Author Topic: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests  (Read 333681 times)

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oslecamo

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Kython Slaughterking

[spoiler]Prerequisites: To become a Slaughterking, a player must meet the following requirements;

Must be an adult kython with no levels in another kython prestige class.

HD:d10
LevelBABFortRefWillSpecial
1st
+1
+2
+2
+0
Poison spray, Instictive Cunning, +1 str
2nd
+2
+3
+3
+0
Debilitating screech, +1 Con
3rd
+3
+3
+3
+1
Growth, +1 str
4th
+4
+4
+4
+1
Broodlord, Speed boost, +1 con
5th
+5
+4
+4
+1
Enhanced defense, +1 str
6th
+6
+5
+5
+2
Disruptive field, +1 con
7th
+7
+5
+5
+2
Vicious, Rend, +1 Str
8th
+8
+6
+6
+2
Rampage, Slaughterking, +1 Str, +1 Con
Skills: 4+ int mod. A Slaughterking's class skills are Climb, Hide, Intimidate, Jump, Listen, Move Silently, Survival, and Swim

Proficiencies: a Slaughterking is proficient in its natural wepons

Features:

Poison spray: A Slaughterking can spit poison in place of a bite attack. It must make a ranged touch attack with a range of 5ft per HD. On a hit, the target is subject to the Slaughterking's poison.

Ability boost: A Slaughterking gains a +1 bonus to strength at levels 1, 3, 5, 7 and 8, and a +1 bonus to constitution at levels 2, 4, 6 and 8, for +5 Str and +4 Con at 8th level.

Insinctive cunning: A Slaughterking is much smarter than it looks, and even more cruel, not hesitating to use his own allies as meat shields. A Slaughterking gains 20% miss chance against all attacks for every ally it has adjacent to it, up to 80% miss chance.

Debilitating screech: A second level slaughterking can generate a loud shriek which disrupts the equilibrium of any nonkythons that hear it. Any creature within range of the Slaughterking's blindsight must make a will save(DC 10 + 1/2 HD + constitution modifier) or have their mobility Inhibited. Affected creatures take a -2 penalty to attack rolls, a -4 penalty to dexterity, and have their speed halved for 1 round. In addition, flying creatures are forced to land as quickly as possible while burrowing creatures are driven to the surface. The Slaughterking can use this ability as a free action every 2d4 rounds. This is a sonic, mind affecting effect.

Growth:At third level, a Slaughterking grows one size category. If all Slaughterking levels were taken, it grows again at 14 HD and 20 HD.

Broodlord: at fourth level, a Slaughterking's cunning keeps improving, allowing it to coordinate it's minions with subtle subsonics only the slaughterking itself is aware off. Allies inside his blindsight range gain +1 Insight bonus to attack rolls for every 3 HD of the Slaughterking, and they may re-roll failed saves against fear and mind-affecting effects.

In adition, this ability can be used for comunicating with other creatures like telepathy with a range of 1 mile per HD, except that only very basic concepts can be transmited, like "feed", "come", "stay" or "attack".

Speed boost: Also at forth level, a Slaughterknig's land speed increases by 5ft for every 4 HD it has

Enhanced defense: At fifth level, a Slaughterking can halve the range of its blindsight to create a protective barrier. The Slaughterking gains a deflection bonus to armor class equal to a 1/3 its HD, and spell resistance equal to its HD + 11.

Disruptive field: A sixth level Slaughterking can halve the range of its blindsight to generate a field that disorients any nonkythons in the area. Creatures in the feild take a -1 morale penalty to attacks, saves, ability checks and skill checks and caster/manifester/initiator level for every 4HD of the Slaughterking.

Vicious: a second level slaughterking deals triple damage upon scoring a critical hit with one of its natural wepons

Rend: If a seventh level Slaughterking hits an opponent with two or more claw attacks in one round, it latches into the creature and tears its flesh for an additional 2d6 damage(Plus 1.5 x Strength mod)

Rampage: Once every 2d4 rounds, a Slaughterking can make a savage rush through its enemies. The Slaughterking can move double its speed and make a four claw attacks along the way, as long as no two attacks target the same creature and the Slaughterking moves at least five feet between attacks. Any creatures smaller than the Slaughterking damages during its rampage must succeed an oposed strength check(With the slaughterking gaining a +1 bonus to its check for every five points of damage done by its claw) or be forced to move alongside the Slaughterking for the remainder of its rampage as it drags them. The creatures dragged take 1d6 points of damage for every 20ft moved and are knocked prone. This movement does not provoke an attack of opportunity

Slaughterking: An eighth level Slaughterking is fully developed, gaining immunity to acid.[/spoiler]

Comments
[spoiler]The Slaughterking had a few dead levels to fill in, so I improved the poison spray ability and gave it some leader-based powers. The rend ability also helped make the slaughterking more savage than other kythons. Its rampage ability lets it tear through its enemies, while its debilitating shriek stops enemies from escaping. While its shreik is a mind effecting ability, I used constitution because it relies on the volume of the kythons shreik for effectiveness, rather than mental strength.[/spoiler]

Done by Crafty_Cultist from GITP, some tweaks by me.

oslecamo

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Half-Golem suplement II

Prototype Body
Material|Elemental Affinity
Half Animated Object Golems|Heal from Cold damage.
Half Blood Golems|Heal from Repair/Cure* spells.
Half Cadaver Golems|Heal from negative energy damage.
Half Candle Wax Golems|Heal from Fire damage.
Half Coal Golems|Heal from Fire damage.
Half Colossus Flesh Golems|Heal from negative energy damage.
Half Colossus Iron Golems|Heal from Electricity damage.
Half Colossus Stone Golems|Heal from Cold damage.
Half Feuer Iron Golems|Heal from Fire damage.
Half Gold Golems|Heal from any one element damage.**
Half Greater Stone Golems|Heal from Cold damage.
Half Grisgol Golems|Heal from negative energy damage.
Half Mask Golems|Heal from Fire damage
Half Razor Golems|Heal from Fire damage.
Half Remnant Golems|Heal from negative energy damage.
Half Sickstone Golems|Heal from Acid damage.
Half Survey Stone Golems|Heal from Cold damage.
Half Tod Iron Golems|Heal from Electricity damage.
Half Verran’s Flesh Golems|Heal from Electricity damage.
Half Walking Statue Golems|Heal from Cold damage.
Half Warfoged Raptor Golems|Heal from Electricity damage.


Construction Material[spoiler]
Animated Object-This material’s physical composition is by design weaker than other constructs, however unlike others is animated with a purely magically constructed spirit, and involves a relatively tame and subservient binding, this makes it easier to graft, reducing the Will save DC of The Danger Ritual by 5. Further the natural armor bonus of the Half Animated Object Golem increases to equal its full Constitution mod.

Blood-This material has a very acute array of senses, the Half Blood Golem is sensible to vibrations, and gains Blindsense with a range of 20 feet plus an extra 5 feet for every HD it has. This is not negated by deafness, or effects that cancel out noise.  Further the Half Blood golem gains the Scent  special ability which extends out to the radius of its Blindsense. By spending a full-round action concentrating (as if casting a Level 0 spell) the Half Blood Golem gains the benefits of Blindsight out to the limits of its Blindsense range, however this benefit ends if the Half Blood Golem does anything other than concentrate (including actions that require no action to activate, such as free action psionic powers manifested without display, or the like.)

Cadaver-This material is composed of dead flesh that has been animated through dark rituals, the animating essence of the Half Cadaver Golem’s limb is deviously sentient, and retains its ability to ‘learn’ skills. A Half Cadaver Golem can choose to replace part of its limb, from a living or recently deceased creature that is relatively similar to the Half Cadaver Golem. Doing so grants the Half Cadaver Golem access to the skills that the targeted creature had invested ranks in. The Half Cadaver Golem cannot, however, gain skill points in excess of its HD +3. In effect the Half Cadaver Golem may retrain any skills it has invested ranks to skill of those of the creature cannibalized. The Half Cadaver Golem can never gain more ranks from a body part than that individual possessed. This requires 1 hour’s worth of work. Further, the Half Cadaver Golem may spend an hour with a dead creature to rob its flesh, to repair its body, recovering hp equal to 5 per HD the dead creature had. Because their bodies are stitched flesh of the recently dead, the Half Cadaver Golem may be affected by skills such as Craft (Sewing) or Profession (Seamstress) as though they were the Heal skill.

Candle Wax-This material is extremely flexible and malleable, the Half Candle Wax golem gains an additional +2 bonus to Dexterity, further because of the flexibility this material imparts on the Half Candle Wax Golem’s flesh, the Half Candle Wax golem bases its natural armor on its Dexterity score rather than its Constitution score, and the Half Candle Wax Golem’s bonus to natural armor increases to equal its full Dexterity mod. In addition the Half Candle Wax Golem may choose at will to produce a light in a 10 foot per HD radius emanation centered on the Half Wax Golem, this effect creates low-light conditions 10 feet per HD past the light area of effect. For purposes of interacting with darkness spells and effects this is treated as a light effect of spell level equal to half the Half Candle Wax Golem’s HD. Activating or deactivating this ability is a swift action.

Coal-This material is composed of an Iron frame filled with hot coals that seem to smolder with the ire of the elementals that animate it. The conflicting energies of earth and fire make this material quite unstable, Half Coal Golems may fly off the handle at the slightest threat. If the Half Coal Golem takes damage it must make a will save with DC equal to the damage taken or tap into a deep and wild Berserker Strength, similar to a barbarian’s rage, except it gains a +4 bonus to Strength and a +2 bonus on all saves, as well as Damage reduction 2/-, while still suffering the usual -2 penalty to Amor Class. The damage reduction granted by Berserker Strength stacks with any similar kind of damage reduction. This Berserker Strength is otherwise identical to the standard Barbarian’s rage in all other ways. It can choose to fail this save. It can tap into its Berserker Strength 1/day plus an additional time for every 4 HD it has. Half Coal Golem levels stack with barbarian levels for determining its Berserker Strength bonuses. At effective Barbarian level 11 (when a standard barbarian gains greater rage), Berserker Strength improves, The Half Coal Golem’s Strength score improves to +6, and their bonus on saves improves to +3, and they gain damage reduction 3/-- (or their existing damage reduction of the same kind improves by 3). At effective Barbarian level 20 (when a standard barbarian gains mighty rage), the Strength bonus increases to +8, and the bonus on saves improves to +4, and the Half Coal Golem gains damage reduction 4/-- (or their existing damage reduction of the same kind improves by 4). Any effect that would normally apply only during a rage applies while the Half Coal Golem's your berserker strength is active.

Colossus Flesh-This material is the result of long and powerful necromantic rituals used to bind the fallen soul of a powerful creature into one unimaginably large construct, sometimes a small portion from an long since dead Flesh Colossus is used in The Danger. The violent nature of the long since maddened mortal’s soul that animates this material make it an incredibly volatile material to graft; increase the DC of The Danger by 15. However once grafted this Material provides a +2 bonus to Wisdom, further when the Half Colossus Flesh Golem gains Magic Resistance at 3rd level, this resistance applies to spells and super natural abilities, The ‘Caster Level’ of a supernatural ability is equal to the HD of creature that activated it unless otherwise stated. If any effect increases the Half Colossus Flesh Golem’s Spell Resistance into Spell Immunity, the Half Colossus Flesh Golem Retains its resistance value to Super Natural Abilities and does not gain Immunity to Super Natural Abilities (unless the effect that increases this ability specifically states that it effects supernatural abilities as well.)

Colossus Iron-This material is teaming with raw power, the amount of magic culled into animating this unimaginably large version of the Iron Golem is enough to fuel a large city’s various magineered energy problems for decades. Sometimes a small portion from an long since dead Iron Colossus is used in The Danger. The raw amount of magic within this material makes it incredibly volatile to graft; increase the DC of The Danger by 15.  However once grafted this Material provides a +2 bonus to Strength, further when the Half Colossus Iron Golem gains Magic Resistance at 3rd level, this resistance applies to spells and super natural abilities, The ‘Caster Level’ of a supernatural ability is equal to the HD of creature that activated it unless otherwise stated. If any effect increases the Half Colossus Iron Golem’s Spell Resistance into Spell Immunity, the Half Colossus Iron Golem Retains its resistance value to Super Natural Abilities and does not gain Immunity to Super Natural Abilities (unless the effect that increases this ability specifically states that it effects supernatural abilities as well.)

Colossus Stone-This material, while substantially more stable than its Flesh and Iron kin, is still beyond the grasp of even the most meta-arcane philosophies of the greatest of wizard scholars.  Sometimes a small portion from an long since dead Stone Colossus is used in The Danger. The raw amount of magic within this material makes it incredibly volatile to graft; increase the DC of The Danger by 15.  However once grafted this Material provides a +2 bonus to Constitution, further when the Half Colossus Stone Golem gains Magic Resistance at 3rd level, this resistance applies to spells and super natural abilities, The ‘Caster Level’ of a supernatural ability is equal to the HD of creature that activated it unless otherwise stated. If any effect increases the Half Colossus Stone Golem’s Spell Resistance into Spell Immunity, the Half Colossus Stone Golem Retains its resistance value to Super Natural Abilities and does not gain Immunity to Super Natural Abilities (unless the effect that increases this ability specifically states that it effects supernatural abilities as well.)

Feuer Iron-This material is wrought from the same strong metals that compose Half Iron Golems, but contains a powerful fire-elemental powered matrix. This material gives extra protection to the Half Feuer Iron Golem. After it has engaged in at least one round of combat the Half Feuer Iron Golem can act as if it were under the effects of Fire Shield (protecting from cold attacks). Activating this ability is a free-action, and lasts 1 round per HD and can be used once per day plus an extra use for every 4 HD the Half Feuer Iron Golem has.  In addition the half Feuer Iron Golem’s natural armor class increases to equal its constitution mod.

Gold-This material is composed of the gold of an animated treasure pile. Most Adventurers look on the idea of literally grafting one’s treasure to one’s body as a poor use of their gold, regardless particularly gold-hungry characters who obsess over gold for gold’s sake may be interested in grafting their precious metal to their body for show and safety sake. A large portion of the graft is composed of unattainable gold, which cannot be used at any point unless the Half Gold Golem’s Graft is removed, destroyed, or otherwise disabled, this amount of gold is equal to the amount of money the Half Gold Golem has spent on its grafted nature. The Half Gold Golem may also store up to 1,000 gp per HD it possesses within its limb for safe keeping. This gold cannot be removed by means of pick pocket, magic extraction, or any means short of killing the Half Gold Golem or destroying its limb (in which case half of all the gold within said limb is also destroyed). Further the Half Gold golem’s Strength increases by an additional +2. When a Half Gold Golem gains Damage Reduction at third level, it gains DR/ Adamantine and Slashing.

Greater Stone-This material is alarmingly sturdy but demands constant maintenance or it may become a hindrance. The Half Greater Stone Golem’s Strength improves by an extra +4 and its natural armor increases to equal its constitution mod. In addition when a Half Greater Stone Golem gains Damage Reduction at third level, it gains additional DR equal to its strength mod. However every time the Half Greater Stone Golem takes Bludgeoning or Acid damage it must make a Fortitude save DC (10+ damage dealt) or it suffers a -1 penalty to Strength. Further damage taken increases this penalty by an extra -1 to Strength for every failed fortitude save. It takes 1 minute of interrupted work with proper tools (Which cost 50 GP, and are not expended by this) and a successful profession (Sculptor) or other appropriate check (DC 18) to remove each point of this Strength penalty. The Half Greater Stone Golem can repair itself but it takes double time. There's no penalty for failing these profession checks.

Grisgol-This material is composed of long dead bits of magical materials, lost or destroyed in ages past, that have gathered around the entrapped life-force of a lich within its phylactery, offering a great deal of magical potential to the Half Grisgol Golem. The Half Grisgol Golem effectively gains an additional level, for purposes of Caster Level, Spells Known, and Ability to cast spells per day as if it had gained a level in any spellcasting class it had access to before taking its first level of Half Grisgol Golem, if it had more than one spellcasting class before taking its First level of Half Grisgol Golem, it must select one to gain this benefit. If the Half Gisgol Golem did not have an Arcane Caster class before, or if it does not wish to increase said casting class, it gains this benefit as for a 1st level Sorcerer. It only gains this increase at first level.

Mask-This material is composed of many metal masks, wielded together mostly from iron with silver traces and gold accents. The Half Mask Golem’s natural armor increases to equal its constitution mod. Further the Half Mask Golem may cast See Invisibility as a spell-like ability 1/day per HD it possess, its caster level is equal to its HD.

Razor-This material is composed of many terribly sharp and quick razor edged components, and demands constant maintenance or it may become a hindrance. The Half Razor Golem’s Dexterity improves by +4 and its bonus to natural armor increases to equal its constitution mod. Further the Half Razor Golem is treated as having armor spikes for all intents and purposes, except that these armor spikes deal slashing rather than piercing damage. It is naturally proficient with these armor spikes. However every time the Half Razor Golem takes Bludgeoning or Corrosion (acid or rust) damage it must make a Fortitude save DC (10+ damage dealt) or it suffers a -1 penalty to Dexterity. Further damage taken increases this penalty by an extra -1 to Dexterity for every failed fortitude save. It takes 1 minute of interrupted work with proper tools (Which cost 50 GP, and are not expended by this) and a successful profession (Knife Sharpener) or other appropriate check (DC 18) to remove each point of this Strength penalty. The Half Iron Golem can repair itself but it takes double time. There's no penalty for failing these profession checks.

Remnant-This material is particularly fascinating as that it is not as much a material but the very animating spirit of a long since maddened elemental believing it should be animating something. It’s obligatory animation mentality, but complete instability makes this material as easy, or rather, as difficult to graft to the subject of The Danger as most other material types. The raw spiritual energy of this material powers the Half Remnant Golem’s inner essence, the Half Remnant Golem gains an additional+4 bonus to Charisma, and gains a deflection bonus to armor class equal to its charisma mod. However the driven madness of the Golem Remnant’s spirit requires constant ritualistic maintenance, or it may begin to drive The Half Remnant Golem mad. . Every day the Half Remnant Golem must make a Fortitude save (DC 15+number of days since maintenance) or start to go mad. It suffers a -1 penalty to Charisma each day it fails this save. It takes 1 minute of interrupted work with ritualistic tools (cost 50 GP, not expended by this) and a successful Knowledge check the appropriate type with DC (18) to remove each point of this Charisma penalty. A [Counter to Insanity/Confusion?] spell will automatically recover this Charisma penalty and will prevent the loss of sanity for 24 hours. The Half Remnant Golem can perform the ritual itself but it takes double time. There's no penalty for failing these Knowledge checks, further unlike other knowledge checks these may be retried as other skills may be.

Sickstone-This material glows in a deep sickly greenish silver light and is not quite metal nor is it quite volcanic stone. The sickening nature of this material actually strengthens the Half Sickstone Golem’s immune system, as such the Half Sickstone Golem gains an additional +2 bonus to its Constitution score. In addition the Half Sickstone Golem choose at will to produce a greenish silver glow in a 20 foot per HD radius emanation centered on the Half Sickstone Golem. This greenish silver glow improves the lighting of a dark area up to low-light condition. This spell has no effect on areas that already have low-light or better lighting conditions, besides an aesthetic effect. For purposes of interacting with darkness spells and effects this is treated as a light effect of spell level equal to half the Half Sickstone Golem’s HD. Activating or deactivating this ability is a swift action. Further, any melee weapon that is completely or mostly of stone or metal that strikes the Half Sickstone Golem looses points of 1d4 hardness per 4 HD, any weapons reduced to 0 hardness or less crumble to dust.

Survey Stone-Though carved from unwieldy stone, this material is particularly perceptive, perhaps from the magic that enchants it, or for the elven image it takes after. The Half Survey Stone Golem’s Wisdom improves by an extra +2 and it gains a racial bonus on Spot, Listen, and Search checks equal to half its HD.  In addition, the Half Survey Stone Golem my ‘record’ up to 1 hour’s worth of events per HD into a stored memory, which holds the complete sensory experience of the time recorded, the Survey Stone Golem always has direct access to these memories and can bring them up with as little effort as remembering its own name. Further the Half Survey Stone golem may share any recorded memory with any willing creature that it is in physical contact with. Doing so requires the full concentration of the Half Survey Stone Golem and provokes attacks of opportunity from all participants. It takes the Half Survey Stone Golem only 1 minute to share 1 hour of recorded experiences. When the Half Survey Stone Golem spends a minute sharing its recorded memories, it is as if the target experienced everything that the Half Survey Stone Golem experienced. To get through the experiences faster and still retain the gist of the experience, the Half Survey Stone Golem can go as fast as 1 round per 24 hours recorded in terms of transfer rate. However while memories are shared at the accelerated rate the target must make an Intelligence check.: DC 10 earns the target a general idea of the events (someone attacked someone else), DC 15 gains the target a bit more detail (an ogre smashed a halfling with a hammer), while DC 20 and higher grants the target knowledge of the pickier details (an Ogre war-priest slew a halfling pick-pocket who had managed to steal a holy symbol). The only sure way to get all the details possible is to use the memory sharing at the normal speed, however.

Tod Iron-This material wrought from metals as dark as night and is covered in ancient runes. The Half Tod Iron Golem’s Strength improves by +4 and its bonus to natural armor increases to equal its constitution mod. Further the Half Tod Iron Golem may wield a weapon of 1 size larger than normal in its Tod Iron-limb. This does not stack with Powerful Build or Feats such as Monkey-Grip. It may not wield a two-handed weapon in this manner. However every time the Half Tod Iron Golem takes Bludgeoning or Cold damage it must make a Fortitude save DC (10+ damage dealt) or it suffers a -1 penalty to Strength. Further damage taken increases this penalty by an extra -1 to Strength for every failed fortitude save. It takes 1 minute of interrupted work with proper tools (Which cost 50 GP, and are not expended by this) and a successful profession (Blacksmith) or other appropriate check (DC 18) to remove each point of this Strength penalty. The Half Tod Iron Golem can repair itself but it takes double time. There's no penalty for failing these profession checks.

Verran’s Flesh-This material is unwieldy cobbled together and terribly distorted, the Half Verran’s Flesh Golem benefits from Sleight Build: The physical stature of the Half Verran’s Flesh Golem lets it function in many ways as if it were one size category smaller. Whenever the Half Verran’s Flesh Golem is subject to a size modifier or special size modifier for an opposed check (such as Hide), the Half Verran’s Flesh Golem is treated as one size smaller if doing so is advantageous to it. The Half Verran’s Flesh Golem is also considered to be one size smaller when  squeezing  through a restrictive space. The Half Verran’s Flesh Golem can use weapons designed for a creature one size smaller without penalty. However, the space and reach of the Half Verran’s Flesh Golem remain those of a creature of its actual size. The benefits of this ability stack with the effects of powers, abilities, and spells that change the Half Verran’s Flesh Golem's size category Further, the Half Verran’s Flesh Golem may spend an hour with a dead creature to rob its flesh, to repair its body, recovering hp equal to 5 per HD the dead creature had. Because their bodies are whipstitched together, the Half Verran’s Flesh Golem may be affected by skills such as Craft (Sewing) or Profession (Seamstress) as though they were the Heal skill.

Walking Statue-This material is carved of dense stone and animated with the flowing spirit of a water elemental, and is naturally self-preservative. The Half Walking Statue gains Fast Healing equal to half its HD. In addition the Half Walking Statue Golem gains a racial bonus on Spot and Listen checks equal to half its HD. Further, if the Half Walking Statue Golem passes within 5 feet per HD of an invisible creature or object the Half Walking Statue Golem may make a Spot check at a -20 penalty to notice such a creature. The creature or object remains invisible to the Half Walking Statue Golem, but it may use this ability to locate invisible creatures or objects that are close to it.

Warforged Raptor- This material is fantastically shaped steel and mithral worked in such a way that, with the aid of its air elemental essence, it is well suited for areal travel. The Half Warfoged Raptor Golem never suffers from falling damage and falls at a rate of 20 feet per round, even while unconscious its grafted wings snap open slowing its fall. Upon reaching 5 HD it gains the ability to glide 20 feet in any direction for every 10 feet it falls, its maneuverability is average. Even if it manages to gain perfect maneuverability the Half Warfoged Raptor cannot hover while gliding. Upon reaching 10 HD the Half Warforged Raptor is capable of flight with a 40 ft. base flight speed and an average maneuverability.
[/spoiler]

oslecamo

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Aasimar

[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+ 1+0+0+2 Holy Body, Lightbringer, +1 Wis, +1 Cha
Skills: 2+int modifier, quadruple at 1st level. Class skills are  Concentration, Diplomacy, Disguise, Heal, Intimidate, Knowledge (Any), Listen, Perform, Sense Motive, Spellcraft, Spot, Survival..

Proficiencies: Aasimar are proficient with simple and martial weapons and light armor.

Features
Holy Body:At 1st level an Aasimar loses all racial bonuses it had and gains outsider traits (basically darkvision 60 foot). It is an outsider with base speed 30 ft.

An Aasimar gains a bonus on Spot and Listen checks equal to his HD  and resistance to acid, cold and electrecity equal to half his HD.

Lightbringer:
1/day per HD the Aasimar can use Daylight as a SLA. If he uses his daylight on his weapon, it can add his Cha to to Hit and Damage rolls with that weapon for the duration of the SLA.

As it grows stronger, an Aasimar learns how to use his power in more powerfull ways. All of the following abilities, unless otherwise noticed, are activated as a swift action, cost a certain number of Daylight SLA uses and last 1 round. In adition, whenever one of the abilities below is used the Aasimar's main weapon/holy symbol/eyes glows intensily as if made of pure light, imposing a -40 penalty on hide checks and providing illumination as a daylight spell for the duration.

[spoiler]
Light Soul-At 2 HD, by one use, the Aasimar can may boost the Caster level  of any spell or SLA with the light, healing or good descriptor by 2, and that spell ignores any limit on Caster level it may have.

Light Ray-At 4 HD, by one use, the Aasimar can project light rays from a melee weapon. Those rays have a range of  20 foot per HD, hit as a ranged  touch attack and deal  the base damage as the weapon used, whitout counting for any bonus or penalty for Str or Cha bonus. You can perform iterative attacks with this if you have enough Bab or any other ability that grants extra attacks. This ray can also be combined with a touch range spell instead of a weapon.

Illuminate- At 6 HD, by two uses, any creatures hit by the Aasimar's weapons or failing a save against his spells must make a Will Save DC 10+1/2HD+Cha mod or be blinded for 1 round per Aasimar HD.

Rising Star: At 8 HD, by two uses, the Aasimar can fly at a speed of 20 feet per HD with perfect maneuverability. If the Aasimar spends another use at the begginning of his next turn he can remain flying, otherwise he falls.

Brilliance: At 10 HD, by three uses, the Aasimar's attacks count as touch attacks.

Heaven touch: At 12 HD, by four  uses and as an immediate action the Aasimar may grant himself a sacred bonus on Saving throws, AC and skill checks equal to his Cha bonus.  He can extend the duration of this  by spending an extra use at the begginning of his next turn.

Star Blessing: At 14 HD, by four uses and as a free action even if it isn't his turn and/or he can't act normally the Aasimar may grant himself a Freedom of Movement and Death Ward effects like the spells. He can extend the duration of this  by spending an extra use at the begginning of his next turn.

Judge: At 16 HD, by five uses, creatures struck by the Aasimar's attacks or failing saves against his spells or SLAs must make a Will Save DC 10+1/2HD+Cha mod or be Dazed for 1 round. Creatures hit by multiple attacks or failing the save against multiple spells stack the duration. (so a creature struck four times by the Aasimar when this ability is used and failing all four saves  would be dazed for four rounds).

Star-Reach: At 18 HD, by six uses, the Aasimar can project a light beam from his weapon as far as the eye can see, providing him basically infinite reach. He can attack any oponent in his line of sight he can spot with melee attacks, ranged attacks and/or spells whitout penalty of any kind and using the normal bonus for the attack.

Purify: At 20 HD, by seven uses, the Aasimar can replicate a Mormekdain's Disjuction spell with CL=HD as a standard action, except that he's himself always affected regardless of the chosen area and magic items don't permanently lose their properties if the Will save is failed, they simply stop to fuction for 1 round per HD. Save DC 10+1/2HD+Cha mod.
[/spoiler]


Ability increase:
The Aasimar gains +1 to Wis and +1 to Cha.

[/spoiler]

Comments:
[spoiler]
The Aasimar gets some bonus to Wis, Cha, skills, resistances and the ability to produce daylight. Wich could probably qualify for worst spell ever.

So I decided to focus on boosting the daylight. As the Aasimar grows it can use it's daylight in all kinds of powerfull ways, but it burns trough uses pretty fast, since it's still just a 1 level class after all.
[/spoiler]

oslecamo

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Tiefling

[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+ 1+0+0+2 Unholy Body, Darknessbringer, +1 Dex, +1 Int
Skills: 2+int modifier, quadruple at 1st level. Class skills are  Concentration, Diplomacy, Disguise, Heal, Intimidate, Knowledge (Any), Listen, Perform, Sense Motive, Spellcraft, Spot, Survival.

Proficiencies: Tieflings are proficient with simple and martial weapons and light armor.

Features
Unholy Body:At 1st level an Tiefling loses all racial bonuses it had and gains outsider traits (basically darkvision 60 foot). It is an outsider with base speed 30 ft.

An Tiefling gains a bonus on Bluff and Hide checks equal to her HD  and resistance to fire, cold and electrecity equal to half her HD.

Darknessbringer:
1/day per HD the Tiefling can use Darkness as a SLA. If she uses her Darkness on her weapon, she can add her Int to to Hit and Damage rolls with that weapon for the duration of the SLA.

As she grows stronger, an Tiefling learns how to use her power in more powerfull ways. All of the following abilities, unless otherwise noticed, are activated as a swift action, cost a certain number of Darkness SLA uses and last 1 round.

[spoiler]
Dark Soul-At 2 HD, by one use, the Tiefling can may boost the Caster level  of any spell or SLA with the darkness, fire or evil descriptor by 2, and that spell ignores any limit on Caster level it may have.

Dark Ray-At 4 HD, by one use, the Tiefling can project darkness rays from a melee weapon. Those rays have a range of  20 foot per HD, hit as a ranged  touch attack and deal  the base damage as the weapon used, whitout counting for any bonus or penalty for Str or Int bonus. You can perform iterative attacks with this if you have enough Bab or any other ability that grants extra attacksTher ray can also be combined with a touch range spell instead of a weapon.

Dim- At 6 HD, by two uses, the Tiefling can create a Darkness so deep only she can see trough it. Even creatures with abilities like blindsense, tremorsense and blindsight must roll spot checks to detect anything inside said darkness.

Rising Moon: At 8 HD, by two uses, the Tiefling can fly at a speed of 20 feet per HD with perfect maneuverability. If the Tiefling spends another use at the begginning of her next turn she can remain flying, otherwise she falls.

Backstab: At 10 HD, by three uses, the Tiefling's attacks count her enemies as flatfooted.

Hell touch: At 12 HD, by four  uses and as an immediate action the Tiefling may grant herself a sacred bonus on Saving throws, AC and skill checks equal to her Int bonus.  She can extend the duration of this by spending an extra use at the begginning of her next turn.

Pit Curse: At 14 HD, by four uses, the Tiefling may use Bestow Curse as the spell as a swift action, with save DC being 10+1/2HD + Int mod, except that even if the enemy makes the save, they still suffer the curse effect for 1 round. In this case, the Tiefling may expend another use of Darkness as a free action every turn to further extend the effect of the curse for another round. A failed will save still means a permanent curse.

Corrupt: At 16 HD, by five uses, creatures struck by the Tiefling's attacks or failing saves against her spells or SLAs must make a Will Save DC 10+1/2HD+Int mod or lose all their resistances and immunities for 1 round. Creatures hit by multiple attacks or failing the save against multiple spells stack the duration. (so a creature struck four times by the Tiefling when this ability is used and failing all four saves  would lose all resistances and immunities for four rounds).

Extending Shaddow: At 18 HD, by six uses, the Tiefling can dissolve into shaddows, and then reform in any place she could spot before initiating this ability.

Darkle: At 20 HD, by seven uses, the Tiefling can replicate a Energy Drain spell with CL=HD as a standard action, except that it ignores immunity to negative energy, affecting even undeads, and victims can atempt a Will save with DC 10+1/2HD+Int mod at the begginning of their turns to remove one negative level inflicted by this ability, every turn untill all the negative levels caused by this ability are gone.
[/spoiler]


Ability increase:
The Tiefling gains +1 to Int and +1 to Dex.

[/spoiler]

Comments:
[spoiler]
The Tiefling gets some bonus to Int, Dex, skills, resistances and the ability to produce Darkness, wich isn't very hot.

So I decided to focus on boosting the Darkness. As the Tiefling grows it can use it's Darkness in all kinds of powerfull ways, but it burns trough uses pretty fast, since it's still just a 1 level class after all.
[/spoiler]

oslecamo

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Half-Golem suplement II

Golemaic Weapon [spoiler]
Animated Object- The Half Animated Object Golem gains a weapon based on the object selected to replace the limb, this cannot be changed after it has gained Golemaic Weapon.
[spoiler][indent]
Multislam- Objects that have multiple outstanding appendages grant the Half Animated Object Golem an additional Slam attack, further the critical multiplier on its slams increases to a x3.

Constriction- Objects that have long flexible materials grant the Half Animated Object Golem the Improved Grab special ability, allowing it to initiate a grapple on a successful slam attack without having to make a touch attack or provoke an attack of opportunity. Further, on a successful grapple check, the Half Animated Object deals constriction damage equal to its slam damage.

Trample- Objects with heavy or sturdy bases grant the Half Animated Object Golem a trample attack. As a full-round action it can move up to twice its land speed to literally run over an opponent of up to its own size category, but no larger. It must completely cover the target’s space while making this trample attack. This attack deals damage equal to twice its Slam attack plus twice its Strength mod damage to any creature it runs over. The target gains an attack of opportunity at a -4 attack penalty, if the creature chooses to not take the attack of opportunity it may attempt a Reflex save DC (10+1/2HD+Str Mod) for half damage. The Half Animated Object Golem may only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

Animated Weapon Graft Objects that are weapons grant the Half Animated Object Golem a +1 competence bonus on all attack and damage rolls while using the weapon, this bonus increase by 1 for every 5HD the Animated Object Golem has. The grafted weapon is considered both a standard weapon and a natural weapon for the purpose of effects that distinguish between either weapon type. The Animated Object Golem does not have the use of one of its hands and suffers a -2 penalty on all skill checks requiring the use of hands. Spells or effects that temporarily polymorph the Half Animated Object Golem can ignore the Animated Object Limb or alter it normally, at the Half Animated Object Golem’s discretion. This weapon cannot be disarmed, sundered, or changed[/indent][/spoiler]

Blood- The Half Blood Golem’s slam attack becomes a terrible siphon of blood, flesh, and life energy. 1/day per HD as a standard attack action, the Half Blood golem may declare that it is making a vampiric slam attack. If this slam attack hits the Half Blood Golem deals extra damage equal to its Charisma mod, further the Half Blood Golem gains temporary Hp equal to the amount of damage it dealt, this temporary hp lasts for 1 hour per HD of the Half Golem, and stacks with itself but cannot exceed 6x the Half Blood Golem’s HD.

Cadaver- The Half Cadaver Golem gains the ability to to cannibalize natural weapons and special abilities from the corpses of the recently dead, or from the sufficiently restrained living. At any point the Half Cadaver Golem may only have 1 special weapon, but it may change out its weapon by replacing it with a new one freshly harvested. Replacing a weapon requires 1 hour’s worth of work with a fresh or living corpse, if living the ‘donor’ loses significant flesh, and its access to this weapon.
[spoiler][indent]

Burgled Bite- By replacing its mouth with one from a creature with a natural bite attack, the Half Cadaver Golem gains a bite attack that deals 1d6+1½ Str damage.

Commandeered Claws- By replacing its hands with those from a creature with two natural claw attacks, or two creatures with a natural claw attack each, the Half Cadaver Golem gains 2 claw attacks that deals 1d4 damage.

Taken Talons- By replacing its hands with those from a creature with two natural talon attacks, or two creatures with a natural talon attack each, the Half Cadaver Golem gains 2 talon attacks that deals 1d4 damage.

Hustled Hooves- By replacing its feet with those from a creature with two natural hoof attacks, or two creatures with a natural hoof attack each, the Half Cadaver Golem gains 2 hoof attacks that deals 1d4 damage.
Ascertained Arm- The Half Cadaver Golem attaches another arm its body, which it may use freely as if it were one of its own. This extra limb is treated as having -4 Strength and Dexterity compared to the original arms of the Half Cadaver Golem. This arm can be used to manipulate weapons, and as such the Half Cadaver Golem becomes eligible for multi-weapon fighting feats, unless it loses this extra arm.

Borrowed Wings- By thieving the wings of a sufficiently sized creature (no smaller than the Half Cadaver Golem) the Half Cadaver Golem gains a Wing attack that deals 1d6 damage, and falls at a rate of 40 feet per round, never suffering more than 1d6 falling damage from any height.

Thieved Venom- By harvesting the venom sack of a creature with a natural poison attack the Half Cadaver Golem may deliver potent poison with its Slam attack. Any creature damaged by its natural slam is subjected to the venom of the creature which now has Fortitude DC of (10+1/2 the Half Cadaver Golem’s HD+ Con Mod). The ability damage is of the same type but is reduced to (or increased to) 1d4 initial and secondary damage. This damage size increases for every 4 HD the Half Cadaver Golem possesses.  At 10 HD even creatures immune to it can be affected but they gain a +5 bonus on their saves.

Robbed Crusher- By replacing key body parts with those of a creature that has the improved grab and constrict special abilities the Half Cadaver Golem gains Improved Grab ability, allowing it to initiate a grapple on a successful slam attack without having to make a touch attack or provoke an attack of opportunity. Further, on a successful grapple check, the Half Cadaver Golem deals constriction damage equal to its slam damage. The Half Cadaver Golem may rob either one of these abilities individually, if it comes across a creature with one and not the other, but this weapon takes the full slot, if the Half Cadaver Golem wants both aspects of this weapon it must rob from a creature that has both aspects.
[/indent][/spoiler]

Candle Wax- The Half Candle Wax Golem’s slams may deliver a highly flammable and cursed paraffin. Any creature damaged by the Half Candle Wax Golem’s slam natural attack must make a DC (10+1/2 HD+Dexterity Mod) reflex save or be covered in the cursed paraffin. Creatures without resistance to fire suffer double damage from fire,  creatures with resistance to Fire based attacks have their resistance reduced by twice the Half Candle Wax Golem’s HD, and creatures with immunity to fire effects are not affected by the cursed paraffin. Further any creatures (besides those with fire immunity) suffer a penalty on all saves against fire based spells and effects equal to the Half Candle Wax Golem’s Dexterity mod.   This Paraffin burns off with the first fire attack that successfully targets the effected creature, and may be washed off with 5 minutes work with soap and water.

Coal- The Half Coal Golem’s slam attacks are filled with an incredible heat that can conduct through metal weapon. The Half Coal Golem’s natural slam attack, and any attack made with a melee weapon made mostly from metal deals an additional 2d6 fire damage. Creatures struck by slam attack must make a Reflex save DC (10+1/2HD+Con Mod) or catch flame for a number of rounds equal to the Half Coal Golem’s Con mod, suffering 1d8 fire damage each round. The creature may spend a full round action and make a Survival check DC (10+1/2HD+Con Mod) in order to put out this fire. The aid of water, or other fire extinguishing effects increases this creature’s Survival check by +5, but do not immediately extinguish this fire.

Colossus Flesh- As a free action, 1/Minute, the Half Colossus Flesh Golem may release a wave of negative energy which emanates out in a 10 foot cone in front of the Half Colossus Flesh Golem, plus 5 feet for every 3 HD. Any creature caught this emanation suffers 1d4 negative energy damage per HD, Will save DC (10+1/2HD+Con Mod). Undead creatures are healed by this effect as they would be by an Inflict Wounds spell. Non-undead creatures that are damaged by this attack must make a Fortitude save of the same DC, regardless if they passed the previous save or not, or suffer 1d4 points of physical ability damage as chosen by the Half Colossus Flesh golem with the use of each attack. This Ability Damage increases by 1 size category for every 6 HD the Half Colossus Flesh Golem has.

Colossus Iron- The Half Colossus Iron Golem gains a special trample attack, As a full-round action the it can literally run over an opponent of at least its own size category or smaller. The Half Colossus Iron Golem may move up to twice its speed, and must completely cover the target’s space while making this special trample attack. This attack deals damage equal to twice its Slam attack plus twice its Strength mod damage to any creature it runs over. Creatures trampled gain an attack of opportunity at a -4 attack penalty, if the creature chooses to not take the attack of opportunity it may attempt a reflex save DC (10+1/2 HD+Str Mod) to only suffer half damage. The Half Colossus Iron Golem may only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature, further if the Half Colossus Golem deals this trample damage to a creature it may end its movement in the creatures square, and initiate a grapple as a free action without provoking any more attacks of opportunity that it already has for this action.

Colossus Stone- As a free action, 1/Minute, the Half Colossus Stone Golem may release a violent vibration of energy which emits a 10 foot cone of sonic energy in front of the Half Colossus Stone Golem, plus 5 feet for every 3 HD. Any creature or object caught in this area suffers 1d4 sonic damage per HD, Fortitude save DC (10+1/2HD+Con Mod) for half. This attack deals double damage to objects and constructs, and this is increased to triple damage if the object or construct is particularly crystalline. Further any creature so damaged must make an additional Fortitude save of the same DC or be deafened for 1d4+1 rounds.

Feuer Iron- Unlike it’s lesser Iron Cousin the Half Feuer Iron Golem gains a fiery breath attack rather than the usual poisonous one. As a free action, 1/Minute, the Half Feuer Iron Golem may breathe out a cloud of ravenous fire which fills a 10 foot cone in front of the Half Feuer Iron Golem, plus 5 feet for every 3 HD the Half Feuer Iron Golem has. Any creature caught in this flaming cone suffers 1d6 fire damage per HD the Half Feuer Iron Golem has, Reflex DC (10+1/2 HD+Con Mod) for half. A creature damaged by this ability must make a successful reflex save (regardless if they made their first save or not) or suffer half the amount of fire damage dealt on the following round on their turn.

Gold- The Half Gold Golem’s slam attack extends to a long whiplike tentacle natural attack that deals both slashing and bludgeoning damage. The reach of the Half gold Golem’s tentacle increases by 5 feet per 3 HD it has, unlike most reach weapons, the Half Gold Golem may attack adjacent foes with this attack at no penalty. Further this attack deals 2d4 points of energy damage, of the type that is has an affinity for, See Prototype Body.

Greater Stone- The Half Greater Stone Golem’s slams don’t simply slow their targets, but fully stuns targets with its brute force and inherent cursing. 1/minute as part of a standard attack action with its Slam attack, the Half Greater Stone Golem may make a stunning attack. The creature damaged by this slam must succeed on a DC (10+ 1/2 HD+Str Mod) Fortitude save or suffer from the stunned condition until the beginning of the Half Greater Stone Golem’s next turn.

Grisgol- The Half Grisgol Golem’s slam attack is empowered by its Captive Lich. The Half Grisgol Golem’s Slam attack deals an additional 2d6 points of negative energy damage, this attack can be used as a touch attack that provokes attacks of opportunities. The Half Grisgol Golem may not heal itself with this touch attack. 1/day per 3 HD the Half Grisgol golem has it may empower this negative energy slam or touch, any creature successfully attacked by The Half Grisgol Golem’s slam or touch attack must succeed on a DC (10+1/2HD+Cha mod) Fortitude save or be paralyzed for 1 round per HD.

Mask- The Half Mask Golem’s slam attack can leave its target with the terrifying mask of solitude. 1/day per HD as a standard attack action the Half Mask Golem may make a Solitude Slam attack, if the Half Mask Golem’s slam attack succeeds, the target must make a DC (10+1/2 HD +Cha Mod) will save or have their face covered by the terrible mask of solitude. With this mask in place the target cannot speak, breath, or hear. Removing this mask requires a disarm check, in which the mask’s rolls as if its base attack bonus equaled the Half Mask Golem’s HD, and uses the Half Mask Golem’s charisma mod in place of its strength mod.

Razor- As part of a Full-Defense action the Half Razor  Golem can surround itself with a whirling, slicing shield of razors, Any creature adjacent to the Half Razor Golem suffers 1d8 slashing damage per 2 HD of the Half Razor Golem, a successful Reflex save DC (10+1/2 HD+Dex Mod) reduces this damage by half. Any creature or object entering or passing through a square adjacent to the Half Razor Golem is subjected to this damage without a saving throw. The Half Razor Golem further gains a one half cover from this ability granting it a +4 cover bonus to AC. Unlike the Half Chain Golem the Half Razor Golem may take a move actions while this ability is activated, but creatures subjected to this attack by the Half Razor Golem moving adjacent to them still receive a reflex save against this attack. A Half Razor golem may use this ability a number rounds per day equal to twice its HD.

Remnant- 1/minute as a standard attack action the Half Remnant Golem may perform a Maddening Slam attack. If the Half Remnant Golem’s slam attack successfully strikes its target, the target suffers 1d6 Wisdom damage. This damage increases in size for every 4 HD the Half Remnant Golem has. The Remnant Golem may elect instead to make this attack as a touch attack that provokes attacks of opportunity.

Sickstone- As part of a standard attack action the Half Sickstone Golem may make a sickstone slam. A living creature struck by the Half Sickstone Golem’s slam attack must make a Fortitude saving DC (10+1/2 HD +Con Mod) or take 1d6 points constitution damage as the magical energies of the Half Sickstone Golem’s limb leach away life and energy. This constitution damage increases by 1 size category for every 5 HD the Half Sickstone Golem has. Creatures of the Earth Subtype, or that are largely composed of stone or metal are effected differently than normal living creatures. Such a creature that fails its fortitude save has any damage reduction it might have reduced by 1/2 the Half Sickstone Golem’s HD.  This secondary aspect of the Sickstone slam can affect constructs or other creatures with the Earth Subtype or that are largely composed of stone or metal even if they are normally immune to affects that require Fortitude saves. If sickstone slam used against an object composed largely of metal or stone, that object loses hardness equal to the Half Sickstone Golem’s HD. Sickstone slam may be used in conjunction with a Sunder attack. The damage to an object’s hardness can be repaired with a DC (10+Damage to repair) Craft check of the appropriate type, and 1 gold for every point of hardness damaged. This repair check only requires 1 hours worth of work. This same method may be used to repair Damage reduction lost from creatures of the Earth Subtype or that are largely made of metal or stone, but requires 10 gp for every point of Damage Reduction damage, and increases the DC by 5.

Survey Stone- The Half Survey Stone golem gains a second slam attack, in addition 1/minute the Half Survey stone golem may make an expeditious charge attack. While making an expeditious charge attack the half Survey Stone Golem may use a charge action to move up to 4x any of its base speeds (5x if it has the Run feat), further upon ending the charge the Half Survey Stone Golem may attack with both of its natural slam attacks rather than just one.

Tod Iron- The ancient runes on the Tod Iron golem’s body give it an inherent connection to the magical power animating it and makes the material quite unstable, a Half Tod Iron Golem that takes damage must make a Will save DC (10+ the damage dealt) or go fly into a Vitriolic Rage. Vitriolic Rage is similar to a barbarian’s rage, except it temporarily gains a +2 bonus to Strength, and all melee attacks made while in the vitriolic rage deal 1d6 additional Acid damage. While in a Vitriolic Rage, the Half Tod Iron Golem may make one extra attack in a round at its highest base attack bonus, but this attack suffers a –2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the Half Tod Iron Golem might make before its next action. This Vitriolic Rage is otherwise identical to the standard Barbarian’s rage in all other ways. It can choose to fail its save. It can Vitriolic Rage 1/day plus an additional time for every 4 HD it has. Half Tod Iron Golem levels stack with barbarian levels for determining Rage bonuses. At effective Barbarian level 11 (when a standard barbarian gains greater rage), the Strength bonus increases to +4, and the acid damage increases to 2d6. At effective Barbarian level 20 (when a standard barbarian gains mighty rage), the Strength bonus increases to +6, and the acid damage increases to 3d6.

Verran’s Flesh- The residual magic of the ancient rune amulets worn by these Golems have left a black scalded imprint on the material used to compose this golemaic limb. The Half Verran’s Flesh Golem gains one of the following special weapons, this choice cannot be changed after the Half Verran’s Flesh Golem gains its Golemaic Weapon.
[spoiler][indent]Dispel-As a free action, 1/Minute, the Verran’s Flesh Golem can use a Dispel Magic ability. The effect is as an area dispel in a 5 feet per HD radius burst, centered on the Half Verran’s Flesh Golem. The Dispel check is 1d20+the Half Verran’s Flesh Golem's HD, and is not limited by the usual cap of 10.

Fire Storm- As a free action, 1/Minute, the Half Verran’s Flesh Golem may release out a cone of destructive fire which fills a 10 foot cone in front of the Half Verran’s Flesh Golem, plus 5 feet for every 3 HD the Half Verran’s Flesh Golem has. Any creature caught in this flaming cone suffers 1d6 fire damage per HD the Half Verran’s Flesh Golem has, Reflex DC (10+1/2 HD+Intelligence Mod) for half. The raging flames do not harm natural vegetation, ground cover, and any plant creatures in the area that the Half Verran’s Flesh Golem wishes to exclude from damage.

Wall of Stone- The Half Verran’s Flesh Golem may use Wall of Stone as a spell like ability 1/day per HD the Half Verran’s Flesh Golem has. The Caster Level for this spell-like ability is equal to the Half Verran’s Flesh Golem’s HD, and any save that may be associated with its use (such as trapping a creature) has a DC of (10+1/2 HD+Intelligence Mod).

Flame Strike- As a free action, 1/Minute, the Half Verran’s Flesh Golem may release out a cone of terrible divine fire which fills a 10 foot cone in front of the Half Verran’s Flesh Golem, plus 5 feet for every 3 HD the Half Verran’s Flesh Golem has. Any creature caught in this roaring cone of fire suffers 1d4 damage per HD the Half Verran’s Flesh Golem has, Reflex DC (10+1/2 HD+Intelligence Mod) for half. Half the damage from this attack is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance or immunities to fire-based attacks.

Blade Barrier- As part of a Full-Defense action the Half Verran’s Flesh Golem can surround itself with a cloud of whirling blades of pure force. Any creature adjacent to it suffers 1d6 force damage per 2 HD the Half Verran’s Flesh Golem has. A successful Reflex save DC (10+1/2 HD+Intelligence Mod) reduces this damage by half. Any creature or object entering or passing through a square adjacent to the Half Verran’s Flesh Golem is subjected to this damage without a saving throw. The Half Verran’s Flesh Golem further gains a one half cover from this ability granting it a +4 cover bonus to AC. The Half Verran’s Flesh Golem may not take a move action while this ability is activated.A Half Verran’s Flesh Golem may use this ability a number rounds per day equal to twice its HD.

Acid Spray As a free action, 1/Minute, the Half Verran’s Flesh Golem may expel out a cloud of vitriolic gas which fills a 10 foot cone in front of the Half Verran’s Flesh Golem, plus 5 feet for every 3 HD the Half Verran’s Flesh Golem has. Any creature caught in the gas suffers 1d4 acid damage per HD the Half Verran’s Flesh Golem has, Reflex DC (10+1/2 HD+ Intelligence Mod) for half.

Ice Storm- As a free action, 1/Minute, the Half Verran’s Flesh Golem may launch a series of great hailstones and frigid winds which fills a 10 foot cone in front of the Half Verran’s Flesh Golem, plus 5 feet for every 3 HD the Half Verran’s Flesh Golem has. Any creature caught in this freezing cone of ice and wind suffers 1d6 damage per HD the Half Verran’s Flesh Golem has, Reflex DC (10+1/2 HD+Intellegence Mod) for half. Half the damage from this attack is cold damage, but the other half is bludgeoning.

Lightning Bolt- As a free action, 1/Minute, the Half Verran’s Flesh Golem may throw a great bolt of Lightning in front of it which fills a 20 foot line in front of the Half Verran’s Flesh Golem, plus 10 feet for every 3 HD the Half Verran’s Flesh Golem has. Any creature caught in this crackling line suffers 1d6 electricity damage per HD the Half Verran’s Flesh Golem has, Reflex DC (10+1/2 HD+Intelligence Mod) for half. This lightning attack sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the line attack may continue beyond the barrier if the attack’s range permits; otherwise, it stops at the barrier just as any other line effect does.[/indent][/spoiler]

Walking Statue- As a full-round action the Half Walking Statue Golem can move up to twice its land speed to literally run over an opponent of up to its own size category, but no larger. It must completely cover the target’s space while making this trample attack. This attack deals damage equal to twice its Slam attack plus twice its Strength mod damage to any creature it runs over. The target gains an attack of opportunity at a -4 attack penalty, if the creature chooses to not take the attack of opportunity it may attempt a Reflex save DC (10+1/2HD+Str Mod) for half damage. The Half Walking Statue Golem may only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature. Further the Half Walking Statue’s Slam and Trample attacks effect incorporeal creatures, and manifested ghosts, as if they were Ghost Touch weapons. In fact, a Half Walking Statue Golem may interact with such creatures as if they were fully material, allowing it to grapple such creatures.

Warforged Raptor- As a full-round action 1/minute the Half Warforged Raptor may make use of a special strife attack. While Making a strife attack the Half Warforged Raptor may move up to twice its base land speed in a straight line (not unlike a charge attack), it can make a full-attack with a ranged weapon over the course of its strife. Each attack occurs roughly at an evenly spaced increment for each attack. (For example for a standard Half Warforged Raptor with 3 attacks on a full-attack action and a 30 foot base land speed, the first attack occurs 20 feet from its starting point, the second at 40 feet, and the third at 60 feet.) Each of these attacks must be made against separate targets, even if the Half Warforged Raptor’s range increment would normally allow it to all strike the same target. Further the Half Warforged Raptor may choose to reduce the number of attacks in its base attack bonus in order to attack at different increments. (For example, our previous example decides to reduce its attacks to 2, the first attack occurs 30 feet from its starting point, the second at 60 feet.) The decision to forgo attacks may also be made on the run, but the normal attack points remain the same. (For example, our first example decides to miss its second shot on the run, the first attack occurs 20 feet from its starting point, the second is forgone at 40 feet, and the third is made at 60 feet.)
[/spoiler]

Amechra

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  • Thread Necromancy a Specialty
With the Son/Daughter of Silence, may they take levels in Bard?
[spoiler]Fighter: "I can kill a guy in one turn."
Cleric: "I can kill a guy in half a turn."
Wizard: "I can kill a guy before my turn."
Bard: "I can get three idiots to kill guys for me."

On a strange note, would anyone be put out if we had a post about people or events we can spare a thought for, or if its within their creed, a prayer for? Just a random thought, but ... hells I wouldn't have known about either Archangels daughter or Saeomons niece if I didn't happen to be on these threads.
Sounds fine to me.
probably over on "Off-topic".
might want to put a little disclaimer in the first post.

This is the Min/Max board. We should be able to figure out a way to optimize the POWER OF PRAYER(TM) that doesn't involve "Pazuzu, Pazuzu, Pazuzu".
[/spoiler]

My final project for my film independent study course. It could do with a watching and critiquing

Bloody Initiate

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Nimblewright Racial Class
« Reply #266 on: January 17, 2011, 10:31:35 AM »
Nimblewright

Class
[spoiler]Hit Dice: d10
LevelBABFortRefWillSpecial
1+0+0+0+0Nimblewright Body, Rapier Hands, Body Adaptation
2+1+0+0+0Bonus Feat, Entropic Shield, Tripping Thrust
3+2+1+1+1Spell Resistance, Feather Fall, Special Ability
4+3+1+1+1Bonus Feat, Special Ability, Spell-like abilities
5+3+1+1+1Special Ability, Repair
6+4+2+2+2Special Ability, Accelerated Self-Repair
7+5+2+2+2Augmented Critical, Special Ability, Tides

Class Skills: (2+Int Mod, x4 at first level) Balance, Bluff, Craft, Disguise, Jump, and Tumble

Proficiencies: A nimblewright is proficient with its natural weapons and rapiers, but with no armor or shields.

Class Features:

Nimblewright Body: The Nimblewright loses all racial traits and features, and gains the construct type and traits. These include:
-No Constitution Score
-Low-light vision
-Darkvision out to 60 feet
-Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects)
-Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
-Cannot heal damage naturally
-Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, and energy drain.
-Immunity to any effect that requires a fortitude save (Unless the effect also works on objects, or is harmless)
-Not at risk of death from massive damage. Destroyed if reduced to 0 hitpoints
-Cannot be raised or resurrected unless by a wish, miracle, or true resurrection
-Constructs do not eat, sleep, or breathe
It is Medium size and has a land speed of 40ft. A nimblewright has a natural armor bonus equal to its strength modifier or its charisma modifier, whichever is higher.

Rapier-Hands: The Nimblewright fights with two rapiers that are actually parts of its body. These rapiers are treated as natural weapons. When not in use, the weapons fold into its forearm and it can use its hands normally. A nimblewright can fully deploy both rapiers as a free action. Each rapier does (1d6 18-20x2) damage at level 1, which increases at fourth level to (1d10 18-20x2) at level 4, and increases again to (2d6 18-20x2) at level 7.
When making a full attack a nimblewright may attack with both rapier-hands at no penalty (one attack with each rapier-hand at its full base attack bonus), but since its rapier-hands are treated as natural weapons it gains no additional attacks due to a high base attack bonus. Although its rapier-hands are treated as natural weapons, they can be enchanted or re-built with special materials like cold iron or adamantine. Also, as a full-round action, a nimblewright may detach its rapier-hands and wield them as rapiers rather than natural weapons. In this case the damage returns to (1d6 18-20x2), but the nimblewright may make multiple attacks due to a high base attack bonus and any feats it took for its rapier-hands still apply to the rapiers if they could normally apply to manufactured weapons (Weapon Focus would apply, Improved Natural Attack would not). When a nimblewright does this it is considered to have the Two-Weapon Fighting feat and meets pre-requisites as if it had that feat.
Feats, maneuvers, and other abilities that would allow a creature to attack with more than one weapon as a standard action also allow a nimblewright to attack with both rapier-hands as a standard action. A nimblewright must still meet prerequisites for any such abilities should it choose to take them, although the nimblewright may ignore any racial prerequisites.

Body Adaptation: As the spirit that animates the nimblewright grows accustomed to its construct body, it grows more apt in its use. At every level including 1st, it gains +1 Dexterity and +1 Strength or Charisma, but not both. At 5 HD it gains +1 bonus hitpoint per HD, this bonus increases to +2 at 10 HD, +3 at 15 HD, and +4 at 20 HD.

Entropic Shield: A nimblewright can use entropic shield, as the spell, as a spell-like ability 4 times per day. The miss chance granted by this spell-like ability increases by 10% at the third, fifth, and seventh nimblewright levels. At fourth level a nimblewright can activate entropic shield as a move action, and at sixth level it can activate its entropic shield as a swift action. At seventh level a nimblewright can choose to activate its entropic shield as an immediate action, but if it does so the duration for the spell is decreased to 1 round.

Tripping Thrust: A nimblewright's rapier-hand attacks are powerful enough to push over creatures its own size or smaller. An opponent who is the target of a successful critical hit from a nimblewright must succeed on a Reflex Save (DC 10 + ½ Nimblewright's HD rounded up + Nimblewright's Strength modifier) or be knocked prone as if tripped. Even if an opponent is immune to critical hits, it can still be tripped by failing its reflex save (Unless of course it can't be tripped).

Bonus Feats: A nimblewright gains Combat Reflexes at level 2, and Combat Expertise at level 4 even if it does not meet the prerequisites. If it already has either of these feats, then it may select any other feat for which it meets the prerequisites.

Spell Resistance (SR): A nimblewright gains Spell Resistance 13 + HD, which increases to 15 + HD at level 5, and 17 + HD at level 7. A nimblewright can lower or raise its Spell Resistance as a free action at any time should it choose to receive friendly spells. It does not have to be the nimblewright's turn for it to lower or raise its spell resistance. The Swat special ability is the exception to this rule.

Feather Fall (Su): A nimblewright is under a constant feather fall effect, as the spell. It can dismiss or reactivate this effect as a free action at any time, even if it is not its turn.

Special Abilities: At third level and every level thereafter, a nimblewright gains a special ability of its choice from among the following options.
Beat (Ex): You may make a disarm attempt without provoking an attack of opportunity. If you have the Improved Disarm feat, you gain +2 to the disarm attempt in addition to the +4 from the Improved Disarm feat. If you are successful your target provokes an attack of opportunity from you at a +4 bonus.
Like Water (Ex): When an opponent gives you a chance to make an attack of opportunity, you may instead opt to immediately take a 5-foot step. This 5-foot step does not count as your 5-foot step for the round, and you may take it every time anyone provokes an attack of opportunity from you. You can also use a free action to sacrifice an attack of opportunity for the round to make a 5 foot step at any time during your turn, or as an immediate action if it is not your turn.
Parry (Ex): When an enemy makes a melee attack against you, you may give up one of your attacks of opportunity for the round to make an attack roll as an immediate action. Use the higher of your AC or the result of your attack roll as your effective AC against the incoming attack. You cannot use this special ability if you are denied your dexterity bonus to AC. If you have the Beat special ability and threaten the opponent you parried, you may make a disarm attempt as a free action against the same opponent.
Riposte (Ex): When an enemy you threaten makes a melee attack against you and you avoid damage using the Parry special ability, that opponent provokes an attack of opportunity from you at a -5 penalty. You cannot use this ability without the Parry special ability.
Swat (Ex): To use this special ability you must forego the benefits of your spell resistance and give up an attack of opportunity for the round. You infuse your rapier-hands with anti-magic to empower a melee attack against a flying enemy. If your attack is successful, you deliver an anti-magic jolt that causes your target to fall according to their means of flight. If your target was flying by magical means, they risk having their flight spell dispelled unless they succeed on a caster level check vs. your spell resistance. If you scored a critical hit then their flight is negated as if by an antimagic field. Your spell resistance does not return until 1 round has passed, it returns by itself and requires no action.
Deflect (Ex): When an enemy makes a ranged attack against you, you may give up one of your attacks of opportunity for the round to make an attack roll as an immediate action. Use the higher of your AC or the result of you attack roll as your effective AC against the incoming attack. You must declare you are using this ability before you know the result of your enemy's attack, but after you know whether they have overcome any miss chance you possess. You cannot use this special ability if you are denied your dexterity bonus to AC.
Reflect (Ex): When you successfully avoid a ranged attack with the Deflect special ability, you may give up an additional attack of opportunity to redirect the attack you avoided to a new target within the range of the original attack. Use the attacker's original attack roll to determine the success of the redirection.
Trip (Ex): When you hit with a melee attack you can attempt to trip your opponent as a free action without making a touch attack or provoking an attack of opportunity. If your attempt fails, they cannot react to make a trip attempt against you. You must declare you are using this special ability and give up one of your attacks of opportunity for the round before you make your attack.
Dextrous (Ex): You may use your dexterity modifier instead of your strength modifier when making trip, disarm, grapple, bull rush, or overrun attempts.
Feat: A nimblewright may learn a feat in place of a special ability.

Spell-like abilities: A nimblewright gains several spell-like abilities, which it can use a limited number of times per day. At fourth it gains cat's grace 3/day, at fifth level it gains alter self 4/day, and at sixth level it gains haste 3/day. The caster level for a nimblewright's spell-like abilities is equal to its HD. Save DCs are Charisma-based. At each even-numbered hit die, it gains an additional use of any spell-like ability it possesses.

Repair: A nimblewright may repair damage it has taken with a Craft Check. This takes 8 hours and materials worth (damage taken x Nimblewright's HD) gold pieces. The Nimblewright repairs as many hitpoints as its Craft Check -15. A nimblewright may also re-attach severed limbs this way, although the check is more difficult. Re-attaching a leg adds +10 to the check DC. Re-attaching an arm or rapier-hand adds +20. Re-attaching a head adds +25.

Accelerated Self-Repair (Ex): Once per day per 3 HD the Nimblewright possesses, it can initiate a powerful self-repair routine. As a full round action a nimblewright makes a Craft Check (DC 10 + HD, maximum 30 at level 20) to heal as many hitpoints as its base attack bonus. It can take no other actions during this time, not even a 5-foot step, and is denied its dexterity bonus to AC even if it has Uncanny Dodge.

Augmented Critical: A nimblewright's rapier-hands threaten a critical on a natural roll of 15-20. On a successful critical hit, its foe is subject to a tripping thrust attack (See above).

Tides (Su): At 7th level, the water spirit animating the nimblewright's body recovers some of its connection to and control over aqueous bodies. The nimblewright suffers no penalties while in water and can act normally. It also gains the ability to shape water into a crude turbulent pillar, which it can then use to enhance its mobility and harm enemies.[spoiler]

A number of times per day equal to its charisma modifier, the nimblewright can conjure a churning column of water. The Nimblewright must have access to water to use this ability. It needs at least as much water as is contained in full canteen, but gains benefits from using larger amounts of water such as from a natural body of water like a lake or pond. The benefits for using different size bodies of water are listed in the table below.

With access to a tiny or larger body of water, a nimblewright can spend a standard action to create a column of water that resembles a swirling geyser. Upon creation the column rises to its maximum height, which varies based on the amount of water used to create it (indicated on the table below). The nimblewright can lower or increase the height with a free action as part of another action it takes on its turn, but it cannot raise the water higher than the maximum height indicated on the table below. If the nimblewright created the column beneath itself then it stand on top as if standing on solid ground. If the nimblewright did not create the geyser below itself it can later choose to get atop the column via any movement options at its disposal. The column is a cylindrical supernatural effect with a 5 foot radius and the water descriptor. Any creatures under the effects of water walk or similar a similar effect can stand on top of the column safely assuming there is enough space for them to stand on, and the nimblewright can increase the radius with appropriate reductions in height based on the total cubic feet of the column.

The nimblewright can direct the column to move horizontally with a move action. The column's speed is indicated on the table below. The nimblewright can also choose to program the column with a simple movement path like a figure-8, zigzag, or circle. Programming the column takes the same type of action as directing its movement, and once the column is programmed it will continue to follow the designated movement without an action from the nimblewright until the nimblewright chooses to redirect its movement. The column ignores difficult terrain and can move over either water or land, but it is much harder to maintain over land. The duration for this ability is 1 round per Hit Die the nimblewright possesses. Moving over consistently dry ground effectively halves the duration by reducing it by 1 round for every round the column is on dry land. Moving over large bodies of water so that the column constantly is on water allows a nimblewright to spend its standard action sustaining the column beyond its original duration, making the duration as long as the nimblewright can spend standard actions. The nimblewright only needs to spend standard actions sustaining the column after the column's original duration has expired.

The column buffets creatures and objects when it touches them, dealing contact damage according to the table below unless they succeed on a Reflex Save (DC 10 + ½ Nimblewright's HD + NImblewright's strength or charisma modifier, whichever is higher). Creature with a swim speed can make a swim check in place of a reflex save, and operators of affected watercraft can make a profession (sailor) check in place of a reflex save. Creatures and objects of a small enough size (Also indicated on the table below) who fail their save are pulled into the swirling column and carried upward by its violent currents, taking damage (No save. Damage value is on the table below) while they are trapped within (Time trapped within is also on the table below). Once at the top of the column they are forcefully ejected and fall back to the ground or surface 1d8 x 5 feet away from the base of the column, taking full falling damage in either case.

If the nimblewright is at the top of the column when a creature is ejected, the creature is considered to be leaving the nimblewright's threatened square and provokes an attack of opportunity accordingly. The nimblewright gains the +1 attack bonus on these attacks of opportunity for being on higher ground. It gains the same bonus on many of the attacks it might make from atop the column, assuming it is higher than the opponent it is attacking.

If the column is on water, creatures and objects also on the water within 10 feet of the base of the column must save against being sucked into the column as if they had touched it.

Aqueous
body size
1
Creation
distance
2
Speed3Maximum
Height
4
Damage5
contact/trapped|
Trapped6
size/time
Example
bodies
7
TinyAdjacent
or same
square
30'HD feet1d6/1d3< Small /
1 round
canteen, waterskin, small bucket
Small10 feet30'10 feet
+ HD
1d8/1d4< Medium /
1 round
basin, large bucket
Medium20 feet40'20 feet
+ HD
2d6/1d6< Large /
1d2 round
barrel, bathtub
Large30 feet40'HD x
5 feet
2d8/1d8< Large /
1d2 rounds
section of creek, small wading pool
Huge40 feet60'HD x
10 feet
3d8/2d6< Huge /
1d3 rounds
section of large creek, large swimming pool
GargantuanClose*60'HD x
10 feet
4d8/2d8< Huge /
1d3 round
small pond, section of river
ColossalMedium*HD x 10'HD x
10 feet
6d8/4d6< Huge /
1d3 round
Normal or larger pond
Beyond ColossalLong*HD x 10'HD x 20 feet6d8 + HD/
4d6 + HD
< Huge /
1d4 + 1 rounds
ocean, lake
[spoiler]1The size of the body of water used to create the column
2The range at which the Nimblewright can create the column. Larger bodies of water can be manipulated from greater distances.
3The speed at which the column moves horizontally
4The maximum height the column can reach based on the amount of water used in its creation
5The damage the column does to creatures and objects when it touches them and when they are sucked into it. Contact is damage dealt when the column touches a creature or object and can be negated with a successful check to avoid it, and trapped is damage dealt with no save to creatures trapped within the column.
6Creatures above a certain size are too large to be sucked into the column. The time it takes for them to be carried to the top is based on the amount of water used to create the column.
7Examples of different sized bodies of water.
*As spell ranges. For the purposes of determining creation distance the Nimblewright's caster level is equal to its HD.
[/spoiler]


At 10 HD the nimblewright may create the column with either a move or a standard action. The nimblewright chooses what type of action to use every time it uses the column ability of Tides, it can alternate between using a move or standard action every time it uses the ability. At this level the nimblewright can also designate allies who can stand atop the column safely - just as it does - assuming there is ample space, although doing so takes the same action as sustaining the column beyond its duration.

At 15 HD the nimblewright may direct the column's movement with a swift action instead of a move action, should it choose. The nimblewright can alternate between move and swift action as it sees fit every time it directs the column's movement. Bearing allies safely atop the column no longer requires effort from the nimblewright.

At 20 HD the nimblewright may direct the column's movement as a free action. If the column is on a large enough body of water sustaining it beyond its duration becomes a swift action every round for the nimblewright. The column can use the run action and the nimblewright treats the column as if it were a mount whenever doing so would be beneficial.

A nimblewright is immune to the negative effects of its own tides column, although it can choose to be sucked into its own column as a way of quickly moving to the top where it can stand safely as if on solid ground. Creatures with the water or aquatic subtypes gain a +4 competence bonus on rolls to resist the effects of the tides column. Feats and abilities that increase a Nimblewright's ability with spells or effects with the water descriptor apply to the tides column.[/spoiler]

[/spoiler]
Comments in second post.
« Last Edit: March 24, 2011, 01:42:24 PM by Bloody Initiate »
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Bloody Initiate

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That part isn't very clear and I've seen more than enough discussions on how natural attacks work. Please clarify that in the class itself (can attack with both weapons whitout penalty, can be enchanted, counts as either natural or manufactured whenever it's benefeciary)...

...Why don't just allow for iterative attacks out of the bat?

They just end up working like a Warforged slam attack. It is a natural weapon because it is a part of the creature and gains the benefits and drawbacks of natural weapons. However because the creature is a construct and most of its body made of non-living matter, it can enchant its weapons.

I didn't allow for iterative attacks off the bat because that's just how natural weapons work. I try to work within the established rules as much as possible so that what I make doesn't set off alarms with anyone who might use it. To gain iterative attacks with natural weapons you have to take the feats Rapidstrike and Improved Rapidstrike. If your question is then "Why make them natural weapons then?" I did it because I felt like natural weapons offered greater advantage in the long run.

It's a construct. When will it ever need to make a Will save?

Illusions for one. Also when Eberron came out a lot more spells that target objects or constructs came out with it. In addition to that you even said that many of the best spells allow no spell resistance, so as many of those that offer a will save likely affect a construct. I removed the wisdom bonus in any case, so it's not an issue. I just thought I should explain my original reasoning.

Solution: give it a way to patch itself up easily, not necessarily fast healing.

Haven't thought of one yet, I looked at some of my options today but will have to resume figuring it out tomorrow.

Except that the Savage Species Flesh Golem specifically doesn't have class skills. Since class skills for monsters are decided by their creature type I can only guess that the author of that update missed that.

No the author of the update is correct. Monster Manual 2 is 3.0. Savage Species is 3.0. In 3.5 constructs with intelligence scores have skill points, and any creature with skill points has class skills (Although often only one or two). Class skills are not decided by creature type, they're decided by the specific creatures. Even most animals have class skills. As long as it has an intelligence score, it has skill points, and as long as it has skill points, it has class skills.

The Zelekhut even has class skills, you figure them out by looking at their entry and breaking down the math.

So we'll look at the Zelekhut:

It has 8 hit dice with 2 + int per level with 4x at first level. It has no intelligence bonus (10 intelligence), so just 22 skill points. Enough to get two skills to max or to sprinkle the skill points around. It also gets a +4 racial bonus on Search and Sense Motive. Its maximum ranks in cross-class skills is 5.

It has Str 21, Dex 11, Con -, Int 10, Wis 17, and Charisma 15.

Its skills are: Diplomacy +4, Listen +9, Search +9, Sense Motive +12, Spot +9, Search 3 (+5 following tracks)

Diplomacy +4 (+2 Charisma, +2 Synergy)
Listen +9 (+3 Wisdom, +6 ranks)
Search +9 (+0 Intelligence, +4 racial, +5 ranks)
Sense Motive (+3 Wisdom, +4 racial, +5 ranks)
Spot +9 (+3 Wisdom, +6 ranks)
Survival +3 (+3 Wisdom)

So by breaking down the math we see that the Zelekhut spent no skill ranks in cross-class skills because it could not have afforded to put 6 ranks into two skills. Also we see that at least the two skills it put 6 ranks in must be class skills because the maximum ranks it can afford in cross-class skills is 5. So the Zelekhut must have Listen, Search, Sense Motive, and Spot as class skills because although it only has 5 ranks in Sense Motive and Search it couldn't have afforded 5s if those were cross-class because it spent 12 of its 22 on Listen and Spot. I would also say it probably has Survival as a class skill since it gets a racial bonus, but it just didn't bother putting any ranks in it.

The Nimblewright's 3.5 entry shows it has ranks in Jump and Tumble. So at the very least it has those two skills as class skills. In my first draft of the Nimblewright class I had every skill that its description suggests it has (Bluff, Disguise, Diplomacy, and I considered Forgery, Gather Information, and Sense Motive but decided that was spreading it thin for a 2 + int monster).
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oslecamo

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With the Son/Daughter of Silence, may they take levels in Bard?

Yes. But they'll have to use their bardic song abilities they'll have to use Devour Sound to be able to sing.

Bloody Initiate:Like the new version a lot more than the other!

To the last discussed points:
-Please clarify on the entry how natural-rapiers work (can be enchanted, cannot make iteratives, no penalty for attacking with both). It's an obscure mechanic and players shouldn't need to to go dig trough the MM and DMG to figure out how they work.
-On the repairs matter, since craft can aparently be used, I would say 1 GP worth of materials and a craft check with DC 15 repairs one hit point as a fullround action. Also check the Inevitable's "rebuild" option.
-Hmm, seems you're right about the skill points thingy. Updated the Inevitable then.

Now on  the new version:
-Put CL=HD for SLAs please, for standardization's sake.
-The same for tripping thrust. HD, not character level.
-Reflect only works against ranged touch attacks?
-You can drop your SR as a free action. Do you still need to spend a standard action to put it back up? Clarify it just to be safe.
-Do you need to use deflect and reflect before or after you know if your entropic shield stoped an attack?

Otherwise, really like your custom special abilities! Keep up the good work! :)

Prime32

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Hmmm... I think I'll try my hand at the cloaker, if you don't mind.
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Prime32

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How's this?

Cloaker

[spoiler]
HD: d10
LevelBABFortRefWillFeature
1 +1+2+0+2Cloaker body, Mundane disguise, Absorb cloak, +1 Str
2+2+3+0+3Moan, +1 Str
3+3+3+1+3Growth, +1 Str, +1 Cha
4+4+4+1+4Shadow shift, +1 Str
5+5+4+1+4Engulf, Extraordinary moan, +1 Str, +1 Cha
4 Skill points +Int per level, quadruple at 1st level. Class skills: Bluff, Disguise, Escape Artist, Hide, Knowledge (dungeoneering), Listen, Perform, Move Silently, Spot

Proficiencies: A cloaker isn't proficient with any armor or weapons, besides its own natural weapons.

Features:
Cloaker Body: The cloaker loses all other racial bonuses, and gains Aberration traits, a land speed of 10ft and a fly speed of 40ft (average maneuverability). It gains a tail slap (1d4+Str) and a bite (1d3+1/2 Str) as natural weapons. Its natural armor bonus is equal to its Con modifier. A cloaker has no limbs capable of manipulating objects. It may wear up to three rings but no other magic items.

Mundane Disguise (Ex): A cloaker can fold itself up so it appears to be a normal robe or cloak, made for a creature of its size or one smaller. An observer must succeed on a Spot check opposed by the cloaker's Disguise check to notice the cloaker is really alive. The cloaker receives a +10 bonus on this check, and may automatically begin grappling any creature attempting to wear it as a free action (including the use of its Engulf special attack, if it has it).

Absorb Cloak (Ex): A cloaker can absorb a cloak or robe into its body as a full-round action. If it wishes, the cloaker may change its appearance while using Mundane Disguise to resemble the last item it so absorbed. If the item was magical the cloaker may take in the enchantment of that item, gaining its benefits. A cloaker may "wear" up to eight robes or cloaks at a time in this manner. The cloaker may expel any number of these items from its body as a standard action. If it is slain they materialise inside its body and can be cut out.

Ability Score Increase: The cloaker's ability scores increase by the shown amount.

Moan (Su): At 2nd level a cloaker can emit dangerous subsonic moans. This is considered a form of bardic music - his cloaker levels stack with bard levels to determine his daily uses and the strength of abilities based on bard level. Cloakers are immune to the moans of other cloakers, but not to other bardic music effects created by them. Unless otherwise specified, moans are [Sonic, Mind-affecting] abilities, and a creature that successfully saves against one of these effects cannot be affected by the same moan effect from the same cloaker for 24 hours. All save DCs for moan effects are Charisma-based. A cloaker knows one Moan per 3 ranks of Perform (moan).
  • Unnerve: All enemies within a 60-foot spread automatically take a -2 penalty on attack and damage rolls for as long as the cloaker continues to moan or until they can no longer hear the moan.
  • Trance: All enemies within a 60-foot spread must succeed on Will saves or be affected by a hypnotism effect as long as the cloaker continues to moan or until they can no longer hear the moan.
  • Fear: All enemies within a 30ft spread must succeed on Will saves or become shaken for 1 round per HD of the cloaker. At 5HD victims instead become frightened on a failed save or shaken for 1 round on a successful one. At 9HD they become panicked on a failed save and shaken on a successful one.
  • Nausea: All enemies in a 30ft cone must succeed on Fortitude saves or be overcome by nausea and weakness. Affected characters become sickened for 1d4+1 rounds. At 5HD victims instead become nauseated. At 9HD they also fall prone, and are sickened even if they succeed on the save.
  • Stupor: A single creature within 30 feet of the cloaker must succeed on a Fortitude save or be affected as though by a hold person spell. At 8HD the cloaker may create a hold monster effect instead.

Growth: At 3rd level the cloaker grows to Large size. Its bite attack retains the reach of a creature one size category smaller.

Shadow Shift (Su): At 4th level a cloaker can manipulate shadows. He gains access to the following abilities, usable 1/day per HD: blur, mirror image, silent image. These abilities function only within the area of a shadow and their effects are suppressed if they are moved out of the shadows. At 12HD this restriction is removed.

Engulf (Ex): At 5th level a cloaker can try to wrap a creature of one or more size categories smaller in its body as a standard action. The cloaker attempts a grapple that does not provoke an attack of opportunity. If it wins the grapple check, it establishes a hold and bites the engulfed victim with a +4 bonus on its attack roll. It can still use its whiplike tail to strike at other targets. Attacks that hit an engulfing cloaker deal half their damage to the cloaker and half to the trapped victim. Engulfed creatures take a -2 penalty on saving throws against the cloaker's Moan. As a full-round action, an engulfing cloaker may attempt to disarm a cloak worn by the victim; if successful it is immediately absorbed.

Extraordinary Moan (Ex): At 5th level, a cloaker's moan becomes an Extraordinary rather than Supernatural Effect.[/spoiler]

Comments
[spoiler]The cloaker's highest ability score is Str, followed by Con. Cha bonuses are there to make certain levels sweeter. Because someone who focuses on manipulation might not want a size increase otherwise. Rather than increase Con, I gave it a higher HD size (d10 rather than d8).

The moan's uses per day do not advance by character level like most monster abilities, but can be improved by bard levels. Or you could enter a PrC which has bardic music as a prereq and skip straight to the exotic stuff. The Unnerve moan covered ground similar to two bard abilities, and the secondary effect was too powerful and took too long to use, so I split it into two moans for greater compatibility. In addition, the moans now affect enemies only, since they otherwise interfere with the other members of your party (note the MM cloaker's organisation entry - they don't need that part since the only creatures they ever ally with are other cloakers).

Absorb Cloak is based on the tarrasque class's abilities, and combined with the ability to wear three rings it amounts to the same thing as the standard 11 body slots. If you are using some system of magic item attunement where PCs are limited to a lower number of equipped magic items than 11, you should lower the number of cloaks to match.[/spoiler]

Cloaker bard (racial substitution level)
[spoiler]
Hit Die: d6
Quote
LevelBABFortRefWillSpecial
1st+0+0+2+2Bardic music, Deep music, Bardic knowledge, Countersong, Dark fascination, Inspire dread -2

Skills (6+Int): Add Intimidate to the cloaker bard's skill list, remove Diplomacy and Gather Information.

Deep music: Whenever a cloaker bard uses his Moan ability he makes a Perform (moan) check. The result of this check becomes the saving throw DC for that usage of the moan.

Dark Fascination: The range of the cloaker bard's Trance moan increases to 90ft.

Inspire Dread: Creatures who hear the cloaker bard's Unnerve moan continue to be affected after they can no longer hear it for a number of rounds equal to the cloaker's Cha modifier. The penalty inflicted by this moan is equal to a normal bard's Inspire Courage bonus +1. Effects which increase the bonus provided by Inspire Courage increase the penalty inflicted by this ability.
[/spoiler]

Cloaker Lord (prestige class)

[spoiler]
Prerequisites: Cloaker level 5
HD: d6
LevelBABFortRefWillFeature
1+0+2+0+2Deep magic, Heart of Darkness, Moan, +1 Str
2+1+3+0+3Improved Natural Weaponry, Improved Speed, Spell Resistance, +1 Str, +1 Cha
3+1+3+0+3Cloaker Lord, Growth, Master of Shadows, +1 Str, +1 Int
2 Skill points +Int per level. Class skills: Bluff, Disguise, Escape Artist, Hide, Knowledge (arcana), Knowledge (dungeoneering), Listen, Perform, Move Spellcraft, Silently, Spot

Deep Magic: A cloaker lord can prepare and cast arcane spells as a Wizard of its class level +2 (stacking with any wizard levels it may gain). A cloaker lord receives Eschew Materials and Shadow Weave Magic as bonus feats, but cannot specialise in a school. Like a bard, its spells always have verbal components. If you do not possess the Forgotten Realms Campaign Setting or Player's Guide to Faerûn, use the following description for the Shadow Weave Magic feat.
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The saving throw DCs of your enchantment, illusion and necromancy spells increase by 1, and you gain a +1 bonus on caster level checks made to overcome spell resistance with such spells. However, your caster level for evocation and transmutation spells is reduced by 1 unless they have the Darkness descriptor. You forever give up the ability to cast spells with the Light descriptor, as if they belonged to the barred school of a specialist wizard.

Heart of Darkness: A cloaker lord develops a new organ within its body which is the source of its improved abilities, the shadow core. The cloaker lord may scribe spells into its shadow core as if it were a spellbook, but at half the normal cost (a shadow core never runs out of "pages". When the cloaker lord is slain its shadow core remains intact for 1d4 days (this period can be extended by the gentle repose spell); in this time a wizard may attempt to copy spells from it as if it were a normal spellbook, though Spellcraft DCs are increased by +4 due to the unusual medium.

Moan: The cloaker lord's levels in this class count as cloaker levels for determining the number of times it can use its moans per day.

Ability Score Increase: The cloaker lord's ability scores increase by the shown amount.

Spell Resistance (Su): At 2nd level a cloaker lord gains Spell Resistance equal to 11 + its HD.

Improved Natural Weaponry: At 2nd level the cloaker lord's natural weapons increase in damage by one size, to 1d8 (tail slap) and 1d6 (bite).

Improved Speed: At 2nd level a cloaker lord's fly speed increases by +10ft.

Cloaker Lord (Ex): At 3rd level a cloaker lord has power over lesser cloakers. Normal cloakers are no longer immune to the moans of a cloaker lord and take a -2 penalty on saving throws against his special attacks. In addition he gains a +4 bonus on Bluff, Diplomacy and Intimidate checks made against them. A cloaker lord Engulfing another cloaker may disarm and absorb a cloak they have absorbed as if they were wearing it normally. Finally, it may absorb cloakers it slays as if it had the Consume Body feat.

Growth: At 3rd level the cloaker lord grows to Huge size.

Master of Shadows (Su): At 3rd level a cloaker lord may use darkness as a Supernatural ability at will. At 12 HD it may also use shadow walk 1/day per 4 HD, but must expend two uses if it brings other creatures with it. These abilities, along with those granted by Shadow Shift, have an effective spell level equal to half its HD.[/spoiler]


New Feats
[spoiler]Consume Body [Racial]
Prerequisites: Cloaker, consume cloak, engulf special attack
Benefit: When an opponent you are engulfing dies or is destroyed, you can absorb their body as a free action (providing the body was not destroyed in the process). This grants you 2 temporary hit points per HD of the victim for 1 hour, and prevents any form of resurrection which requires part of the corpse. If they are wearing any cloaks or robes you may absorb these at the same time; other items drop to the ground.

Deep Scholar [General]
Prerequisites: Spell Mastery, Knowledge (dungeoneering) 3 ranks, must possess a shadow core taken from a cloaker lord.
Benefit: You conduct a ritual where you swallow a pilfered shadow core and fuse with your own body. This prevents the core from decaying and allows you to use it as a spellbook with unlimited pages. Like a cloaker lord, you pay half cost to scribe spells into a shadow core. In addition, this bond makes you more like a cloaker lord yourself. You gain a +1 bonus to caster level for all spells with the Darkness descriptor, and a +2 bonus on Bluff, Diplomacy and Intimidate checks made against cloakers other than cloaker lords.
Special: A cloaker lord may select this feat if he consumes the shadow core of another cloaker lord, even if he does not meet the prerequisites. The consumed shadow core merges with his own, and the skill bonuses stack with his existing skill bonuses.

Favoured Moan [Racial]
Prerequisites: Cloaker, moan special attack
Benefit: The range of one of your moans is increased by +30ft, and its DC is increased by 1.
Special: You may select this feat multiple times. Each time it applies to a different moan.

Improved Engulf [Racial]
Prerequisites: Cloaker, engulf special attack
Benefit: You may engulf creatures of your size category or smaller. In addition, you gain a +2 bonus on damage rolls against engulfed opponents with your bite attack.
Normal: You may only engulf a creature if it is at least one size category smaller than you.

Shrouded Knight [General]
Prerequisites: Mounted Combat, Cha 15
Benefit: When using a cloaker as a mount, you may additionally have it occupy your cloak slot. While doing so the cloaker cannot use its bite attack, but can grant you the benefits of up to two of the cloaks it has absorbed (this suppresses the effects of any existing cloak you are wearing, as normal when equipping two magic items to the same slot). The cloaker may change the cloak enchantments it grants as a move action. The cloaker may also grant you its immunity to the moans of cloakers if it wishes.
Special: When using a cloak with transformation powers in this manner (such as a cloak of the bat), you transform while the cloaker melds into your body; in this state the cloaker sees through your senses and can communicate with you mentally. The cloaker must consent to this process, and can end it at will.[/spoiler]
« Last Edit: January 20, 2011, 12:16:54 PM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

The_Mad_Linguist

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I'm curious; why are you guys always breaking up ability score bonuses into +1s?

Also, the cloaker needs an ability so that it can enchant its body as if it were a cloak.
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Prime32

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Also, the cloaker needs an ability so that it can enchant its body as if it were a cloak.
What if it can eat cloaks (a la the tarrasque class) and take on their appearances? Maybe it has the same number of body slots as any creature, but all of them are eaten cloak slots. :p

EDIT: Done.
« Last Edit: January 17, 2011, 09:40:44 PM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

oslecamo

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I'm curious; why are you guys always breaking up ability score bonuses into +1s?

Because giving them on +2 or higher on a single level would be too high for my tastes. Altough some monsters here do break this rule, like the Duergar and Pixie. The gnoll gets an exceptional +4 to Str, altough it's a one level class.

Prime32:Excellent job with the cloaker! It captures the essence of the monster, but you take the care of making it player/party-friendly and offer a path for after the cloaker levels are finished. :D

Some details I believe need polishing however:
-Mundane disguise doesn't scale? DC 20 is nice for 1st level, not so much when you're at medium-high levels.
-You really should focus on just a couple scores. I believe it would be best swaping that single +1 Con for another +1 Cha.
-Bard substitution level doesn't have the "cloaker body" ability, and has countersong and has a bunch of bard abilities listed but not explained. If it was your intention then put the abilities explanations (or just "as bard").

The_Mad_Linguist

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I'm curious; why are you guys always breaking up ability score bonuses into +1s?

Because giving them on +2 or higher on a single level would be too high for my tastes. Altough some monsters here do break this rule, like the Duergar and Pixie. The gnoll gets an exceptional +4 to Str, altough it's a one level class.

As is, though, when you have a +1 bonus, half the time it's mechanically identical to a +2, and half the time it's identical to a +0, due to how bonuses work.

It makes the progression more predictable to have a +2 every other level than a +1 every level.
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Prime32

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-Mundane disguise doesn't scale? DC 20 is nice for 1st level, not so much when you're at medium-high levels.
It was based on the gargoyle's Freeze ability, which doesn't scale and doesn't have any formula I can determine. Likewise the gelatinous cube's Transparent ability does not scale. I'm not sure how to tie it into the Hide and/or Disguise skills (+10 on Disguise checks to impersonate a cloak?). For now I've added the ability to auto-grapple anyone who tries to put you on.
Quote
-You really should focus on just a couple scores. I believe it would be best swaping that single +1 Con for another +1 Cha.
Done. Increased the HD to d10 to try to represent its toughness another way.
Quote
-Bard substitution level doesn't have the "cloaker body" ability, and has countersong and has a bunch of bard abilities listed but not explained. If it was your intention then put the abilities explanations (or just "as bard").
In order to take a racial substitution level you need to already be a member of that race. So you couldn't take it at 1st level.
« Last Edit: January 17, 2011, 10:48:22 PM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

oslecamo

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The_Mad_Linguist:Ah, but a single +1 isn't useless half the time. It can help you qualify for feats, make you a little more resistant to ability drain/damage, and allows more sinergy with templates wich grant themselves +1 to an ability score.

-Mundane disguise doesn't scale? DC 20 is nice for 1st level, not so much when you're at medium-high levels.
It was based on the gargoyle's Freeze ability, which doesn't scale and doesn't have any formula I can determine. Likewise the gelatinous cube's Transparent ability does not scale. I'm not sure how to tie it into the Hide and/or Disguise skills.
The gelatinous cube and gargoyle are low level monsters that suffer from the non-scaling syndrome that affects a lot of creatures out there.

One way I would do it would be making the DC equal to double Hide bonus+HD. So a cloaker 5 with, say, 16 Dex, has 8 ranks on hide, -4 penalty for being large, +7 hide modifier, double that and add HD and you get a DC of 19, pretty close to the original. Wich will then increase +3 for every level from now on if you keep puting ranks in hide, up to +72 at 20 HD. Granted nobody can probably beat that DC, but everybody probably has blindsight of some kind to detect you, so you may as well be immune to peasants rolling natural 20s on their spot checks when you're high level.

Or you can make it a fixed DC that benefits from your hide modifier. Like 13+Hide modifier (or ranks if you don't want the large size to interfere), and then it scales with the skill.

Quote
-You really should focus on just a couple scores. I believe it would be best swaping that single +1 Con for another +1 Cha.
Done. Increased the HD to d10 to try to represent its toughness another way.
Nice.
Quote
-Bard substitution level doesn't have the "cloaker body" ability, and has countersong and has a bunch of bard abilities listed but not explained. If it was your intention then put the abilities explanations (or just "as bard").
In order to take a racial substitution level you need to already be a member of that race. So you couldn't take it at 1st level.
Oh, I confused something there, sorry about that. :blush

Prime32

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^ See edit: "+10 on Disguise checks to impersonate a cloak?"

Does that sound okay?
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]


The_Mad_Linguist

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In order to take a racial substitution level you need to already be a member of that race. So you couldn't take it at 1st level.
Don't you choose class and race simultaneously?  Not sure what you mean, unless you're saying that you'd have to be a cloaker1 before you can start gaining class levels
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My custom class: The Priest of the Unseen Host
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