (+14 if Tiny), Listen +4, Move Silently +7 (+6 if Tiny), Search +1, Spot +5 (or use "owners" bonus for these skills if it's higher)
Feats: Alertness, Anklebiter, Danger Sense, Dodge, Improved Initiative, Mobility
Alignment: Always Neutral
Level Adjustment: ---

Feats and skills are based on the Lab Experiment being at least 16th level to get a Trained Attack Organ.

Special Attacks: Trained Attack Organs have a special attack based on which organ they are replacing:

Vorpal Spleen: The Spleen may cast Inflict Light Wounds at will as a Spell Like Ability.

Blaster Pancreas: The Pancreas may cast Lesser Orb of Acid at will as a Spell Like Ability.

Terror Liver: Livers may cast Grease at will as a Spell Like Ability. They are Size Class Tiny.

Bellows Lungs: The Lungs may cast Gust of Wind 5 times per day as a Spell Like Ability. Lungs are Size Class Tiny.

Stone Gallbladder: The Gallbladder may cast Magic Stone at will as a Spell Like Ability.

Brain Spy: You can see and hear anything the Brain sees and hears as long as it is within 1 mile. it has a +4 Racial Bonus on all Listen, Search, and Spot checks. You are always in telepathic contact with the Brain up to 5 miles.

Killer Stomach: The Stomach can cast Melf's Acid Arrow 5 times per day as a Spell Like Ability. Stomachs are Size Class Tiny.

Attack Heart: The Heart can cast Delusions of Grandeur 5 tmes per day as a Spell Like Ability.

Caster Level in all cases is equal to your effective character level.

Shared Abilities (Ex): Any mutations the Lab Experiment "owner" has are also possessed by the Trained Attack Organ.

Dodge Bonus (Ex): The Trained Attack Organ gains a Dodge Bonus to AC equal to half it's Hit Dice.


EPIC LAB EXPERIMENT

Hit Die: d10
Skills Points at Each Level : 4 + int
We Need To Toughen You Up The Epic Lab Experiments AC continues to increase with Epic Levels, but it's +1 per 2 levels now.
You’re STILL Hurt by Pitchforks? The Epic Lab Experiments DR continues to increase with Epic Levels, but it's +1 per 4 levels now.
Mutation At Level 22 the Lab Experiment may choose 1 Epic Mutation. He does not gain further mutations past this level.
Bonus Feats: The Epic Lab Experiment gains a Bonus Feat every 4 levels higher than 20th


Epic Mutations

Epic Resistance (Prerequisite: Greater Resistance): The Resistance Bonus of the Saving Throw you chose for Greater Resistance increases to +8.

Epic Energy Resistance (Prerequisite: Greater Energy Resistance): You become immune to the Energy Type you chose with Greater Energy Resistance.

Epic SKillz (Prerequisite: Greater Skills): You may always Take 10 with the SKill you chose for Greater Skills.

Epic Regeneration (Prerequisite: Regeneration): You now have Regeneration 8.

Epic Aquatic (Prerequisite: Greater Aquatic): Your Swim Move increases and additional +10 ft., and your Blindsense range is now 60'.

Epic Burrower (Prerequisite: Greater Burrower): Your Burrow Move increases an additional +5 feet, and your Tremorsense range is now 150'.

Epic Wings (Prerequisite: Greater Wings): Fly speed increases an additional +10 feet, and Maneuverability becomes Perfect.

Epic Brute (Prerequisite: Greater Brute): You gain a Bonus to Grapple Checks equal to half your Lab Experiment level (including Epic Lab Experiment levels).

Epic Scariness (Prerequisite: Greater Scary): An opponent you are fighting in melee must make a Willpower Save (DC is 10 plus half hit dice plus Charisma Modifier) or be Frightened 2d6 rounds. If he succeeds he is immune to your ability for 24 hours.

Epic Spleen (Prerequisite: Trained Attack Organ): Your Trained Attack Organ becomes an Epic Trained Attack Organ, and it may remain separate from your body as long as you wish. You always know it's location as long as it's on the same Plane.

Epic Absorbancy (Prerequisite: Absorbant): You may now absorb a second Energy Type.

Epic Rechargability (Prerequisite: Rechargeable): You may now be resurrected by as little as 1 point of electricity damage per Hit Die you have, and do not lose any Constitution from it.

Epic Personal Issues (Prerequisite: Brain Transplant): Due to permanent hallucinations and mild scizophrenia you have a +4 Resistance Bonus against all Illusion or Enchantment spells.

Epic Trap (Prerequisite: Psychic Trap): Opponents attempting to target you with psionic powers must spend an extra 5 power points, and take a Full Round Action to make the power manifest. Any opponent touching you automatically loses their Psionic Focus and 1d4 power points if they have any.

Epic Stitches (Prerequisite: Stitchy): You have Resistance 10 against negative energy effects.

Epic Bile (Prerequisite: I Think I'm Gonna Be Sick): Your Bile attack now does 1d6 Constitution damage if your opponent fails his Fortitude Save in addition to the Nausea.

Epic Joy Buzzer (Prerequisite: Charged): If you successfully confirm a Critical hit with your Unarmed Strike you do an additional +3d4 energy damage of the type you chose.

Hammer Fists (Prerequisite: Smashin' Fists): Your Unarmed Strikes are considered Adamantine for purposes of overcoming Damage Reduction, and do an additional +1d6 damage.

Epic Taser (Prerequisite: Zap): You may now Manifest Energy Ray or Energy Bolt, and Manifester Level is equal to your Character Level. You may still only Manifest one type of energy damage.

Epic Psychic Armor (Prerequisite: Psychic Armor): You gain a +4 Deflection Bonus to Armor Class.

Epic Googly Eyes (Prerequisite: Big Freaky Eyes): Gaze Attack, 60', Hold Monster, Willpower Save Negates.

Epic Anger Issues (Prerequisite: Anger Management Issues): Your Bonus for using your Anger Management Issues is now +4.



Epic Trained Attack Organ
Diminutive Aberration
Hit Dice: Same HD as "owner" (hp always equal to half the "owners", rounded down)
Initiative: +9 or +8 if Tiny(or "owners" if it is higher)
Speed: 30 ft. (6 squares)
Armor Class: 19 (+4 Size, +5 Dex), touch 19, flat-footed 14
Armor Class if Tiny: 18 (+2 Size, +4 Dex, +2 Natural), touch 16, flat-footed 14
Base Attack/Grapple: Identical to "owners"
Attack: See below
Full Attack: See below
Space/Reach: 1 ft./0 ft.
Special Attacks: See below
Special Qualities: Blindsight 50', Regeneration 3 (vulnerable to fire), Immune to Acid, Shared Abilities, Dodge Bonus
Saves: Saving Throws identical to "owners"
Abilities: Str 2, Dex 20, Con 18, Int 8, Wis 12, Cha 6
Abilities if Tiny: Str 4, Dex 18
Skills: Hide +22 (+17 if Tiny), Listen +5, Move Silently +10 (+8 if Tiny), Search +5, Spot +5 (or use "owners" bonus for these skills if it's higher)
Feats: Alertness, Anklebiter, Danger Sense, Dodge, Epic Reflexes, Improved Initiative, Mobility, Spring Attack
Alignment: Always Neutral
Level Adjustment: ---

Feats and skills are based on the Lab Experiment being at least 22nd level to get an Epic Trained Attack Organ.

Special Attacks: Trained Attack Organs have a special attack based on which organ they are replacing:

Vorpal Spleen: The Spleen may cast Inflict Serious Wounds at will as a Spell Like Ability.

Blaster Pancreas: The Pancreas may cast Acid Breath (See Spell Compendium) at will as a Spell Like Ability.

Terror Liver: Livers may cast Stinking Cloud at will as a Spell Like Ability. They are Size Class Tiny.

Bellows Lungs: The Lungs may cast Capricious Zephyr (See Spell Compendium) at will as a Spell Like Ability. Lungs are Size Class Tiny.

Stone Gallbladder: The Gallbladder may cast Giant's Wrath (See Spell Compendium) at will as a Spell Like Ability.

Brain Spy: You can see and hear anything the Brain sees and hears as long as it is within 5 miles. it has a +4 Racial Bonus on all Listen, Search, and Spot checks. You are always in telepathic contact with the Brain as long as it's on the same Plane.

Killer Stomach: The Stomach can cast Orb of Acid (See Spell Compendium) 5 times per day as a Spell Like Ability. Stomachs are Size Class Tiny.

Attack Heart: The Heart can cast Bear's Endurance at will as a Spell Like Ability.

Caster Level in all cases is equal to your effective character level.

Shared Abilities (Ex): Any mutations the Lab Experiment "owner" has are also possessed by the Trained Attack Organ.

Dodge Bonus (Ex): The Trained Attack Organ gains a Dodge Bonus to AC equal to half it's Hit Dice.