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Morph Bark
2010-11-09, 08:58 AM
What time is it? Commoner (http://www.giantitp.com/forums/showthread.php?p=9327762) Flaw (http://www.giantitp.com/forums/showthread.php?p=9342772) Prestige (http://www.giantitp.com/forums/showthread.php?t=168226) Class (http://www.giantitp.com/forums/showthread.php?p=9361109) Time (http://www.giantitp.com/forums/showthread.php?t=170098)! (In progress!)



MAD HAT TRICKSTER

http://fc00.deviantart.net/fs71/f/2010/115/d/7/d7f0cb566d78bb35c6063fbd92600cb4.jpg
by einlee (http://einlee.deviantart.com/art/The-Hatter-137409819) of DeviantART

“Hey! NIZE HAT (http://www.girlgeniusonline.com/comic.php?date=20080514)!”

You used to be the village fool. The idiot. The klutz. The jester. The clown. The dumbass. Now? Now you have a nice hat (http://tvtropes.org/pmwiki/pmwiki.php/Main/NiceHat). And you know what? You get powers from it. Hat powers.

ENTRY REQUIREMENTS
Feats: Quick Draw
Flaws: Peasant Hat (Dragon 330, page 87)
Skills: Autohypnosis 3 ranks, Bluff 6 ranks

Peasant Hat
You have a peasant hat, like the one in the picture.
Benefits: You suffer a -15 penalty on Diplomacy checks. Other characters in your party may cast command on you once per day, with no save allowed.
Special: If you remove the hat, crows peck at your exposed brains, killing you.

Class Skills
The Class Name's class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (architecture and engineering, geography, history, local, nature, religion; Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex) and Use Rope (Dex).
Skills Points at Each Level: 6 + Int

Hit Dice: d6

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

1st|
+0|
+0|
+2|
+0|Cat in the Hat, Hat Rebel, Hat Trick

2nd|
+1|
+0|
+3|
+0|Hat Trick

3rd|
+2|
+1|
+3|
+1|Cat in the Hat (Medium), Hat Trick

4th|
+3|
+1|
+4|
+1|Hat Trick

5th|
+3|
+1|
+4|
+1|Cat in the Hat (Large), Hat Trick

6th|
+4|
+2|
+5|
+2|Hat Trick

7th|
+5|
+2|
+5|
+2|Cat in the Hat (Huge), Hat Trick

8th|
+6|
+2|
+6|
+2|Hat Trick

9th|
+6|
+3|
+6|
+3|Cat in the Hat (Gargantuan), Hat Trick

10th|
+7|
+3|
+7|
+3|Hat Trick, Take My Hat[/table]

Cat in the Hat (Sp): As a standard action, a Mad Hat Trickster can pull an animal out of her hat. The animal must be Small or smaller and have no more HD than the Mad Hat Trickster’s class levels. This ability can be used an amount of times per day equal to half the Mad Hat Trickster’s class levels plus her Cha modifier. When they use it, they must make a Handle Animal check. This is for how many rounds the animal remains - after that, they go back inside the hat as fast as possible, or - failing that - die and wither away into dust immediately.

At level 3 they can pull out a Medium animal instead, at level 5 a Large one, at level 7 a Huge one and at level 9 a Gargantuan one (if they even have few enough HD).

Alternatively, at level 1 you may choose for this ability to function with animated objects instead of animals. This cannot be changed after making this decision.

Hat Rebel: A Mad Hat Trickster may go without their hat for 1 round per class level and may remove her hat as a free action or put it back on as a move action. If the Mad Hat Trickster takes off her hat and puts it back on in the same round it does not count towards her maximum allowed hatless rounds per day. Furthermore, the hat cannot be removed by wind, magical or not, though the hat does flap in the wind. Someone can make an attack against the hat to remove it. The hat’s AC is equal to the Mad Hat Trickster’s touch AC. However, the hat gains a +4 deflection bonus, which increases by 4 every time to Mad Hat Trickster gains a class level (for a maximum of +20 at level 5).

Hat Trick: At every level after the first, a Mad Hat Trickster may choose a Hat Trick from the following list. Any Hat Tricks that provide spell-like abilities have caster levels equal to their class level.


ADMIRAL's Bicorne (Ex)
Prerequisite: Mad Hat Trickster level 5, Profession (sailor) 10 ranks, CAPTAIN's Tricorne hat trick
You gain a +2 modifier to your Leadership score and gain a cohort. The cohort may only have levels in NPC classes and in no prestige classes.

Always Handy (Su)
Your hat functions as a bag of holding that can hold up to 100 lbs of stuff. Each individual item may be no bigger than Tiny size. You may take this ability multiple times, each time increasing the amount of pounds the hat can hold by 100 and increasing the maximum size of every individual item it can hold by one size category to a maximum of Medium.

Anim-Hatted Shield (Su)
Your hat becomes reinforced with adamantine and occassionally leaps off your head to protect you from attacks. You gain a +1 shield bonus while wearing your hat. This increases by 1 for every 3 Mad Hat Trickster class levels you have.

Banner Gesser-Hat (Ex)
Your hat gets a pole attached on top of it, from which a flag and pennant flap patriotically in the wind! You gain one of the Marshal's minor auras and one of its major ones (which provides a +1 bonus; you may also pick a draconic aura in place of a major aura). These are always active while you are conscious and wearing your hat. At class level 10 the bonus of the major/draconic aura increases to +2. The exact colours of the flag and pennant may be altered with some handiwork, if you choose to have shifting or illusory loyalties.

CAPTAIN's Tricorne (Ex)
Prerequisite: Mad Hat Trickster level 3, Profession (sailor) 5 ranks
You gain the Leadership feat, but do not gain a cohort and all your followers must be Commoners.

Cute Hat (Su)
Prerequisite: Mad Hat Trickster level 5
Your hat grants you a +4 enhancement bonus to Charisma.

Dark Helmet (Ex)
Your hat becomes a dark helmet, complete with visor that you can pull down or push up, depending on whether you feel like showing your face. You cannot wear brow-slot magic items while the mask is down, but the mask provides you with oxygen, allowing you to breathe underwater or in poisonous atmospheres. Furthermore, it gives you darkvision out to 60 ft and makes you immune to blindness.

Darkwing's Catchphrase of Competence (Ex)
Prerequisite: Mad Hat Trickster level 6, Smokin' Hat hat trick
You create yourself a catchphrase that you can use when you step out of the cloud of smoke generated by your hat. You gain a +10 bonus on all Strength-based checks and skills checks, Dexterity-based checks and skill checks and Constitution-based checks and skill checks until the end of the encounter. This hat trick can be used 4/day.

Deathlight (Sp)
Prerequisite: Evil alignment, Cha 13
Your hat is followed by a trail of whispy shadows. You can cast darkness on your hat as a spell-like ability at will. While this is active, deathless cannot come within 5 ft of you.

Deathlight, Improved (Sp)
Prerequisite: Evil alignment, Cha 15, Deathlight hat trick
Oh my, those whispy shadows look mighty infernal now! You can cast deeper darkness on your hat as a spell-like ability once per day. While this is active, deathless cannot come within 10 ft of you and living creatures you touch immediately take 1d4 points of damage.

Decanter of Endless Tea (Sp)
You can use your hat to pour tea! You can create up to 2 gallons of tea per class level at will, as if you were casting create water, except you create tea instead.

Gilgamesh' Topping Torch (Su)
Your hat gets a torch on top. It never goes out, even underwater, unless you will it so as a free action. It is also a free action to turn it back on and, obviously, sheds light like a torch would. Furthermore, if you have Odd Hatjob Weaponization, it now deals an extra 1d6 fire damage.
This Hat Trick cannot be taken if you have the Prussian Piker hat trick.

Go Go Gadg-Hat (Ex)
Prerequisite: Always Handy hat trick
You can summon a hand from your hat that flaps open the top of your hat to come out, even while you are wearing it. You can get it to give you an item stored inside your hat as a move action. The hand can also wield light weapons or make unarmed strikes and attack creatures within 10 ft of you. It's Strength score is 10.

Hand Me My Hat (Su)
Prerequisite: Mad Hat Trickster level 2, Always Handy hat trick, Teleport-Hat-On hat trick
You can pull your hat all the way down as if you were going to use your Teleport-Hat-On hat trick, but instead you instantly equip any items stored inside your hat that you wish to equip. Using this is a full-round action and can be used once per day.

Hat Familiar (Su)
Your hat grows a toothy mouth. It can make one bite attack every turn against someone within 5 ft, dealing 1d6 damage if you are Medium. It does not threaten any space and can speak any language you know. It provides you with a +3 bonus to Intimidate and a free Alertness feat as long as it remains on your head.
Furthermore, your hat becomes sentient and sapient, with Int, Wis and Cha scores of 10. It will never question your dominance (that is to say, it certainly might, but will still follow your orders). If you can cast spells you get one bonus spell of level 1. If you have both this hat trick and the Sorting Hat hat trick, the hat's Int, Wis and Cha scores instead become 14.

Hat of Disguise (Sp)
Your hat provides you with a glamour. You can use disguise self as a spell-like ability at will.

Hat Off! (http://www.explosm.net/comics/2195/) (Ex)
You gain a +4 bonus on Intimidate checks when using the skill for a duel of wills (ToB 27). However, other Mad Hat Tricksters also gain this bonus if you initiate a duel of wills against them. If a Mad Hat Trickster loses this way to another Mad Hat Trickster, she may re-roll her Intimidate check. If this roll beats the other Mad Hat Trickster's result, the other Mad Hat Trickster may re-roll as well. Continue until either Mad Hat Trickster fails to beat the other's roll.

Hate Trick (Ex)
Prerequisite: Mad Hat Trickster level 3
You gain a +4 bonus on Intimidate checks to demoralize an opponent. Once per day, you can increase this bonus to +15. This only works while wearing your hat.

Hate Trick, Improved (Ex)
Prerequisite: Mad Hat Trickster level 5, Hate Trick hat trick
You can now affect multiple foes at once! You can try to demoralize all enemies within 30 ft of you at once. This only works while wearing your hat.

Hate Trick, Greater (Ex)
Prerequisite: Mad Hat Trickster level 7, Hate Trick hat trick, Improved Hate Trick hat trick
You can now affect foes quicker! Demoralizing foes now is a move action for you instead of a standard action. This only works while wearing your hat.

Holiday Hat: Turkey Hat (Ex)
Prerequisites: Delicious flaw
Your hat is a grilled turkey! You can choose to confer your Delicious flaw onto your hat instead as a free action. You must be wearing your hat to do this.

Lampshade Hatting (Su)* (http://tvtropes.org/pmwiki/pmwiki.php/Main/LampshadeHanging)
Your hat resembles a lampshade. You gain the Endurance feat. Furthermore, your eyes emit a cone of light, providing bright illumination out to 10 ft and shadowy illumination for 10 ft beyond that. You can turn this off with a free action by blinking once. Blinking again turns it back on.

Little Hatyessss (http://questionablecontent.net/view.php?comic=2188) (Ex)
Prerequisite: Cha 10, Mad Hat Trickster level 2
People who come within 5 ft of you must make a Will save (DC 10 + your Mad Hat Trickster levels + Cha mod) or become fascinated by you and your hat. You may turn this ability on as a standard action a number of times per day equal to your Mad Hat Trickster level. It remains active for 5 rounds.
If you also have the Cute Hat hat trick, the DC increases by 2, plus the normal increase for your higher Cha mod.

Mad Hatting (Su)
Prerequisite: Mad Hat Trickster level 4
You can, as a standard action when you are holding your hat in your hand, is it to make a melee touch attack to try and put the hat on an enemy. This only works if the enemy is not wearing anything on their head or the hat can fit over what they are wearing on their head. If successful, the target takes 2 points of Int and Wis damage and they must succeed on a Will save (DC = attack roll result) or be stunned for 1 round. The hat must remain on the opponent's head until the beginning of his next turn to deal the Int and Wis damage. This is a mind-affecting effect.

Name Tag (Ex)
You get a name tag on your hat! If someone else grabs your hat, they must succeed on a Will save (DC 10 + Mad Hat Trickster class levels + Cha mod) or return it as fast as they can. Furthermore, if you have Leadership, you gain a +2 bonus to your Leadership score. Your Mad Hat Trickster levels stack with your Tasted (http://www.giantitp.com/forums/showthread.php?p=9361109) levels (if you have any) for deciding the DC on your Nom de Nourriture ability.

Nize Hat! (Ps)
If you succeed on a DC 25 Autohypnosis check, you link yourself to the primal power of Hat and can turn your otherwise peasantry social foolishness around and use it in your favour when dealing with other hat-wearers, making your hat even nizer for a short time. Your -15 penalty to Diplomacy becomes a +15 penalty to Diplomacy instead to other hat-wearers until the end of the encounter. You may use this ability 2/day as a free action. If used on someone who is Hostile to you, however, this may invoke Hat Frenzy.

Odd Hatjob Weaponization (Ex)
Your hat's rim gains sharp edges and you can now throw it like a frisbee. The hat can be used as a throwing weapon, dealing 1d4 points of damage (no matter your size - the hat just seems comically big for a Small character or comically small for a Large character), with a range of 30 ft and a critical range of 19-20 and a critical multiplier of x2. The hat returns to you after making the attack. If you get more than one attack on a full attack, you can use your hat to make a full attack, but may roll only one attack roll against an amount of targets equal to the amount of attacks you would get in a full attack. All targets must be within 30 ft of you.

Party Animal (Ex)
When you pull an animal out of your hat, you may choose to designate it as your 'party animal'. You don't need to make a Handle Animal check as it will remain indefinitely until it dies or until you pull out a new designated party animal.

Professor's Fedora (Ex)
You can use Knowledge checks untrained, get a +2 bonus on Knowledge skills you are trained in, may use identify as a spell-like ability 1/day and gain proficiency with the whip.

Prussian Piker (Ex)
Your hat hardens and grows a pike-tip-like horn on top of it. It deals 1d6 damage for a Medium character (add half Str modifier), with crit range and modifier of 20/x3 and deals double damage on a charge. It cannot be used from the back of a mount.
This hat trick cannot be taken if you have the Gilgamesh' Topping Torch hat trick.

Rebel Emperor (Ex)
Prerequisite: Mad Hat Trickster level 9, Rebel King hat trick, Rebel Lord hat trick
You may go hatless for 1 hour/class level rather than 10 minutes/class level every day.

Rebel King (Ex)
Prerequisite: Mad Hat Trickster level 6, Rebel Lord hat trick
You may go hatless for 10 minutes/class level rather than 1 minute/class level every day.

Rebel Lord (Ex)
Prerequisite: Mad Hat Trickster level 3
You may go hatless for 1 minute/class level rather than 1 round/class level every day.

Robe and Wizard Hat (Sp)
Prerequisite: Variable
Your hat looks pointier and more befitting a befuddled wizard. You may pick this hat trick multiple times, each time selecting a different robe to go with it. If you say the word "robe", your robe appears and you are immediately dressed in it. Nobody else but you can wear it. If you speak the word again, it disappears. If you are wearing armour, the robe will not appear.
Common Robe (requires class level 1; grants an AC bonus equal to half your level and magic missile as a spell-like ability useable at will)
Robe of Blending (requires class level 8)
Robe of Eyes (requires class level 9)
Robe of Scintillating Colors (requires class level 9)

Rope and Wizard Hat (Ex)
Prerequisite: Mad Hat Trickster level 7
When you hold your hat and say the word "rope", a hempen rope starts coming out of it until you tell it "enough". Up to 500 ft of rope can be given at any one time, one end of which always remains stuck inside your hat. If you cut the rope, the cut off part disappears immediately, but can be summoned again from your hat. The rope can be spliced or tied together with other ropes as normal however. If you hold your hat and say "rope" again, the rope is immediately sucked back into your hat. You cannot wear your hat while there is rope coming out of it.
If you say the word "rope" while wearing your hat, the hat will spit out some rope in the form of a noose that falls around your neck. If someone else is wearing your hat, it also does this, but only when either you or the hat-wearer say "rope". If the word "rope" is said again, the noose disappears, but if the word "noose" is said, it tightens and begins to suffocate the hat-wearer, which becomes incapable of speaking immediately.

Schmott Guy Hat (Su)
Prerequisite: Mad Hat Trickster level 2
Your hat grants you a +4 enhancement bonus to Intelligence. You also gain 1 extra skill point every Mad Hat Trickster level you take after taking this ability.

Schrödinger's Hat (Su)
Your hat is invisible for everyone else, unless you will it not to be as a standard action. It automatically becomes visible if you use any abilities with it or if it comes off your head.

Smokin' Hat (Ex)
Prerequisite: Mad Hat Trickster level 5
You can mentally force your hat to turn on its smoke machine, creating an effect as the fog cloud spell which lasts 30 minutes or until wind disperses it. You can use two uses of this ability to make it a cloud of heavy smoke. A character who breathes heavy smoke must make a Fortitude save each round (DC 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of nonlethal damage.
You can use this ability 4/day.

Sorting Hat (Su)
Prerequisite: A hat trick that gives you a spell-like ability
Your hat becomes sentient and sapient, with Int, Wis and Cha scores of 10. It will never question your dominance (that is to say, it certainly might, but will still follow your orders). It also becomes telepathic out to 100 ft and can link you telepathically to someone else within 100 ft of it, as long as you are also within 100 ft of it.
If you have both this hat trick and the Hat Familiar hat trick, the hat's Int, Wis and Cha scores instead become 14.

Sparky Hat (Ex)
Your hat becomes equipped with two small horns that spark with electricity. They shed light like a candle (or, if you have the Gilgamesh' Topping Torch hat trick, increase the light radius by 5 ft) and, three times per day, you can make a melee touch attack against someone 5 ft away to deal 1d6/class level electricity damage. Furthermore, if you have the Odd Hatjob Weaponization hat trick or the Prussian Piker hat trick, they deal 1d6 extra electricity damage.

Special Delivery (Ex)
Prerequisites: Odd Hatjob Weaponization
If you have a Tiny animal or smaller that you pulled out with Cat in the Hat, you can put it on your hat to deliver it to a target as a standard attack (but not a full attack). In this case you don't deal damage but the animal may make an attack against the target as they latch onto it.

Spellcatcher (Su)
Prerequisite: Mad Hat Trickster level 3, Base Will save +3
You gain spell resistance 15 + Mad Hat Trickster class levels while wearing your hat or holding it. If you are holding your hat in your hand when you are targeted by a spell of a level equal to or less than half your character level and it does not beat your spell resistance, the spell's energy is sucked into the hat and stored. At any time during that day, you may cast the spell yourself as a spell-like ability.

Teleport-Hat-On (Sp)
Prerequisite: Mad Hat Trickster level 2
Your hat sometimes got pulled over your ears and eyes by bullies. Now you do it yourself, but over your entire body! Then poof aaand it's gone! You're gone! You can use dimension door as a spell-like ability 3/day, except the casting time is a full-round action.

Top Hat, Top Cat
Prerequisite: Handle Animal 9 ranks, Mad Hat Trickster level 6
Once per day, you may use three uses of your Cat in the Hat class ability to double the HD limit you are normally allowed, allowing you to summon a creature with up to twice your class level in HD. However, the creature's HD still may not exceed your own HD.

Turning Light (Su)
Prerequisite: Good alignment, Cha 13
Your hat lights up eerily with neon lights. You can cast light on your hat as a spell-like ability at will. This also somehow wards off undead?! No undead may come within 5 ft of you while it is lit up.

Turning Light, Improved (Su)
Prerequisite: Good alignment, Cha 15, Turning Light hat trick
Your hat lights up even MORE eerie! Once per day you can use daylight on your hat as a spell-like ability. No undead may come within 10 ft of you while it is active. You gain Fast Healing 1 while it is active.

Take My Hat (Ex): At level 10, the Mad Hat Trickster realizes that sometimes, enough is enough and he's had it! It's time to shout "yippee-ki-yay" and make your day, make yourself become a bad boy, a die hard, a lethal weapon that terminates the enemy aliens, mutants and heretics! To kick reason to the curb and go beyond the impossible, with hands burning red crying out to pierce the heavens and power fistbump the gods! At the same time, you will take their potato chips... AND EAT THEM!

Once per year, you can give your hat to someone else to take care of while you go out and kick ass. The person you give your hat to becomes your currently designated hatbearer. The target must agree to being your hatbearer (if this requires a Diplomacy check, your -15 penalty does not apply to it) and the hatbearer cannot perform attack or cast harmful spells while this is in effect.

You gain a +8 bonus to all your ability scores, can use all skills untrained, are permanently hasted and are affected by the inspire heroics, inspire competence and inspire greatness abilities of level 15 Bards with Words of Creation (granting you 4d10 extra HD, a +4 competence bonus on attack rolls, a +2 competence bonus on Fortitude saves, an additional +8 morale bonus on all saving throws, +8 dodge bonus to AC and a +4 Competence bonus to all skill checks) as background music starts to resound about you to emphasize what you are going to do. You also gain access to all level 9 martial maneuvers (ToB+available homebrew), but cannot recover them. This effect lasts for 5 minutes, during which all crows stay far away from you.

If you die, your soul goes into your hat, effectively becoming your hat, and thus possessing all of the hat's abilities. If the hat was intelligent, its intelligence is replaced by yours and you can bestow your hat tricks on anyone wearing you.


New Feat(s)

Extra Hat Trick
Prerequisites: Hat trick class feature
Benefit: You gain one extra hat trick.
Special: You make take this feat twice.

The-Mage-King
2010-11-09, 09:17 AM
You hat to do this, didn't you...?

Morph Bark
2010-11-09, 10:59 AM
You hat to do this, didn't you...?

Yes (http://www.instantrimshot.nl/). No (http://www.nooooooooooooooo.com/)! Maybe (http://tvtropes.org/pmwiki/pmwiki.php/Main/ptitle8px80d2wm3pd?from=Main.WhatDoYouMEANItsNotAw esome)? :smallredface:

DracoDei
2010-11-09, 12:21 PM
The paragraph for "Cat in the Hat" needs sentences below it listing the size increases. You should probably also explicitly state that the character has no particular control over the animal.

I also note that in Warhammer Fantasy Roleplaying Game pretty much assumed that one of the most common uses for such magic is for procuring meals (IE rabbit from hat, break rabbit neck humanely, gut, skin, roast over fire, eat.). This is entirely appropriate.

What are the RAW consequences for losing/not wearing your hat?

Morph Bark
2010-11-09, 02:34 PM
The paragraph for "Cat in the Hat" needs sentences below it listing the size increases. You should probably also explicitly state that the character has no particular control over the animal.

Hence work in progress. :smallsmile:


What are the RAW consequences for losing/not wearing your hat?

You die. That's prettymuch part of the Peasant Hat flaw. You also have a -15 penalty to Diplomacy, always, and your party can command you once per day.

Bhu
2010-11-09, 11:38 PM
:cool:

That is all

Jarrick
2010-11-10, 12:00 AM
....:smallconfused:

With some slight modifications, this would make a really cool serious PrC! Mad hatter sort of deal. Kinda rogue-ish/bard-ish.

I like this class, I might have to steal this. :smallbiggrin:

Edit: incidentally, why autohypnosis?

Gorgondantess
2010-11-10, 01:58 AM
Wait... so... having an awesome hat gives you -15 diplomacy and makes you commandable? Why is that? I mean, I understand dying without it- losing your hat is a fate worse than death, after all- but having such a nice hat, you should have a bonus to diplomacy, not a penalty!
Also, does odd hatjob weaponization count as rounds without the hat? What if you miss and it falls off a cliff and you lose your hat? Trust me, it needs the returning property. Hat rebel or no, potentially losing your hat is a bad, bad plan.:smallfrown:
Also, the topping torch should add fire damage to the pike.
Also, there really needs to be a Nize Hat! ability, that makes the penalty a bonus instead against those wearing hats.:smalltongue:
Also, nice class. Nize hat.:smallbiggrin:
Really makes me wish I had that issue of dragon so I could actually find out what the flaw does...:smallfrown:

Morph Bark
2010-11-10, 06:16 AM
:cool:

That is all

:cool:

Let's ride.


....:smallconfused:

With some slight modifications, this would make a really cool serious PrC! Mad hatter sort of deal. Kinda rogue-ish/bard-ish.

I like this class, I might have to steal this. :smallbiggrin:

Edit: incidentally, why autohypnosis?

Autohypnosis and Bluff just seemed the most fitting skills to get yourself over the "village idiot" stuff that comes with the Peasant Hat flaw. The purpose of these Commoner Flaw-based PrCs I have created is to turn the Flaws around and make them actually useful and awesome.


Wait... so... having an awesome hat gives you -15 diplomacy and makes you commandable? Why is that? I mean, I understand dying without it- losing your hat is a fate worse than death, after all- but having such a nice hat, you should have a bonus to diplomacy, not a penalty!

It's part of the Peasant Hat flaw, as I explained above, sadly. I think I'll add a Hat Trick that gives SR to give an extra layer of protection against the command, since it allows a Will save already.


Also, does odd hatjob weaponization count as rounds without the hat? What if you miss and it falls off a cliff and you lose your hat? Trust me, it needs the returning property. Hat rebel or no, potentially losing your hat is a bad, bad plan.:smallfrown:

Edited. I meant to make the hat return, but forgot. Apologies. :smalleek:


Also, the topping torch should add fire damage to the pike.

Edited. They take up the same "slot" so to say, so they don't go together. However, I will add other Hat Tricks that do work with Prussian Piker.


Also, there really needs to be a Nize Hat! ability, that makes the penalty a bonus instead against those wearing hats.:smalltongue:

Done! :smallbiggrin:


Also, nice class. Nize hat.:smallbiggrin:

Thanks!


In all honesty, after the other Commoner Flaw-based PrCs, I thought none of the other Flaws could really be worked with. Many either make the character unplayable or don't really give a penalty to exploit and turn around and make awesome, as is the idea. Recently I got the idea to start up a PbP campaign with these Flaw-based PrCs and therefore went back to them once again to see if I could squeeze in more PrCs, as the other ones are too focused around animals. This is the result!

So if anyone is interested in that PbP campaign idea...

Lix Lorn
2010-11-10, 07:02 AM
AWESOME! 8D
Has anyone here read the Looking Glass Wars? Hatter! <3

So if anyone is interested in that PbP campaign idea...
Gods above yes. I call tasted.

Prime32
2010-11-10, 09:29 AM
Wait... so... having an awesome hat gives you -15 diplomacy and makes you commandable? Why is that? I mean, I understand dying without it- losing your hat is a fate worse than death, after all- but having such a nice hat, you should have a bonus to diplomacy, not a penalty!Because "if you remove your peasant hat crows peck at your exposed brains, killing you".

IIRC the issue also had Chicken Infested (50% chance of drawing a live chicken when you attempt to draw an item), Delicious (monsters are compelled to eat you), Weresheep (you're a lycanthrope, but your alternate forms cannot attack and are Delicious), XP Farm (people get 10x XP for killing you), Hacking Cough (you start play with mummy rot), Corpse ("You are dead. But you get an extra feat!") and Pig Bond (must carry a pig which weighs your maximum load or more - if you fail to do so "the pig transforms into Orcus and skins you, which probably kills you.")

And no, I didn't look any of those up. They were... memorable. :smalltongue:

Realms of Chaos
2010-11-10, 10:39 AM
Gods above yes. I call tasted.

Seconded. I call broken corpse. :smallbiggrin:

totally post a linke when you've started it.

Telonius
2010-11-10, 10:43 AM
One of the hat tricks should be a bonus to Intimidate, or maybe an intimidating aura. People are going to treat the one guy with de really nize hat a little more cautiously.

Possible ability: "Keep it safe for me." Once in a great while, a Mad Hat Trickster has to face an overwhelming struggle. Something that he knows is far beyond his capabilities to handle. Something that could eat him alive, drive him insane, blow up the moon - and even worse, damage his hat.

Once per year, the Trickster can designate one of his allies as temporary Hatbearer. As a full-round action, he entrusts this person with his hat. The Hatbearer cannot take any offensive actions as long as the ability is active. In a process somewhat similar to a Lich hiding in his phylactery, the Mad Hat Trickster instantly transfers the essential part of his being to the hat and creates a more powerful Simulacrum version of himself. (Observers, even those under a Time Stop spell, cannot see that any substitution has taken place). The Simulacrum has abilities equivalent to a level-20 Warblade with 20s in all ability scores, and lasts for a number of rounds equal to his Mad Hat Trickster level times four. It immediately dives into melee combat with whatever had been threatening the group.

If the simulacrum is killed before the duration ends, it lies inert where it falls. If the hat is brought within five feet of the corpse (or spot of the disintegration/consumption/etc), the Mad Hat Trickster immediately appears in the square the Simulacrum met its demise, at -9 hitpoints and dying. If he does die, the Hatbearer has the option of taking up the banner of his fallen foe. He now qualifies for the Mad Hat Trickster PrC, regardless of whether he meets the actual requirements.

If, on the other hand, the Simulacrum is successful in defeating the foe, the simulacrum immediately returns to the Hatbearer, at which time the transfer takes place. The Mad Hat Trickster gains a +4 bonus to Leadership score and +4 to diplomacy checks for the next year.

Gorgondantess
2010-11-10, 11:25 AM
So if anyone is interested in that PbP campaign idea...

Thirded! I call mad hatter.:smallcool:

DracoDei
2010-11-10, 01:26 PM
One of the hat tricks should be a bonus to Intimidate, or maybe an intimidating aura. People are going to treat the one guy with de really nize hat a little more cautiously.

Possible ability: "Keep it safe for me." Once in a great while, a Mad Hat Trickster has to face an overwhelming struggle. Something that he knows is far beyond his capabilities to handle. Something that could eat him alive, drive him insane, blow up the moon - and even worse, damage his hat.

Once per year, the Trickster can designate one of his allies as temporary Hatbearer. As a full-round action, he entrusts this person with his hat. The Hatbearer cannot take any offensive actions as long as the ability is active. In a process somewhat similar to a Lich hiding in his phylactery, the Mad Hat Trickster instantly transfers the essential part of his being to the hat and creates a more powerful Simulacrum version of himself. (Observers, even those under a Time Stop spell, cannot see that any substitution has taken place). The Simulacrum has abilities equivalent to a level-20 Warblade with 20s in all ability scores, and lasts for a number of rounds equal to his Mad Hat Trickster level times four. It immediately dives into melee combat with whatever had been threatening the group.

If the simulacrum is killed before the duration ends, it lies inert where it falls. If the hat is brought within five feet of the corpse (or spot of the disintegration/consumption/etc), the Mad Hat Trickster immediately appears in the square the Simulacrum met its demise, at -9 hitpoints and dying. If he does die, the Hatbearer has the option of taking up the banner of his fallen foe. He now qualifies for the Mad Hat Trickster PrC, regardless of whether he meets the actual requirements.

If, on the other hand, the Simulacrum is successful in defeating the foe, the simulacrum immediately returns to the Hatbearer, at which time the transfer takes place. The Mad Hat Trickster gains a +4 bonus to Leadership score and +4 to diplomacy checks for the next year.

Making it a simulcrum seems overly complicated... just say that it replaces their current classes, that giving the pile of ashes back their hat does a True Rez and so on and so forth. The ability may need to include a default maneuver's know/prepared list for people who don't work out anything more specific to the campaign before hand. I assume it would be somewhat nerfed by saying that the Warblade version shares all the skills, feats, and equipment as the hatter. They should be able to start in any stance they know of course (rather than having to spend a Swift on it in the first turn).

Also, ECL +4 might work better than a flat 20th level. Or maybe only ECL+2 I don't know...


So if anyone is interested in that PbP campaign idea...

Notify me if it happens, so that I might lurk. There is an outside chance I would play, but lurk-age would be much more likely.

Morph Bark
2010-11-10, 02:09 PM
Added a few more hat tricks and modified the PrC to be 10 levels long, since I have 16 other hat tricks waiting.



AWESOME! 8D
Has anyone here read the Looking Glass Wars? Hatter! <3

Gods above yes. I call tasted.

Haven't. Is it an actual book or fanfiction?

And considering the interest posted so far, I will put it up later and PM the ones who've shown interest. :smallbiggrin: If others also post a lot of interest, I'll get other DMs in on it so that there will be several games run. I was thinking of using PC parties (as in clerics, fighters, rogues and wizards) or cats as the villains.


And no, I didn't look any of those up. They were... memorable. :smalltongue:

They are firmly lodged forevermore within the bounds of my brain. They were... delicious. Well, one of them.


Seconded. I call broken corpse. :smallbiggrin:

totally post a linke when you've started it.

I will, though I could PM you also as I told Lix. Objections?


*snip*

A bit complicated, but I could simply say the hat starts functioning as a phylactery so the Mad Hat Trickster regenerates back afterwards, crawling out of the hat.


Thirded! I call mad hatter.:smallcool:

Oh, oh my. Such enthusiasm!


Notify me if it happens, so that I might lurk. There is an outside chance I would play, but lurk-age would be much more likely.

Will do.

Lix Lorn
2010-11-10, 02:22 PM
It's a book (http://en.wikipedia.org/wiki/Looking_glass_wars)! A good one, too.

Morph Bark
2010-11-10, 03:18 PM
Added a few more hat tricks. Curiously, most of them were ones I thought up on the spot just now, which means I still have 12 to go that I planned for. :smalleek:

Also, a round only counts as hatless for you if you start and end your turn without your hat, or if you end a turn without your hat and begin the next turn without it. This means that Odd Hatjob Weaponization should leave you free as long as you get that hat back on (which is why full attacks might best be used sparingly).

DracoDei
2010-11-10, 03:36 PM
I think that crawling out of your hat is musch less of a match to the flavor of the ability than having the hat-bearer placing your hat on your corpse/ashes, although being sillier, it DOES match the overall flavor of the prestige class better. You also want to be sure that the time the hatbearer is holding your hat doesn't count as being hatless (although there should also be some limit on it). I also note that the class might have to be extended to 10 levels to make that possible as a CAPstone.

EDIT: Hat Frenzy is mentioned in the last sentence of "Nize Hat" but isn't explained anywhere.

Morph Bark
2010-11-10, 04:10 PM
EDIT: Hat Frenzy is mentioned in the last sentence of "Nize Hat" but isn't explained anywhere.

It isn't indeed. :smallwink:

Explaining it is low on my list of priorities for this PrC. Suffice to say it will be grandular.

IcarusWings
2010-11-10, 04:22 PM
I'd also be interested in a Flaw-PbP. I call another Mad Hatter who thinks his Hat is so much better than the other Hatter.

Cieyrin
2010-11-10, 04:25 PM
Thirded! I call mad hatter.:smallcool:

But...but...but...

Ohhh...:smallmad:

I lay claim to Weresheep Barngod.

Also, if the antagonists are all adventurers, we should all have the XP Farm flaw. :smallbiggrin:

Realms of Chaos
2010-11-10, 05:07 PM
I will, though I could PM you also as I told Lix. Objections?

No objections here. PM away. I can't wait to be an inept dead person!:smallbiggrin:

Morph Bark
2010-11-10, 06:18 PM
Very well!

Added a few more, 8 planned ones to go. The Robe and Wizard Hat one is probably too strong, but that is obviously deliberately done to invoke feelings of needing to help me with balance issues. :smallamused:

As in, anyone got ideas to make it proper?

EdroGrimshell
2010-11-10, 06:34 PM
Are you going to do one for the incomprehendable accent? If so i'd be willing to play it and help make it. Combined with this you'd do a fair imitation of a wizard or other spellcaster :p :smalltongue:

Morph Bark
2010-11-10, 07:21 PM
Added some final hat tricks. I scrapped three ideas I had planned, which would have involved the hat turning into a musical instrument, growing wings or granting instant traps.


Are you going to do one for the incomprehendable accent? If so i'd be willing to play it and help make it. Combined with this you'd do a fair imitation of a wizard or other spellcaster :p :smalltongue:

I thought about it, but had no idea how to do it (plus they'd need to learn sign language or get telepathy to communicate with the rest of the party). If you have ideas, I'd love to hear them.

Realms of Chaos
2010-11-10, 07:40 PM
Hmmm... perhaps consider renaming the capstone ability "Hat's Off to You, Sir" or "A Tip of the Hat", seeing as take my hat isn't an actual saying related to hats.

Thugorp
2010-11-10, 09:45 PM
This IS based on a flaw?! This just became my new favorite of your prcs... I think I may have some work to do when I am done with the ChickenGod! :-D

DracoDei
2010-11-10, 11:26 PM
Hmmm... perhaps consider renaming the capstone ability "Hat's Off to You, Sir".

Funny, but doesn't fit the crunch at all. Could be a good name for a buffing/healing+curative Hat Trick though... for best flavor might require you to leave it off for the duration of the effect if a buff, or several rounds if a healing/curative and be flat-footed, but provide really big benefits. In no case should you be able to use it on yourself...

Zerous
2010-11-11, 12:50 AM
This is the most amusing/amazing class ever. Bookmarked.

I shall convince my DM to let me play one at once. Wish me luck D:

... Wait

What class should I take before donning my magnificent hat?

EdroGrimshell
2010-11-11, 01:07 AM
It's made for commoners

Thugorp
2010-11-11, 02:30 AM
So, why is auto hipnosis a prereq? and why is quickdraw?

also, how many feats does one get for taking this flaw?

Also, how many times per-day may I use, Darkwing's Catchphrase of Competence (Ex)?

Oh yes and I would LOVE! to see some fluffity fluffy flavour for these guys!

Morph Bark
2010-11-11, 05:04 AM
This is the most amusing/amazing class ever. Bookmarked.

I shall convince my DM to let me play one at once. Wish me luck D:

... Wait

What class should I take before donning my magnificent hat?

The Peasant Hat flaw requires you to be a 1st-level commoner. After that, go nuts as much as the DM says you can.


So, why is auto hipnosis a prereq? and why is quickdraw?

also, how many feats does one get for taking this flaw?

Also, how many times per-day may I use, Darkwing's Catchphrase of Competence (Ex)?

Oh yes and I would LOVE! to see some fluffity fluffy flavour for these guys!

Autohypnosis and Bluff seemed the most fitting skills to get yourself to overcome your massive diplomatic weaknesses and bypass the command or ward off the crows momentarily. Quick Draw is for getting your hat off fast to pull off your tricks without going hatless for too long. Darkwing's Catchphrase of Competence is useable as often as Smokin' Hat is, and doesn't need to be used more than once per encounter due to it lasting until the end. Edited in that it can be used 4/day for clarification.


Oh yes and I would LOVE! to see some fluffity fluffy flavour for these guys!

What, so you can steal it? Leave me without my fluff and flavour and all cold and tasteless? :smalltongue:

Morph Bark
2010-11-11, 09:56 AM
Added Rope and Wizard Hat, put an alternative in Cat in the Hat and added the capstone ability.

Thugorp
2010-11-11, 05:05 PM
Autohypnosis and Bluff seemed the most fitting skills to get yourself to overcome your massive diplomatic weaknesses and bypass the command or ward off the crows momentarily.

Ya you never mention these things though... I don't say this rudely it's just I went back and checked... the only mention of crows is in the, "take my hat," ability and all that says is, all crows stay far away form you(and I can't figure out why they would be near you in the first place)

As for Command, you haven't said ANYTHING about that... at all... I can't figure out what you are talking about with that... umm o.k. that sounds much ruder than I meant it to... o.k. it is a bit rude said like that, sorry(earnestly sorry).

finally with the massive penalties to diplomacy, same thing, it is mentioned in more abilitys than are the crows, but as far as I can tell you don't actually have it.

also...(assuming you just missed the question since you get so many... not ONLY from me ;-) ) how many feats does the flaw grant?(if you don't answer this time I will just assume it is intentional and stop asking)



What, so you can steal it? Leave me without my fluff and flavour and all cold and tasteless? :smalltongue:

What steal?!?!?! Why I never! :-p

No but really I just think this class is comedic gold and would loved to see it developed a little more.

I love this class not just because it is HILARIOUS but because it reminds me so much of me and my ever present fedora. :-) also, M-Bark here is something for your sig:

M-Bark's Prcs aren't just good they are the best I have ever seen. Before I read Bark's commoner flaw based Prcs I thought the very idea of a Prc. was stupid, With one exeption they are the only ones I have ever considered playing. Great job M-Bark where ever you are! :thumbsup:

Lix Lorn
2010-11-11, 05:31 PM
Ya you never mention these things though... I don't say this rudely it's just I went back and checked... the only mention of crows is in the, "take my hat," ability and all that says is, all crows stay far away form you(and I can't figure out why they would be near you in the first place)

As for Command, you haven't said ANYTHING about that... at all... I can't figure out what you are talking about with that... umm o.k. that sounds much ruder than I meant it to... o.k. it is a bit rude said like that, sorry(earnestly sorry).

finally with the massive penalties to diplomacy, same thing, it is mentioned in more abilitys than are the crows, but as far as I can tell you don't actually have it.

also...(assuming you just missed the question since you get so many... not ONLY from me ;-) ) how many feats does the flaw grant?(if you don't answer this time I will just assume it is intentional and stop asking)
The diplomacy penalty, and I assume the crows, come from the flaw. We did not invent the flaw. The flaw consistently finds Jesus. The flaw killed Jeeves.
The flaw is banned in China. The flaw is from Jersey. The flaw constantly finds Jesus.
This is not the flaw. This is close.

...
:smalltongue:
It gives one feat. All flaws do.

Thugorp
2010-11-11, 05:40 PM
Thanks for explaining telling me how many feats(really, you would think chicken infested would be worth two... maybe the corps flaw as well)

Um what does the flaw do again?

Morph Bark
2010-11-11, 05:47 PM
Considering adding Santa Hat and Pumpkin Hat hat tricks, but not really sure on what abilities they'd have. Hat Frenzy upcoming.



Ya you never mention these things though... I don't say this rudely it's just I went back and checked... the only mention of crows is in the, "take my hat," ability and all that says is, all crows stay far away form you(and I can't figure out why they would be near you in the first place)

As for Command, you haven't said ANYTHING about that... at all... I can't figure out what you are talking about with that... umm o.k. that sounds much ruder than I meant it to... o.k. it is a bit rude said like that, sorry(earnestly sorry).

finally with the massive penalties to diplomacy, same thing, it is mentioned in more abilitys than are the crows, but as far as I can tell you don't actually have it.

Those are all part of the Peasant Hat flaw. You take a -15 penalty to Diplomacy and your party can cast command on you once per day. You die if it is removed by crows pecking at your brain.


also...(assuming you just missed the question since you get so many... not ONLY from me ;-) ) how many feats does the flaw grant?(if you don't answer this time I will just assume it is intentional and stop asking)

As with all Flaws, you get only one feat from it.


What steal?!?!?! Why I never! :-p

No but really I just think this class is comedic gold and would loved to see it developed a little more.

Personally I find that in many of the abilities and the rest of the PrC descriptions I include quite a bit of fluff already, so that writing more outside of that would just be tedious extra work.

However, you may feel free to suggest fluff here, if you wish to write up any. :smallsmile:


also, M-Bark here is something for your sig:

Ha! I'll make some room for those in my extended homebrewer's signature. Thanks. :smallbiggrin:

Fable Wright
2010-11-11, 06:10 PM
The diplomacy penalty, and I assume the crows, come from the flaw. We did not invent the flaw. The flaw consistently finds Jesus. The flaw killed Jeeves.
The flaw is banned in China. The flaw is from Jersey. The flaw constantly finds Jesus.
This is not the flaw. This is close.
Yay, xkcd reference!

Also, this is, by far, the best prestige class I've ever seen. Good job. http://www.giantitp.com/forums/images/icons/icon14.gif

Lix Lorn
2010-11-11, 06:12 PM
Oh GOOD boy. XD

Thugorp
2010-11-11, 06:45 PM
just out of curiosity, what happens if him and his friends start killing the crows? Or if a wall(shaped like a circle :-\) ) or a sphere of ___ spell is cast around him. Crows(ravens) have low h.p. would they be incinerated?

Gorgondantess
2010-11-11, 07:19 PM
Now, just what sort of, ah, tier are you going for with this? I know it's for humor, and I know it's a commoner class... but I do believe you said wanting help with balance.
Though if you seriously want it to be balanced... that capstone...:smalleek:
Also, when are you going to be sending out the PMs?:smallbiggrin:

Thugorp
2010-11-11, 07:29 PM
Actually Gorgandtess(?) has an intresting point. Until the, "capstone(and when did every class start getting these any way?)" This class seemed a bit UNDER-powered. But then all of a sudden(at 10th. level) an 11th. level character get all of the power of a tweantieth level character plus all the power of an underpowered ... other thing... *roles eyes* ... also the power of a level 1 commoner... *sheepish* we don't want to forget the 1 level of commoner... :-/

*shakes head* any way, point is, maybe take some power off the top(about three inches should do)?

quick edit: I don't necessarily thing the underpowered thing is bad here, because it is meant for a commoner, and watching a slightly underpowered(but flamboyant) class trying to compiet with the likes of a sorcerer or warlock(O.M.G. Warlock VS. MadHatTrickster Battle!) really Rogers my role-playing Hammerstien.

Fable Wright
2010-11-11, 07:48 PM
Actually Gorgandtess(?) has an intresting point. Until the, "capstone(and when did every class start getting these any way?)" This class seemed a bit UNDER-powered. But then all of a sudden(at 10th. level) an 11th. level character get all of the power of a tweantieth level character plus all the power of an underpowered ... other thing... *roles eyes* ... also the power of a level 1 commoner... *sheepish* we don't want to forget the 1 level of commoner... :-/

*shakes head* any way, point is, maybe take some power off the top(about three inches should do)?

quick edit: I don't necessarily thing the underpowered thing is bad here, because it is meant for a commoner, and watching a slightly underpowered(but flamboyant) class trying to compiet with the likes of a sorcerer or warlock(O.M.G. Warlock VS. MadHatTrickster Battle!) really Rogers my role-playing Hammerstien.

It's like the metamind's unlimited power points for a minute thing. You kick ass for a couple of minutes, and then go back to whatever you were doing before. Except with more power and more consequences.

And, in this state, you don't get to be brought back if you die. If you die in this state... make a new character sheet. It's not something to be done often; if you waste it, and die, you need to make another character. Possibly make the Take My Hat power 1/week or 1/month, at most, but it's not that bad of an ability.

Thugorp
2010-11-11, 08:38 PM
Actually Yes, I would like to retract my previouse statment about the, "cornerstone," ability, I just realized it is only once per year(which is probably once per-campaign pretty much) So never mind it is not over powered.

Though you don't have to wright up a new character, you actually get to become your hat, THis is actually WAY cool.



Hat Familiar
Your hat grows a toothy mouth. It can make one bite attack every turn against someone within 5 ft, dealing 1d6 damage if you are Medium. It does not threaten any space and can speak any language you know. It provides you with a +3 bonus to Intimidate and a free Alertness feat as long as it remains on your head.

What are the stats for the hat familiar? does it have int.2? or more? or is it just an animated object? If it does have an int. does it count as an intelegent item? does it have an ego? and can I take both, hat familiar and sorting hat?

Finally(and this will be my last question on this vein) how does autohipnosis help with the crows or the command?


Nize Hat! (Ps)
however, this may invoke Hat Frenzy.

What is, "Hat Frenzy," and can Nize Hat! be used on anyone wearing any head gear or only on other MadHatTricksters?

Morph Bark
2010-11-12, 04:59 AM
just out of curiosity, what happens if him and his friends start killing the crows? Or if a wall(shaped like a circle :-\) ) or a sphere of ___ spell is cast around him. Crows(ravens) have low h.p. would they be incinerated?

Actually, if you take the flaw by its RAW, the crows aren't there if they're not picking at your brain. Effectively you could say that there is always an amount of crows nearby and if they are slain, new ones come in.


Now, just what sort of, ah, tier are you going for with this? I know it's for humor, and I know it's a commoner class... but I do believe you said wanting help with balance.
Though if you seriously want it to be balanced... that capstone...:smalleek:
Also, when are you going to be sending out the PMs?:smallbiggrin:

I think most of these PrCs fall in Tier 4, though perhaps low Tier 4. The Chicken Master and Pig Master are a tidbit less, prolly.

Under ordinary rules and only Commoner levels, the capstone won't be reached until level 19 unless you take feats that grant skills as class skills, which makes the capstone come at level 13 at the very earliest. It seemed good enough to have a character 4 levels lower than necessary for 9th-level maneuvers to get them, but only in a dire situation. Admittably the ability falls rather outside the normal role field for the Mad Hat Trickster, but considering you are likely to become your hat afterwards, perfectly okay. There is a chance you might survive though.

PM will prolly be sent within the next 24 hours.


What are the stats for the hat familiar? does it have int.2? or more? or is it just an animated object? If it does have an int. does it count as an intelegent item? does it have an ego? and can I take both, hat familiar and sorting hat?

Finally(and this will be my last question on this vein) how does autohipnosis help with the crows or the command?

Adding hat familiar stats after conclusion of this post.


What is, "Hat Frenzy," and can Nize Hat! be used on anyone wearing any head gear or only on other MadHatTricksters?

Nize Hat! can be used on any hat-wearers. Hat Frenzy, as I explained earlier in this thread, will be added later.

Thugorp
2010-11-12, 02:10 PM
Thank you very much :-)

Pyromancer999
2010-11-12, 08:03 PM
Is there some kind of Jagerkin(from Girl Genius) homebrew race? Because that would work awesomely with this class. Also, if there is such a homebrew, I think that commoners taking this prestige class should get a +1 to Diplomacy checks with them, or something like that.

Lix Lorn
2010-11-12, 08:09 PM
Is there some kind of Jagerkin(from Girl Genius) homebrew race? Because that would work awesomely with this class. Also, if there is such a homebrew, I think that commoners taking this prestige class should get a +1 to Diplomacy checks with them, or something like that.
+1 to this. XD

Morph Bark
2010-11-12, 08:15 PM
Put it on my To-Do list and until then use Half-Orcs. :smalltongue:

Debihuman
2010-11-13, 10:28 AM
This was my revision of NemoUtopia's take on these. I did not create these; I only reposted and made some minor proofreading and editing changes.

Jägermonster
Medium Monstrous Humanoid (Augmented Human)
Jägerkin Fighter 1
Hit Dice: 1d10+7 (12 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 16 (+3 studded leather armor, +1 dexterity, +2 natural armor), touch 11, flat-footed 15
Base Attack/Grapple: +1/+5
Attack: Longsword +5 melee (1d8+6/19–20) or claw +5 melee (1d4+4), or javelin +2 ranged (1d6+4)
Full Attack: Longsword +5 melee (1d8+6/19–20) or 2 claws +5 melee (1d4+4), or javelin +2 ranged (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Qualities: Great act of strength, keen scent, low-light vision
Special Attack: —
Saves: Fort +6, Ref +4, Will +0
Abilities: Str 19, Dex 13, Con 18, Int 8, Wis 10, Cha 8
Skills: Climb +8, Intimidate +10, Swim +8
Feats: Power Attack, CleaveB, ToughnessB
Environment: Any
Organization: Solitary, pair, team (3–4), strike team (5–8), squad (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd–6th level), or contingent (30–100 plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually LN
Advancement: By character class (favored class: Fighter)
Level Adjustment: +1

“Any plan where hyu lose hyur hat iz a bad plan.”

Jägermonsters (also known as Jägerkin) are Spark Constructs—human fighters who have taken the Jägerdrought and have been transformed. Jägermonsters are usually green of skin but their skin tones vary from a pale tan to Orcish green. They usually have dark black, brown, or purple hair, but an unassuming lavender and fair hair is not unheard of on lighter jägermonsters.

Jägermonsters have sharp, fang-like teeth, slightly pointed ears, and have short, sharp claws. They prefer wearing clothing that is simple and serviceable. Usually, they wear uniforms, but those on assignment or in wilder areas will dress in any striking style they prefer. Their equipment is clean and well kept. They are inordinately fond of wearing hats. They are obviously hardy, but vary in height and weight as humans do.

Jägermonsters speak a heavily accented Common.

Jägermonsters relish combat and tests of physical prowess, seeking out opportunities to put their abilities to good use. While they are fierce combatants, they are just as fiercely loyal to each other and to the Heterodyne family. Jägermonsters will follow orders of a Heterodyne, however much they disagree with those orders, and have a strong sense of honor and brotherhood.

Despite their ferocious reputation and love of battle, jägermonsters can (and enthusiastically do) mate with humans. The offspring of such a union is always a normal human.

Typically, jägermonsters live to 600-700 years.

COMBAT

Jägermonsters are proficient with all simple weapons, light armor, and two martial weapons, as jägerkin always begin “life” after their creation as hardy warriors. When jägermonsters receive training, they often become members of the fighter class, but some with barbarian and ranger class levels are not unheard of. Jägermonsters who are on long assignment, especially in wilderness areas, are far more likely to have ranger or barbarian levels. While jägermonsters tend to favor light or no armor and tend not to use shields because of their predilection to favor mobility, they will use heavier armor and shields if their orders call for it.

Jägerkin take to combat with abandon. While they will not do anything overtly suicidal unless they believe doing so serves the good of the Heterodynes, they are willing to take risks and like to show off their abilities.

Feats: All jägermonsters begin as Human fighters; they gain the bonus feats for being human and for being a fighter.

Great Act of Strength (Ex): Twice a day, a jägermonster can perform a great act of strength, which temporarily doubles his strength score for 2d4 minutes. Jägermonsters cannot apply this temporary strength bonus to attacks, but use it to carry great weights, after which they are fatigued. If a fatigued jägerkin uses a second great act of strength, he is instead exhausted.

Keen Scent (Ex): Jägermonsters have a keen sense of smell, and gain the scent ability because of it. This functions in all ways like normal scent, but a jägerkin also has the ability to identify individuals it has previously encountered as well as a person’s major bloodline. A jägermonster who takes a standard action to smell an individual is able to identify that individual if they have previously met by making a Survival check, DC 10. If that individual is directly related or a descendant of someone the jägerkin has met, the jägerkin can identify the family line as well, at a DC of 15. Jägerkin receive a +2 bonus on such checks, and are able to take 10 by using a full round action.

Skills: Jägermonsters have a +4 racial bonus to Intimidate and apply their Strength bonus rather than Charisma bonus when using this skill.

JÄGERMONSTERS AS CHARACTERS
Jägermonster Traits (Ex): Jägerkin possess the following racial traits.
• +4 Strength, +4 Constitution, Intelligence –2, Wisdom -2. Jägerkin are physically capable, being far stronger and tougher than a normal human. However, jägermonsters typically lack foresight and planning abilities, causing them to be rash and often acting without thinking of the consequences first.
• As Augmented Humans, Jägermonsters begin with an extra feat.
• +2 Natural Armor. Jägermonsters have extremely resilient skin that resists blows.
• A jägermonster’s base land speed is 30 feet.
• Jägermonsters get a +4 racial bonus to Intimidate
• Low-light vision.
• Keen scent: Jägermonsters have the scent ability, as well as keen powers of identification using it. This ability to identify individuals allows a jägerkin to take a standard action to make a Survival check against DC 10. Jägerkin receive a +2 bonus to this check.
• Great Act of Strength: Jägermonster can lift items at double their strength twice per day for 2d4 minutes after which they are fatigued.
• Jägermonsters are proficient with light armor, simple weapons, and any two martial weapons.
• Jägermonsters have natural claws that deal 1d4 damage and can be used as natural weapons.
• Automatic Languages: Common.
• Favored Class: Fighter.
• Level Adjustment: +1

Designer Notes: the jägermonster presented here had the following ability scores before racial adjustments (elite array): Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8. It had 10 skill points. 4 points were put in Climb and Swim and 2 points were put in Intimidate. It has a bonus feat for being human and a second bonus feat for being a fighter.

AugustNights
2010-11-13, 12:20 PM
Debihuman you are my new favorite. Ever.

Pyromancer999
2010-11-13, 12:42 PM
Looks pretty good, although maybe there should be a minor bite attack because Jagermonsters have incredibly sharp teeth. Aside from that, awesome.

So, exactly how should Jagermonsters and this class react? Just a bonus to Diplomacy, or maybe something more?

Morph Bark
2010-11-13, 01:14 PM
Debby, I want you to know that you deserve a very awesome hat for that. Congratulations! :smallbiggrin:

http://4.bp.blogspot.com/_pte2XO66Nwg/SdZLat8lJBI/AAAAAAAADqM/hQOd3AEScCA/s400/internet-hi-five.jpg


A bonus to Diplomacy would work. I could also add more hat tricks that relate to that.

In other news, I added the Holiday Hat: Turkey Hat hat trick. Other Holiday Hat hat tricks upcoming whenever I think of them.

Debihuman
2010-11-13, 01:22 PM
In the comic, they don't have a bite attack. I think the teeth are simply sharp-looking but don't have any effect in game. I'm flattered that you liked them, but I didn't create them. :-) I will, however, now wear my awesome hat for remembering these and reposting them!

From Here: http://dicefreaks.superforums.org/viewtopic.php?f=22&t=5&start=152 See the Gate Crasher.



Hat of Awesome (minor artifact): In addition to allowing its wearer to use alter self at will, the Hat of Awesome provides a +6 enhancement bonus to Charisma. Those who attempt to make attacks against a wearer of the Hat of Awesome while the wearer appears unarmed must make a Will save (DC 27) or be dazed for 1 round. The feather in the hat can be used once per day to summon a giant eagle with laser beam eyes for an hour. Finally, the hat can be thrown at a foe as an ranged touch attack. It has a +6 enhancement bonus on attack rolls, deals 1d8 + 6 points of bludgeoning damage, penetrates epic damage reduction and requires those taking damage from it to succeed on a Balance check (DC 27) or be knocked prone. Creatures larger than Medium sized gain a +4 bonus per size category larger on the check (+8 for creatures with four or more legs). Medium or smaller quadrupeds gain a +4 bonus. The Hat returns directly to the thrower after it hits or misses.


Debby

DracoDei
2010-11-13, 03:07 PM
What is the to-hit roll damage, and damage type (Sunray does untyped I think... but I don't feel like checking) of the eagle's laser-eyes?

Debihuman
2010-11-14, 01:18 AM
Since the Hat isn't my own creation, I don't know.

How about this:

Laser Beam Eyes (Ex): Once every 4 rounds, the eagle can focus its eyes on a single target within 20 feet and deal 2d6 points of fire damage. Creatures within 10 feet take double damage and are Blinded. A successful Reflex save (DC 13) negates the Blindness but does not reduce the damage. The Save is Constitution-based.

Debby

Analytica
2010-11-14, 04:17 PM
I think the Jägerkin should have some form of pseudo-fast healing. In the comic, one of them has a limb chopped off; this doesn't make him bleed to death or even incapacitates them much. Maybe they always stabilize automatically, and are immune to Wounding effects?

Debihuman
2010-11-15, 06:36 AM
There is a difference between playing in the Comic Universe and playing in a standard D&D campaign. Notice that everyone mostly survives in the Comic. That's not true in D&D. To keep this in the realm of playable, I ignored that feature. It adds a level of adjustment that would make these far less fun to play.

Debby

Morph Bark
2010-11-15, 07:12 AM
Also, take to mind that in DnD 3.5 there aren't rules for chopping off limbs (other than the head, there is only one artefact that does this that I know of) and rules for the effects of lost limbs are only optional. It only imposes some penalties, but nothing like a Wounding effect. Furthermore, many of the wounds they received and kept fighting through could simply be explained as a loss of hit points that wouldn't put them below 1. They just have high HD or a lot of them.

Alternatively, that ability to ignore wounds (just as Higgs has been doing) could be something like DR, which can pretty easily be gained in DnD. Many Jägers are probably barbarians too, so that helps them.

Thugorp
2010-11-15, 11:04 AM
Oh, and will the octopus be the hat, or will the hat fit over it (effectively also making the octopus wear the hat, kind-of)? Because quite a few of the hat tricks probably couldn't work with an octopus hat.

Now this brings up a question that I have been trying not to ask for a while. There are only two, "Hat Tricks," right now that can't be used together, but there are several that don't make sense together in the same way they wouldn't make sense on an octopus hat. For instance, can I have both, "Wizard's hat and robe," and, "The Professor's Fedora?" Or how about, "Wizard's Hat and Rope," and the, Admeral's Biocomb?" what about, ets ets?

The Glyphstone
2010-11-15, 11:23 AM
Regarding the Jaegerkin, at least, why does taking the Draught make the imbiber lose weapon proficiencies? As a Human Fighter, they would be proficient with all simple and martial weapons, but the baseline Jagermonster is proficient with all simple weapons and only two martial weapons.

On Jaeger determination, giving them Diehard as a racial bonus feat might suffice, or the Ferocity ability of boars/PF Orcs.

Gorgondantess
2010-11-15, 01:29 PM
Now this brings up a question that I have been trying not to ask for a while. There are only two, "Hat Tricks," right now that can't be used together, but there are several that don't make sense together in the same way they wouldn't make sense on an octopus hat. For instance, can I have both, "Wizard's hat and robe," and, "The Professor's Fedora?" Or how about, "Wizard's Hat and Rope," and the, Admeral's Biocomb?" what about, ets ets?

It's a Wizard Admiral's Fedora-biocomb.:smalltongue:

AugustNights
2010-11-15, 03:10 PM
Also, take to mind that in DnD 3.5 there aren't rules for chopping off limbs (other than the head, there is only one artefact that does this that I know of) and rules for the effects of lost limbs are only optional.

Not quite an artifact (http://www.d20srd.org/srd/magicItems/magicWeapons.htm#vorpal).


Now this brings up a question that I have been trying not to ask for a while. There are only two, "Hat Tricks," right now that can't be used together, but there are several that don't make sense together in the same way they wouldn't make sense on an octopus hat. For instance, can I have both, "Wizard's hat and robe," and, "The Professor's Fedora?" Or how about, "Wizard's Hat and Rope," and the, Admeral's Biocomb?" what about, ets ets?

You, sir, have never studied Theatrical Millinery (http://kaitlynsays.files.wordpress.com/2009/04/wicked-the-musical-wicked-257205_800_600.jpg), have you? I can't find a picture of it, but this show had a fantastic Crescent Moon Top hat/Bowler. Lead me to study hat-making for a year or two. Turns out 'Hat Designers' don't exist. 'Costume Designers Exist' and 'Hat Makers.' At least in the Theatre world. Oh, and you can do ANYTHING with a hat.

I'm eagerly awaiting the rules for a Hat-Frenzy, even though I assume it's not terribly whelming, as that it is on the back-burner.

Cieyrin
2010-11-15, 03:32 PM
I'm eagerly awaiting the rules for a Hat-Frenzy, even though I assume it's not terribly whelming, as that it is on the back-burner.

Or perhaps it's so OVERwhelming that he can't easily define it? :smallwink:

Morph Bark
2010-11-15, 04:01 PM
Now this brings up a question that I have been trying not to ask for a while. There are only two, "Hat Tricks," right now that can't be used together, but there are several that don't make sense together in the same way they wouldn't make sense on an octopus hat. For instance, can I have both, "Wizard's hat and robe," and, "The Professor's Fedora?" Or how about, "Wizard's Hat and Rope," and the, Admeral's Biocomb?" what about, ets ets?

I imagine a Wizard Professor's Fedora to be like a fedora that has an elongated top part with a flap at the front to hide the crease. It's no longer a typical fedora, nor a typical wizard hat, it's a mix! Something similar goes for the other combinations, you just have to be extra imaginative and roleplay it creatively. :smallwink:

The ones that cannot be used together was simply the thought that both would otherwise take up the same part on top of the hat. DMs could otherwise just say that some don't work together, but I find it more fun and interesting to come up with semi-plausible explanations for what the hat looks like.


Not quite an artifact (http://www.d20srd.org/srd/magicItems/magicWeapons.htm#vorpal).

I was talking about an artifact in Book of Vile Darkness, actually, and due to vorpal weapons I explicitly excluded the chopping off of heads in my post.

Thugorp
2010-11-15, 05:28 PM
See that's what I always thought(and why I love the class) But then why doesn't an octo-wizard-ora hat work? ;-p

this post is obviously just teasing :-)

Analytica
2010-11-15, 06:48 PM
There is a difference between playing in the Comic Universe and playing in a standard D&D campaign. Notice that everyone mostly survives in the Comic. That's not true in D&D. To keep this in the realm of playable, I ignored that feature. It adds a level of adjustment that would make these far less fun to play.

Debby

I guess you're right. I did read that scene as implying their superhuman durability was their key ability (which would also tie in well to how long-lived they seem to be), which would make a lot of sense for the Heterodynes to build into them. Then again, you give them a large CON bonus and veteran Jägers are bound to have lots of levels anyway, so...

Primal Fury
2010-11-15, 08:35 PM
Looks fun.

I dare you to make it a base class. :smallamused:

Lix Lorn
2010-11-16, 03:33 AM
I just reread 'Take my Hat'
I love you forever.

Debihuman
2010-11-16, 05:36 AM
Regarding the Jaegerkin, at least, why does taking the Draught make the imbiber lose weapon proficiencies? As a Human Fighter, they would be proficient with all simple and martial weapons, but the baseline Jagermonster is proficient with all simple weapons and only two martial weapons.

On Jaeger determination, giving them Diehard as a racial bonus feat might suffice, or the Ferocity ability of boars/PF Orcs.


They gain feats normally so getting Diehard isn't necessary. Adding Ferocity would increase the LA which is already on the high side. Losing the weapons proficiency probably reflects the Comic so (and they do take a loss of Intelligence). There are drawbacks to drinking the Jägerdrought as well as benefits.

Debby

Cieyrin
2010-11-17, 07:23 PM
Is the Common Robe of the Robe and Wizard Hat's AC meant to not have a minimum, as getting it at 1st level means that you get half of 1, which is 0 unless stated otherwise?

Morph Bark
2010-11-17, 07:53 PM
Looks fun.

I dare you to make it a base class. :smallamused:

An amusing idea, but it probably would take too much of me, so even if it ever happens, it won't be anytime soon by far.


Is the Common Robe of the Robe and Wizard Hat's AC meant to not have a minimum, as getting it at 1st level means that you get half of 1, which is 0 unless stated otherwise?

Yes. If you take it at level 1, all you get is magic missile at will.


Also, sorry for not adding more or editing in the new ones and all. It turns out someone else has taken my notebook while in class - I presume by accident. This means I lost my notes for this and the write-up for the Incomprehensible Accent PrC (which I planned on naming the No Comprendeus). :smallfrown:

On a more positive note, my busy day seems to have paid off somewhat in that it's looking like I will pass my driving exam this Friday, and the chance I can get my notebook back tomorrow are big enough, since I know who most likely got it.

BLUESKY
2011-06-24, 02:30 PM
You. Are. An. Excellent. Person,

Just letting you know.:smallwink:
Seriously though, I am less than halfway through your homebrew signature, and its close to the amount of wonderful, so far, as the first time I read through Afroakuma`s. Minus the VUACS of course

NeoSeraphi
2011-06-24, 03:38 PM
I admittedly only read the first page of comments, and there are three pages total, so someone might have already mentioned this, but your capstone should have the bard ability inspire heroics listed, not inspire competence. Inspire competence is a terrible 3rd level bardic music that gives a +2 competence bonus to skills and doesn't scale. Inspire heroics is the 2 bonus fighter levels one.

I seriously want to see a Commoner who becomes all powerful with his Row Row Fight the Power, Mine is the Drill that Will Pierce the Heavens, If I Don't Who Will ultra manly Take My Hat ability.

The BBEG would not survive his pure awesomeness, I don't think.

Morph Bark
2011-06-25, 03:38 AM
You. Are. An. Excellent. Person,

Just letting you know.:smallwink:
Seriously though, I am less than halfway through your homebrew signature, and its close to the amount of wonderful, so far, as the first time I read through Afroakuma`s.

Ha, thanks a lot! :smallbiggrin:

Admittably there's still at least one Commoner Flaw left for me to do, but I ran out of inspiration way back then, just like there is a gap between the appearance of the farmer-based ones and the latter group. I've also been thinking of creating some NPC PrCs in the same vein Welkneir has done, but aiming for a different sort of abilities instead of a downgraded existing PC class.


I admittedly only read the first page of comments, and there are three pages total, so someone might have already mentioned this, but your capstone should have the bard ability inspire heroics listed, not inspire competence. Inspire competence is a terrible 3rd level bardic music that gives a +2 competence bonus to skills and doesn't scale. Inspire heroics is the 2 bonus fighter levels one.

I seriously want to see a Commoner who becomes all powerful with his Row Row Fight the Power, Mine is the Drill that Will Pierce the Heavens, If I Don't Who Will ultra manly Take My Hat ability.

The BBEG would not survive his pure awesomeness, I don't think.

Ah, thanks for catching that! It should not have been inspire competence indeed, though also not inspire heroics, but rather inspire greatness. However, thinking about it, I see no reason why not to just give him all three!

MY HEROIC HAT POWER GRANTS MY DRILL THE COMPETENCE TO DRILL THROUGH THE GREAT HEAVENS

NeoSeraphi
2011-06-25, 03:48 AM
Ha, thanks a lot! :smallbiggrin:

Ah, thanks for catching that! It should not have been inspire competence indeed, though also not inspire heroics, but rather inspire greatness. However, thinking about it, I see no reason why not to just give him all three!

MY HEROIC HAT POWER GRANTS MY DRILL THE COMPETENCE TO DRILL THROUGH THE GREAT HEAVENS

Ack! Well don't I feel stupid now. I pointed out your flaw with a flaw. My mistake!

Morph Bark
2011-06-27, 02:10 PM
Ack! Well don't I feel stupid now. I pointed out your flaw with a flaw. My mistake!

Just goes to show we all make mistakes. Congratulations! We're both human! :smallsmile:


I like it better now either way.

Morph Bark
2012-06-11, 08:50 AM
In honour of a new homebrew challenge being set up (http://www.giantitp.com/forums/showthread.php?t=245782), I have updated the Mad Hat Trickster slightly. Now all the Hat Tricks have (Ex), (Su), (Sp) or (Ps) tags, Schmott Guy Hat has an additional benefit and there have been three Hat Tricks added: Cute Hat, Little Hat and Top Hat, Top Cat.

Enjoy, and stay tuned as we will work on more crazy-awesome to show all of you live from the Bark Side!