Author Topic: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests  (Read 392195 times)

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Bloody Initiate

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I really like the summon-specific abilities the Ice Devil gets. I especially like "you've failed me for the last time."

Suggestions for the Ice Devil:

Allow it to sub a more of its cold damage for negative energy or vile or anything that's more difficult to resist than cold. Perhaps giving it something that acts like the "Lord of the Uttercold" feat for its SLAs.

Also Cold Spear feels like it should come earlier and upgrade more. Summoning a weapon is pretty common, so it seems odd to make it wait for 13 levels to gain that ability.

Been up all night, off to bed for me.

Before I go to bed though, I made a Maug racial class, since there were a few threads showing interest in Maugs.
I don't employ memes. Mass-produced ammunition, even from reputable manufacturers, tends to malfunction on occasion.

Bloody Initiate

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Maug Racial Class
« Reply #401 on: February 15, 2011, 11:21:27 AM »
Maug


[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+0+0+0+0Maug Body, +2 Str, +1 Dex, Rapid Repair, Gift from Acheron
2+1+0+0+0+1 Str, +1 Dex, Pulverize, Grafts
3+2+1+1+1 +1 Str, +1 Dex, Spell Resistance, Built for War
Skills: (2 + Int per level, 4x at 1st level) The Maug's class skills are Craft (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (arcana), Knowledge (architecture and engineering), Listen (Wis), Profession (Wis), Spot (Wis), and Survival (Wis).

Proficiencies: Maugs are proficient with any natural weapons they possess, all simple weapons, all martial weapons, and with all armor. Maugs may treat two-bladed swords as martial weapons rather than exotic weapons.

Maug Body: The maug 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, non-lethal 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 hit points, 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 maug is medium size and has a land speed of 30ft. Maugs also have a natural armor bonus equal to their Strength modifier.

A maug has two slam attacks that each deal 1d6 damage and threaten a critical hit on a natural 20. These slam attacks increases their damage one die size for every 5 HD the maug gains.

At 5 HD a maug gains +1 bonus hitpoint per HD, this bonus increases to +2 at 10 HD, +3 at 15 HD, and +4 at 20 HD.

Ability Score Increases: The maug gains ability score increases as shown on the table.

Rapid Repair (Ex): A maug that rests for 1 full hour repairs 1 hit point of damage, so long as it has at least 1 hit point. The amount of hit points a maug repairs with a full hour of rest improves by 1 for every 3 HD a maug possesses.

A character can assist a maug's repair with a relevant Craft check (DC 15). If the check is successful the maug repairs an additional 1 point of damage per hour of rest. If the character assisting the maug's repair exceeds the DC 15 Craft check by 10 or more, the maug repairs an additional 1 point of damage for each 10 points by which the assisting character exceeded DC 15. So a craft check of 35 would allow a maug to repair an additional 3 points of damage. Relevant Craft skills include stonemasonry, sculpting, blacksmithing, armorsmithing, and gemcutting.

Providing assistance to the maug counts as light activity for the assisting character, and a character can only assist one maug at a time. A maug cannot aid its own repair.

Gift from Acheron (Ex): The maugs' creators knew they couldn't compel maugs to fight until death because constructs are immune to compulsions, so they designed their creations with "incentive" instead.

A maug is not destroyed when reduced to 0 hitpoints like other constructs. It is instead merely disabled from 0 hit points to -9 hit points, and can only take a single move or single standard action. In this mode the maug gains +1 to attack, damage, and initiative. Every time it successfully damages another creature it gains 1 hit point and another +1 to attack, damage, and initiative. The maug stops gaining hitpoints if it gains a positive hit point total of at least 1. The bonuses to attack, damage, and initiative remain until the end of the combat or until the maug is destroyed, whichever comes first.

Grafts: Maugs constantly modify their bodies to maximize their effectiveness. A maug can have certain maug grafts for free. At second level a maug can incorporate either a Locking Hand, a Shoving Arm, Rollers (Augment), or a Stone Spitter into its body at no cost. Additional grafts can always be purchased with the maug's own wealth and resources.

On their 3rd class level maugs learn how to build and install maug grafts with the appropriate materials and craft checks. They qualify for the Craft Magic Arms and Armor feat as if they met its prerequisites and can take the feat any time they would normally gain a feat. The maug also gains +4 racial bonuses on Craft (stonemasonry) and Knowledge (architecture and engineering).

Locking Hands replace normal hands the maug already possesses, so a maug cannot gain more locking hands than original hands. A maug can only have two Shoving Arms, two Stone Spitters, one set of Spike Stones, and one Shudder Plate from this class feature. A maug can only augment or replace its legs with rollers once, so it cannot gain the rollers graft more than once.

Pulverize (Su): Once per day per HD, a maug can touch an object as a standard action and negate its hardness for 1d4 rounds unless it succeeds on a fortitude save (DC 10 + Maug's HD + Maug's Strength modifier). A successful Fortitude save negates the effect.

Pulverize can affect an object of up to 1,000 cubic feet in volume (10 foot cube). If the object is larger, only a 10 foot cube of it is affected. Unattended non-magical objects do not receive a saving throw. If a creature holds, wears, or carries the object the maug must succeed on a melee touch attack that does not provoke an attack of opportunity. If a maug possesses the Improved Sunder feat, the save DC of this ability is increased by 4. Other feats and abilities that improve Sunder checks improve the save DC of this ability by the same amount.

A maug can affect another 1,000 cubic feet of volume (10 foot cube) for every 3 HD it possesses. Maugs also add 1 round to the duration of this ability for every 3 HD they possess.

At 6 HD Maugs can choose to use Pulverize as a move action instead of a standard action. They decide this every time they use the ability, they do not have to decide only when they reach 6 HD.

At 12 HD Maugs can use Pulverize as a move action, or a standard action, or a swift action, whichever is most practical at the time. They make this decision anew every time they use the ability, and don't have to decide only when they gain it.

At 18 HD Maugs can use Pulverize as a free action.

At 10 HD, Pulverize can mimic the disintegrate spell against objects when doing so would be superior to how Pulverize normally works. For example a 10th level maug could use Pulverize to destroy a wall of force. The maug's caster level for this ability is equal to its HD and its Strength modifier is used to calculate saves. The range is always touch though.

Spell Resistance (SR): The maug gains Spell Resistance 11 + HD. A maug can lower or raise its spell resistance as a free action at any time should it choose, it does not have to be the maug's turn for it to lower or raise its spell resistance.

Built for War (Ex): The maug increases to Large size and gains a +10 bonus to all its movement speeds.
[/spoiler]

Comments:
[spoiler]
The maug gets most of its power from its grafts, which are listed below these comments.

The Save DC for Pulverize is deliberately high. It was high in the original entry and it's not useful if the save is easy, because every action the maug spends lowering an objects hardness is a action it doesn't spend actually damaging the object. Eventually it's a free action, but that takes awhile. Since there are maneuvers that ignore DR and Hardness, Pulverize is only unique and worthwhile if it is difficult to resist. Honestly I saw the ability being used more often to make holes through walls and such than in combat.

The maug is on page 121 of the Fiend Folio.
[/spoiler]

Grafts:[spoiler]
At their 2nd level maugs gain one of the below grafts for free. The graft must be worth 3,000 gp or less to be gained for free by the maug's Graft class feature. The same class feature also qualifies maugs for the Craft Magic Arms and Armor feat which a maug must take in order to craft grafts.

Maugs customize their bodies for war. A maug with the Craft Magic Arms and Armor feat can expend gold, experience, and time as usual for crafting a magic item to create a maug graft. A maug must meet the prerequisites for a graft, given at the end of the graft entry, and make the necessary craft (stoneworking) check.

Locking Hand:
This stone hand is designed so its fingers can clasp and lock together, as well as grip with considerably more force than the maug's normal hands. It replaces the maug's normal hands. A maug can choose to replace all of its hands with Locking Hands, which for a normal maug is two, so a normal maug can have as many as two Locking Hands. Locking hands do not change the amount of damage a maug deals with its unarmed attacks or natural weapons, although a maug skilled in their use can use its locking hands to make a rend attack (See below).

The main purpose of a locking hand is to strengthen the maug's grip, making it more difficult to disarm the maug or dislodge an item from its grasp. The maug gains its strength bonus again to avoid being disarmed, to oppose checks to escape a grapple, to catch itself while falling, and to hold onto a surface when damaged while climbing. Effectively a maug with one or more locking hands is allowed to apply its strength bonus multiple times (A minimum of once) to activities that benefit from a strong grip. A creature with more than one locking hand stacks the bonuses of each locking hand involved in the activity.

Locking hands can be locked and unlocked as easily as the maug can make a fist. They do not inhibit spell-casting or skill use. If a maug does not have a strength bonus of +5 or more, then the bonus given by the locking hand is +5.

A maug with more than one locking hand can rend opponents. If a maug hits with at least two slams or unarmed attacks with two locking hands, it grips and tears its enemy for additional damage equal to two slams + 1 1/2 times its strength modifier.

At 5 HD a maug with at least one locking hand gains the Improved Grab extraordinary ability for attacks it makes with the associated limbs.

At 10 HD a maug with a locking hand can dispel magical effects within its vice-like grip. Once per round as a free action a maug gripping an item or character within its locking hand can choose to dispel a magical effect on its target as if by greater dispel magic with a caster level equal to the maug's Spell Resistance. This is an extraordinary ability.

At 15 HD a maug can infuse its locking hands with anti-magic. To do this a maug temporarily sacrifices any magical enhancements on its locking hands, but can suppress magic effects it touches as if by an anti-magic field. A maug must choose to do this at the beginning of the round, although doing so is a free action. Effectively its hands become small anti-magic fields, allowing it to suppress magical Freedom of Movement effects as well as any other magical effects on its target. A maug could theoretically make touch attacks with this ability, but without seizing hold of its targets would only suppress their magical effects for the moment it touched them. This is an extraordinary ability.

At 20 HD, once per round as a free action a maug gripping an item or creature within its locking hand can choose to target the item or creature in its grip with mordenkainen's disjunction with a caster level equal to the maug's Spell Resistance. This is an extraordinary ability.

Prerequisites: Craft Magic Arms and Armor, creator must be a maug of at least 3 HD.
Market Price: 2,000 gp


Stone Spitter:
This device is usually fixed to the maug's shoulder. It is a boxlike or bin-like device with a tube at its base from which stones or bullets are fired. "Standard issue" ammunition for Stone Spitters is sling bullets, but appropriately-sized regular stones are often substituted.

A maug grafted with a stone spitter can use it to make ranged attacks with a range increment of 50 feet. The damage from these attacks is based on the maug's size and what type of ammunition is used (See table below). Two times per day per HD the maug possesses the maug can fire ammunition with increased velocity and force, this damage is shown on the "Increased" column of the table below. These enhanced attacks have a +1 bonus to attack and damage.

Each stone spitter can be loaded with up to 50 stones or sling bullets. A maug can reload up to 10 ammunition in a stone spitter as a full-round action, which involves opening the stone spitter, loading a handful of ammunition, and re-closing it. Fully reloading a stone spitter (to 50 ammo) takes three full rounds.

A maug with more than one stone spitter graft can make as many more attacks per standard action. So a maug with two stone spitters can make a ranged attack with each of its stone spitters in one standard action for a total of two attacks. Extra stone spitter grafts do not increase the amount of stone spitter attacks a maug can make as a full round action, though it can still make extra attacks it gains from other sources like a haste spell or a high base attack bonus. A normal maug cannot be grafted with more than six total stone spitters. The base price for the 2nd and 4th stone spitters is doubled and they take up arm slots for equipment. The base price for the 5th and 6th is doubled again and they take up leg slots.

Feats that enhance crossbows can be taken instead for stone spitters when their benefits could apply. Grafted stone spitters can benefit from feats, abilities, and enhancements that target natural weapons as well as those that target manufactured weapons.

At its 5th HD and every 5 HD afterward (10, 15, etc.) the range increment for a maug's stone spitters doubles.

At 10 HD a maug with a stone spitter gains the ability to fire dispelling ammunition. The maug must declare it is using this ability before it uses it. The maug fires a shot from its stone spitter as normal and must hit its target as normal. On a successful hit the target is subject to greater dispel magic with a caster level equal to the maug's spell resistance. If the maug misses the use of the ability is wasted. The maug can only do this as many times per day as HD it possesses, but only once per round. This is an extraordinary ability.

At 20 HD a maug with a stone spitter gains the ability to fire ammunition with even greater dispelling power. The maug must declare it is using this ability before it uses it. The maug fires a shot from its stone spitter as normal and must hit its target as normal. This shot is not allowed any magical enhancements, as the projectile fired is infused with antimagic. On a successful hit the target is subject to mordenkainen's disjunction with a caster level equal to the maug's spell resistance. If the maug misses its shot the use of the ability is wasted. The maug can only do this as many times per day as half its HD rounded up, but only once per round. This is an extraordinary ability.

Stone Spitter Damage
Size
Stone
Bullet
Increased
Fine
-
1
1d2+1
Diminuitive
1
1d2
1d3+1
Tiny
1d2
1d3
1d4+1
Small
1d3
1d4
1d6+1
Medium
1d4
1d6
1d8+1
Large
1d6
1d8
2d6+2
Huge
1d8
1d10
2d8+2
Gargantuan
1d10
2d6
3d6+3
Colossal
2d6
2d8
4d6+4

Stone Spitters and Alchemical items: Maugs who are invested in ranged combat enjoy loading their stone spitters with alchemical stones to achieve additional advantage in battle. Flash Pellets (Complete Adventurer, 118), lightweight Thunderstones (Player's Handbook, 129), Ferrous Aqua (Complete Scoundrel, 110), Liquid Sunlight (CS, 110), Rust Cubes (CS, 111), and other alchemical items that can withstand enough pressure to be fired from the stone spitters qualifies as potential ammunition. Although it is expensive, doing this allows maugs to barrage targets with unique tailored ammunition, overwhelming their foes with debilitating effects after forcing them to make dozens of saves.

A maug firing alchemical stones from its stone spitter(s) can target squares or specific enemies and successful attacks on creatures do damage as well as triggering the effect of the alchemical stone. Brittle items like Flash Pelets, Ferrous Aqua, and Liquid Sunlight do damage as stones. Heavier, harder items like Rust Cubes and Thunderstones do damage as bullets.

Prerequisites: Craft Magic Arms and Armor, creator must be a maug of at least 3 HD
Market Price: 2,000

Shoving Arm:
This piston-like appendage ends in an upright flattened stone hand. It is affixed to the torso of a maug, held in place by a stone "belt."

A maug grafted with at least one shoving arm can use it to make a special attack once per round as a free action. The maug makes a melee touch attack against any opponent within 5 feet. If the maug hits with its shoving arm it and the creature struck make opposed strength checks as if the maug were making a bull rush attempt. The maug adds its strength bonus to this check a second time (So it will be using twice its strength modifier on this bull rush). If the maug wins the check the defending creature is pushed back 5 feet plus an additional 5 feet per 5 points by which the maug's check exceeded the defender's.

A maug with a shoving arm can also simply decide to add its strength bonus a second time on bull rush attempts.

At 3 HD a maug with at least one shoving arm can stand from prone as a swift action that does not provoke attacks of opportunity. If it has two shoving arms it can stand from prone as a free action that does not provoke attacks of opportunity.

At 6 HD a maug with a shoving arm gains the Constrict extraordinary ability. The maug deals damage equal to a slam + 1 1/2 times its strength bonus with constrict. If it has a locking hand it deals damage equal to two slams + 1 1/2 times its strength bonus with constrict. If it has two locking hands it deals damage equal to two slams + twice its strength bonus with constrict.

Also at 6 HD a maug with a shoving arm gains its strength bonus again to resist grapple. If the maug is using its grapple check to resist grapple this means it applies its strength bonus twice. If the maug is using its Escape Artist check to resist grapple this means it adds both its dexterity and its strength to the check. A maug with two shoving arms adds its strength bonus again.

At 9 HD a maug with a shoving arm can dispel magical effects when its shoving arm strikes an opponent. Once per round, any time a maug touches a target with a shoving arm can choose to dispel a magical effect on its target as if by greater dispel magic with a caster level equal to the maug's Spell Resistance. A target is "touched" any time the maug succeeds on a melee touch attack with its shoving arm, any time it inflicts constrict damage with its shoving arm, any time it gains the benefits of a shoving arm in a bull rush, or any time it gains the benefits of a shoving arm in grapple. This is an extraordinary ability.

At 12 HD checks made with the benefits of a shoving arm are made as if the maug is one size category larger when it would be beneficial.

At 15 HD checks made with the benefits of a shoving arm are made as if the maug is one size category larger when it would be beneficial.

At 18 HD a maug with a shoving arm can completely cancel magical effects when the maug strikes a target with its shoving arm. Once per round, any time a maug touches a target with a shoving arm can choose to dispel a magical effect on its target as if by mordenkainen's disjunction with a caster level equal to the maug's Spell Resistance. A target is "touched" any time the maug succeeds on a melee touch attack with its shoving arm, any time it inflicts constrict damage with its shoving arm, any time it gains the benefits of a shoving arm in a bull rush, or any time it gains the benefits of a shoving arm in grapple. This is an extraordinary ability.

Each shoving arm a maug is grafted with increases the price of armor made for the maug by 10%.

Prerequisites: Craft Magic Arms and Armor, creator must be a maug of at least 3 HD.
Market Price: 2,000 gp


Shudder Plate:
Usually placed within the maug's chest, a shudder plate looks like a thin square piece of shale set within a stone frame. It is specially designed and enhanced to quietly shake and vibrate within its case, giving the maug a supernatural understanding of the area surrounding it.

A maug with a shudder plate gains Tremorsense with a range equal to 5 times half its HD rounded down. Additionally the maug takes a -4 penalty on Move Silently checks.

At 5 HD a maug with a shudder plate gains Blindsense with a range equal to 5 times half its HD rounded down.

At 10 HD a maug's Blindsense from its shudder plate is replaced with Blindsight at the same range.

At 15 HD the range of the maug's Tremorsense and Blindsight becomes 10 times half its HD rounded down.

At 20 HD a maug with a shudder plate gains Touchsight equal to 5 times half its HD (Touchsight works as the Psionic Power of the same name).

Wearing armor divides the range of the senses granted by shudder plate in half.

Prerequisites: Craft Magic Arms and Armor, creator must be a maug of at least 5 HD.
Market Price: 8,000 gp


Rollers (Replace): Rollers replace the maug's legs with six great stone cylinders beneath a pyramid of rock.

Rollers add 20 feet to the maug's land speed and give it the ability to trample foes, but the maug takes a -8 penalty to Climb, Ride, and Swim checks.

A maug with rollers gains the Trample extraordinary ability, but with the following changes:

In place of the maug's slam damage it does damage based on its size according to the table below. The maug still adds 1 1/2 times its strength bonus to the damage as usual.

The maug may also trample an opponent more than once if it moves through their space more than once.

Opponents who take damage from the maug's Trample ability are knocked prone.

A maug with rollers can also do its Trample damage to any foe it successfully overruns.

At 9 HD and every 3rd HD afterward a maug with Rollers gains an additional +10 to its land speed and a +2 bonus on bull rush checks. If it also possesses Spike Stones, it gains +2 to climb checks for every +10 to land speed granted by its HD.

At 12 HD a maug with Rollers and Spike Stones gains a climb speed equal to half its land speed.

At 15 HD a maug with Rollers who pins an opponent in grapple can do its trample damage to that foe once per round and can maintain the pin as a free action. If the maug also has Spike Stones it gains the Rake extraordinary ability, but in place of two claw attacks it does the damage of its spike stones once. If it converts the damage of its Spike Stones to slashing somehow, it can do the damage of its spike stones twice with a Rake attack.

At 18 HD a maug with Rollers is counted as one size category larger for the purpose of Bull Rush checks, Overrun attempts, and when determining whether it can Trample an opponent.

Rollers Trample damage:
Size
Damage
Fine
1d6
Diminuitive
1d8
Tiny
2d6
Small
2d8
Medium
4d6
Large
4d8
Huge
8d6
Gargantuan
8d8
Colossal
16d6

If a maug has the Spike Stones graft, it adds the damage from its spike stones to its trample damage. The full damage of the maug's Trample with spike stones is counted as both bludgeoning and piercing for the purposes of overcoming damage reduction. The spike stones graft also removes the -8 penalty to climb checks the maug suffered for taking the rollers graft.

If the grafted maug has the Improved Overrun feat, it adds +4 to the save DC of its Trample ability.

Prerequisites: Craft Magic Arms and Armor, creator must be a maug of at least 6 HD.
Market Price: 10,000 gp


Rollers (Augment): Instead of replacing its legs entirely, some maugs prefer to gain the speed of rollers without the removal of their legs. Eight stone cylinders are built into the maug's shins (4 in each shin) and smaller cylinders are built carefully into its feet so as not to impede normal movement.

A maug with rollers gains a +10 bonus to its land speed. This bonus increases by another +10 for every 3HD the maug possesses.

The bonus the maug gains from augmenting its legs with rollers is halved if the maug wears anything on its legs. If the maug later chooses to replace its legs with the larger rollers (See above) it loses the benefit of these rollers.

Prerequisites: Craft Magic Arms and Armor, creator must be a maug of at least 4 HD
Market Price: 3,000 gp


Spike Stones: These small round stones are placed in the stony exterior of a maug, all over its body.

The grafted maug can cause them to grow as a standard action that does not provoke attacks of opportunity. The stones suddenly lengthen into sharp spikes capable of piercing flesh and armor alike. These spikes count as armor spikes that do damage according to the maug's size (1d8 for a large maug). If used in conjunction with an unarmed or natural attack the spikes deal half their damage and add piercing damage to the damage type. In essence a maug with stone spikes deals half the damage of its spikes to any foe it strikes with an unarmed attack or natural attack.

At 8 HD a maug with stone spikes can expel its spike stones from its body, firing them in all directions. This is a burst-type area attack with a radius of 30 feet. Enemies in the area take piercing damage equal to twice the damage of the stone spikes plus the maug's strength bonus unless they succeed on a reflex save (DC 10 + 1/2 maug's HD + maug's strength bonus). A successful reflex save reduces the damage by half. Doing this causes the maug to take damage equal to its HD which cannot be reduced by any means. This also requires the maug to forfeit all benefits of its stone spikes until it spends another standard action regrow them.

Every 2 HD after its 8th HD allows the maug to add 5 feet to the radius of its burst attack.

The damage for the maug's stone spikes increase one die size for every 5 HD the maug possesses.

The maug's stone spikes count as both natural and manufactured for the purpose of determining whether they can benefit from enhancements.

Prerequisites: Craft Magic Arms and Armor, creator must be a maug of 4 HD
Market Price: 4,000 gp
[/spoiler]
« Last Edit: March 04, 2011, 02:10:36 PM by Bloody Initiate »
I don't employ memes. Mass-produced ammunition, even from reputable manufacturers, tends to malfunction on occasion.

BrokeAndDrive

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  • Why are there no ghosts of dinosaurs?
The ultimate shapeshifter? :)

Because filthy, stinking samelings suck!
Random quotes:[spoiler]I think Roy's coinages are shitty and dumb, but Failroy has to take the cake for the dumbest new compound word of the year
~

That was kind of the point. I was trying to be a Roy parody, but I guess it didn't come across overly well.

==

JaronK is of course most famous for his massive thought experiments into placing classes into tiers. While a kind of nifty idea, and a decent enough way to think about stuff, his particular tier assignments were basically insane. Apparently the criteria he used was to assign classes relative strength based on what bullshit he personally would let them get away with at 20th level.

So Factotums were rated very highly, because apparently he would let them use Rokugan-exclusive skills with Forgotten Realms-exclusive weapons from the back of MM2 templated warbeasts. But Rogues suck donkey dick, becuase he wouldn't let them use Use Magic Device to read scrolls of Planar Binding. It was a very surreal argument.
~

And to think the system was immortalized in OOTS. As a general rule, I try to avoid all tier discussion there because it's the De Facto system at BG, and I'm not going to change anyone's mind.

Besides, I think if most people are pressed, they will admit that it's just an estimate, anyway, and that results can vary from table to table.
~

My only real complaint with the tier system is that at one point I was tired (tiered?) of hearing about it.[/spoiler]

oslecamo

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Allow it to sub a more of its cold damage for negative energy or vile or anything that's more difficult to resist than cold. Perhaps giving it something that acts like the "Lord of the Uttercold" feat for its SLAs.
The problem with that it's that gives the Ice Devil more of a necromancer feel than exactly a devil general. He doesn't really want to deal that much damage, but to slow down oponents so he and his summons can catch them. It's however a good idea that I'll remember for the next ice-based monster.

Also Cold Spear feels like it should come earlier and upgrade more. Summoning a weapon is pretty common, so it seems odd to make it wait for 13 levels to gain that ability.
Well to be terribly honest I reached the last level and needed some kind of capstone. Then I realized he still didn't have the slowing spear. Will see about shifting some stuff around. Perhaps I give it the uttercold ability as capstone after all. :p

Been up all night, off to bed for me.

Before I go to bed though, I made a Maug racial class, since there were a few threads showing interest in Maugs.
Comments on the Maug:
-If you want, you can give it +2 Str at first level, but not later. I would say +3Str and +3 Dex is already pretty good. The gnoll has +4 Str because I really couldn't remember of anything else to give it to make it stand out, but should probably be revised. The Flind Gnoll... I probably should back and give a small revision to it as well.
-Maneuvers are non-OGL and really shouldn't put in classes. I made an exception for Reth Dekala and the Martial Raskasa because they're monsters straight out of ToB, but otherwise no maneuvers for anyone else. Notice I even gave those two monsters custom recovering mechanics instead of "as martial class X that's not OGL". I trust you can make some custom ability to give it options at first level.
-Reduce skill points to 2 per level. This is not a matter of fluff but balance. The Maug is already geting plenty of other things.
-No problem with the high DC of Pulverize, you're right it would be kinda useless otherwise. COnsider allowing to use it as move/swift action at higher levels.
-Now, on my vision the grats are the nicest thing about the Maug that makes them stand apart from other constructs. Maugs research and improve themselves. So you should totally make some custom grafts and/or improve the old ones. Also remove the 1000GP/HD (or make it scale better, because 20.000 GP at 20 HD is spare changed), and instead give one of the weakest grafts for free to the Maug, and allow it to craft better ones at reduced prices as it gains HD. Take a look at the Kython class here for another monster class that fabricates improved custom gear.

BrokeAndDrive:That will definentely take a while, but I would be lying if I hadn't ttought of tackling that one before. Just let me make a quick revision of the gnoll and flind gnoll.

bearsarebrown

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I love Ice Devil. That's great! Thanks. I do agree with Bloody Initiate that Cold Spear feels like it should come sooner.


Bloody Initiate

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Comments on the Maug:
-If you want, you can give it +2 Str at first level, but not later. I would say +3Str and +3 Dex is already pretty good. The gnoll has +4 Str because I really couldn't remember of anything else to give it to make it stand out, but should probably be revised. The Flind Gnoll... I probably should back and give a small revision to it as well.
-Maneuvers are non-OGL and really shouldn't put in classes. I made an exception for Reth Dekala and the Martial Raskasa because they're monsters straight out of ToB, but otherwise no maneuvers for anyone else. Notice I even gave those two monsters custom recovering mechanics instead of "as martial class X that's not OGL". I trust you can make some custom ability to give it options at first level.
-Reduce skill points to 2 per level. This is not a matter of fluff but balance. The Maug is already geting plenty of other things.
-No problem with the high DC of Pulverize, you're right it would be kinda useless otherwise. COnsider allowing to use it as move/swift action at higher levels.
-Now, on my vision the grats are the nicest thing about the Maug that makes them stand apart from other constructs. Maugs research and improve themselves. So you should totally make some custom grafts and/or improve the old ones. Also remove the 1000GP/HD (or make it scale better, because 20.000 GP at 20 HD is spare changed), and instead give one of the weakest grafts for free to the Maug, and allow it to craft better ones at reduced prices as it gains HD. Take a look at the Kython class here for another monster class that fabricates improved custom gear.

-Done

-I took the Stone Dragon maneuvers out. What is OGL? Open Gaming License?

-Done

-I have made it so the action required for Pulverize gets shorter as the maug levels, and eventually it can be used as a free action at 18 HD

-I'm working on the grafts, I have ideas for all the ones in the Fiend Folio and a few ideas for custom grafts (A harpoon or net type graft that lets the maug yank flying opponents down is on my mind). Grafts are taking a bit of time though because I've been busy lately and my PDF of Fiend Folio is old (It has to reload every time I look at it, and it doesn't let me copy-paste so I have to keep re-opening it). I was also going to look at some Warforged components for inspiration (I'm partial to wand sheaths).

At the moment I'm more interested in making the grafts in the Fiend Folio worthwhile rather than spending time thinking of new ones (Since I could think of new stuff all day and that gets messy on a 3 level class).
« Last Edit: February 18, 2011, 09:41:44 AM by Bloody Initiate »
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Tyal-Kelvar

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Yeah, can be hard telling what fair game to reference for homebrew stuff.  After all, the full maneuver list is available on the wizards site still, due to them designing maneuver cards for them all as a web enhancement, which makes the Reth Dekala and Naytyan Rakashasa classes playable purely from free and legal online sources without touching the tome of battle book.  Still, even if Wizards of the Coast is allowing anyone to get the maneuver details for free, they aren't part of the OGL, are they?

oslecamo

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-I took the Stone Dragon maneuvers out. What is OGL? Open Gaming License?
First, the Maug should have some minor activated ability at first level. Nothing too powerfull, just something to give options.

Second, OGL is indeed Open Gaming License. ToB tecnically isn't OGL, but Wotc made the maneuvers available online, so it's kinda of limbo status. The warblade was presented online as well, but the swordsage and crusader methods however are definetely not OGL.

-I have made it so the action required for Pulverize gets shorter as the maug levels, and eventually it can be used as a free action at 18 HD
Nice one

-I'm working on the grafts, I have ideas for all the ones in the Fiend Folio and a few ideas for custom grafts (A harpoon or net type graft that lets the maug yank flying opponents down is on my mind). Grafts are taking a bit of time though because I've been busy lately and my PDF of Fiend Folio is old (It has to reload every time I look at it, and it doesn't let me copy-paste so I have to keep re-opening it). I was also going to look at some Warforged components for inspiration (I'm partial to wand sheaths).

At the moment I'm more interested in making the grafts in the Fiend Folio worthwhile rather than spending time thinking of new ones (Since I could think of new stuff all day and that gets messy on a 3 level class).
Ok, but locking hands it's kinda geting on the way of the Nightwalker right now. The mau can with 2 levels get what it takes the Nightwalker 15 levels, and that really isn't fair.

Remove the whole crushing items/magic effects thingy as they're kinda overshaddowing other monster class. Leave the AMF ones, they're original and I like them. Perhaps something like improved grab (start grapple when you hit with slam as a free action whitout provoking Aoes)?

Prime32

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Second, OGL is indeed Open Gaming License. ToB tecnically isn't OGL, but Wotc made the maneuvers available online, so it's kinda of limbo status. The warblade/crusader/swordsage and their recovery methods however are definetely not OGL.
http://www.wizards.com/default.asp?x=dnd/ex/20060802a&page=2 :p
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]

Garryl

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I didn't see this done yet, so I decided to make the insane dwarves of the underground, the Derro. I hope it's alright.

Derro

[spoiler]
HD:d8
LevelBabFortRefWillFeatureAbility Boost
1+0+0+2+2Broken Mindscape, Conflicted Mind, Derro Body, Derro Skills +2, Focused Mindscape, Sneak Attack +1d6, Spell-like Abilities (ghost sound), Sunlight VulnerabilityWis or Cha +2
2+1+0+3+3Broken Mindscape (resistance), Derro Skills +4, Efficient Poison Use, Focused Mindscape (resistance), Spell-like Abilities (darkness)Con +1, Wis or Cha +3
3+2+1+3+3Broken Mindscape (feedback), Derro Skills +6, Focused Mindscape (rebuff), Spell-like Abilities (lesser restoration or sound burst), Sneak Attack +2d6, Spell Resistance (11 + HD)Con +2, Wis or Cha +4
Skills: 4+int modifier per level, quadruple at 1st level. The Derro's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Intimidate (Cha), Hide (Dex), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), and Spot (Wis).

Proficiencies: A Derro is proficient with simple weapons, light martial weapons, and all martial and exotic crossbows (which they treat as martial weapons). They are also proficient with light armor and with shields (but not tower shields).

Features:
[spoiler]
Derro Body: At 1st level, a Derro loses all other racial bonus and gets monstrous humanoid traits (darkvision 60 feet, basically). Derro are Small sized monstrous humanoids. They have a base speed of 20 feet.

A Derro gains a natural armor bonus to its Armor Class equal to one half of its Constitution modifier (minimum +0). Insane Derro may use half their Charisma modifier instead, and sane Derro may use half their Wisdom modifier instead.

Ability Boost: A sane Derro gains a +2 racial bonus to his Wisdom score, while an insane Derro instead gains a +2 racial bonus to his Charisma score. At 2nd level, this bonus increases by 1 (to a total of +3), and the Derro gains a +1 racial bonus to his Constitution score. At 3rd level, both of these bonuses increase by 1 once more (to a total of +2 to Constitution and +4 to Wisdom or Charisma).

Conflicted Mind: A Derro's mind is one of madness. Some Derro can break free of its hold upon them, but most succumb to it entirely. The madness is so pervasive that insane Derro are considered the norm.

At 1st level, a Derro must choose whether to be sane or insane. A sane Derro gains bonuses to his Wisdom score, the Focused Mindscape ability, the ability to eventually use lesser restoration as a spell-like ability, and can use his Wisdom modifier in place of his Constitution modifier to determine his racial natural armor bonus to Armor Class. An insane Derro gains  bonuses to his Charisma score, the Broken Mindscape ability, the ability to eventually use sound burst as a spell-like ability, and can use his Charisma modifier in place of his Constitution modifier to determine his racial natural armor bonus to Armor Class. See the relevant abilities for details.

Once chosen, a Derro cannot choose to become sane or insane again without help. A sane Derro who willingly subjects himself to an insanity spell or another effect that causes insanity permanently becomes an insane derro. An insane Derro who willingly subjects himself to a greater restoration spell (for the purpose of returning to sanity), a wish or miracle used to remove the insanity, or another effect that removes insanity permanently becomes a sane Derro.

Derro Skills: Derro gain a racial bonus on all Hide, Move Silently, and Craft (poisonmaking) check equal to twice their Derro level.

Broken Mindscape (Ex): An insane Derro's mind is shattered almost beyond repair. Any attempts to contact or influence it are more difficult than normal and are fraught with peril. Sane Derro do not gain this ability.

At 1st level, an insane Derro may use his Charisma modifier in place of his Wisdom modifier to determine his bonus on Will saves.

At 2nd level, an insane Derro gains immunity to some of the effects that would alter his mind. Initially, this manifests as immunity to the confused condition. As he gains additional hit dice or levels, the Derro's resistance improves. A Derro with 6 HD or more is immune to charm and compulsion effects. A Derro with 12 HD or more is immune to fear. A Derro of 18 HD or more is immune to all mind-affecting effects.

Starting at 3rd level, any attempts to contact an insane Derro's mind come with great risk. Any creature attempting to communicate telepathically with the insane Derro or to read his thoughts must make a Will save (DC 10 + 1/2 the Derro's HD + the Derro's Charisma modifier) or suffer 1d6 points of Wisdom damage and be rendered confused for a like number of rounds. If the Derro has 8 or more HD, this improves to 1d12 points of Wisdom damage and rounds of confusion. If the Derro has 16 or more HD, half of the Wisdom damage is instead Wisdom drain, and if the creature attempting to contact the Derro's mind fails the initial Will save, it must make a second Will save or be rendered permanently confused. This confusion can be fixed in the same manner as an insane Derro's racial insanity. This aspect of this ability is a mind-affecting effect.

Any insane Derro may suppress or resume one or more aspects of this ability as a free action, even when it is not his turn. He may also simply choose not to apply some aspects of this ability towards specific creatures, effects, or events.

Focused Mindscape (Ex): A sane Derro's mind is frayed and tattered, but incredibly resilient. Any attempts to contact or influence it are prone to failure. Insane Derro do not gain this ability.

At 1st level, a sane Derro may use his Wisdom modifier in place of his Charisma modifier to determine his bonus on Bluff, Diplomacy, Intimidate, and Use Magic Device checks (these are still considered Charisma-based skills).

At 2nd level, a sane Derro gains resistance to some of the effects that would alter his mind. Initially, this manifests as immunity to the confused condition. As he gains additional hit dice or levels, the Derro's resistance improves. A Derro with 6 HD or more can ignore invisibility, glamers, and figments, automatically detecting those illusions for what they are and negating their effects on his senses. A Derro with 12 HD or more is automatically aware of any attempts to scry on him, and automatically notices all scrying sensors within line of sight. A Derro of 18 HD or more can see everything as it truly is, as per a true seeing effect.

Starting at 3rd level, any attempts to contact a sane Derro's mind will be rebuffed. A sane Derro is automatically aware of any attempts to communicate telepathically with him or read his mind, and can pinpoint the exact location of any creature that attempts to do so. If the Derro has 8 or more HD, the communicating creature must make a Will save (DC 10 + 1/2 the Derro's HD + the Derro's Wisdom modifier) or be dazed for 1 round and suffer 1d6 points of nonlethal damage per three HD of the Derro. If the Derro has 16 or more HD, the creature attempting to contact the Derro's mind is instead dazed for 1d4 rounds on a failed saving throw and if it fails the initial Will save, it must make a second Will save or be rendered comatose by the focused sanity of the Derro's mind. This comatose state can be fixed in the same manner as granting a sane Derro its racial insanity. This aspect of this ability is a mind-affecting effect.

Any sane Derro may suppress or resume one or more aspects of this ability as a free action, even when it is not his turn. He may also simply choose not to apply some aspects of this ability towards specific creatures, effects, or events.

Sneak Attack (Ex): At 1st level, a Derro gains the ability to make sneak attacks, as per the Rogue ability of the same name. Initially, this allows them to add +1d6 damage to any attacks that qualify. This improves by +1d6 at every odd Derro level thereafter.

Spell-like Abilities (Sp): Derro have a natural affinity for magic. Starting at 1st level, a Derro may use ghost sound once per day per HD he possess. Starting at 2nd level, he may also use darkness once per day per HD he possess. Starting at 3rd level, a sane Derro may use lesser restoration once per day per point of Wisdom bonus (minimum 1/day), while an insane Derro may instead use sound burst (Will DC 12 + Cha) once per day per point of Charisma bonus (minimum 1/day). The caster level for these spell-like abilities is equal to the Derro's total HD. The save DCs are equal to 10 + the spell's level + the Derro's Charisma modifier. A sane Derro may instead use his Wisdom modifier to determine the save DCs of these spell-like abilities.

Sunlight Vulnerability (Ex): Direct exposure to sunlight is harmful to Derro. Any Derro exposed to sunlight for at least 1 minute is fatigued. If he remains exposed for 1 hour, he is instead exhausted. The Derro automatically recovers from this after he spends at least as long underground or otherwise sheltered from the sun as he did exposed to the sun. A thick cloak and a face concealing hood (or similar protection from direct exposure) can protect a Derro from the sun while worn.

Efficient Poison Use (Ex): Starting at 2nd level, a Derro never risks poisoning himself when applying poison to a weapon. This ability functions as per the Assassin ability of the same name.

In addition, Derro have special techniques to improve the longevity of a poison upon a weapon. A Derro who poisons a weapon can choose to increase the poisons longevity at the cost of its potency. Such a poison has a save DC equal to one half its normal save DC plus the Derro's HD, or its normal save DC, whichever is less. However, that poison applies to the first attack each round made with the poisoned weapon within the next 24 hours, or until it is wiped clean or replaced with a new poison. Projectile weapons can be poisoned this way, in which case they bestow the poison to the first projectile that they launch each round.

Finally, the Derro techniques used to efficiently use poison also extend to efficiently making it. Once per day, a trained Derro can make a single dose of a special blend of Greenblood Oil at no cost with 1 hour's work, a DC 20 Craft (alchemy or poisonmaking) check, and a variety of inexpensive and readily available materials. Such a poison has a Fortitude save DC equal to 10 + one half the Derro's HD + the Derro's Constitution modifier, but only lasts for 24 hours before losing its potency. A 4 HD Derro also learns how to make a similar poison equivalent to a medium monstrous spider's venom, a 10 HD Derro can make a poison equivalent to giant wasp venom, a 14 HD Derro can make a poison equivalent to wyvern poison, and a 20 HD Derro can make a poison equivalent to black lotus extract.

Spell Resistance (Ex): A 3rd level Derro gains spell resistance equal to 11 + his total HD. He can raise or lower his spell resistance without an action, even when it is not his turn, and even when he is unconscious or unaware.

[/spoiler]

[/spoiler]

For convenience, here's a table with the Derro's HD-based features.
For effects that are different for sane and insane Derro, the insane feature is listed before the double slash ("//") and the sane feature is listed afterwards.
[spoiler]
HD\Level1st2nd3rd
1Ghost Sound 1/HD----
2--Darkness 1/HD, Immune to confusion, Greenblood Oil--
3----Feedback//Rebuff
4--Medium Monstrous Spider Venom--
5------
6--Immune to charm and compulsion//Immune to glamers and phantasms--
7------
8----Increased feedback//Dazing rebuff
9------
10--Giant Wasp Venom--
11------
12--Immune to fear//Detect scrying--
13------
14--Wyvern Poison--
15------
16----Insane feedback//Comatose rebuff
17------
18--Immune to mind-affecting//True Seeing--
19------
20--Black Lotus Poison--
[/spoiler]

Comments:
[spoiler]
Derro! They're nuts! Or maybe they're sane, but still nuts in their sanity! Either way, it's a party 24/7 in their head, and their invitation was lost in the mail so they have to crash it. Or maybe avoid it. I dunno. Cookie?
Derro are these creepy little insane dwarven/human hybrids. Or maybe just degenerate dwarves. I dunno. Either way, they're all insane, except a few that aren't, but they're considered insane by the insane because insane is the way of life. Giant frogs need not apply.

The original is a sneaky little insane bastard. They keep the original's sneak attack and poison use, along with their preference for exotic crossbows (given through proficiency). The rest of their proficiencies are similar to a simplified version of the Rogue's proficiencies.
Derro get to pick between sanity and insanity, getting some different abilities for each. It's really two very similar races in one. They can switch between if needed, but it takes some higher level spells to do so.
The Derro's racial skill bonuses and poison use make them skilled assassins. They have special poison use and creation techniques that allow them to poison their enemies with impunity.
[/spoiler]
« Last Edit: February 23, 2011, 01:04:21 PM by Garryl »
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]

oslecamo

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Derro:
-First, needs an image. Here's one if you're too lazy for google search:

-I would normally complain that Derros are suposed to be almost always insane, but then, PCs are suposed to be special, and you worked quite hard for the sane part, so I actualy aprove of it. Very nice touch!
-For the 12HD madness I would sugest Fear immunity.
-Light vulnerability is kinda crippling for a party member. Allow them an easy way to ignore it, like wearing a hood+cape.
-Need SLAs DCs.
-Posion use by itself isn't very hot, as poisons are damn expensive. Give them something else to support that, like being able to extract free poison doses from freshly killed oponents.
-Why full BAB? I think average would be more apropriate.
-Con bonus listed on the table, but never explained in the actual features part. You should always list such a thing.
-I don't mind standard 11+HD SR in a 3 level class, and a bonus to hide/move silently to go along with it. None of the other Derro abilities are specially powerfull after all.
-Some graver grammar errors like "inane derro" in Focused Mindscape
-So good job so far! Needs some tweaks here and there but I like where it's going.

Garryl

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Thanks for the feedback. I wasn't sure what the policy on using images from 3rd party sources was, so I figured it was safer to hold off on it.

If you see any more grammatical errors, please feel free to point them out. I'm not that great at finding them in my own work after the second or third pass. I was meaning to put in an Ability Boost entry to explain the stat gains, but I forgot. Thanks for catching that. Also, thanks for the suggestions on madness and the ability to better resist the light vulnerability.

The sanity/insanity thing is actually specifically addressed in the Derro entry in the MM/SRD. Insane Derro get +6 Cha/-6Wis and Cha to Will saves, but have LA --. Sane Derro don't get the stat adjustments, and have LA +2.

The full BaB is because the original had full BaB, since it was a monstrous humanoid... which I just realized is one of the things you specifically addressed in your guidelines. Rogue-like abilities begets a Rogue-like BaB, then.


For convenience, here's a table with the Derro's HD-based features.
For effects that are different for sane and insane Derro, the insane feature is listed before the double slash ("//") and the sane feature is listed afterwards.
[spoiler]
HD\Level1st2nd3rd
1Ghost Sound 1/HD----
2--Darkness 1/HD, Immune to confusion, Greenblood Oil--
3----Feedback//Rebuff
4--Medium Monstrous Spider Venom--
5------
6--Immune to charm and compulsion//Immune to glamers and phantasms--
7------
8----Increased feedback//Dazing rebuff
9------
10--Giant Wasp Venom--
11------
12--Immune to fear//Detect scrying--
13------
14--Wyvern Poison--
15------
16----Insane feedback//Comatose rebuff
17------
18--Immune to mind-affecting//True Seeing--
19------
20--Black Lotus Poison--
[/spoiler]
« Last Edit: February 21, 2011, 05:41:08 PM by Garryl »
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]

Bloody Initiate

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First, the Maug should have some minor activated ability at first level. Nothing too powerfull, just something to give options.

I gave it "Gift from Acheron."

Ok, but locking hands it's kinda geting on the way of the Nightwalker right now. The mau can with 2 levels get what it takes the Nightwalker 15 levels, and that really isn't fair.

Remove the whole crushing items/magic effects thingy as they're kinda overshaddowing other monster class. Leave the AMF ones, they're original and I like them. Perhaps something like improved grab (start grapple when you hit with slam as a free action whitout provoking Aoes)?

I removed the crushing items feature of locking hands.

I thought I should add that 14 levels is a long time to make the Nightwalker wait for the ability to deny its party magical items, but then I read the Nightwalker and saw you set up the Diamond Dust feature. Very nice touch ;). The maug didn't have that feature.

I've also added three more grafts: Stone Spitter, Shoving Arm, and Shudder Plate.

I'll try to finish the last two later tonight (Stone Spikes and Rollers).
« Last Edit: February 22, 2011, 10:01:42 AM by Bloody Initiate »
I don't employ memes. Mass-produced ammunition, even from reputable manufacturers, tends to malfunction on occasion.

oslecamo

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For convenience, here's a table with the Derro's HD-based features.
For effects that are different for sane and insane Derro, the insane feature is listed before the double slash ("//") and the sane feature is listed afterwards.
[spoiler]
HD\Level1st2nd3rd
1Ghost Sound 1/HD----
2--Darkness 1/HD, Immune to confusion, Greenblood Oil--
3----Feedback//Rebuff
4--Medium Monstrous Spider Venom--
5------
6--Immune to charm and compulsion//Immune to glamers and phantasms--
7------
8----Increased feedback//Dazing rebuff
9------
10--Giant Wasp Venom--
11------
12--Immune to fear//Detect scrying--
13------
14--Wyvern Poison--
15------
16----Insane feedback//Comatose rebuff
17------
18--Immune to mind-affecting//True Seeing--
19------
20--Black Lotus Poison--
[/spoiler]

You should probably put that nice table in the Derro class itself.  ;)

Anyway Derro looks good enough to me now, will add it to the index. Good job with your custom mad dwarf!


Bloody Initiate:
"Gift from Acheron" is a cool and flavourfull ability for a war construct, I like it!

Altough not a priority, you'll need to put prices on your grafts.

Put a note saying that touchsight works like the psionic power of same name. I must also ask you to divide the ranges of all those abilities by half, because right now the Maug has the best senses of all the monster classes I believe, with a slotless item unlocked with just two levels in the class.

Prime32

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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]


Garryl

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For convenience, here's a table with the Derro's HD-based features.
For effects that are different for sane and insane Derro, the insane feature is listed before the double slash ("//") and the sane feature is listed afterwards.
[spoiler]
HD\Level1st2nd3rd
1Ghost Sound 1/HD----
2--Darkness 1/HD, Immune to confusion, Greenblood Oil--
3----Feedback//Rebuff
4--Medium Monstrous Spider Venom--
5------
6--Immune to charm and compulsion//Immune to glamers and phantasms--
7------
8----Increased feedback//Dazing rebuff
9------
10--Giant Wasp Venom--
11------
12--Immune to fear//Detect scrying--
13------
14--Wyvern Poison--
15------
16----Insane feedback//Comatose rebuff
17------
18--Immune to mind-affecting//True Seeing--
19------
20--Black Lotus Poison--
[/spoiler]

You should probably put that nice table in the Derro class itself.  ;)

Anyway Derro looks good enough to me now, will add it to the index. Good job with your custom mad dwarf!

Thanks, glad you like it.
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]

Littha

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No for touchsight in shudder plate. Non-OGL ability.

Considering you are converting a lot of non OGL races I fail to see why you make the distinction.