[PrC] Game Hunter

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God_of_Awesome
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[PrC] Game Hunter

Post by God_of_Awesome »

Game Hunter

I know I should be working on that Henshin class, but I was doing this before and that I press back and.... yeah. I'm gonna try to do this sucker.

Playing A Game Hunter: If you're DM is throwing the right monster's your way, you are a supplier of a lot of cool crap. Otherwise your a long range damage dealer with some sneaking at 2nd level, a cool toy at 3rd and immortality at 5th.

Prerequisites
Abilities: Damage bonus die of some kind
BAB: +5
Feats: Sniper
Proficiencies: Crossbows
Skills: Survival 8

1: Ensouled Trophies, Ranger Powers, Nature's Assassin (+1d6)
2: A Mile In Their Skin, Nature's Assassin (+2d6)
3: Huntsman, More Ranger Powers, Nature's Assassin (+3d6)
4: Scavenger, Nature's Assassin (+4d6)
5: Africa Will Never Let You Die, Nature's Assassin (+5d6)

Ensouled Trophies(Su): Harvesting pieces of your prey, mostly their skin for a snazzy coat, you take it a step forward and perform an hour-long ritual which binds the soul of your victim to furcoat you made out of his hide or whatever it is you made, resulting in magic item. The actual morality of this is up to your DM. You can only make one such item from each corpse although some creatures have several items their corpses can cough up and some items require several corpses to make. These will all be listed in the next post.

These items comes with a number of stipulations. The ritual requires a certain connection with you and the baby seal your making a hat out of, one made between murderer and victim; you had to strike the final blow. The final blow had to have been done by an arrow or a cross bolt due to the specifics of the ritual. Now, you can imagine the soul of the poor sod isn't very happy with you and further desecration of his body will cause him to break free in furious rage and destroy the item. Ressurecting the sod will result in the same thing. Also, the bindings are somewhat tenous so they must be renewed each day in a minute long ritual or the spirit will break free and you know.

Ranger Powers (Ex): You gain all the following of Ranger's ability list: Endurance and Track as bonus feats, Woodland Stride, Swift Tracker and Camouflage. At 3rd level you gain Hide In Plain Sight as well as new abilities such as Improved Swift Tracker (Take no penalty at all for movement speed while tracking) and Improved Woodland Stride (Even magic enchanted thorns and shit phase you no longer).

Nature's Assassin (Ex): For every level of Game Hunter, add 1d6 hit-dice to damage rolls with arrows or cross bolts. This stacks with any other bonus hit-die.

A Mile In Their Skin (Sp): At 2nd level, you may cast Alter Self at-will. You must choose one of your Trophies and become an exact copy of whoever you took that piece from; meaning you take 20 on a Disquise Check to disquise as that particular creature. The spell lasts as long as you have the item on your person. All other limitations of the spell apply.

Huntsman (Su): At 3rd level, for 500 gp you may construct the Huntsman in a day long ritual. The Huntsman is a two-handed crossbow twice as heavy as a heavy as heavy crossbow. It is a repeating crossbow (Holds five bolts, reloading is a free action, reloading is a full-round action invoking an AoO). It has a range of 120 feet but with a full-round action is can be wund up further adding a further 120 feet up to a total of 480 feet. It has the same damage, crit threat and crit as a heavy crossbow (1d10 piercing, 19-20, x2) except if you take an AoO invoking standard action to use the mounted scope, doubling the crit and lengthening the crit threat (18-20, x4).

A big part of this thing is held together by spit and prayer, to be honest, similiar to your Ensouled Trophies except it holds a bit of YOUR soul in it. Like a familiar, you may only have one and losing it hurts, resulting in 200 XP lost in the event of its destruction unless a Will save vs 15 is made. On the upside, you always know where the damn thing is; no exceptions. Fuck Mind Blank or Private Sanctum. Shatter is the only exception the XP lost, since the two magics interact causing the piece of your soul to be flung back into your body instead of into the hereafter.

Scavenger (Su): You no longer need to have dealt the final blow to make an Ensouled Trophy out of a fucker.

Africa Will Never Let You Die (Su): Pick a spot. Everything within line of sight is now called 'Africa'. Whenever you die, as long as your buddies take the time to bury you there, you will come to life as if under the effects of a Raise Dead spell in 1d10 days.
Last edited by God_of_Awesome on Mon May 31, 2010 11:24 pm, edited 7 times in total.
Frank on the Fighter (Abridged)
FrankTrollman wrote:
God_of_Awesome wrote: Could I inquire on the motive behind the design decisions on the Fighter class?
...

The Fighter is intended to be, like the Wizard, a character who can and does adapt their tactics to the opposition and draws upon player experience to deliver tactical victories. And to do it without "feeling" like it was using Magic.

...

So honestly, when someone tells me "I know the game backwards and forwards, and when I pull out all the stops with the Fighter I totally win!" And my response is "OK, good." Because that's exactly what people report with the Wizard too.

-Username17
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God_of_Awesome
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Post by God_of_Awesome »

This will be an ever updating list of stuff you can make with Ensouled Trophies. Some Trophies are actually consumed and drinking angry spirits is risky. Until the affect ends and 24 hours after, the spirits remains inside the imbiber. If it should be freed for any reason, the imbiber must make a Fortitude save vs 15 or take Xd8 damage, X being the spirit's original CR.

Name
(#) Creatures required
Total levels required
Effect

Perfect Zombie
(2) Creatures Of The Same Kind (The creatures must have a CR of a whole number and not like a goblin's 1/2 CR)
Animated Creature's CR
Cohort. You animate one of the corpses into a well-preserved zombie under your control. Other than attaining the undead type (As well as the Dark Minded and Unliving subtype), this zombie retains all of the stats, abilities and skills, both from any classes and racial abilities, it had in life. It cannot speak but it can communicate information telepathically and may cast spells non-verbally. All normal cohort rules apply, including the need of a Leadership feat. As the Unliving, the perfect zombie feeds and it feeds on lifeforce. Once per day the perfect zombie feeds on 1 permanent Con point worth of life force from anything in particular and needs to do so everyday or it will be destroyed.

Planar Portal
(1) Extraplanar Being
20 - Creature's CR
Spell. When an Extraplanar being dies, it doesn't leave a corpse. It just sorta bleeds back into its plane of origin. This leaves a thread that a Game Hunter can follow, presumably to hunt the shit out of that retreating fucker. The more powerful the creature, the bigger the thread so paradoxically it is easier to follow a pit fiend then it is an imp. So this ritual duplicated the Gate spell but may only be used to travel to that particular plane. The exception is if you kill a being on its own home plane (Thereby killing it permanently) allowing you to create a portal to straight anywhere, presumably to hunt everything in the multiverse and hang their corpses on your wall.
Note: A teratomorph counts as an Outsider for the purpose of this trophy, creating a gate to anywhere.

Bane
(100) Humanoids of a particular type, (1) Weapon of any kind
Humanoid Type's Average CR
Any weapon. When a weapon has bathed in the blood of at least a hundred particular humanoids (IE, orcs), a Game Hunter can use a modified form of his usual ritual to bind all the death and pain the weapon caused and make a weapon Bane to that particular type of humanoid. With an extra 500 body count, this can be upgraded to Dread.

Ghost Touch
(1) Incorporeal Creatures, (1) Weapon of any kind
7
Any weapon. Ghosts also tends not to leave corpses but their ectoplasmic remains have enough spiritual residue to work a ritual. The resulting weapon has the Ghost Touch property.
Note: Will O' Wisps and Ethereal Mastiffs count an incorporeal for the purpose of this item.

Troll Skin Jacket
(1) Troll
5
Leather armor (AB +5). Grants the wearer Fast Healing 5.

Boiled Troll Blood
(1) Troll
5
A potion. For one hour and an extra hour for ever two levels above 5, the imbiber gains Regeneration 5, except against fire and acid. Side effects include green skin and hunger for elven flesh.

Aboleth Stew
(1) Aboleth
7
A potion. Gain all of the Aboleth's memories. Drinking it is extremely risky as now you must battle the Aboleth's formidable personality too. Make opposing Will saves with the winner subsuming the other's personality.

Lesser Staff of the Beholder (And set)
(1) Gauth
6
A magic staff and six wands. Each wand duplicates the effects of one of a gauth's eyestalks (Sleep, Inflict Moderate Wound, Dispel Magic, Scorching Ray, Paralysis, Exhausing, Caster Level 8th as rays) as a Standard Action. The staff bears the central eyes on the top and anyone who meets its gaze (Can be turned as a free action) is subject to the Gauth's Stunning Gaze (Will save, DC 15, Charisma based). The staff still has eyelids and the wielder may choose to have them closed, negating the effect. This is incredibly unnerving. The wands can only be used by whomever holds the staff.

Staff of the Beholder
(1) Beholder
13
A magic staff and ten wands. Each wand duplicates the effects of one of a beholder's eyestalks (Charm Monster, Charm Person, Disintegrate, Fear, Finger of Death, Flesh to Stone, Inflict Moderate Wound, Sleep, Slow, Telekinesis, Caster Level 14th as rays) as a standard action. The staff bears the central eyes on the top and continuously emits a 150 foot cone of Anti Magic. The staff still has eyelids and the wielder may choose to have them closed, negating the effect. This is incredibly unnerving. The wands can only be used by whomever holds the staff.

Blink Jacket
(1) Blink Dog
4
Leather armor (AB +3). The wearer constantly duplicates the effects of the blink spell (caster level 8th). This may be turned off at will.

Blink Cape
(1) Blink Dog
4
Clothing. The wearer twirls on the spot as a standard action and teleports as dimension door (caster level 8th).

Bulette Digging Armor
(1) Bulette
7
Half-Plate armor (AB +12). The wearer gains a burrow speed of 10 and claw attacks (+10 melee, 2d6+4).

Amphibious Tentacle Helm
(1) Chuul
7
Helmet. The wearer gains the amphibious trait, darkvision out to 60 ft and immunity to any poisons that pass via the face. Must be directly on the head to work.

Venomous Whip
(1) Chuul
7
Whip. Anyone struck with this whip must suceed a Fortitude save vs 19 or be paralyzed for 6 rounds.

Moaning Cloak
(1) Cloaker
5
Clothing. The wearer may duplicate the Cloaker's Moan abilities (Unnerve, Fear, Nausea, Stupor).

Shadow Cloak
(1) Cloaker
5
Clothing. The wearer may duplicate the Cloaker's Shadow Shift abilities (Obscure Vision, Dancing Images, Silent Image).

Cloak of Screaming Darkness
(2) Cloakers
5
Clothing. The wearer may duplicate the Cloaker's Moan and Shadow Shift abilities.

Darkbuckler
(1) Darkmantle
1
Buckler. Whenever the wielder is struck unsucesfully, the attacker's head is engulfed in darkness and effectively blinded for 50 minutes.

Sound Destroyer Helm
(1) Destrachan
8
Helm. The wearer effectively duplicates the abilities of the Destrachan; with all implied weaknesses (Destructive Harmonics, Blindsight, Immunities, Protection From Sonic and +10 bonus to Listen).

Acid Spray
(1) Digester
6
Two-handed projectile weapon. Sprays an acid cone 20 feet long dealing 4d8 damage, or an acid stream 5 feet long dealing 8d8 damage. DC 17 Reflex to halve, cannot fire again for 1d4 rounds.

Displacer Scarf
(1) Displacer Beast
4
Clothing. You wear the tentacles of a Displacer Beast as a scarf, thereby gaining all of its powers (Displacement, Resistance to Ranged Attacks, +8 bonus on Hide).

Perfect Mask
(1) Doppelganger
4
Helmet. By wearing the Doppelganger's face, you gain his ability to Change Shape. Only works when directly on your head. You will now permanently smell like octopus.

Steamed Drider Legs
(1) Drider
5
Potion, serves 8. For one hour and an extra hour for ever two levels above 7, the imbibers acts as if under the effects of Spiderclimb. The imbibers also gain a claw attack (1d4+1) with an added poison (Fort DC 16, initial and secondary damage 1d6 Str) and all of the Drider's spell-like abilities.

Funny Filched Hat
(1) Ethereal Filcher
5
Clothing. The wearer may cast Ethereal Jaunt at-will (Caster level 15th).

Frost Armor
(1) Frost Worm
12
Splint mail (AB +10). The wearer gains immunity to cold and anyone who touches him takes 1d8 cold damage.

Frost Arm Cannon
(1) Frost Worm
12
Gauntlet. You wear the head of the Frost Worm on your hand and from it you may unleash the Worm's Breath Weapon, a 30-foot cone of frost doing 15d6 damage, Reflex DC 22 halves, Constitution based.

Dragon Armor
(1) Adult Dragon
CR of an Adult Dragon of that Kind (Black 11, Blue 14, Green 13, Red 15, White 10, Brass 12, Bronze 15, Copper 14, Gold 16, Silver 15)
Full Plate Armor + Helm. The user gains good controlled flight at the same speed and height as an Adult Dragon of that Kind. He also gains Breath Weapon(s), Spell Resistance, Natural Armor Bonus and Frightful Presence of an Adult Dragon of that Kind.
* You may adjust all of these things accordingly with anything older then Adult.

Mask of Nightmare Fuel
(1) Krenshar
1
Clothing. You wear the head of a Krenshar which is known for pulling the skin back from its face. You can make this head to that. This is really fucking disturbing. Not particularly useful but a great party trick.
Although then you must ask yourself what the hell kind of parties you go to.

Fish Face Mask
(1) Locathah, Sahuagin, Skum, Ixitxachitl, Kopru, Morkoth, Ocean Strider
1
Clothing. The wearer may breath underwater. Must be worn directly on the face.

Inhuman Pelt
(1) Lycanthrope
CR of particular Lycanthrope kind (Werebear 5, Boar 4, Rat 2, Tiger 5, Wolf 3)
Clothing. The wearer may transform into the Hybrid and Dire form of that particular Lycanthrope at-will as a full round action.

Medusa's Head
(1) Medusa
7
Creature. This is the disembodied undead head of a medusa. It's not a cohort and the only thing you can command it to do is open and close its eyes and to not attack certain people. It's gaze still petrifies and its snakes (Plus its own bite) still poison, it has all the skills, memories, speech and possibly spell casting abilities it had in life as well as the same HP and Natural Armor despite only being a head. It also hates you.
With the burning passion of the Lower Planes - Hades + the Plane of Fire.
Good luck.

Brain Squid
(1) Illithid
8
Possesed Helmet. You wear the illithid's head on your own, a recurring theme here, its tentacles wrapped around your head. You may telepathically speak with the illithid's spirit while wearing it. As you may imagine, it hates you, but it can't do much about it. You may use its Mind Blasts and Psionics as it had in life.

Mace Flayer
(1) Illithid
8
Heavy Mace. You stick a pole into the top of the illithid's head, raise it up and call it a mace. When struck with this mace, the illithid's head goes through the process of Improved Grapple and then Extract as described in the illithid's entry.

Winged Mount
(1) Monstrous Humanoid
See Below
Cohort. This also requires a leadership feat. You cut of some sonuvabitch's head and from the fountain of blood leaps forth a winged mount of your choice of equal or lesser CR to the behead asshole. You may thank the Greeks for their fucked up sense of anatomy for this.

Minotaur Hide Coat
(1) Minotaur
3
Clothing. You have turned the hide of a minotaur into a hooded trench coat, bearing it's large horns on your head. This makes you one scary fucker, adding your class level to intimidate checks you make. Furthermore, you may use the powerful charge ability of a minotaur (when you make a charge attack, your weapon is considered three size categories larger) three times per day. Finally, because you are wearing the tough hide of a minotaur, you gain a +5 Badass bonus to AC.

Phantom Shroom
(1) Phantom Fungus
3
Potion. During the ritual, a dozen shrooms sprout from the Phantom Fungus's now visible corpse. When eaten, the imbiber gains a greater invisibility (Not subject to invisibility purge) for one hour and an extra hour for every two levels you have above 3 when you made these.

Steamed Phase Spider Legs
(1) Phase Spider
5
Potion. Serves 8. For one hour and an extra hour for every two levels above 5, the imbibers acts as if under the effects of Spiderclimb. The imbibers also gain a claw attack (1d6+4) with an added poison (Fort DC 17, initial and secondary damage 1d8 Con) and the Phase Spider's Ethereal Jaunt ability.

Amorphous Stew
(1) Phasm
7
Potion. The magicked remains of this multi-colored ameoba creature is just as disgusting as it sound, a semitransparent puke yellow liquid spotted with patched of vomit green and swimming with moving chunks of things that seem alive. The imbiber may transform into any Large or smaller creature as if under the polymorph spell for one hour and an extra hour for every two levels you have above 7.

Purple Gauntlet
(1) Purple Worm
12
Spiked Gauntlet. This chitinous armoured gauntlet, covered in the purple worm's inner teeth, produces and administers the same poison as its progenitor. Fort DC 25, Initial damage 1d6 Str, Secondary 2d6 Str.

Weak Whip
(1) Roper
12
Whip. Anyone hit by this rip must suceed a DC 18 Fort save or take 2d8 Str damage.

Rust Armor
(1) Rust Monster
3
Hide Armor (AB +5). You wear the lumpy hide of a Rust Monster, the dreaded antenae stick out of the shoulder to twitch lazily. Anyone who strikes the wearer with a metal object has the metal object become affected by the Rust Monster's Rust ability.

Conductive Vines
(1) Shambling Mound
6
Clothing. You wrap the vine-like arms of the shambler around your own arms and tiny roots sink into your skin, giving you the power to convert harmful electricity into helpful. These are easily, if painfully, removed when need (No penalty, just roleplay). The wearer takes no damage from electricity. Any electric attack temporarily grants 1d4 points of Constitution which are lost at a rate of 1 point per hour.

Shocker
(1) Shocking Lizard
2
Simple One-Handed Weapon. The animated shrunken corpse of the lizard works much the same way as a taser. A simple melee attack deal 2d8 non-lethal electric damage (Reflex 12 halves, Constitution based).

Lightning Dagger
(2+) Shocking Lizards
4
Dagger. Fashioned from stiffened tail of one of the lizards, it becomes more powerful the more souls are used in its construction. On a melee attack, along with normal dagger damage, it deals an extra 2d8 electric damage for every shocking lizard used in its construction for a maximum of 12d8 (Reflex halves, DC 10 + 1 for every lizard).

Ultimate Trophy of Ultimate Destiny
(1) Terrasque
20
You win DnD.

Staff of Living Oak
(1) Treant
8
Quarter staff. You have slain a noble treant and you carve its body down to the very core, forging a staff from its heart that will grant you command over the great oak tree. With this you may animate up to two huge oak trees within 180 feet. They take one minute to uproot themselves and fight in all respects as treants with the same stats. Animate trees lose their ability to move if the staff moves out of range. The staff also does double damage to objects.

Umber Armor
(1) Umber Hulk
7
Half Plate Armor (+8 AB) and Helm. The wearer more or less wears the hollowed out upper half of the umber hulk. They are granted a burrow speed of 20 ft, 5 ft through solid rock and tremor sense and dark vision out to 60ft. They also may immitate the umber hulk confusing gaze and get a +10 to disquise checks when trying to pass of as umber hulks.

Unisword
(1) Unicorn
3
Long sword. This weapon is useless to someone who is evil, yet to kill and enslave the soul of a unicorn is an evil deed. The only way to make this item is for the unicorn to willingly allow it and the result is symbiotic relationship with the weapon's spirit that grows as you do. The sword is just a sword in the hands of someone who is evil but otherwise it is a +3+1/3 per level short sword. It constantly emits a magic circle against evil, all weapons, natural or not, of the wielder count as Good for the purpose of damage reduction and the wielder may count all of his levels as paladin levels (Kantian or PHB, whatever you prefer) for the purpose of immitating smite evil with this sword. The wielder may also cast cure light wound 3 times per day and cure moderate wound and neutralize poison once per day by touching the recipient with the sword.

Cold Wolf Cloak
(1) Cold Wolf
5
Clothing. The wearer gains immunity to cold and vulnerability to fire.

Big Cold Cloak
(1) Cold Wolf Pack (3-5 Cold Wolves)
5
Clothing. You have to use every adult member of a hunting pack although you only had to have killed one. The wearer gain immunity to cold and vulnerability to fire. Furthermore, he may treat a single weapon he wields as a frost weapon.

Cloak of the Night Hunter
(1) Worg
2
Clothing. A +1 per level bonus to Listen, Move Silently, Spot, Hide and Survival.

Wyvern Sting
(1) Wyvern
Dagger. Poison, Injury, Fortitude DC 17, initial and secondary damage 2d6 Con.

Sonic Cannon
(1) Yrthak
You put the yrthak's horn on a set of wheels, allowing you to push or pull it with little difficulty, as well as turn wherever the hell you want. This can immitate the yrthak's sonic lance and explosion ability, once every 2 rounds.

Head of the Hive
(1) Abeil Queen
12
If you slay the queen of an abeil hive and manage to cut off her head and perform the ritual before her soldiers fucking kill you, you will gain complete dominance over that particular hive. Do note all other abeil hives will be automatically hostile towards you as long as you have that head and the first hive will hunt you down if you let it go.

Wind Walkers
(1) Asperi
4
Clothing. Specifically odd boots with the asperi's hooves fashioned into the heels and the toes. The wearer gains a flight speed of 30 ft with good maneuverability. The boots must be directly worn.

Blood Fur Vest
(1) Blood Ape Alpha Male
6
Clothing. The wearer may grow one size category larger and back at-will.

Skeletal Extraction AKA Why Would You Do That!?
(1) Bone Ooze
21
Poison. Injury, Fort save 35 or die of having one's bones extricate from your body. Violently. This leaves everything on their person in tact.

Brax Horned Helm
(1) Braxat
9
Helmet. This item must be worn directly on the head to work. It looks like a Viking helmet, made of the purple yellow-striped carapace plate of the braxat and with two of its larger horns sticking out the side and many smaller horns all over. The wearer gains all the psionic abilities of a Braxat, including its mind blast, telepathy, spell-like abilities and the straight out psionics it knows.

It's A Bird It's A Plane
(1) Roc (A Chaos Roc or Cloud Ray is fine too)
9 (16 if it's Collosal)
Construct. You basically create a plane, riding on the inside of the Roc's hollowed out body. It has the same carry capacity and flight capability it had in life.

Glide Cowl
(1) Cloaked Ape
2
Clothing. You gain the ape's flight (30 ft, poor) and fast healing (3 points per round).

Darktor Octopus
(1) Dark Tentacle
7
Four tentacles attach themselves to your back (For every size category larger then Medium, add two more. For every size category smaller then Small, subtract two), acting as extra limbs. The tentacles have a Strength of 19 and count as having the Multidexterity and Multiweapon Fighting feats and the dark tentacle's Enhanced Multiweapon Fighting ability.

Screech
(1) Desmodu
9
Clothing. A mask that allows the wearer to imitate all of the desmodu's sound based abilities (Ray, spread, despair, hope, speak with bats and blindsigh).

Face Taker
(1) Ethereal Shapechanger, (1) Humanoid
Humanoid's CR
Clothing. You remove the face of the shapechanger and apply to the face of the sacrificed humanoid, binding both souls to the removed face and making a mask. With it you may imitate the shapechanger's assume identity ability but only as if applied to the sacrificed humanoid. It must be worn directly on the face to work.
Note: You may create the mask from the shapechanger in a seperate ritual before binding the form of a humanoid to it in a later ritual.

Portal To Abyss
(1) Fiendwurm
1
Spell. Create a gate to the abyss.

Bad Acid Trip
(1) Fihyr (That died by sunlight)
3
Potion. Fihyr that died by exposure to sunlight leave behind puddles of acidic liquid. Through the ritual, it can be turned into a powerful, magical drug. IE, you will fucking trip pants-shitting balls on this shit, I swear to god. Make a Fort save vs 10 to stave off the worst of it and be granted a moment of terrible clarity to which you will know the next horrible thing that may happen to you. Pass or fail the sae, you will be knocked prone and shaken for 1d3 minutes.

Frost Scale Jacket
(1) Frost Salamander
7
Clothing. The wearer gain immunity to cold and vulnerability to fire. Furthermore, he may treat a single weapon he wields as a frost weapon.

Drolem
(1) Dragon of Large Size
16
Construct. Create a dragonflesh golem.

Grav Hat
(1) Gravorg
8
Clothing. The wearer may immitate the gravorg's reverse gravity ability.

Floating Brain
(1) Grell
3
Helm. The grell is shrunk down and its underside hollowed out. The wearer wears it directly on his head, using two of its tentacles to tie it to his head. With it, he gains the power of flight (30 ft, perfect) and blindsight out to 60 ft.

Hellfire Armor
(1) Hellfire Wyrm
26
Full Plate Armor + Helm. The user gains flight (250 ft, good) and the wyrm's breath weapon, natural armor, frightful presence, spell-like abilities, fire subtype, immunities, infernal aura and summon baatzu ability.

Fluffy, Devourer of Children
(1) Julajimus or (1) Julajimus and (1) Intelligent Creature
1 or 12 (See above)
You succesfully bring the julajimus back to life but in the form of a small, cuddly animal such as a kitten, rabbit or squirrel. This isn't very useful but it is humiliating to the julajimus. The kicker comes in when you may bring back some other recently dead creature and bring it back as a small, cuddly talking animal. It has none of its formal abilities but it does have all its memories and it is impelled to speak with you when asked and speak the truth.
Note: You may do this to julajimus in a seperate ritual and then bind the soul of some other creature to it in a later ritual.

Mobile Underwater Fortress
(1) Leviathan
25
Construct. The hollowed out animated corpse can be ridden in with a atmosphere breathable to land animals inside and steered by whoever is sitting in the driver's seat. It has all the same stats in had in life except it cannot attack except to ram shit. The entrance is the enormous blow hole at the top, which shouldn't be opened when underwater, in my opinion anyway.

Meenlock Antidote
(5) Meenlocks
9
Potion. You ground up a brood of meenlocks and make them into a potion capable of transforming another meenlock back into its original form.

Haunted Moonstone
(1) Moonbeast and its Moonstone
16
Cohort. Requires Leadership feat. You bind the soul of the abberation to its precious moonstone. Doing so suppreses the power the stone holds over minds. Thus, at-will, you may summon the moonbeast's soul back into this world. It has all the powers it had in life as well as the incorporeal (And Dark Minded) subtype.
Note: If you fail to renew the bindings on this particular trophy, when the moonbeast's soul breaks free it will be as the murderous ghost you summoned from the stone before; which is bad news for anyone who steals this from you.

Lunar Thinking Cap
(10) Moonrats
7
Clothing. The wearer gains an appropiate bonus to Inteligence at night according to the phases of the moon (+0 New, +1 Crescent, +2 Quarter, +4 Half, +6 Gibbous, +8 Full).

Mushroom Wands
(1) Myconid
Myconid's HD.
Wand. You make one or several tall shrooms grow out of the myconid's body that are used as wands, immitating all the spore abilities this myconid had (Distress, reproduction, rapport, pacification, hallucination, animation). Yes, some of these are a litte useless.

Enslaver Mask
(1) Neogi
4
Mask. The wearer may duplicate the neogi's enslave ability (Dominate monster out to 30 feet, CL 16, Will save 15).

Wortling Factory
(1) Orcwort
20
Minions. Requires Leadership feat. The animated orcwort produces 1d20 undead wortlings a week. Each wortling is equal two normal NPC minions. The wortlings have all the abilities they had in life, the orcwort only has its telepathy from which you may control wortling up to 15 miles away.

Pheonix Gown
(1) Pheonix
24
Clothing. If you somehow manage to permanently kill a pheonix without destroying the corpse, you may use its feathers to create the pheonix gown. Sure, it looks silly but it grants the wearer immortality. It immitates the pheonix's immolation ability, bringing them back to full and youtful life upon death within a raging inferno.

Abilities In A Bottle
(1) Reason Stealer
5
Potion. If the stealer devoured the mind of a creature within the last 24 hours, thus retaining its abilities, when you killed it, drinking its remains will give you all those same abilities, feats, mental stats, etc for 24 hours.

Chromatic Staff Of Weaving
(1) Spell Weaver and its Chromatic Disc
10
Staff. You bind the weaver's soul to its precious chromatic disk and this is topped upon a ritualisticly carved staff, suppresing its tendency to explode. The disk keeps it ability to store spells (It may not store spells above 5th level and it may store any number of spells so long as their total spell level does not exceed 10. 0th level spells count as 1/2 for this purpose). The staff also gives the wielder the spell weaver's spell weaving, allowing the wielder to cast multiple spells at once as long as their total spell level does exceed 6 (0th level spells counts as 1st level spells for this purpose).
Last edited by God_of_Awesome on Sun May 30, 2010 7:21 am, edited 25 times in total.
Frank on the Fighter (Abridged)
FrankTrollman wrote:
God_of_Awesome wrote: Could I inquire on the motive behind the design decisions on the Fighter class?
...

The Fighter is intended to be, like the Wizard, a character who can and does adapt their tactics to the opposition and draws upon player experience to deliver tactical victories. And to do it without "feeling" like it was using Magic.

...

So honestly, when someone tells me "I know the game backwards and forwards, and when I pull out all the stops with the Fighter I totally win!" And my response is "OK, good." Because that's exactly what people report with the Wizard too.

-Username17
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Post by Archmage »

For prerequisites, under "damage bonus die," are you talking about sneak attack? Favored enemy class feature? Skirmish? Any of the above?

I wouldn't impose the familiar-like penalty of 200 XP and no reconstruction of the signature repeating crossbow for "a year and a day" just because it's not that great a weapon and effectively losing a class feature because your DM decided to have some NPC cast shatter is extremely lame.

I am extremely amused that the capstone ability for this class is to make you a lich who uses Africa as their phylactery. Wherever Africa is.
P.C. Hodgell wrote:That which can be destroyed by the truth should be.
shadzar wrote:i think the apostrophe is an outdated idea such as is hyphenation.
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Post by God_of_Awesome »

Archmage wrote:For prerequisites, under "damage bonus die," are you talking about sneak attack? Favored enemy class feature? Skirmish? Any of the above?

I wouldn't impose the familiar-like penalty of 200 XP and no reconstruction of the signature repeating crossbow for "a year and a day" just because it's not that great a weapon and effectively losing a class feature because your DM decided to have some NPC cast shatter is extremely lame.

I am extremely amused that the capstone ability for this class is to make you a lich who uses Africa as their phylactery. Wherever Africa is.
Tome Barbarian's Rage Dice and Assassin's Death Attack for starters.

How could I make the Huntsman better?
Frank on the Fighter (Abridged)
FrankTrollman wrote:
God_of_Awesome wrote: Could I inquire on the motive behind the design decisions on the Fighter class?
...

The Fighter is intended to be, like the Wizard, a character who can and does adapt their tactics to the opposition and draws upon player experience to deliver tactical victories. And to do it without "feeling" like it was using Magic.

...

So honestly, when someone tells me "I know the game backwards and forwards, and when I pull out all the stops with the Fighter I totally win!" And my response is "OK, good." Because that's exactly what people report with the Wizard too.

-Username17
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Re: [PrC] Game Hunter

Post by Aktariel »

God_of_Awesome wrote: Much like a familiar, you can only have one and in the events of it destruction a Will Save must be made or you lose 200 experience points and you have to wait a year and a day to make another one.
No. No no no no no fucking no. A class feature that can be denied to you for a year by someone sundering your shit is not ok.
<something clever>
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Post by God_of_Awesome »

Alright, I removed the year and a day clause and I also made it so no XP would be lost if Shatter was used.
Frank on the Fighter (Abridged)
FrankTrollman wrote:
God_of_Awesome wrote: Could I inquire on the motive behind the design decisions on the Fighter class?
...

The Fighter is intended to be, like the Wizard, a character who can and does adapt their tactics to the opposition and draws upon player experience to deliver tactical victories. And to do it without "feeling" like it was using Magic.

...

So honestly, when someone tells me "I know the game backwards and forwards, and when I pull out all the stops with the Fighter I totally win!" And my response is "OK, good." Because that's exactly what people report with the Wizard too.

-Username17
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Post by God_of_Awesome »

Would adding a zombie that keeps all its abilities to the list of Ensouled Trophies be too powerful?
Frank on the Fighter (Abridged)
FrankTrollman wrote:
God_of_Awesome wrote: Could I inquire on the motive behind the design decisions on the Fighter class?
...

The Fighter is intended to be, like the Wizard, a character who can and does adapt their tactics to the opposition and draws upon player experience to deliver tactical victories. And to do it without "feeling" like it was using Magic.

...

So honestly, when someone tells me "I know the game backwards and forwards, and when I pull out all the stops with the Fighter I totally win!" And my response is "OK, good." Because that's exactly what people report with the Wizard too.

-Username17
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Post by Ravyn Dawnbringer »

That would depend. Is it a zombie-pet deal that follows you around and eats your enemies' brains on command, or a ghoul zombie-skin mask?
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Post by God_of_Awesome »

The first one.
Frank on the Fighter (Abridged)
FrankTrollman wrote:
God_of_Awesome wrote: Could I inquire on the motive behind the design decisions on the Fighter class?
...

The Fighter is intended to be, like the Wizard, a character who can and does adapt their tactics to the opposition and draws upon player experience to deliver tactical victories. And to do it without "feeling" like it was using Magic.

...

So honestly, when someone tells me "I know the game backwards and forwards, and when I pull out all the stops with the Fighter I totally win!" And my response is "OK, good." Because that's exactly what people report with the Wizard too.

-Username17
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Post by Calibron »

Really awesome class, I dig everything about it; Posting to point this out:
God_of_Awesome wrote:The Huntsman is a two-handed crossbow twice as heavy as a heavy as heavy crossbow.
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Re: [PrC] Game Hunter

Post by Prak »

Minor editing/correcting stuff first:
God_of_Awesome wrote:Playing A Game Hunter: If your DM is throwing the right monster's your way
...
Prerequisites
Proficiencies: Any Crossbows
...
Ensouled Trophies(Su):
soul of your victim to a fur coat you made
...
These items come with a number of stipulations.
...
The final blow had to have been done by an arrow or a crossbow bolt due to the specifics of the ritual.
...
Resurrecting the sod will result in the same thing.
...
Also, the bindings are somewhat tenuous
...
Ranger Powers (Ex): You gain all the following ranger abilities:
...
Nature's Assassin (Ex): arrows or crossbow bolts.
...
Huntsman (Su): At 3rd level, for 500 gp you may construct the Huntsman in a day long ritual. The Huntsman is a two-handed crossbow twice as heavy as a heavy crossbow. It is a repeating crossbow (Holds five bolts, reloading is a free action, loading a new clip is a full-round action invoking an AoO). It has a range of 120 feet but with a full-round action is can be cranked back farther, adding an additional 120 feet. This can be done up to three times, for a total of 480 feet. It has the same damage, crit threat range and crit multiplier as a heavy crossbow (1d10 piercing, 19-20, x2) except if you take a standard action which provokes an AoO to use the mounted scope, doubling the crit and lengthening the crit threat (18-20, x4).
oh, also, don't say "hit die" when you're talking about damage dice. they're two entirely different concepts, and a rogue doesn't give negative hit dice when he stabs a fucker in the back.

Now, specific mechanical stuff:
You can only make one such item from each corpse although some creatures have several items their corpses can cough up and some items require several corpses to make.
um. why? I mean, I understand the idea that you're binding the creature's soul to the item, but the Huntsman implies that, in a game using this class, the soul is divisible, so really you should be able to make as many items as you can carve from a single corpse, like Frost Armour and a Frost Arm Cannon are discrete, separate pieces of a Frost Worm, so strictly speaking there's no reason you need to take out two. Also making it so only one item can be crafted encourages making this class more of a poacher... which others may be fine with, but if it gets used in my games ain't happening. but, that's me.
...
A Mile In Their Skin (Sp): At 2nd level, you may cast Alter Self at-will. You must choose one of your Trophies and become an exact copy of whoever you took that piece from; meaning you take 20 on a Disquise Check to disquise as that particular creature. The spell lasts as long as you have the item on your person. All other limitations of the spell apply.
You might want to say this gets around the usual Creature Type limitation, or doesn't, whichever you intended.
...
A big part of this thing is held together by spit and prayer, to be honest, similiar to your Ensouled Trophies except it holds a bit of YOUR soul in it. Like a familiar, you may only have one and losing it hurts, resulting in 200 XP lost in the event of its destruction unless a Will save vs 15 is made. On the upside, you always know where the damn thing is; no exceptions. Fuck Mind Blank or Private Sanctum. Shatter is the only exception the XP lost, since the two magics interact causing the piece of your soul to be flung back into your body instead of into the hereafter.
Personally I'd consider taking out the XP loss altogether, especially since you've still got the problem of someone sundering your crossbow, and making you lose xp if you fail your save.
...
Africa Will Never Let You Die (Su): Pick a spot. Everything within line of sight is now called 'Africa'. Whenever you die, as long as your buddies take the time to bury you there, you will come to life as if under the effects of a Raise Dead spell in 1d10 days.
minor quibble and a mechanical suggestion.

minor quibble: I'd use a fantasy type name or something in the ability name. "Eldariel Will Never Let You Die", or something.

mechanical: I'd make a specific range, rather than just line of sight. For a couple of reasons. First, who's line of sight? yours? well that's pretty damn short when your dead. Your buddy's? What if his race can see farther than your other buddy? Second, even if it's "your line of sight, when you get this ability" it means that being buried under a tree that is between your grave and the point doesn't count. Hell, unless you get incredibly baroque and specific in your dying words to your friends, you own headstone[/b] could prevent you from rising. To say nothing of six feet of dirt...

I'd say within (however many) miles of the point, or something, or any ground claimed by the ...people in charge of the land. or something with a semi-permanent definition that isn't restricted by a possibly changing personal perspective. (the possibility of "Africa's" borders shortening and the ruling power losing control of the dirt your buried in so you can't rise is actually an interesting plot point, to me, and could provide a great adventure for your buddies if you're absent for a game or so for whatever reason.)
Last edited by Prak on Fri May 21, 2010 9:19 pm, edited 2 times in total.
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Re: [PrC] Game Hunter

Post by Nachtigallerator »

Prak_Anima wrote: minor quibble: I'd use a fantasy type name or something in the ability name. "Eldariel Will Never Let You Die", or something.
I can't comment on mechanics, but "Africa" is probably a reference to The League of Extraordinary Gentlemen (the film, afaik).

with quibbling reguards,
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Post by God_of_Awesome »

The creation of the place happens to be before any event of dying. You go, look around in a full 360 degrees and BAM, Africa. Then if you die later on you hafta to get buried there. I could make that more clear perhaps, let me meditate on how.

Also, yes it is a reference to LoEG: The Movie.
Frank on the Fighter (Abridged)
FrankTrollman wrote:
God_of_Awesome wrote: Could I inquire on the motive behind the design decisions on the Fighter class?
...

The Fighter is intended to be, like the Wizard, a character who can and does adapt their tactics to the opposition and draws upon player experience to deliver tactical victories. And to do it without "feeling" like it was using Magic.

...

So honestly, when someone tells me "I know the game backwards and forwards, and when I pull out all the stops with the Fighter I totally win!" And my response is "OK, good." Because that's exactly what people report with the Wizard too.

-Username17
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Post by God_of_Awesome »

I added the Perfect Zombie to the list of Ensouled trophies but I made it harder to make then a regular trophy by requiring two creatures of the same kind, requiring the combined CR of both creature and requiring a Constitution penalty for its continuing function.

I know I most likely didn't hit on the perfect set of penalties to discourage player from making most if not ALL of whatever they ever make from corpses Ensouled Trophies being Perfect Zombies without erasing it as an option all together so I'm up for suggestions.
Frank on the Fighter (Abridged)
FrankTrollman wrote:
God_of_Awesome wrote: Could I inquire on the motive behind the design decisions on the Fighter class?
...

The Fighter is intended to be, like the Wizard, a character who can and does adapt their tactics to the opposition and draws upon player experience to deliver tactical victories. And to do it without "feeling" like it was using Magic.

...

So honestly, when someone tells me "I know the game backwards and forwards, and when I pull out all the stops with the Fighter I totally win!" And my response is "OK, good." Because that's exactly what people report with the Wizard too.

-Username17
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Post by ubernoob »

God_of_Awesome wrote:I added the Perfect Zombie to the list of Ensouled trophies but I made it harder to make then a regular trophy by requiring two creatures of the same kind, requiring the combined CR of both creature and requiring a Constitution penalty for its continuing function.

I know I most likely didn't hit on the perfect set of penalties to discourage player from making most if not ALL of whatever they ever make from corpses Ensouled Trophies being Perfect Zombies without erasing it as an option all together so I'm up for suggestions.
Don't be retarded. If it's too powerful, just don't write the ability. Either you make the penalties more of a concern than the bonus (in which case the ability might as well not exist) or the bonus is worth the penalty (in which case, odds are the penalty doesn't even matter).

Seriously, don't try to balance shit by handing out static penalties or making it harder to do. Something is balanced by being balanced, not by being annoying.
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Post by God_of_Awesome »

The reasoning behind the Perfect Zombie was to give the Hunter something with corpses that don't fit with any other item on the list, because honestly I'm not going to come up with an item for every creature in the monster manual. Some of them simply offer nothing. (Edit: Unless I dive into the increasingly retarded. See: My last experiment with making items from monster corpses)

So if I do rid of the Perfect Zombie option, then I have two options; attempt to come up with something else for the Game Hunter to do with all those misc corpses (Which brings up the question of what?) or return to the original piece of advice to which a player should only use this PrC if the DM is willing to provide the right monster fodder.


Also, as a response to Prak's quibble on monster's hocking only one item, this dates back to my last experiment with making items from monster corpses in which I would exhaustively detail every part that could be harvested from a monster, how many of said parts and what could be made from those pieces. This got steadily retarded so I just implemented the one monster = (Or <) one item rule more for simplicity's sake than anything else.
Last edited by God_of_Awesome on Sat May 22, 2010 8:38 am, edited 1 time in total.
Frank on the Fighter (Abridged)
FrankTrollman wrote:
God_of_Awesome wrote: Could I inquire on the motive behind the design decisions on the Fighter class?
...

The Fighter is intended to be, like the Wizard, a character who can and does adapt their tactics to the opposition and draws upon player experience to deliver tactical victories. And to do it without "feeling" like it was using Magic.

...

So honestly, when someone tells me "I know the game backwards and forwards, and when I pull out all the stops with the Fighter I totally win!" And my response is "OK, good." Because that's exactly what people report with the Wizard too.

-Username17
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Post by Prak »

God_of_Awesome wrote:The creation of the place happens to be before any event of dying. You go, look around in a full 360 degrees and BAM, Africa. Then if you die later on you hafta to get buried there. I could make that more clear perhaps, let me meditate on how.

Also, yes it is a reference to LoEG: The Movie.
ok. It's not how I would do it, but it's not my class. Perfectly reasonable.

and I totally got the reference, it's another "not how I'd do it" thing.

Edit: for the Perfect Zombie, why not give an actual necromancy feat, using Game Hunter level as caster level?
Last edited by Prak on Sat May 22, 2010 9:19 am, edited 1 time in total.
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Post by Ravyn Dawnbringer »

Just make the perfect zombie have the regular cohort restrictions. That way it's balanced, and you don't have to lose precious, precious CON
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Post by God_of_Awesome »

Ravyn Dawnbringer wrote:Just make the perfect zombie have the regular cohort restrictions. That way it's balanced, and you don't have to lose precious, precious CON
Good suggestion, done.
Frank on the Fighter (Abridged)
FrankTrollman wrote:
God_of_Awesome wrote: Could I inquire on the motive behind the design decisions on the Fighter class?
...

The Fighter is intended to be, like the Wizard, a character who can and does adapt their tactics to the opposition and draws upon player experience to deliver tactical victories. And to do it without "feeling" like it was using Magic.

...

So honestly, when someone tells me "I know the game backwards and forwards, and when I pull out all the stops with the Fighter I totally win!" And my response is "OK, good." Because that's exactly what people report with the Wizard too.

-Username17
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Post by God_of_Awesome »

Added Dragon Armor, Mask of Nightmare Fuel, Fish Face Mask, Inhuman Pelt, Medusa's Head, Brain Squid and Mace Flayer to Ensouled Trophies list.
Frank on the Fighter (Abridged)
FrankTrollman wrote:
God_of_Awesome wrote: Could I inquire on the motive behind the design decisions on the Fighter class?
...

The Fighter is intended to be, like the Wizard, a character who can and does adapt their tactics to the opposition and draws upon player experience to deliver tactical victories. And to do it without "feeling" like it was using Magic.

...

So honestly, when someone tells me "I know the game backwards and forwards, and when I pull out all the stops with the Fighter I totally win!" And my response is "OK, good." Because that's exactly what people report with the Wizard too.

-Username17
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Post by Prak »

add this too:
Winged Mount
(1) Monstrous Humanoid
7
Creature: A winged horse springs out of the nearest body of water. It flies at a speed of 70 ft (good), is loyal to you, and will bear you aloft, you take no penalties for riding bare back, or being unfamiliar with the mount. While astride it, you gain the benefits of Mounted Combat, using half your base attack bonus or your ranks in ride, whichever is higher. This steed is identical in stats to the Pegasus entry in the monster manual, except that it's intelligence is 2. It can be named whatever you wish, even Buttons.

I kind of want to see this, just because a character of mine did it years ago and the concept is what the class is all about:
Minotaur Hide Coat
(1) Minotaur
7
Clothing. You have turned the hide of a minotaur into a hooded trench coat, bearing it's large horns on your head. This makes you one scary fucker, adding your class level to intimidate checks you make. Furthermore, you may use the powerful charge ability of a minotaur (when you make a charge attack, your weapon is considered three size categories larger) three times per day. Finally, because you are wearing the tough hide of a minotaur, you gain a +5 Badass bonus to AC.

as for suggestions regarding other trophies: The steamed drider legs should probably do more, spiderclimb and a poisonous claw just isn't quite enough at 7th level.
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Post by God_of_Awesome »

The Winged Mount makes no sense since it isn't made of corpses. The Minotaur Hide Coat does.

Also thinking of making a Death Poacher variation of this class to fit several criticisms.
Frank on the Fighter (Abridged)
FrankTrollman wrote:
God_of_Awesome wrote: Could I inquire on the motive behind the design decisions on the Fighter class?
...

The Fighter is intended to be, like the Wizard, a character who can and does adapt their tactics to the opposition and draws upon player experience to deliver tactical victories. And to do it without "feeling" like it was using Magic.

...

So honestly, when someone tells me "I know the game backwards and forwards, and when I pull out all the stops with the Fighter I totally win!" And my response is "OK, good." Because that's exactly what people report with the Wizard too.

-Username17
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Post by God_of_Awesome »

Death Poacher
"I will hunt you and I will kill you and even in death you shall not escape me."

Prerequisites
BAB: +5

or

Feats: Tracker

or

Spells: Animate Dead

Skills: Survival, Knowledge (Arcana) and Knowledge (Religion). At least 2 ranks in each with 8 ranks in all.
Alignment: Any Non-Good in Crawling Darkness, Can be Good in Playing With Fire settings but killing and enslaving the soul of a good creature is irrevocably evil

BAB: Good
Saves: Will, Fort
Skills: Appraise, Concentration, Craft, Disquise, Escape Artist, Gather Information, Handle Animal, Hide, Intimidate, Jump, Knowledge (Arcana), Knowledge (Dungeoneering), Knowledge (Geography), Knowledge (Nature), Knowledge (Religion), Knowledge (The Planes), Listen, Move Silently, Ride, Search, Sense Motive, Spellcraft, Spot, Survival, Swim, Use Magic Device


1: Nercrotaxodermancer, 1st Favored Prey, Murderous Intent (+1d6)
2: Dark Stalker, Night Hunter, Murderous Intent (+2d6)
3: Embalming Curse, 2nd Favored Prey, Murderous Intent (+3d6)
4: Soul Slaver, Deal With Death, Murderous Intent (+4d6)
5: Self-Embalment, 3rd Favored Prey, Murderous Intent (+5d6)


Necrotaxodermancer (Su): You know the secret art of necrotaxodermancy, allowing to not only preserve pieces of those you kill, but preserve their souls, animate those pieces and create interesting objects by binding their immortal souls to them. You can only make one such item from each corpse. The items you can make draw from the Ensouled Trophies list, but are called Possessed Trophies here. To make an item from the corpse, you must have struck the final blow to have killed it. Ressurection of the creature will result in the destruction of the item until 4th level. The bindings must be renewed everyday.

Favored Prey (Ex): You gain a Favored Prey, chosen from the ranger's Favored Enemies, adding a +1 bonus /level to your Intimidate, Listen, Sense Motive, Spot, and Survival check involving such creatures and a +1 bonus 3/level for your to-hit rolls. At 3rd and 5th level you may choose another Favored Prey or choose the same one to stack these bonuses.

Murderous Intent (Su): Every level, add 1d6 damage to every attack. This damage is of negative energy and therefore does not affect undead.

Dark Stalker (Sp): At 2nd level, you can cast invisibility at-will on yourself as long as it's dark outside. This spell lasts as long as it is dark.

Night Hunter (Sp): At 2nd level, you can cast locate creature at-will as long as it's dark outside. This spell is not impeded by running water or distance but is impeded by any sort of light except fire light.

Embalming Curse (Su): Once per day, at 3rd level, any attack may carry the Embalming Curse. The recipient must suceed a Fortitude save vs 10 + 1/2 Your Total Levels or suffer the curse. The curse removes 1d3 point of Constitution everyday until dead. The sufferer leaves a perfectly preserved corpse unsavory to scavengers.

Soul Slaver (Su): At 4th level, you learn to strengthen the bindings on your Trophies. The corpse can no longer be raised and your Trophies no longer destroyed in this manner.

Deal With Death (Sp): At 4th level, you may barter with Death, exchanging one soul for another. Sacrifice an intelligent creature to cast raise dead.

Self-Embalment (Su): At 5th level, you may perform a ritual in which you infect yourself with the Embalming Curse with modification. In a day you die instantly but come back as a perfectly preserved Unliving, Dark Minded undead. In the event of your destruction, as long as your remains still have one of your Possesed Trophies with it at the end of a 1d10 day period, you may exchange the souls of one of these Trophies (Resulting in its destruction) with Death for your own, returning unlife immediatley afterwards.
Last edited by God_of_Awesome on Sun May 30, 2010 4:50 am, edited 5 times in total.
Frank on the Fighter (Abridged)
FrankTrollman wrote:
God_of_Awesome wrote: Could I inquire on the motive behind the design decisions on the Fighter class?
...

The Fighter is intended to be, like the Wizard, a character who can and does adapt their tactics to the opposition and draws upon player experience to deliver tactical victories. And to do it without "feeling" like it was using Magic.

...

So honestly, when someone tells me "I know the game backwards and forwards, and when I pull out all the stops with the Fighter I totally win!" And my response is "OK, good." Because that's exactly what people report with the Wizard too.

-Username17
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Post by Prak »

God_of_Awesome wrote:The Winged Mount makes no sense since it isn't made of corpses. The Minotaur Hide Coat does.

Also thinking of making a Death Poacher variation of this class to fit several criticisms.
actually, if you know your greek mythology, the Winged Mount does make sense, look up Medusa's myth. It's literally a mythology gag to be able to make a winged horse from the body of a monstrous humanoid.
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Post by God_of_Awesome »

Well aren't we just so smart?
Frank on the Fighter (Abridged)
FrankTrollman wrote:
God_of_Awesome wrote: Could I inquire on the motive behind the design decisions on the Fighter class?
...

The Fighter is intended to be, like the Wizard, a character who can and does adapt their tactics to the opposition and draws upon player experience to deliver tactical victories. And to do it without "feeling" like it was using Magic.

...

So honestly, when someone tells me "I know the game backwards and forwards, and when I pull out all the stops with the Fighter I totally win!" And my response is "OK, good." Because that's exactly what people report with the Wizard too.

-Username17
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