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Menacing Brute
(Races of Destiny variant, p. 123)
The menacing brute takes advantage of how must humans fear half-orcs, playing on that dread to make his living.
Requirements
Base Attack Bonus: +5
Alignment: Any nongood
Race: Half-Orc
Skills: Intimidate 5 ranks , Knowledge (local) 2 ranks , Search 2 ranks
Feats: Iron Will
Hit die
d10
Skill points
4 + Int
Class Features
Demoralizing Stare (Ex): You gain a competence bonus on Intimidate checks equal to your menacing brute level. In addition, when you successfully use the Intimidate skill to demoralize an opponent, the target remains shaken for an additional 1 round per class level.
Resourceful Search (Ex): At 2nd level, you become extremely resourceful at finding "discarded" pieces of equipment. Once per day, you can attempt a Search check in order to find any nonmagical item of your choice, with a maximum market price of 200 gp, without paying for it. The gold piece value of the item determines the time it takes for you to find it, as well as the minimum size of community in which it can be found (see the table below). For example, if you are searching for a wagon (35 gp), you would need to look in a small town or larger community and succeed on a DC 15 Search check after spending 2d4×10 minutes searching. If you sought a breastplate (200 gp), you could find it in a metropolis by making a DC 25 Search check and spending 2d4 hours digging through alleyways, trash bins, and the like. You can never find a masterwork item or magic item of any value while using this ability.
Sneak Attack (Ex): Beginning at 3rd level, you deal extra damage when flanking an opponent or any time the target would be denied its Dexterity bonus (except on ranged attacks, which must be point-blank to deliver the extra damage). See the rogue class feature, page 50 of the Player's Handbook.
Ruthless Cut (Ex): At 4th level and higher, you gain a +4 bonus on a roll to confirm a threat on a critical hit.
Making an Example (Ex): At 5th level, any time you deal enough damage with a melee attack to drop a creature (typically by dropping it to less than 0 hit points or killing it), all foes within 30 feet of the enemy must succeed on a Will save (DC 15 + your Cha modifier) or cower until the start of their next turn. If the blow that dropped the creature was a critical hit, add +4 to the save DC. This is a mind-affecting fear effect.
(Races of Destiny variant, p. 123)
The menacing brute takes advantage of how must humans fear half-orcs, playing on that dread to make his living.
Requirements
Base Attack Bonus: +5
Alignment: Any nongood
Race: Half-Orc
Skills: Intimidate 5 ranks , Knowledge (local) 2 ranks , Search 2 ranks
Feats: Iron Will
Hit die
d10
Skill points
4 + Int
Class Features
Demoralizing Stare (Ex): You gain a competence bonus on Intimidate checks equal to your menacing brute level. In addition, when you successfully use the Intimidate skill to demoralize an opponent, the target remains shaken for an additional 1 round per class level.
Resourceful Search (Ex): At 2nd level, you become extremely resourceful at finding "discarded" pieces of equipment. Once per day, you can attempt a Search check in order to find any nonmagical item of your choice, with a maximum market price of 200 gp, without paying for it. The gold piece value of the item determines the time it takes for you to find it, as well as the minimum size of community in which it can be found (see the table below). For example, if you are searching for a wagon (35 gp), you would need to look in a small town or larger community and succeed on a DC 15 Search check after spending 2d4×10 minutes searching. If you sought a breastplate (200 gp), you could find it in a metropolis by making a DC 25 Search check and spending 2d4 hours digging through alleyways, trash bins, and the like. You can never find a masterwork item or magic item of any value while using this ability.
Sneak Attack (Ex): Beginning at 3rd level, you deal extra damage when flanking an opponent or any time the target would be denied its Dexterity bonus (except on ranged attacks, which must be point-blank to deliver the extra damage). See the rogue class feature, page 50 of the Player's Handbook.
Ruthless Cut (Ex): At 4th level and higher, you gain a +4 bonus on a roll to confirm a threat on a critical hit.
Making an Example (Ex): At 5th level, any time you deal enough damage with a melee attack to drop a creature (typically by dropping it to less than 0 hit points or killing it), all foes within 30 feet of the enemy must succeed on a Will save (DC 15 + your Cha modifier) or cower until the start of their next turn. If the blow that dropped the creature was a critical hit, add +4 to the save DC. This is a mind-affecting fear effect.
http://alcyius.com/dndtools/classes/out ... index.html
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Outcast Champion
(Races of Destiny variant, p. 126)
Outcast champions bring hope to those who have no place in society.
Requirements
Race: Half-Elf or Half-Orc or Half-Ogre
Skills: Diplomacy 8 ranks or Intimidate 8 ranks
Hit die
d10
Skill points
4 + Int
Class Features
Aura of Confidence (Ex): Your presence emboldens allies within 30 feet who can see you (including yourself). They add your class level as a morale bonus on their Will saves. This effect is lost if you fall unconscious or die.
Avenging Strike (Ex): You are surrounded by allies who rely on you for victory, and you take this responsibility to heart. You can attempt an avenging strike on an enemy who has dealt damage to an ally of yours within the last hour. The avenging strike must be delivered with a melee attack. You add your Charisma modifier (if positive) to your attack roll and deal an extra 1d6 points of damage per outcast champion level. If you accidentally strike a creature that has not dealt damage to an ally within the last hour, the avenging strike has no effect, but that use of the ability is still expended. You may use an avenging strike once per day per point of Charisma bonus (minimum 1/day).
Desperate Fury (Ex): You are at your best when times are worst. Beginning at 3rd level, once per day when you are reduced to fewer than one-half your full normal hit points, or when you are fatigued or exhausted, you can enter a state of desperate fury. While in a desperate fury, you gain a +2 morale bonus to Strength, Dexterity, and Constitution. The desperate fury lasts for 3 rounds + 1 round per point of your (newly improved) Constitution bonus. Unlike with a barbarian's rage, you have no penalties or limitations while in a desperate fury; however, if you become frightened, panicked, or cowering, the desperate fury ends immediately. At 5th level, you become able to share the effect of your desperate fury with allies within 30 feet who can see you. These allies gain the same benefits as you for as long as your desperate fury lasts (even if an ally becomes frightened, panicked, or cowering).
Teamwork (Ex): You are skilled at creating a strong bond of teamwork between yourself and your allies. Starting at 4th level, whenever you or any ally within 30 feet who can see or hear you uses the aid another action, the bonus provided on attack rolls, AC, or skill checks improves by 2 (from +2 to +4).
(Races of Destiny variant, p. 126)
Outcast champions bring hope to those who have no place in society.
Requirements
Race: Half-Elf or Half-Orc or Half-Ogre
Skills: Diplomacy 8 ranks or Intimidate 8 ranks
Hit die
d10
Skill points
4 + Int
Class Features
Aura of Confidence (Ex): Your presence emboldens allies within 30 feet who can see you (including yourself). They add your class level as a morale bonus on their Will saves. This effect is lost if you fall unconscious or die.
Avenging Strike (Ex): You are surrounded by allies who rely on you for victory, and you take this responsibility to heart. You can attempt an avenging strike on an enemy who has dealt damage to an ally of yours within the last hour. The avenging strike must be delivered with a melee attack. You add your Charisma modifier (if positive) to your attack roll and deal an extra 1d6 points of damage per outcast champion level. If you accidentally strike a creature that has not dealt damage to an ally within the last hour, the avenging strike has no effect, but that use of the ability is still expended. You may use an avenging strike once per day per point of Charisma bonus (minimum 1/day).
Desperate Fury (Ex): You are at your best when times are worst. Beginning at 3rd level, once per day when you are reduced to fewer than one-half your full normal hit points, or when you are fatigued or exhausted, you can enter a state of desperate fury. While in a desperate fury, you gain a +2 morale bonus to Strength, Dexterity, and Constitution. The desperate fury lasts for 3 rounds + 1 round per point of your (newly improved) Constitution bonus. Unlike with a barbarian's rage, you have no penalties or limitations while in a desperate fury; however, if you become frightened, panicked, or cowering, the desperate fury ends immediately. At 5th level, you become able to share the effect of your desperate fury with allies within 30 feet who can see you. These allies gain the same benefits as you for as long as your desperate fury lasts (even if an ally becomes frightened, panicked, or cowering).
Teamwork (Ex): You are skilled at creating a strong bond of teamwork between yourself and your allies. Starting at 4th level, whenever you or any ally within 30 feet who can see or hear you uses the aid another action, the bonus provided on attack rolls, AC, or skill checks improves by 2 (from +2 to +4).
http://alcyius.com/dndtools/classes/sca ... index.html
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Scar Enforcer
(Races of Destiny variant, p. 130)
Scar enforcers are angry, embittered half-elves who have rejected both sides of their ancestry.
Requirements
Base Attack Bonus: +3
Alignment: Any nongood
Race: Half-Elf
Skills: Bluff 8 ranks , Hide 4 ranks Move Silently 4 ranks
Hit die
d8
Skill points
6 + Int
Class Features
Spells per Day: At each even-numbered level, you gain new spells per day (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a scar enforcer, you must decide to which class to add each level for the purpose of determining spells per day and spells known.
Favored Enemy (Ex): As a member of this class, you gain a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against humans or elves. Likewise, you gain a +2 bonus on weapon damage rolls against these races. See the ranger class feature, page 47 of the Player's Handbook.
Smite Enemy (Su): Once per day starting at 2nd level, you can deliver a powerful melee attack to a human or elf foe. You add your Charisma bonus (if any) on your attack roll and deal an extra 1 point of damage per class level. If you accidentally smite a creature that is neither an elf nor a human, the smite has no effect, but the ability is still used up for the day. At 5th level, you can use this ability twice per day. At 8th level, you can use this ability three times per day.
Sneak Attack (Ex): Beginning at 3rd level, you deal extra damage when flanking an opponent or any time the target would be denied its Dexterity bonus (except on ranged attacks, which must be point-blank to deliver the extra damage). See the rogue class feature, page 50 of the Player's Handbook.
Disguise Self (Sp): Starting at 4th level, you can use disguise self three times per day, but only to assume the appearance of a human or an elf.
Hide in Plain Sight (Ex): Beginning at 7th level, you can use the Hide skill in natural terrain even while being observed. See the ranger class feature, page 48 of the Player's Handbook.
Forgo Heritage (Ex): At 10th level, you leave behind your racial heritage. You are no longer considered an elf or a human for the purpose of beneficial or harmful effects. (You still count as a half-elf for the purpose of qualifying for this class.)
(Races of Destiny variant, p. 130)
Scar enforcers are angry, embittered half-elves who have rejected both sides of their ancestry.
Requirements
Base Attack Bonus: +3
Alignment: Any nongood
Race: Half-Elf
Skills: Bluff 8 ranks , Hide 4 ranks Move Silently 4 ranks
Hit die
d8
Skill points
6 + Int
Class Features
Spells per Day: At each even-numbered level, you gain new spells per day (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a scar enforcer, you must decide to which class to add each level for the purpose of determining spells per day and spells known.
Favored Enemy (Ex): As a member of this class, you gain a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against humans or elves. Likewise, you gain a +2 bonus on weapon damage rolls against these races. See the ranger class feature, page 47 of the Player's Handbook.
Smite Enemy (Su): Once per day starting at 2nd level, you can deliver a powerful melee attack to a human or elf foe. You add your Charisma bonus (if any) on your attack roll and deal an extra 1 point of damage per class level. If you accidentally smite a creature that is neither an elf nor a human, the smite has no effect, but the ability is still used up for the day. At 5th level, you can use this ability twice per day. At 8th level, you can use this ability three times per day.
Sneak Attack (Ex): Beginning at 3rd level, you deal extra damage when flanking an opponent or any time the target would be denied its Dexterity bonus (except on ranged attacks, which must be point-blank to deliver the extra damage). See the rogue class feature, page 50 of the Player's Handbook.
Disguise Self (Sp): Starting at 4th level, you can use disguise self three times per day, but only to assume the appearance of a human or an elf.
Hide in Plain Sight (Ex): Beginning at 7th level, you can use the Hide skill in natural terrain even while being observed. See the ranger class feature, page 48 of the Player's Handbook.
Forgo Heritage (Ex): At 10th level, you leave behind your racial heritage. You are no longer considered an elf or a human for the purpose of beneficial or harmful effects. (You still count as a half-elf for the purpose of qualifying for this class.)
Just throwing these here.