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oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #341 on: January 28, 2011, 01:27:23 AM »
Angel (planetar/solar)


[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+1+ 0+0 +2Celestial body, Celestial blood, Heaven Miracle, Change Shape
2+2+ 0+0 +3 Angel, Summon Servant
3+3+ 1+1+3+1 Str
4+4+ 1+1+4Celestial Skin
5+5+ 1+1+4Lesser Protective aura
6+6+ 2+2+5Wings
7+7+ 2+2+5+1 Wis
8+8+ 2+2+6Greater Protective aura
9+9+ 3+3+6+1 Cha
10+10+3+3+7Growth
11+11+3+3+7+1 Str, +1 Wis
12+12+4+4+8Regeneration
13+13+4+4+8+1 Str, +1 Cha
14+14+4+4+9Divine Messenger
15+15+5+5+9 +1 Str, +1 Wis
16+16+5+5+10Divine Blade
17+17+5+5+10+1 Str, +1 Cha
18+18+6+6+11Divine Judgment
19+19+6+6+11 +1 Str, +1 Wis
20+20+6+6+12Solar, +1 Str, +1 Wis, +1 Cha
21+20+6+6+12Divine Intervetion, +1 Str, +1 Wis, +1 Cha
22+21+7+7+13Holy General, +1 Str, +1 Wis, +1 Cha
23+21+7+7+13Divine Champion, +1 Str, +1 Wis, +1 Cha

Skills:2+int modifier per level, quadruple at 1st level,  class skills are Concentration (con), Diplomacy, Heal (wis), Intimidate, Knowledge (any) (int), Listen (wis), Move silently (dex), Spellcraft (int), Spot (wis) and Survival (wis)
Proficiencies: simple weapons, two martial weapons of it's choice, slam attacks.


Features:


Celestial body:The angel loses all other racial bonus and gains outsider traits (basicaly darkvision 60 foot). It is a medium sized outsider with base speed 30 foot. It has one slam natural attack dealing 1d10 damage+1,5 str modifier damage, but it can only be used if it has its hands free.

In adition it gains a bonus to nat armor equal to its Con modifier.
 
Celestial blood: The angel casts spells as if it was a cleric of the same angel level, except that it only knows three cantrips, plus two spells per Angel level and has no domains, instead of knowing the whole cleric spell list. If the Angel multiclasses into cleric or a prc that advancess divine spellcasting, it may choose to keep increasing this spellcasting instead of starting normal cleric spellcasting from the beginning.

Heaven miracle:The angel is a living embodiment of law and good, and this allows him several special powers besides his spellcasting. At the pointed levels in the table he can use the respective spells as SLAs a certain number of times per day. Some of those spells are always active and altough they can be dispelled the angel can recreate them in her own turn as a free action. The angel can also turn those abilities off out of her own will and reactivate them as a free action when needed(only on her own turn).

Save DC against the SLAs and always active abilities is 10+1/2HD+Cha mod.

[spoiler]
Lv 1-Aid, Remove fear, Detect Evil, Detect Snares and Pits each 2/day per HD.
Lv 3-Continual flame*, Invisibility (self only), Speak with dead, Lesser restoration,  Resist energy, each 1/day per HD.
Lv 5-Dispel magic**, Remove curse, Remove disease, Tongues, each 1/day per 2 HD, See Invisibility (always active)
Lv 7-Dimensional anchor, Holy smite, each 1/day per 3 HD, Discern Lies (always active)
Lv 9-Commune, Waves of fatigue, Permanency ***, each 1/day per 4 HD.
Lv 11-Animate Objects, Blade barrier, Heal, each 1/day per 5 HD, True seeing  (always active)
Lv 13- Resurrection, Waves of exhaustion, Greater restoration, Power word blind, Prismatic spray, each 1/day per 10 HD.
Lv 15- Earthquake, Mass Charm Monster, Power word stun, each 1/day per 10 HD.
Lv 17-Imprisonment, Power word kill, each 1/day per 10 HD.
Lv 19- Wish****,  1/day per 20 HD.

*-Unless the material cost is paid, this continaul flame only lasts 10 min per HD.
**-At 11 HD this SLA upgrades to Greater Dispel magic.
***-The exp cost must still be paid.
****-The exp cost must be paid if used to create any permanent lasting effect like an item.

[/spoiler]

Change Shape: As the srd ability. A solar can assume the form of any Small or Medium humanoid and back 1/day per HD as a standard action.

Angel: at 2nd level the Angel gains low light vision,  resistance to petrification, acid, cold, and a bonus on saves against poison equal to its HD and resistance to fire and electrecity equal to half its HD.

In adition it gains the good subtypes and its natural attacks and any weapon it wields count as good  aligned for bypassing DR.

Summon Servant: At 2nd level, the Angel can use Summon Monster I as a SLA as a standard action 1/day per HD, except that it cannot summon evil creatures. Options with the Fiendish template instead get the Celestial template, making them summonable by this ability.

For every two more levels on this class, the Angel can use the next level of Summon Monster (II at 4th level, III at 6th level, ect).

Ability Score Increase: The Angel gains +1 to
Str at levels 3, 11, 13, 15, 17, 19, 20, 21, 22, 23
Wis at levels 7, 11, 15, 19, 20, 21, 22, 23
Cha at levels 9, 13, 17, 20, 21, 22, 23

For a total of +7 Str, +5 Wis, +4 Cha at level 20, and +10 Str, +8 Wis, +7 Cha at level 23.


Celestial Skin: At 4th level the Angel gains DR/evil equal to half its HD, and SR equal to 11+HD. At 6 HD the DR improves to DR/evil and magic. It may rise or lower its SR at any time as a free action even if it isn't its turn.

Lesser Protective aura: At 5th level this ability is always active. It works as a Magic circle against evil, but affects all whitin 20 feets of the angel, and the bonus to AC and saves is equal to the Angel's Cha mod.

Wings: At 6th level the Angel grows a pair of beatifull featherly wings that allow it to fly at double it's base speed with good maneuverability.

Greater protective aura:At 8th level this ability is always active, as minor glove of invulnerability, but affects all allies whitin 20 feets of the angel and blocks spells up to (Half HD level)-3.

Growth:At 10th level the Angel grows one size category.

Regeneration:At 12th level the Angel gains regeneration equal to half its HD. This regeneration is bypassed only by evil-aligned weapons and spells.

Divine Messenger:At 14th level the Angel gains one Domains of its choice matching its alignment and beliefs, adding all the related spells to its list of spells known and gaining i's granted power, using Angel levels instead of cleric levels. Whenever the Angel prepares its spells, it may change this Domain choice, representing the message it is to deliver that day.

Divine Blade: At 16th level, with 8 hours of meditation, the Angel may attune to a weapon. It gains an enanchment bonus to attack and damage rolls equal to 1/4 HD, and the Dancing property. On the hands of anyone else but the Angel, this bonus doesn't apply . Only one Divine Blade at a time.

Divine Judgment At 18th level,  1/day per HD, as a swift action the Angel may grant the Slaying property of its choice to any projectile  it fires. Fort save DC  10+1/2 HD+Cha mod or be destroyed by the Slaying projectile.

SolarAt 20th level, the Angel is an exalted being. Its DR improves to DR/Evil and Epic, and its own attacks count as epic and good for purposes of bypassing DR. Creatures summoned by Summon Servant also count their attacks as epic.

In adition, any creature wanting to attack the Angel or any of it's allies whitin 20 feet whitout provocation must suceed on a Will save with DC 10+HD+Cha mod or lose their action. "Provocation" means the Angel attacked the creature itself in any manner on the last 24 hours. Allies who "provoke" an oponent cannot benefit from this protection.

Divine Intervetion: At 21st level, the Angel knows how to be in the right place at the right time. It may cast any harmless spell in a willing creature as an immediate action regardless of it's casting time. If the spell is touch-range, the Angel may take a move action togheter with the casting of the spell with a single immediate action to reach an ally in need.

In adition, it can now use its Divine Judgement ability as a free action, any number of times per day it wishes.

Holy General: At 22nd level the Angel is expected to lead the armies of Heaven in battle if needed. Creatures summoned by Summon Servant now automatically receive all the benefical magic buffs affecting the Angel for free. The Angel may also make the duration of any of his Summon Servant uses increase to 24 Hours, a number of times per day equal to his Cha mod.

Divine Champion:At 23th level the Angel is a true paragon of good and justice, and can overcome any challenge even if just by sheer strenght of Will. A number of times per day equal to his Cha mod, it can replace any Ability check, Skill check or Save it's called to make with a Will save. If it would be affected by any effect whitout a save (besides normal HP damage), it may atempt a Will Save with DC 10+1/2 HD of the originator of the effect+Highest Stat mod of the originator of the effect to ignore it by spending one use of this ability.

[/spoiler]


Comments
[spoiler]
New take on the angel. More focus on the "Messenger from God" aspected instead of "Cleric with extra SLAs".

Again, when I looked closer at the Solar and Planetar, I realized they're so similar that it's possible to make them in the same class. This is, the solar is basicaly an upgraded version of the planetar, with all the abilities of his little brother and some extra on top. The first 16 levels give all planetar abilities, take the remaining 7 to become a full fledged Solar.

Now, the Angel's cleric casting is nerfed to just two spells per level and no domains at all at start,wich really limits his spell selection. In return it gets Nat armor, Wings, regeneration, loads of SLAs (including buffed up Summon Monster), eventually  one switchable domains, and some extra goodies.

The Angel also has good Bab from the start, but just one good save and no armor proficiency. It gets a good bunch of ability bonus, but they only start kicking in later on.

So, if you want to play the ultimate celestial that lays down justice in the name of some greater power, the Angel's for you!

Criticism on this one would be really welcome, as "Angel" is a very wide concept, and the MM version are basically clerics on steroids.
[/spoiler]

oslecamo

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Achaierai

[spoiler]HD:d8
LevelBabFortRefWillFeature
1+1+2+2+0Bird body, Hit and Run, +1 Str, +1 Con
2+2+3+3+0Beak Snatch, Long Legs
3+3+3+3+1Disrupting Feathers, Black Cloud
4+4+4+4+1Growth, Powerful Legs, +1 Str, +1 Con
5+5+4+4+1Maddening Cloud, +1 Str, +1 Con
Skills:6+int modifier per level, quadruple at 1st level. Its class skills are Balance, Climb, Diplomacy, Listen, Move Silently, Hide, Jump, Sense Motive, Spot

Proficiencies:
Its own natural weapons.

Bird Body:The Achaierai at first level loses all other racial bonus and gains outsider traits (basicaly darkvision 60 feet). It's a medium sized outsider with base speed 40 feet, two claw natural attacks dealing 1d8+ Str mod each and a bite attack dealing 3d6+1/2 Str mod. He takes no penalty for attacking with both claws in a fullattack, but the bite attack takes a -5 penalty. It has no limbs capable of fine manipulation.

In adition, the Achaierai gains a bonus to its natural armor equal to its Con bonus.

Hit and Run: At 1st level the Achaierai gains spring attack as a bonus feat, even if it doesn't meet the prerequisites.

Beak Snatch: At 2nd level whenever the Achaierai hits an oponent with its bite attack, it may start a grapple as a free action whitout provoking attacks of oportunity. If the achaierai wins, and the oponent's weight doesn't push the Achaierai over its Light Load, the Achaierai may maintain the grapple with just its beak whitout taking any grappling penalty, including moving at full speed with its prey on the beak.

Long Legs: at 2nd level the Achaierai gains +5 feet to it's base speed and for every 2 HD it has.

Disrupting Feathers: At 3rd level the Achaierai gains SR equal to 11+HD. It may raise or drop its SR at any time as a free action.

Black Cloud: At 3rd level,  1/day per 3 HD as a standard action, the Achaierai may release a choking, toxic black cloud. All other creatures within 10 feet instantly take 1d6 points of damage for every 3HD of the Achaierai. This damage bypasses all resistances and immunities.

At 6 HD it may use this ability as a move action.

At 9 HD as a swift action.

At 12 HD as an immediate action.

Growth:At 4t level the Achaierai grows to large size.

Powerful Legs: at 4th level, the Achaierai gains +1 to Trip and Grapple checks for every 2 HD it has. At 8 HD, it also ignores Freedom of Movement effects.

Ability Increase: The Achaierai gains +1 to Str and Con at levels 1, 4 and 5, up to +3 Str and +3 Con at level 5.

Maddening cloud: At 5th level, creatures damaged by the Achaierai's Black Cloud  need to make a Will save (DC 10+1/2 HD+Con mod) or be affected as if by an Insanity spell with CL equal to the Achaierai's HD. The Achaierai also gains the lawfull and evil subtypes, and its natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

At 10 HD, the Achaierai's black Cloud can even affect creatures immune to mind-affecting, altough they get a +5 bonus on their saves.
[/spoiler]

Tyal-Kelvar

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Interesting thread, plenty of fun monster classes here.  If the thread title is accurate about accepting requests, then may I request someone build a class for the Naityan Rakashasa from tome of battle.  Interesting monster, gaining maneuvers and a stance based on it's current form, but it's ELC really makes it nigh impossible to play.  I expect it'd be a rather difficult one to make a class for, especially if you make it scale with level and/or have more options for manuevers.  I'd love to see a form for it for each discipline instead of just four, but I accept doing so would not be staying truthful to the original.


Prime32

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I don't mind making a form for each school, but I refuse to give them all at the same time. How about that you get to pick 4 forms out of 9? (one at 1st level, then one other for every 2 other levels on the monster class).
Maybe a paragon class to gain more?
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]

Tyal-Kelvar

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I don't mind making a form for each school, but I refuse to give them all at the same time. How about that you get to pick 4 forms out of 9? (one at 1st level, then one other for every 2 other levels on the monster class).
Maybe a paragon class to gain more?

Sounds like a good idea.  Wouldn't fit to gain them all at once, but the possibility of gaining a different set than the one form the book would e good.  A Prestige class to gain more may be wise too, but would have to be careful it doesn't threaten the master of nine with access to everything.

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #347 on: February 01, 2011, 12:04:56 AM »
Rakshasa, Naytyan

[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+1 +2+2+0Martial body, Mind Read, Martial Soul, +1 Str
2+2+3+3+0Change Shape, +1 Con
3+3+3+3+1Bas Hide, +1 Str
4+4+4+4+1Blood Thirst, +1 Con
5+5+4+4+1Brutish Deceiver, +1 Str
6+6+5+5+2Martial Adaptation, +1 Con
7+7+5+5+ 2Evil Incarnate, +1 Str, +1 Con
Skills:4+int modifier per level, quadruple at 1st level. Its class skills are Bluff, Concentration, Disguise, Jump, Listen, Move Silently, Hide, Knowledge(any), Martial Lore Perform, Sense Motive, Tumble and Spot.

Proficiencies:
its own natural weapons, simple and martial weapons.

Features:

Martial body: at first level loses all other racial bonus and gains outsider traits (basicaly darkvision 60 feets). It's a medium sized outsider with base speed 40, two natural claw attacks dealing 1d4+Str mod each and a bite attack dealing 1d6+half Str mod. He takes no penalty for attacking with both claws in a fullattack, but takes a -5 penalty on the bite attack if it uses togheter with the claws.

It has the native subtype to the plane it was born (usually the material plane).

A Naytyan Rakshasa also gains a bonus to its natural armor equal to its Con modifier.

Mind read:the Naytyan Rakshasa can use detect toughts 1/day as SLA for each HD it has. A Raksha with 3 or more HD can use and sustain it as a move action. At 6HD as a swift action and at 9HD as a free action. DC to resist is 10+1/2 HD+Cha mod.

Martial Soul:
The Naytyan Rakshasa learns one stance and two maneuvers from a single school. At 2nd level, and again at 4th and 6th level it learns one extra maneuver from that school. The Naytyan Rakshasa cannot learn maneuvers of a level bigger than (Iniator level/2)+1.

In adition, the Naytyan Rakshasa's body changes acording to the stance, providing combat bonus as follows:

Stone Dragon: the Naytyan Rakshasa's body becomes more snake-like, with stony-like scales and its legs fusing in a snake tail. It gains a bonus to Nat armor and Fort saves equal to 1/3 its HD (minimum 1).

Desert Wind: The Naytyan Rakshasa's body becomes like an humanoid Hell Hound, gaining the Scent ability as per the SRD, and a bonus on Survival checks equal to its HD.

Shaddow Hand: The Naytyan Rakshasa's body becomes an eel-like humanoid, gaining 1d6 sneak attack for every 4 HD it has (minimum 1) and gaining a swim speed equal to its base speed. He takes no penalties for fighting underwater.

Seting Sun: The Naytyan Rakshasa's body becomes like an humanoid displacer beast, increasing all its movement speeds for 10 feet for every 2 HD it has.

Devoted Spirit: The Naytyan Rakshasa's body becomes more pale and smooth. His attacks deals +1 Damage per 2 HD to oponents with one oposite alignment. This bonus doubles against oponents with two oposite alignments. If the Naytyan Rakshasa is neutral-something else it cannot gain more than +1 to Damage per HD. If the Naytyan Rakshasa is true neutral this Martial Soul offers no particular benefit.

Iron Heart: The Naytyan Rakshasa's body partially turns to metal. It gains immunity to poison, sleep effects, paralysism, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.

Tiger Claw:The Naytyan Raskhasa body becomes more feral. Its natural attacks critical threat doubles.

White Raven:The Naytyan Raskhasa's body becomes more elegant. It can make one extra 5-feet step either as a free action on its own turn or as an immediate action during an oponent's turn.

Diamond Mind:
The Naytyan Raskhasa's body partially crystalizes. It gains a bonus on Reflex and Will saves equal to 1/3 its HD (minimum 1).

A Naytyan Rakshasa begins with a single Martial Soul, and gains another one from a diferent school for every 2 extra levels on this class (two at third level, three at fifth, four at seventh). It can only use the maneuvers from the stance it is currently on. It recharges maneuvers automatically by changing stances (or, at first level, by exiting its only stance and starting it again).

It automatically learns one stance and a number of maneuvers for each new Martial Soul equal to the number of maneuvers from its first Martial soul it currently has. When it receives new maneuvers to its first Martial Soul from this class, it also learns the same number of maneuvers for each of each other of its Martial souls, with the same restrictions. So for example a Naytyan Rakshasa 3 picks its second Martial Soul, it will automatically know 3 maneuvers from the new school from a level it can use. At 4th level, it learns a new maneuver for its first Martial Soul and another one for its second Martial Soul. Stances and maneuvers learned for a specific Martial Soul are always from the respective school.

The Naytyan Rakshasa's iniator level is equal to his class level, and will fully stack with one single martial class of their choice, chosen at first level (crusader, swordsage or warblade). Other classes will stack 1/2 their levels as usual.

Finally, whenever a new Martial Soul is gained, the Naytyan Rakshasa may choose to replace the maneuvers and stance from his other Martial Souls for new, higher-level ones.

Ability bonus:A rakshasa gains a permanent
    
                        +1 to Con at levels 2, 4, 6, 7
                        +1 to Str at levels 1, 3, 5, 7
          
For a total of +4 Str and +4 Con at 7th level.

Change Shape (Su): At 2nd level the Naytyan rakshasa can assume any humanoid form, or revert to its own form, as a standard action 1/day for each HD it has. In humanoid form, a rakshasa loses its claw and bite attacks.  A rakshasa remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the rakshasa reverts to its natural form when killed. A true seeing spell reveals its natural form.
[spoiler]
* The creature retains the type and subtype of its original form. It gains the size of its new form.
* The creature loses the natural weapons and movement modes of its original form, as well as any extraordinary special attacks of its original form not derived from class levels (such as the barbarian’s rage class feature).
* The creature gains the natural weapons, movement modes, and extraordinary special attacks of its new form.
* The creature retains all other special attacks and qualities of its original form, except for breath weapons and gaze attacks.
* The creature retains the ability scores of its original form.
* Except as described elsewhere, the creature retains all other game statistics of its original form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
* The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
* The creature is effectively camouflaged as a creature of its new form, and gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
* Any gear worn or carried by the creature that can’t be worn or carried in its new form instead falls to the ground in its space. If the creature changes size, any gear it wears or carries that can be worn or carried in its new form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and viceversa.) Gear returns to normal size if dropped.[/spoiler]

Bas hide:At 3rd level the Naytyan Rasksha's skin is exceptionaly strong, protecting it from both magic and weapons. It gains SR equal to 11+HD and DR/magic and piercing equal to 1/2 its own HD. it may raise or lower this SR at any time ven if it isn't its turn.

Bloodthirst: Naytyan Rakshasa find the taste of humanoid blood extremely exquisite, more than any other food or beverage. At 4th level, whenever they injure an humanoid oponent with their bite attack they gain +1 Morale bonus on attack and damage rolls for every 2 HD of the oponent (minimum 1) on their next round .

Alternatively, the Naytyan Rakshasa may lick the blood directly from its claws or manufactured weapon if it was used to injure an humanoid during the last minute to gain this bonus.

Brutish Deceiver:At 5th level the Naytyan Rakshasa gains a bonus equal to half its HD on all disguise and bluff checks. If it's reading the oponent's mind with his Mind Read ability, this bonus doubles.

In adition, it may use either its Con or Str modifier for Bluff and Intimidate checks instead of Cha, wichever's higher.

Martial Adaptation: At 6th level, the Naytyan Rakshasa may changes stances as an immediate action.

Evil Incarnate: Naytyan Rakshasa were created by angry gods as living embodiments of the eternal desire for violence and cruelty that all humanoids share. At 7th level, 1/day per 4 HD as a free action, the Naytyan Rakshasa may use Intimidate or Bluff checks for attack rolls, AC and saves for 1 round.

[/spoiler]

Comments:
[spoiler]
Another of the obscure ToB monsters, the Naytyan Rakshasa's body changes depending on what stance it is using, gaining diferent bonus.

Compared to other ToB classes, it cannot combine  maneuvers from diferent schools on the same round, but ends up with considerably more maneuvers known, swaping between them as necessary during battle.

The original monster had only forms for four schools, but I made extra forms to cover them all. It's probably stronger than the original monster, but honestly, it wasn't much to write home about for a suposed CR 7 oponent.

Some sugested a paragon class for gaining extra Martial Souls, but I would rather first get some critique on the base class before doing anything else.

Meanwhile, if you wish to play a Rakasha that puts its natural attacks and shape changing abilities to good use, the Naytyan Rakshasa's for you!
[/spoiler]

Lord Rakshasa, Naytyan(prc)

[spoiler]
Prerequisites:
-All 7 levels of the Rakshasa, Naytyan.
-Martial Lore 10 ranks.

HD:d8
LevelBabFortRefWillFeature
1+1 +2+2+0Martial Improvement, Shaped for War, +1 Con
2+2+3+3+0Extra Martial Soul, Cursed Bite, +1 Str
3+3+3+3+1Shaped for War, Mortal Combat, +1 Con
4+4+4+4+1Extra Martial Soul, Shifting Strike, +1 Str
5+5+4+4+1Shaped for War, Cursed Claws, +1 Con
6+6+5+5+2Extra Martial Soul, Double Soul, +1 Str
Skills:4+int modifier per level. Its class skills are Bluff, Concentration, Disguise, Jump, Listen, Move Silently, Hide, Knowledge(any), Martial Lore, Perform, Sense Motive, Tumble and Spot.

Proficiencies:
The Lord Rakshasa, Naytyan gains proficiency with one Exotic Weapon of its choice.

Features:
Martial Improvement:
At 1st level, and again at 3rd and 5th level the LNR learns one extra maneuver for each school it has acess to, following the same limitations as Martial Soul. The Naytyan Rakshasa cannot learn maneuvers of a level bigger than (Iniator level/2)+1.

Shaped for War:At 1st level of this Prc, and again at 3rd and 5th level, pick one of the Lord Rakshasa, Naytyan Martial Souls. It is improved in the following manner.

Stone Dragon: the NLR's body becomes harder, doubling its DR.

Desert Wind: The NLR's senses become even more enanched, increasing the range of its scent ability by 5 feet per HD.

Shaddow Hand: The NLR's body becomes a blur of darkness, granting it concealment, wich grants 20% miss chance and can be used for hiding whitout actually having anything to hide behind.

Seting Sun: The NLR body becomes impossibly flexible, granting it a bonus on grapple, trip and bullrushes equal to 1/4 its HD.

Devoted Spirit: The NLR drains the life of his oponents with its claws and teeths. Whenever it deals damage in melee with its natural weapons, it heals 1/4 the damage dealt.

Iron Heart: The NLR claws and teeths fully become of metal, and can mimick any special material (like adamantine, silver, cold iron), chosen when the NLR enters this stance.

Tiger Claw:The NLR claws and teeths grow specially sharp and long, inflicting deep wounds that don't stop bleeding and cannot be easily healed. Oponents struck by his claws or teeth lose 1 HP per round untill they receive a sucessfull Heal check with DC 10+1/2HD+Str mod. Magic healing, fast healing or regeneration do not stop this bleeding. Multiple natural hit attacks stack.

White Raven:The NLR grows wings (of a shape and color of its preference) that allow it to fly at its base speed with good maneuverability.

Diamond Mind:The NLR's body further crystallizes, increasing its SR by an extra 4, and its Natural Armor now counts against touch attacks.

Ability bonus:A rakshasa gains a permanent
    
                        +1 to Con at levels 1, 3, 5
                        +1 to Str at levels 2, 4, 6
          
For a total of +3 Str and +3 Con at 6th level.

Extra Martial Soul:
At 2nd level, and again at 4th and 6th level, the NLR gains a new Martial Soul, following all the rules as the Naytyan Rakshasa class Martial Soul.

Cursed Bite: At 2nd level, the NLR's bite gains an enanchment bonus equal to half its HD. It can actually only have +5 max to attack and damage rolls, but it can use that enanchment to gain special weapon properties like flaming and speed.

Mortal Combat: At 3rd level, whenever the NLR uses Change Shape to assume the form of an humanoid, it chooses one of its Martial Souls for every 4 HD it has. It can use the maneuvers it knows from all the chosen Martial schools, but doesn't benefit from any Martial Stance or the special properties of his Martial Souls. The benefits and drawbacks last while in humanoid shape.

Shifting Strike:At 4th level, 1/minute the NLR can partially change his body to use a maneuver from a Martial Soul while using other.

Cursed Claws:  At 5th level, the NLR's claws gains an enanchment bonus equal to half its HD. It can actually only have +5 max to attack and damage rolls, but it can use that enanchment to gain special weapon properties like flaming and speed.

Double Soul:At 6th level, 1/day for every 6HD it has, the NLR can combine two of its Martial Souls at the same time for a number of rounds equal to its Con modifier, gaining all the benefits from both, except that it only gains the benefits from one of the Martial Stances (NLR's choice). Activating this ability is a swift action.

[/spoiler]

Comments:
[spoiler]
The Lord Naytyan Rakshasa's grants three extra Martial Souls, and allows you to improve three of them as well.

In adition it improves its natural attacks, allows you to combine diferent Martial Souls (altough with limitations) and offers some extra ability score bonus.
[/spoiler]



oslecamo

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Troll

[spoiler]HD:d8
Level BAB Fort Ref Will Feature
1 +0+2+0+0Troll body, Reckless Assault, Shrug it off, Str+1, Con+1
2 +1+3+0+0Scent, Hunter Leap, Str+1, Con+1
3 +2+3+1+1  Rend, Lunging Throw Str+1, Con+1
4 +3+4+1+1 Regeneration, Tear Trough, Str+1, Con+1
5 +3+4+1+1  Growth , Overrun, Str+1, Con+1

Skills: 2+int modifier per level, quadruple at first level. Class skills:
spot, listen, climb, jump, swim, knowledge(nature, geography, war), handle animal, intimidate.

Proficiencies: all simple weapons and his own natural weapons.

Features:
Troll body: the troll loses all other racial bonuses, and gains giant traits, a base speed of 30 feet, two claw attacks dealing 1d4+Str mod each and one bite attack dealing 1d4+1/2 Str mod damage . He also gains a natural armor bonus equal to his own Con modifier.

Reckless Assault:Trolls are infamous for throwing themselves at their oponents while trusting their own toughness to endure whenever the oponent throws back at them. Whenever the troll charges or full attacks, he may make an extra claw or bite attack at his highest attack bonus, but causes an attack of oportunity from their oponent. If this attack of oportunity misses, the troll may make a new bite or claw attack, provoking a new attack of oportunity, and so on. The troll cannot gain a number of bonus attacks bigger than his own HD this way.

Shrug it off: At first level a troll's regeneration still isn't fully developed, but they're already able to quickly recover with mere seconds of rest. As a standard action, a number of times per day equal to his Con modifier, the Troll may heal itself for an amount of HP equal to HDxCon modifier.

At 3 HD, this ability automatically triggers should the Troll be droped below 0 HP.

Ability score increase:a troll gains +1 Str and +1 Con for each level in this class.

Scent:At 2nd level, a Troll gains the scent extraordinary ability, as the standard SRD ability.

Hunter Leap: At 2nd level, a Troll performing a charge can choose to fling itself trough the air. It can only move up to his speed (instead of twice), but counts as flying for all purposes, so ignores dificult terrain and can leap over a chasm, or reach flying targets. If it finishes it's charge on the air, then it falls back on the ground and takes damage as apropriate.


Lunging Throw: After centuries of running after agile preys while being too lazy to run faster themselves, trolls developed a natural talent for usinng thrown weapons to slow down their oponents. At 3rd level, if the Troll moves at least 10 feet on the direction of a target and then hits it with a thrown weapon, it must make a reflex save with DC 10+1/2HD+Str mod or be unable to move for 1 round (it can still attack/use items/cast, just not move). If the hit oponent was flying, it drops 10 feet for every point it failed the save. If this makes it hit the ground, it takes falling damage as apropriate.

Rend:At 3rd level, if a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+1,5 Str modifier points of damage.

Regeneration: At 4th level the Troll gains regeneration equal to half his HD. Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Tear trough:At 4th level, as the Troll's regeneration awakens, it becomes even more reckless, allowing him to suffer grievous injuries in order to push trough traps and hazards at any cost. The troll may deal Claw damage to itself as an immediate action in order to re-roll a failed save with a bonus equal to the self-inflicted damage.

Growth:At 5th level the troll grows one size category.

Overrun: 1/day for every 2 HD it has, the Troll may push it's body to the limits. As a fullround action, it can move up to twice it's speed, ignoring hard terrain and even moving over oponents, while delivering one claw attack to every oponent he passes trough (no more than one attack per oponent), or alternatively full attack one single oponent at any time during the move. The troll causes attacks of oportunity as normal for moving, but in the turn this ability is used, and for a number of turns equal to his Con modifier afterwards, he automatically heals an amount of HP equal to his HD every time it's damaged (except if the source of damage is fire or acid).

Skraag: When taking this class, you may choose to be a skraag, an aquatic troll. In that case at 1st level your base speed is just 20 foot but you gain a swim speed equal to twice your base speed, and your regeneration only works when you're sugmerged in water.[/spoiler]

Comments:
[spoiler]The original troll is strong, but kinda boring. Hit with claws and bite, regenerate some damage every turn, and that's it.

So the Troll class offers several new takes on the whole self-healing aspect, then new combat options for the troll, focusing on ferocious assaults while exposing yourself to enemy attacks, and some thrown weapon goodyness because I'm a WC III fan.[/spoiler]

Bloody Initiate

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I like the Reth Dekala, I was actually gonna make one but then saw you had done the leg work. Nice work  :D
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Tyal-Kelvar

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The Naytyan Rakshasa looks reasonable, but the wording needs some tweaking.  As written, it only learns maneuvers and stances from one discipline, even as it gains access to the forms for other disciplines, which looks a little wrong.  Still, I actually like that as written a Naytyan Rakshasa can never use a maneuver or stance not suited to it's current form, even if it gains them from a source other than racial class (As the wording implies is the case), as it adds a feeling of the monstrous nature actually holding them back, their bodies not suited to the same martial arts as regular humanoids (And is a huge encouragement for Naytyan characters to take the prestige class you are considering making).  Very nice overall.

oslecamo

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Cleared up that you're suposed to learn maneuvers for all your Martial Souls at the same rate. How does it look now?

So how many new martial souls would you like the paragon class to grant since you don't want ? You said you didn't want it threatening the Master of nine, so how about three new Martial Souls over 6 levels, so it ends up with 7 ?

EDIT: Meanwhile, new update of the Minotaur. Check it out if you love charging around the battlefield flinging your oponents trough the air!

Tyal-Kelvar

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Cleared up that you're suposed to learn maneuvers for all your Martial Souls at the same rate. How does it look now?

So how many new martial souls would you like the paragon class to grant since you don't want ? You said you didn't want it threatening the Master of nine, so how about three new Martial Souls over 6 levels, so it ends up with 7 ?

It looks better now. Still, now I think about it, most martial adepts improve in terms of versatility linearly (Gaining a maneuver known every level or two), where as this expands at a less linear pace due to how gaining access to new disciplines gives you same known for each.  Now, the weakness of not being able to use stuff from different disciplines together should hopefully be enough of a disadvantage to stop that being a problem.  After all, no combining inferno blade with raging mongoose is certainly a big loss.

For the prestige class, it would be fair to only give three extras, as seven disciplines should be more than enough for most builds. An ability like that of the master of nine to switch stances/form when doing a counter would be nice, though not sure it'd be too balanced here.  Okay, overall, I'm not sure what you would give the prestige class.  Yes, it makes sense to have it (Plus is needed if you intend to ever use disciplines other than your initial four), but just giving it additional form options seems a little limited and it's hard to see what else would suit it.

Bloody Initiate

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Awhile back I said I'd do the Force Golem, finally got the time...

Lemme know what ya think  :)

...I want to play one with a Dungeon Crasher Fighter...
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Bloody Initiate

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Force Golem Racial Class
« Reply #356 on: February 04, 2011, 06:16:21 PM »
Force Golem

[spoiler]HD:d10
Level BAB Fort Ref Will Feature
1 +0 +0+0+0Force Golem Body, +1 Str, Force Power, Broke the Mold
2  +1+0+0+0 +1 Str, Force Power, Warp, Force Vulnerability
3  +2+1+1+1+1 Str, Force Power, Spell Resistance, Forceful
4  +3+1+1+1 +1 Str, Force Power, Force Affinity, Controller
Class Skills: (2+Int Mod, x4 at first level) A Force Golem's class skills are Balance (Dex), Craft (Int), Jump (Str), Listen (Wis), Spot (Wis), and Tumble (Dex).

Proficiencies: A Force Golem is proficient with its natural weapons but gains no other weapon or armor proficiencies.

Features:
Force Golem Body: The Force Golem 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, but can be "repaired" if destroyed by spending 24 hours of work and 500 GP of materials per HD.
-Cannot be raised or resurrected unless by a wish, miracle, or true resurrection
-Constructs do not eat, sleep, or breathe

A Force Golem is medium size and has a land speed of 30ft. A Force Golem also has a natural armor bonus equal to its Strength modifier.

A Force Golem has two slam attacks that do 1d6 damage and threaten a critical hit on a natural 20.

At 1st level and every class level thereafter, a force golem gains +1 strength.

Force Powers: At 1st level and every class level thereafter, a force golem gains a force power of its choice from the following list: Force Burst, Force Field, Force Reactive, Pulse, Feat
[spoiler]
-Force Burst (Su): Once every 3 rounds, a force golem can create a 30-foot-radius burst of force centered on its self. Creatures in the area take 1d6 points of damage per two HD the Force Golem possesses (rounded up) and are knocked prone. Those who succeed on a Reflex save take half damage and remain standing. The save DC is equal to 10 + half the Force Golem's HD (rounded up) + the Force Golem's Strength modifier. If a force golem has the Improved Overrun feat, the save DC is increased by 4. Force golems are immune to this ability. This is a force effect.

At 4 HD a force golem gains +10 feet to the potential radius of Force Burst. This additional 10 feet of radius is always optional, and the Force Golem can choose instead to decrease the radius of Force Burst to by up to 10 feet, down to 20 feet which adds +1d6 + the force golem's strength bonus to the damage. A force golem decides the radius of Force Burst each time it uses the ability, it does not have to choose the radius at the HD at which it gains this increase. Flying opponents caught within the radius of Force Burst are dazed for one round unless they make their reflex save.

At 8 HD a force golem gains +10 feet to the potential radius of Force Burst. This additional 10 feet of radius is always optional, and the Force Golem can choose instead to decrease the radius of Force Burst by up to 20 feet, down to 10 feet which adds +2d6 + the force golem's strength bonus to the damage. A force golem decides the radius of Force Burst each time it uses the ability, it does not have to choose the radius at the HD at which it gains this increase. Flying opponents caught within the radius of Force Burst are stunned for one round unless they make their reflex save. If they are immune to stunning they are instead dazed for one round on a failed reflex save.

At 12 HD a force golem gains +10 feet to the maximum radius of Force Burst. This additional 10 feet of radius is always optional. A force golem decides the radius of Force Burst each time it uses the ability, it does not have to choose the radius at the HD at which it gains this increase. Opponents caught within the radius of Force Burst who fail their reflex save are dazed for one round as well as knocked prone.

At 16 HD a force golem gains +10 feet to the maximum radius of Force Burst. This additional 10 feet of radius is always optional. A force golem decides the radius of Force Burst each time it uses the ability, it does not have to choose the radius at the HD at which it gains this increase. Opponents caught within the radius of Force Burst who fail their reflex save are stunned for one round as well as knocked prone. If they are immune to stunning they are instead dazed for one round and knocked prone on a failed reflex save.

At 20 HD a force golem gains +20 feet to the maximum radius of Force Burst. This additional 20 feet of radius is always optional. A force golem decides the radius of Force Burst each time it uses the ability, it does not have to choose the radius at the HD at which it gains this increase. Opponents caught within the radius of Force Burst cannot save against its damage, but must make a reflex save with a save DC equal to the damage they take or the normal save DC of Force Burst, whichever is higher. Opponents who fail this reflex save are dazed for one round, stunned for one round, and knocked prone. All opponents caught within the radius of Force Burst must also make a caster level check vs. the force golem's spell resistance or have a random buff dispelled.

The radius on a force golem's Force Burst gains an optional +20 feet every 4th HD after 20. A force golem decides the radius of Force Burst each time it uses the ability, it does not have to choose the radius at the HD at which it gains this increase.

Force Field (Ex): A force golem is surrounded in an invisible sphere that excludes external spells and spell effects of 2nd level and lower. This ability functions like a lesser globe of invulnerability, except it is an extraordinary ability and it does not extend to spells and spell effects created by the force golem. A force golem's Pulse, Force Reactive, and Force Burst abilities are unaffected by the Force Field. A force golem can dismiss or reactivate its Force Field as a free action at any time even if it is not its turn.

At 4 HD the Force Field excludes spells and spell effects of 3rd level and lower.

At 6 HD the Force Field functions like a globe of invulnerability, excluding spells and spell effects of 4th level and lower. It is still an extraordinary ability and does not hinder the Force Golem's abilities.

At 8 HD the Force Field excludes spells and spell effects of 5th level and lower

At 10 HD the Force Field excludes spells and spell effects of 6th level and lower

At 12 HD the Force Field excludes spells and spell effects of 7th level and lower

At 14 HD the Force Field excludes spells and spell effects of 8th level and lower

At 16 HD the Force Field excludes spells and spell effects of 9th level and lower

Force Reactive (Su): When an opponent attacks and misses a force golem with a melee attack, the force golem can turn the kinetic energy of the attack back on the attacker as an immediate action. The attacker is pushed 5 feet into an empty square of the force golem’s choice. This movement does not provoke attacks of opportunity. If the force golem has the Improved Bull Rush feat, it can choose to push an attacker as far as 10 feet into an empty square. If the attacker is flying, the force golem can push it up to 10 feet instead of the normal 5, and up to 20 feet if the force golem possesses the Improved Bull Rush feat.

At 6 HD the distance a force golem can push its attacker is twice the original distance (5 feet becomes 10 feet).

At 12 HD the distance a force golem can push its attacker doubles again (10 feet becomes 20).

At 18 HD the distance a force golem can push its attacker doubles again (20 feet becomes 40), and as part of the same immediate action it can use Pulse on its attacker.

At 20 HD a force golem can use Force Reactive as a free action even if it is not its turn, although if it chooses to use Pulse on an attacker affected by Force Reactive, then it must use its immediate action for the turn to do so.

Pulse (Sp): A force golem can target any opponent within 60 feet with this ability, which functions as a ranged bull rush attempt. The force golem and its target make opposed Strength checks. If the force golem wins the opposed check, the opponent is pushed 10 feet in a direction of the golem’s choice and falls prone in the square it ends up in. For each 5 points the force golem's check result is greater than the defender's check result, the force golem can push the defender an additional 5 feet. This movement does not provoke attacks of opportunity, and using this ability does not cause the force golem to provoke an attack of opportunity. If the target is flying, the force golem can push it twice as far. The force golem is not required to move with the pushed opponent.
A force golem can push an opponent only in a straight line, and it cannot push an opponent closer to it than the square that foe started in. If an intervening obstacle prevents the opponent from being pushed 10 feet, the foe and the obstacle each take 1d6 points of damage. If the opponent was flying and the force golem chose to push them straight down, they take falling damage appropriate for the distance traveled before striking the obstacle. The opponent then falls prone in the square it was in before striking the obstacle.
Any feat or special ability that grants a bonus on resisting bull rush attempts (such as a dwarf’s stability) applies to this opposed Strength check. Similarly, if a force golem takes a feat or special ability that improves bull rush attempts, they gain its benefits on this check.

At 4 HD a force golem gains a +2 bonus on bull rush checks, and can use Pulse on any opponent within 90 feet and can force a flying opponent downward three times the normal distance.

At 8 HD a force golem gains a +2 bonus on bull rush checks, and can use Pulse on any opponent within 120 feet and can force a flying opponent downward as if they were falling, dealing full falling damage upon impact with the ground.

At 12 HD a force golem gains a +4 bonus on bull rush checks, and can use Pulse on any opponent within 150 feet and deals and can force a flying opponent downward faster than if they were falling, dealing double falling damage upon impact with the ground. This overpowers spells that decrease falling speed, like feather fall, but does not deactivate them. Non-flying opponents who collide with obstacles suffer additional damage as well. Both the opponent and the obstacle take an additional +1d6 of damage per 10 feet beyond the first that the force golem pushed them with its bull rush check. In addition a force golem adds its strength bonus to any damage dealt through the use of Pulse.

At 16 HD a force golem gains a +4 bonus on bull rush checks, and can use Pulse on any opponent within 200 feet and can force a flying opponent downward faster than if they were falling, dealing triple falling damage + the force golem's strength bonus upon impact with the ground. This overpowers spells that decrease falling speed or allow flight and targets of this ability must make a caster level check vs. the force golem's spell resistance or have relevant transmutation effects dispelled. In addition a force golem adds double its strength bonus to any damage dealt through the use of Pulse.

At 20 HD a force golem gains a +8 bonus on bull rush checks, and can use Pulse on any opponent it can see. It also adds triple its strength bonus to any damage dealt through the use of Pulse. Should the force golem choose, it can use Pulse as a move action instead of as a standard action, it makes this decision anew each time it uses Pulse.

Feat: A force golem may learn a feat in place of a Force Power.[/spoiler]

Broke the mold: Their intelligence and free will make force golems anomalies amongst golems. In addition to allowing them to make complex tactical analysis, they develop personalities which they express in combat. At 1st level a force golem gains either Power Attack or Combat Reflexes as a bonus feat, even if it does not meet the prerequisites. If it already has one or both of these feats it may select any other feat for which it meets the prerequisites. A force golem must also choose to focus on charisma or intelligence. Whichever ability it chooses immediately increases by 1 and increases by 1 again every class level after 1st.

Warp (Ex): A force golem gains a Deflection bonus to AC equal to its highest mental ability modifier, and gains Sonic Resistance equal to twice its HD. 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.

Force Vulnerability (Ex): Force effects deal half again as much damage (50%) to a force golem.

Spell Resistance (SR): A force golem gains Spell Resistance 15 + HD, A force golem 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 force golem's turn for it to lower or raise its spell resistance. This Spell Resistance does not extend to force effects.

Forceful (Ex): A force golem learns to put extra energy behind its blows. At 3 HD, its natural weapons increase in damage die size (From 1d6 to 1d8 for a medium size force golem) and gain the force descriptor, making them useful against incorporeal foes. The damage die increases in size again every five HD after the force golem's third HD.
 
Force Affinity (Ex): For obvious reasons, a force golem is particularly talented with force effects. Any force effect a force golem creates, whether it is a spell, power, or other special ability, is freely empowered. A force golem immediately gains +1 bonus to caster level, manifester level, and other level-dependent force effects. It gains another +1 for every 5 HD it has (So +1 at 5, 10, etc.).

Controller: A force golem becomes a large size creature. It also gains DR/adamantine equal to half its HD.[/spoiler]
Comments:
[spoiler]As much as I like the Force Golem in MMV, it was not very well designed.

It's MAD as hell, needing almost all of its stat bonuses just to make its abilities and fluff work. It normally has +8 Strength for Bull Rush attempts (Integral), +6 Dex to make its ranged touch attacks viable (For the pulse ability), +2 Intelligence primarily for fluff (But it's fluff I like), and +4 Charisma for Save DCs and fluff.

I dropped the Dex bonus entirely and chose a route that lets the player choose to be either smart or charismatic, which should allow for choice in character design.

If you drop the fluff support, which is unfortunate but necessary, the creature feels less unique but becomes more functional.

Focusing functionality made me question the power of the certain abilities; normally Pulse requires a ranged touch attack but I removed that part to make it less MAD. I figure the ability to move allies and opponents around the battlefield like chess pawns is pretty good, but nothing that compared to equivalent-level battlefield controllers, so I just let it be as good as possible.

I was also considering giving it tremorsense 5 x HD, to augment its chess board BFC feel.[/spoiler]

« Last Edit: February 18, 2011, 11:32:26 AM by Bloody Initiate »
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Prime32

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As much as I like the Force Golem in MMV, it was not very well designed.

For starters, there are actually several mistakes in the entry. Its slams are too good (They do 1d8 when they should do 1d6, this turned into inspiration for me)
That's not a mistake. Natural weapons don't always do the same damage. The skum, for instance, is a Medium creature with a 2d6 bite attack.
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]

Bloody Initiate

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As much as I like the Force Golem in MMV, it was not very well designed.

For starters, there are actually several mistakes in the entry. Its slams are too good (They do 1d8 when they should do 1d6, this turned into inspiration for me)
That's not a mistake. Natural weapons don't always do the same damage. The skum, for instance, is a Medium creature with a 2d6 bite attack.

I figured that, and I definitely prefer that the Force Golem be able to hit a little harder than is normal for its size. What it did for me was allowed me to explain why its weapon scales to 1d8.

Actually using the word "scales" made me realize its weapon so DOES NOT scale. I'll have to edit that.

EDIT: HA! Gave'm the force descriptor as well as scaling dice.
« Last Edit: February 04, 2011, 07:16:46 PM by Bloody Initiate »
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Garryl

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Force Burst (Su): Once every 3 rounds, a force golem can create a 30-foot-radius burst of force centered on its self. Creatures in the area take 1d6 points of damage per two HD the Force Golem possesses (rounded up) and are knocked prone. Those who succeed on a Reflex save take half damage and remain standing. The save DC is equal to half the Force Golem's HD (rounded up) plus either the Force Golem's Strength modifier, whichever is higher. If a force golem has the Improved Overrun feat, the save DC is increased by 4. Force golems are immune to this ability.
The save DC of this ability is off. The standard formula is 10 + 1/2 HD + stat. This is missing the base 10 part. It also says to use "either the Force Golem's Strength modifier, whichever is higher" which implies a choice between two or more options, despite only allowing Strength.

Shouldn't Force Burst have the Force descriptor or otherwise be called out as a Force effect?

Quote
Pulse (Sp): A force golem can target any opponent within 60 feet with this ability, which functions as a ranged bull rush attempt. The force golem and its target make opposed Strength checks. If the force golem wins the opposed check, the opponent is pushed 10 feet in a direction of the golem’s choice and falls prone in the square it ends up in. This movement does not provoke attacks of opportunity. If the target is flying, the force golem can push it twice as far.
A force golem can push an opponent only in a straight line, and it cannot push an opponent closer to it than the square that foe started in. If an intervening obstacle prevents the opponent from being pushed 10 feet, the foe and the obstacle each take 1d6 points of damage. The opponent then falls prone in the square it was in before striking the obstacle.
Any feat or special ability that grants a bonus on resisting bull rush attempts (such as a dwarf’s stability) applies to this opposed Strength check. Similarly, if a force golem takes a feat or special ability that improves bull rush attempts, they gain its benefits on this check.
As a Bull Rush attempt, does is provoke attacks of opportunity (for the attempt itself, rather than the movement), require the golem to move with the pushed opponent, or allow for greater forced movement based on how much the golem beat the defender on the Strength check?

Quote
As the Earth (Ex): The spirit animating a force golem’s body makes it tougher than it would normally be. It adds its Charisma modifier as bonus hit points to each Hit Die. (Stolen from the Scouring Stanchion found in the same book, MM5)
Since the Golem can choose to focus on either of Int or Cha, it seems strange that it should have such an important ability fixed to only one of those ability scores.

Quote
Forceful: A force golem learns to put extra energy behind its blows. Its natural weapons increase in damage die size (From 1d6 to 1d8 for a normal large size force golem) and gain the force descriptor, making them useful against incorporeal foes. The damage die increases in size again every five levels after third.
Should specify increasing every 5 HD after 3 HD instead of every 5 levels, since this is only a 4 level class.

Quote
Force Affinity (Ex): For obvious reasons, a force golem is particularly talented with force effects. Any force effect a force golem creates, whether it is a spell, power, or other special ability, is freely empowered. A force golem is also considered one level higher per 5 HD than its character level when determining caster level, manifester level, etc. for force effects it creates.
The text "than its character level" seems erroneous. The ability would seem to be intended to give a +1 bonus to CL, ML, and other level-dependent effects for the purpose of the golem's Force effects for every 5 HD it has.

Also worth noting is that this ability doesn't actually grant any benefits as written when it is gained. First, it is gained at 4th level, thus not having enough HD to give the first +1 bonus. This could be fixed by making it minimum +1, or +1 and another +1/5 HD beyond 4th, or something similar. Second, the golem doesn't actually have any level-dependent force effects other than (probably) Forceful, which scales at a slow enough rate that again, it won't provide any benefit for another couple of levels.

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Force Vulnerability (Ex): Force effects deal half again as much damage (50%) to a force golem.[/spoiler]
Seems a bit strange to give a vulnerability in exchange for taking the last level of the class.
A Guide to Free D&D - A resource of free, official D&D resources on the web.
General listing of my homebrew.
Links to things I've worked on
[spoiler]
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
Adaptations Handbook - Under construction.
[/spoiler]