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    Morph Bark's Avatar

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    wink HYU MAD! [A Completely Flawed PrC; PEACH!]

    What time is it? Commoner Flaw Prestige Class Time! (In progress!)



    MAD HAT TRICKSTER

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    by einlee of DeviantART


    “Hey! NIZE HAT!”

    You used to be the village fool. The idiot. The klutz. The jester. The clown. The dumbass. Now? Now you have a nice hat. 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

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    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! (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)*
    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 (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 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.
    Last edited by Morph Bark; 2012-06-11 at 08:12 AM.
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    Default Re: HYU MAD! [A Completely Flawed PrC; PEACH!]

    You hat to do this, didn't you...?
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    Default Re: HYU MAD! [A Completely Flawed PrC; PEACH!]

    Quote Originally Posted by The-Mage-King View Post
    You hat to do this, didn't you...?
    Yes. No! Maybe?
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    Default Re: HYU MAD! [A Completely Flawed PrC; PEACH!]

    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?
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    Default Re: HYU MAD! [A Completely Flawed PrC; PEACH!]

    Quote Originally Posted by DracoDei View Post
    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.

    Quote Originally Posted by DracoDei View Post
    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.
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    Default Re: HYU MAD! [A Completely Flawed PrC; PEACH!]



    That is all
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    Default Re: HYU MAD! [A Completely Flawed PrC; PEACH!]

    ....

    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.

    Edit: incidentally, why autohypnosis?
    Last edited by Jarrick; 2010-11-10 at 12:01 AM.
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    Default Re: HYU MAD! [A Completely Flawed PrC; PEACH!]

    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.
    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.
    Also, nice class. Nize hat.
    Really makes me wish I had that issue of dragon so I could actually find out what the flaw does...
    Last edited by Gorgondantess; 2010-11-10 at 02:02 AM.
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    Default Re: HYU MAD! [A Completely Flawed PrC; PEACH!]

    Quote Originally Posted by Bhu View Post


    That is all


    Let's ride.

    Quote Originally Posted by Jarrick View Post
    ....

    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.

    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.

    Quote Originally Posted by Gorgondantess View Post
    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.

    Quote Originally Posted by Gorgondantess View Post
    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.
    Edited. I meant to make the hat return, but forgot. Apologies.

    Quote Originally Posted by Gorgondantess View Post
    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.

    Quote Originally Posted by Gorgondantess View Post
    Also, there really needs to be a Nize Hat! ability, that makes the penalty a bonus instead against those wearing hats.
    Done!

    Quote Originally Posted by Gorgondantess View Post
    Also, nice class. Nize hat.
    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...
    Last edited by Morph Bark; 2010-11-10 at 06:17 AM.
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    Default Re: HYU MAD! [A Completely Flawed PrC; PEACH!]

    AWESOME! 8D
    Has anyone here read the Looking Glass Wars? Hatter! <3
    Quote Originally Posted by M-Bark View Post
    So if anyone is interested in that PbP campaign idea...
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    Default Re: HYU MAD! [A Completely Flawed PrC; PEACH!]

    Quote Originally Posted by Gorgondantess View Post
    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.
    Last edited by Prime32; 2010-11-10 at 09:30 AM.

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    Default Re: HYU MAD! [A Completely Flawed PrC; PEACH!]

    Quote Originally Posted by Lix Lorn View Post
    Gods above yes. I call tasted.
    Seconded. I call broken corpse.

    totally post a linke when you've started it.
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    Default Re: HYU MAD! [A Completely Flawed PrC; PEACH!]

    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.

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    Default Re: HYU MAD! [A Completely Flawed PrC; PEACH!]

    Quote Originally Posted by M-Bark View Post
    So if anyone is interested in that PbP campaign idea...
    Thirded! I call mad hatter.
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    Default Re: HYU MAD! [A Completely Flawed PrC; PEACH!]

    Quote Originally Posted by Telonius View Post
    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...

    Quote Originally Posted by M-Bark View Post
    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.
    Last edited by DracoDei; 2010-11-10 at 01:34 PM.
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    Default Re: HYU MAD! [A Completely Flawed PrC; PEACH!]

    Added a few more hat tricks and modified the PrC to be 10 levels long, since I have 16 other hat tricks waiting.


    Quote Originally Posted by Lix Lorn View Post
    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. 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.

    Quote Originally Posted by Prime32 View Post
    And no, I didn't look any of those up. They were... memorable.
    They are firmly lodged forevermore within the bounds of my brain. They were... delicious. Well, one of them.

    Quote Originally Posted by Realms of Chaos View Post
    Seconded. I call broken corpse.

    totally post a linke when you've started it.
    I will, though I could PM you also as I told Lix. Objections?

    Quote Originally Posted by Telonius View Post
    *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.

    Quote Originally Posted by Gorgondantess View Post
    Thirded! I call mad hatter.
    Oh, oh my. Such enthusiasm!

    Quote Originally Posted by DracoDei View Post
    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.
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    Default Re: HYU MAD! [A Completely Flawed PrC; PEACH!]

    It's a book! A good one, too.
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    Default Re: HYU MAD! [A Completely Flawed PrC; PEACH!]

    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.

    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).
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    Default Re: HYU MAD! [A Completely Flawed PrC; PEACH!]

    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.
    Last edited by DracoDei; 2010-11-10 at 03:43 PM.
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    Default Re: HYU MAD! [A Completely Flawed PrC; PEACH!]

    Quote Originally Posted by DracoDei View Post
    EDIT: Hat Frenzy is mentioned in the last sentence of "Nize Hat" but isn't explained anywhere.
    It isn't indeed.

    Explaining it is low on my list of priorities for this PrC. Suffice to say it will be grandular.
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    Default Re: HYU MAD! [A Completely Flawed PrC; PEACH!]

    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.
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    Default Re: HYU MAD! [A Completely Flawed PrC; PEACH!]

    Quote Originally Posted by Gorgondantess View Post
    Thirded! I call mad hatter.
    But...but...but...

    Ohhh...

    I lay claim to Weresheep Barngod.

    Also, if the antagonists are all adventurers, we should all have the XP Farm flaw.
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    Default Re: HYU MAD! [A Completely Flawed PrC; PEACH!]

    Quote Originally Posted by M-Bark View Post
    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!
    Last edited by Realms of Chaos; 2010-11-10 at 05:07 PM.
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    Default Re: HYU MAD! [A Completely Flawed PrC; PEACH!]

    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.

    As in, anyone got ideas to make it proper?
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    Default Re: HYU MAD! [A Completely Flawed PrC; PEACH!]

    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
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    Default Re: HYU MAD! [A Completely Flawed PrC; PEACH!]

    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.

    Quote Originally Posted by EdroGrimshell View Post
    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
    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.
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    Default Re: HYU MAD! [A Completely Flawed PrC; PEACH!]

    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.
    Last edited by Realms of Chaos; 2010-11-10 at 11:32 PM.
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    Default Re: HYU MAD! [A Completely Flawed PrC; PEACH!]

    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
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    Default Re: HYU MAD! [A Completely Flawed PrC; PEACH!]

    Quote Originally Posted by Realms of Chaos View Post
    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...
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    Default Re: HYU MAD! [A Completely Flawed PrC; PEACH!]

    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?
    Last edited by Zerous; 2010-11-11 at 12:51 AM.

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