Total HD | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | |
2 | 1 | 1 | - | - | - | - | - | - | - | - | |
3 | 0 | 0 | 1 | - | - | - | - | - | - | - | |
4 | 0 | 1 | 1 | - | - | - | - | - | - | - | |
5 | 0 | 0 | 0 | 1 | - | - | - | - | - | - | |
6 | 0 | 0 | 1 | 1 | - | - | - | - | - | - | |
7 | 0 | 1 | 0 | 0 | 1 | - | - | - | - | - | |
8 | 0 | 0 | 0 | 1 | 1 | - | - | - | - | - | |
9 | 0 | 0 | 1 | 0 | 0 | 1 | - | - | - | - | |
10 | 0 | 0 | 0 | 0 | 1 | 1 | - | - | - | - | |
11 | 0 | 0 | 0 | 1 | 0 | 0 | 1 | - | - | - | |
12 | 0 | 0 | 0 | 0 | 0 | 1 | 1 | - | - | - | |
13 | 0 | 0 | 0 | 0 | 1 | 0 | 0 | 1 | - | - | |
14 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 1 | - | - | |
15 | 0 | 0 | 0 | 0 | 0 | 1 | 0 | 0 | 1 | - | |
16 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 1 | - | |
17 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 0 | 0 | 1 | |
18 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 1 | |
19 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 0 | 1 | |
20 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 1 |
Total HD | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | |
2 | 1 | 1 | - | - | - | - | - | - | - | - | |
3 | 0 | 0 | 1+1 | - | - | - | - | - | - | - | |
4 | 0 | 1 | 1 | - | - | - | - | - | - | - | |
5 | 0 | 0 | 0 | 1+1 | - | - | - | - | - | - | |
6 | 0 | 0 | 1 | 1 | - | - | - | - | - | - | |
7 | 0 | 1 | 0 | 0 | 1+1 | - | - | - | - | - | |
8 | 0 | 0 | 0 | 1 | 1 | - | - | - | - | - | |
9 | 0 | 0 | 1 | 0 | 0 | 1+1 | - | - | - | - | |
10 | 0 | 0 | 0 | 0 | 1 | 1 | - | - | - | - | |
11 | 0 | 0 | 0 | 1 | 0 | 0 | 1+1 | - | - | - | |
12 | 0 | 0 | 0 | 0 | 0 | 1 | 1 | - | - | - | |
13 | 0 | 0 | 0 | 0 | 1 | 0 | 0 | 1+1 | - | - | |
14 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 1 | - | - | |
15 | 0 | 0 | 0 | 0 | 0 | 1 | 0 | 0 | 1+1 | - | |
16 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 1 | - | |
17 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 0 | 0 | 1+1 | |
18 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 1 | |
19 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 0 | 1 | |
20 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 1 |
Total HD | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | |
2 | 1 | 1 | - | - | - | - | - | - | - | - | |
3 | 0 | 1 | - | - | - | - | - | - | - | - | |
4 | 0 | 1 | 3 | - | - | - | - | - | - | - | |
5 | 0 | 0 | 1 | - | - | - | - | - | - | - | |
6 | 0 | 0 | 1 | 3 | - | - | - | - | - | - | |
7 | 0 | 0 | 1 | 1 | - | - | - | - | - | - | |
8 | 0 | 0 | 0 | 1 | 3 | - | - | - | - | - | |
9 | 0 | 0 | 0 | 1 | 1 | - | - | - | - | - | |
10 | 0 | 0 | 0 | 0 | 1 | 3 | - | - | - | - | |
11 | 0 | 0 | 0 | 0 | 1 | 1 | - | - | - | - | |
12 | 0 | 0 | 0 | 0 | 0 | 1 | 3 | - | - | - | |
13 | 0 | 0 | 0 | 0 | 0 | 1 | 1 | - | - | - | |
14 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 3 | - | - | |
15 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 1 | - | - | |
16 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 3 | - | |
17 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 1 | - | |
18 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 3 | |
19 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 1 | |
20 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 2 |
Base Size | New Size | AC & Attack Bonuses* | Space* | Reach (Tall/Long)* | Ave. Size Incr. | Ave. Weight Incr. | Grapple Mod. | Hide Mod. |
Fine | Diminutive | -4 (size) | +˝’ | +0’/+0’ | +6” | +1/2 lb. | +4 (size) | -4 (size) |
Diminutive | Tiny | -2 (size) | +1˝’ | +0’/+0’ | +9” | +5 lbs. | +4 (size) | -4 (size) |
Tiny | Small | -1 (size) | +2˝’ | +5’/+5’ | +18” | +36 lbs. | +4 (size) | -4 (size) |
Small | Medium | -1 (size) | +0’ | +0’/+0’|+3’ | +240 lbs. | +4 (size) | -4 (size) | |
Medium | Large | -1 (size) | +5’ | +5’/+0’ | +6’ | +2000 lbs. | +4 (size) | -4 (size) |
Large | Huge | -1 (size) | +5’ | +5’/+5’ | +12’ | +8 tons | +4 (size) | -4 (size) |
Huge | Gargantuan | -2 (size) | +5’ | +5’/+5’ | +24’ | +80 tons | +4 (size) | -4 (size) |
Gargantuan | Colossal | -4 (size) | +10’ | +10’/+5’ | +48’ | +200 tons | +4 (size) | -4 (size) |
Level | BAB | Fort | Ref | Will | Feature |
1 | +1 | +2 | +0 | +2 | Red Dragon body, Fire Breath, +1 Str |
2 | +2 | +3 | +0 | +3 | Keen senses, Arcane Blood |
3 | +3 | +3 | +1 | +3 | Blindsense 60 feets, Str+1, Con+1 |
4 | +4 | +4 | +1 | +4 | Wings, +1 Con |
5 | +5 | +4 | +1 | +4 | Tail slap, Growth |
6 | +6 | +5 | +2 | +5 | Sugestion, +1 Cha |
7 | +7 | +5 | +2 | +5 | +1 Str, +1 Con, Firey Arcana |
8 | +8 | +6 | +2 | +5 | Locate Object, +1 Cha |
9 | +9 | +6 | +3 | +6 | +1 str, +1 con, Greed |
10 | +10 | +7 | +3 | +7 | Fire Lord, +1 Cha |
11 | +11 | +7 | +3 | +7 | Arcane Skin, +1 Str |
12 | +12 | +8 | +4 | +8 | Iron Scales, +1 Con, +1 Cha |
13 | +13 | +8 | +4 | +8 | Growth, Crush, Frightfull presence, +1 Str |
14 | +14 | +9 | +4 | +9 | Hellfire, +1 Str, +1 Con |
15 | +15 | +9 | +5 | +9 | Burn, +1 Cha |
16 | +16 | +10 | +5 | +10 | Firey Arcana, +1 str, +1 con |
17 | +17 | +10 | +5 | +10 | Revenge, +1 Cha |
18 | +18 | +11 | +6 | +11 | Find the Path, +1 str, +1 Con |
19 | +19 | +11 | +6 | +11 | Wrath, +1 Str, +1 Cha |
20 | +20 | +12 | +6 | +12 | Growth, tail sweep, Discern location |
Dragon level | Sorceror casting |
1 | - |
2 | 1 |
3 | 2 |
4 | 2 |
5 | 3 |
6 | 4 |
7 | 4 |
8 | 5 |
9 | 6 |
10 | 6 |
11 | 7 |
12 | 8 |
13 | 8 |
14 | 9 |
15 | 10 |
16 | 10 |
17 | 11 |
18 | 12 |
19 | 12 |
20 | 13 |
Level | Total bonus gained |
1 | +1 Str |
3 | +2 Str, +1 Con |
4 | +2 Str, +2 Con |
6 | +2 Str, +2 Con, +1 Cha |
7 | +3 Str, +3 Con, +1 Cha |
8 | +3 Str, +3 Con, +2 Cha |
9 | +4 Str, +4 Con, +2 Cha |
10 | +4 Str, +4 Con, +3 Cha |
11 | +5 Str, +4 Con, +3 Cha |
12 | +5 Str, +5 Con, +4 Cha |
12 | +6 Str, +5 Con, +4 Cha |
14 | +7 Str, +6 Con, +4 Cha |
15 | +7 Str, +6 Con, +5 Cha |
16 | +8 Str, +7 Con, +5 Cha |
17 | +8 Str, +7 Con, +6 Cha |
18 | +9 Str, +8 Con, +6 Cha |
19 | +10 Str, +8 Con, +7 Cha |
Level | BAB | Fort | Ref | Will | Feature |
1 | +0 | +2 | +0 | +0 | Troll body, Reckless Assault, Shrug it off, Str+1, Con+1 |
2 | +1 | +3 | +0 | +0 | Scent, 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 |
Level | Bab | Fort | Ref | Will | Feature |
1 | + 0 | +0 | +0 | +2 | Mind Flayer body, telepathy, Battle of minds, Superior Intellect |
2 | + 1 | + 0 | +0 | +3 | Minor psionics |
3 | + 2 | + 1 | + 1 | +3 | Mind Blast, Psionic resistance |
4 | + 3 | + 1 | +1 | +4 | Improved grab, Dissecate |
5 | + 3 | + 1 | +1 | +4 | Advanced psionics |
6 | + 4 | + 2 | +2 | +5 | Fast Tentacles |
7 | + 5 | + 2 | +2 | +5 | Extract, |
8 | + 6 | + 2 | +2 | +6 | Greater psionics |
Nicely playable, if one enjoys monster classes. Straight out of Savage Species.
Extract (Ex): A mind flayer of 12th level or higher....
Level | Bab | Fort | Ref | Will | Feature |
1 | +0 | +2 | + 0 | +0 | Minotaur body, Mighty Charge, +1 Str, +1 Con |
2 | +1 | + 3 | + 0 | +0 | Minotaur Skills, Scent, +1 Str, +1 Con |
3 | +2 | + 3 | + 1 | +1 | Natural cunning, Labyrinth Assault, +1 Str, +1 Con |
4 | +3 | + 4 | + 1 | +1 | Growth, Run trough, +1 Str, +1 Con |
Level | Bab | Fort | Ref | Will | Feature |
1 | +1 | +0 | +2 | +2 | Medusa Body, Stone Glimpse, +1 Cha |
2 | +2 | +0 | +3 | +3 | Blood Snakes, +1 Cha, +1 Dex |
3 | +3 | +1 | +3 | +3 | Poison dip, Strenght in Beauty, +1 Dex |
4 | +4 | +1 | +4 | +4 | Sudden Bite, Distant Gaze |
5 | +5 | +1 | +4 | +4 | Stone glare, Overwhelming beauty, +1 Cha |
6 | +6 | +2 | +5 | +5 | Snake Crown, Vitriolic Poison, Focused Gaze, +1 Dex |
7 | +7 | +2 | +5 | +5 | Mind Eye, Stone Gaze, +1 Dex, +1 Cha |
Level | Bab | Fort | Ref | Will | Feature |
1 | +0 | +0 | +2 | +0 | Choker body, Improved grab, constrict. |
2 | + 1 | + 0 | + 3 | + 0 | Quickness, extend, climber |
Level | Bab | Fort | Ref | Will | Feature |
1 | + 0 | + 0 | +0 | + 0 | Body of Law, Judgement Chains |
2 | + 1 | + 0 | + 0 | +0 | Inevitable, +1 Str |
3 | + 2 | + 1 | + 1 | +1 | Mechanus blessing, lesser, Restrain, +1 Str, +1 Cha |
4 | + 3 | + 1 | + 1 | + 1 | Wings, +1 Str |
5 | + 3 | + 1 | + 1 | +1 | Mechanus blessing, +1 Cha, +1 Str |
6 | + 4 | + 2 | + 2 | + 2 | Growth, +1 Str |
7 | + 5 | + 2 | + 2 | + 2 | Mechanus blessing, advanced, +1 Str +1 Cha |
8 | + 6 | + 2 | +2 | + 2 | Enforcer armor, +1 Str |
9 | + 6 | + 3 | +3 | +3 | Mechanus blessing, greater,+1 Str, +1 Cha |
Level | Bab | Fort | Ref | Will | Feature |
1 | +0 | +2 | +0 | +2 | Ogre mage body, Beginner Mage, +1 Str, +1 Cha |
2 | +1 | +3 | +0 | +3 | Lesser Mage, +1 Cha |
3 | +2 | +3 | +1 | +3 | Regeneration, +1 Str |
4 | +3 | +4 | +1 | +4 | Mage, +1 Cha |
5 | +3 | +4 | +1 | +4 | Flight, Mage resistance, +1 Str |
6 | +4 | +5 | +2 | +5 | Advanced Mage, +1 Cha |
7 | +5 | +5 | +2 | +5 | Growth, change Shape, +1 Str |
8 | +6 | +6 | +2 | +6 | Greater Mage,+1 Str, +1 Cha |
Level | Bab | Fort | Ref | Will | Feature |
1 | +0 | +0 | +2 | +2 | Body of temptation, Corrupter initiate, Change Shape, +2 Cha |
2 | +1 | +0 | +3 | +3 | Demon, Gifted, Deadly Seduction, +1 Cha |
3 | +2 | +1 | +3 | +3 | Lesser Corruptor ,Gifted, +1 Cha |
4 | +3 | +1 | +4 | +4 | Wings, Abyss skin, +1 Cha |
5 | +3 | +1 | +4 | +4 | Corruptor, Temptation Incarnate, +1 Cha |
6 | +4 | +2 | +5 | +5 | Kiss, +1 Cha |
7 | +5 | +2 | + 5 | +5 | Greater Corruptor, +1 Cha |
Natural Cunning:The minotaur is immune to maze spells and effects, never gets lost, and never counts as flat footed. This also counts as the track feat.Does this mean they count as having the Track feat for prerequisites, or do they actually gain its benefits? If it's the latter, just say "They also gain Track as a bonus feat."
So.... a red dragon 7/sorcerer 2 would have:Correct so far, but I must point out it's poor maneuverability flight.
Sorcerer casting as an 8th level sorcerer, but his caster level would be equal to his character level.
Large size.
A fly speed of 70.
Know all fire spells from the sorc/wiz list.Small error on my part, it's suposed to be just one spell each time the ability is gained, fixed it now.
Did I miss anything?The sugestion SLA I believe.
Hmm... Although you could replicate most/all of that with a good choice of spells known for a 9th level gish type of character, this guy is going to get it for free on top of his 8th level sorcerer casting. I think overall this is probably fine, if you're looking to balanced against tier 2. Many might consider it a bit overpowered.Yes it's aimed at higher powered games than your average game.
It would be fine in a Tome game, for example.Oh, no, it would get steamrolled by anything from a Tome game! It doesn't have at-will save or dies, immediate action shut downs, and tome characters get a free +5 to all stats by this level. And if they had chosen the feat to be large they would've got even more stats by now.
And can you multiclass back and forth between this and other classes? Could I for example go red dragon 2/sorcerer 1, and then go back to pick up 5 more levels of red dragon before hitting a gish prestige class like Abjurant Champion?Yes as explained on the FAQ.
I definitely like this method of monster PCs a lot more than the standard one. It is very similar to how Frank and K's Races of War deals with it, at least in one of their options.I must respectifully disagree. Races of War tells you to basically give the monster directly to the player with +1 LA, with no regard for non-scaling abilities, overpowered powers, and no way to play it from lower levels. My method goes directly against all of that.
And as far as the choker... I actually have a choker PC in a game I'm running. I basically did a very similar conversion to yours, but let him cast two spells per round (in his case SLAs, actually). He loses two levels of "casting" advancement, which I think is a fair price to pay for the full Quickness ability.Not really balanced in my opinion. Sorcerors are already pretty powerfull casting one level behind the wizard. Losing another level for doubling your caster potential sounds a very sweet deal to me.
Does anyone actually care about that? If they do, they can take the Hover feat. :PSo.... a red dragon 7/sorcerer 2 would have:Correct so far, but I must point out it's poor maneuverability flight.
Sorcerer casting as an 8th level sorcerer, but his caster level would be equal to his character level.
Large size.
A fly speed of 70.
Did I miss anything?
The sugestion SLA I believe.I left that out on purpose, as 1xday abilities don't even matter, IMO, unless they give you the ability to generate semi-permanent minions. ;)
Hmm... Although you could replicate most/all of that with a good choice of spells known for a 9th level gish type of character, this guy is going to get it for free on top of his 8th level sorcerer casting. I think overall this is probably fine, if you're looking to balanced against tier 2. Many might consider it a bit overpowered.
Yes it's aimed at higher powered games than your average game.No, those rules suck, horribly. If you like playing gimped pieces of crap that aren't even good at what they're supposed to do, you should use those rules. (Unless you go find the overpowered stuff in there, like anthropomorphic animals). (Sorry for the vitriol... Obviously you're not a fan of those rules either, or you wouldn't have made these up. So it certainly isn't directed at you. :P)
If you're playing average games the original Savage Species progressions work relatively fine.
As someone who is running a Tome game right now, I respectfully disagree. This class isn't very different at all from many of the Tome monster classes I've seen on the gaming den message board.It would be fine in a Tome game, for example.Oh, no, it would get steamrolled by anything from a Tome game! It doesn't have at-will save or dies, immediate action shut downs, and tome characters get a free +5 to all stats by this level. And if they had chosen the feat to be large they would've got even more stats by now.
I definitely like this method of monster PCs a lot more than the standard one. It is very similar to how Frank and K's Races of War deals with it, at least in one of their options.
I must respectifully disagree. Races of War tells you to basically give the monster directly to the player with +1 LA, with no regard for non-scaling abilities, overpowered powers, and no way to play it from lower levels. My method goes directly against all of that.Keep reading. That's the first method they suggest. It's not the only one. The second one is much more similar to this. They also have a rule that says you only get half of either your natural armor or armor bonus, whichever is lower. So that more or less nerfs monsters that have insane NA down to a reasonable level.
I'll admit tough it was a tome player that convinced me on the level=HD thingy, but it's the only thing I adopted from their philosophy.
And as far as the choker... I actually have a choker PC in a game I'm running. I basically did a very similar conversion to yours, but let him cast two spells per round (in his case SLAs, actually). He loses two levels of "casting" advancement, which I think is a fair price to pay for the full Quickness ability.
Not really balanced in my opinion. Sorcerors are already pretty powerfull casting one level behind the wizard. Losing another level for doubling your caster potential sounds a very sweet deal to me.You're losing two levels to racial hit dice, plus the one sorcerers eat already. And at that point I disagree. I'd rather have one powerful spell per round in many cases than two weaker ones.
Does this mean they count as having the Track feat for prerequisites, or do they actually gain its benefits? If it's the latter, just say "They also gain Track as a bonus feat."Somehow I missed this post, fixed the grammar problems you pointed out, thanks!
Also, you've misspelled "Proficiencies". The mind flayer's ability should be "Dessicate", and "Magi" is the plural of "Magus". The Zelekhut has a reference to "40 feets" - feet is already plural.
Some of these classes end up with SLAs that can be used as many as 8/day. At that point, wouldn't it be easier to just grant them at-will? Maybe a general rule that when you can use an SLA more than 6/day it becomes at-will.A high level caster can easily get eight spell slots on each of his lower levels. Should the caster's low level spells become at will? At will glitterdust? Grease? Entangle? Wings of cover? Summon mount?
Or a feat which upgrades SLAs to at-will.Not here, I'll let at will spells for tome games, wich this project isn't aiming for.
Does anyone actually care about that?One of my group's wizard memorized the maneuverability table and uses it to the max to get in positions flying monsters with lesser maneuverability cannot reach, and he takes it pretty seriously when they actualy manage to reach him.
If they do, they can take the Hover feat.Feats are a scarce resource. If he's taking over then it's one less meta breath feat or metamagic feat he's taking.
I left that out on purpose, as 1xday abilities don't even matter, IMO, unless they give you the ability to generate semi-permanent minions.Well, at 8th level he would get two uses per day, and eventually six uses per day at 8th level. And if you word it well enough it does give you semi-permanent minions for tasks that don't automatically look dangerous. :smirk
As someone who is running a Tome game right now, I respectfully disagree. This class isn't very different at all from many of the Tome monster classes I've seen on the gaming den message board.As far as I readed, the tomes themselves don't have any monster classes.
Keep reading. That's the first method they suggest. It's not the only one. The second one is much more similar to this. They also have a rule that says you only get half of either your natural armor or armor bonus, whichever is lower. So that more or less nerfs monsters that have insane NA down to a reasonable level.I went to the gaming den homebrew and then remembered why I rarely go there. After tomes of "Mary Sues", "WeabooFighting", "Robots", "Naked Oil Men", I finally stumbled upon the said dragon class. It's quite diferent from mine:
Although the Tome of Tiamat method was not included in RoW, monster classes very similar to yours have been done a bunch of times on the gaming den forums. This is basically what it would have been, if they'd have finished it.
You're losing two levels to racial hit dice, plus the one sorcerers eat already. And at that point I disagree. I'd rather have one powerful spell per round in many cases than two weaker ones.At this point we've stumbled into personal opinion matter (as you should know the right lower level spells still pack a lot of punch), so since it's my project my preference prevails. :D
Level | BAB | Fort | Ref | Will | Feature |
1 | +1 | +2 | +0 | +2 | Blue Dragon body, Thunder Breath |
2 | +2 | +3 | +0 | +3 | Keen senses, Arcane Blood |
3 | +3 | +3 | +1 | +3 | Blindsense 60 feets, Str+1, Con+1 |
4 | +4 | +4 | +1 | +4 | Wings, +1 Str |
5 | +5 | +4 | +1 | +4 | Create/destroy water, +1 Cha |
6 | +6 | +5 | +2 | +5 | Ventricolism, +1 Str. |
7 | +7 | +5 | +2 | +5 | +1 Cha, +1 Con, Shocking Arcana |
8 | +8 | +6 | +2 | +6 | Tail slap, Growth |
9 | +9 | +6 | +3 | +6 | Sound imitation, +1 Cha |
10 | +10 | +7 | +3 | +7 | +1 Str, +1 Con,Hallucinatory terrain |
11 | +11 | +7 | +3 | +7 | Arcane Skin, +1 Cha |
12 | +12 | +8 | +4 | +8 | Iron Scales, +1 Str, +1 Con |
13 | +13 | +8 | +4 | +8 | +1 Cha, Thunder Lord |
14 | +14 | +9 | +4 | +9 | Frightfull presence, Growth, crush. |
15 | +15 | +9 | +5 | +9 | +1 Cha, One with the Sky |
16 | +16 | +10 | +5 | +10 | +1 str, +1 con, Shocking Arcana |
17 | +17 | +10 | +5 | +10 | +1 Cha, Shock Therapy |
18 | +18 | +11 | +6 | +11 | +1 str, +1 con, Suzerain |
19 | +19 | +11 | +6 | +11 | +1 Cha, +1 Str, Veil |
20 | +20 | +12 | +6 | +12 | Overlord, +1 Str, +1 Con |
Dragon level | Sorceror casting |
1 | - |
2 | 1 |
3 | 2 |
4 | 2 |
5 | 3 |
6 | 4 |
7 | 4 |
8 | 5 |
9 | 6 |
10 | 6 |
11 | 7 |
12 | 8 |
13 | 8 |
14 | 9 |
15 | 10 |
16 | 10 |
17 | 11 |
18 | 12 |
19 | 12 |
20 | 13 |
Level | Bonus gained |
3 | +1 Str, +1 Con |
4 | +1 Str |
5 | +1 Cha |
6 | +1 Str, |
7 | +1 Cha, +1 Con |
9 | +1 Cha |
10 | +1 Str, +1 Con |
11 | +1 Cha |
12 | +1 Str, +1 Con |
13 | +1 Cha |
15 | +1 Cha |
16 | +1 str, +1 con |
17 | +1 Cha |
18 | +1 str, +1 con |
19 | +1 Cha, +1 Str |
20 | +1 Str, +1 Con |
I went to the gaming den homebrew and then remembered why I rarely go there. After tomes of "Mary Sues", "WeabooFighting", "Robots", "Naked Oil Men", I finally stumbled upon the said dragon class. It's quite diferent from mine:Their capstones are never serious. The often just put "X: You win the game" at level 20, where X is whatever random thing they want to stick in there. The game falls apart at level 20, and they don't even try to put something balanced there. So it's kind of an ongoing joke.
-Zero support for multiclassing.
-Generic dragon class. I went to the trouble to making specific classes for several colors so far, and will be posting them.
-Ability bonus galore
-Considerably stronger progression at the begginning, that eventualy goes into full brokeness, and I can't even understand if the capstone is serious or not.
Level | Bab | Fort | Ref | Will | Feature |
1 | +1 | +0 | +2 | +2 | Rakshasa body, Mind Read, Change Shape, +1 Cha |
2 | +2 | +0 | +3 | +3 | Bas Hide, +1 Con |
3 | +3 | +1 | +3 | +3 | Arcane soul, +1 Cha |
4 | +4 | +1 | +4 | +4 | Transparency, +1 Con |
5 | +5 | +1 | +4 | +4 | Deceiver, +1 Cha |
6 | +6 | +2 | +5 | +5 | Tyrant Magic, +1 Con |
7 | +7 | +2 | +5 | + 5 | Submit, +1 Cha |
8 | +8 | +2 | +6 | +6 | Tyrant Hide, +1 Con |
9 | +9 | +3 | +6 | +6 | Puppeteer, +1 Con, +1 Cha |
10 | +10 | + 3 | +7 | +7 | Mastermind +1 Con +1 Cha |
I'm not trying to start an argument, or say you shouldn't make up your own classes or anything stupid. I'm just a bit puzzled why someone who is making classes like these (which I like, and seem fairly well balanced and designed) would seemingly have such a distaste for the things created there, when there are so many obvious similarities...
Level | Bab | Fort | Ref | Will | Feature |
1 | + 1 | +2 | +2 | +0 | Dragonne body, +1 Str |
2 | + 2 | + 3 | + 3 | + 0 | Scent, +1 Con |
3 | + 3 | + 3 | + 3 | + 1 | Vigilant, +1 Str |
4 | + 4 | + 4 | + 4 | + 1 | Wings, +1 Con |
5 | + 5 | + 4 | + 4 | + 1 | Pounce, +1 Str |
6 | + 6 | + 5 | + 5 | + 2 | Growth +1 Con |
7 | +7 | + 5 | + 5 | + 2 | Roar, +1 Str, +1 Con |
Level | Bab | Fort | Ref | Will | Feature |
1 | + 1 | + 2 | +0 | + 0 | Body of chaos, +1 Str |
2 | + 2 | + 3 | + 0 | + 0 | Slaad, +1 Con |
3 | + 3 | +3 | + 1 | + 1 | Pounce, Implant, +1 Str |
4 | + 4 | + 4 | + 1 | + 1 | Fast Healing, +1 Con |
5 | + 5 | +4 | + 1 | + 1 | Chaotic Charge, +1 Con |
6 | + 6 | + 5 | + 2 | + 2 | Growth |
7 | + 7 | + 5 | + 2 | + 2 | Stunning Croack, +1 Str, +1 Con |
Level | Bab | Fort | Ref | Will | Feature |
1 | + 0 | + 0 | +2 | + 0 | Body of Air, Minor Wish, +1 Str |
2 | + 1 | + 0 | + 3 | + 0 | Genie, Lesser Wish , +1 Cha |
3 | + 2 | +1 | + 3 | + 1 | Flying, whirlwind, +1 Str |
4 | + 3 | + 1 | + 4 | + 1 | Partial Wish, +1 Cha |
5 | + 3 | +1 | + 5 | + 1 | Growth, Noble Wish, +1 Str |
Level | Bab | Fort | Ref | Will | Feature |
1 | + 1 | +0 | +2 | + 2 | Grimlock body, Blindsight, Scent, +2 Str, Camouphlage. |
Level | Bab | Fort | Ref | Will | Feature |
1 | + 0 | +0 | +0 | + 2 | Skeleton body, Cold as death, +1 Dex |
Level | Bab | Fort | Ref | Will | Feature |
1 | + 0 | +0 | +2 | + 0 | Vargouille body, Wings, Poison. |
2 | + 1 | +0 | +3 | + 0 | Evil soul, Shriek, Kiss |
Level | BAB | Fort | Ref | Will | Feature |
1 | +1 | +2 | +0 | +2 | Balor body, Fiend whip, +1 Str |
2 | +2 | +3 | +0 | +3 | Demon, Flaming body +1 Con |
3 | +3 | +3 | +1 | +3 | Abyss Skin, Ravage, +1 Str |
4 | +4 | +4 | +1 | +4 | Wings, +1 Con |
5 | +5 | +4 | +1 | +4 | Growth, Entangle, +1 Str |
6 | +6 | +5 | +2 | +5 | Balor Magic, Dispel Magic, +1 Con |
7 | +7 | +5 | +2 | +5 | Summon Demon, +1 Cha |
8 | +8 | +6 | +2 | +5 | Executor, +1 Str |
9 | +9 | +6 | +3 | +6 | Telekinesis, +1 Cha |
10 | +10 | +7 | +3 | +7 | Teleport, +1 Con |
11 | +11 | +7 | +3 | +7 | True Seeing, +1 Cha, +1 Str |
12 | +12 | +8 | +4 | +8 | Firestorm, +1 Con |
13 | +13 | +8 | +4 | +8 | Unholy Aura, +1 Cha, + Str |
14 | +14 | +9 | +4 | +9 | Insanity, +1 Con |
15 | +15 | +9 | +5 | +9 | Power Word Stun, +1 Cha, +1 Str |
16 | +16 | +10 | +5 | +10 | Dominate Monster, +1 Con |
17 | +17 | +10 | +5 | +10 | Blasphemy, +1 Cha, +1 Str |
18 | +18 | +11 | +6 | +11 | Implosion, +1 Con |
19 | +19 | +11 | +6 | +11 | Carnage, +1 Str, +1 Con, +1 Cha |
20 | +20 | +12 | +6 | +12 | Death throes, +1 Str, +1 Con, +1 Cha |
Level | BAB | Fort | Ref | Will | Feature |
1 | +1 | +2 | +2 | +2 | Phoenix body, Sun sparck |
2 | +2 | +3 | +3 | +3 | Wings, +1 Cha, +1 Str |
3 | +3 | +3 | +3 | +3 | Sun soul, lesser |
4 | +4 | +4 | +4 | +4 | Shriek, +1 Cha, +1 Str |
5 | +5 | +4 | +4 | +4 | Sun soul |
6 | +6 | +5 | +5 | +5 | Growth, Spell-like metamagic, |
7 | +7 | +5 | +5 | +5 | Sun soul, advanced |
8 | +8 | +6 | +6 | +5 | Immolation |
9 | +9 | +6 | +6 | +6 | Sun soul, greater, Bonus feat. |
10 | +10 | +7 | +7 | +7 | Defensive aura, +1 Cha, +1 Str |
11 | +11 | +7 | +7 | +7 | Sun soul, adept |
12 | +12 | +8 | +8 | +8 | Ritual, Bonus feat |
13 | +13 | +8 | +8 | +8 | Sun soul, master |
14 | +14 | +9 | +9 | +9 | Uncanny dodge, Bonus feat +1 Str, +1 Cha |
15 | +15 | +9 | +9 | +9 | Sun prophet |
16 | +16 | +10 | +10 | +10 | Planar travel, Bonus feat, +1 Str, +1 Cha |
17 | +17 | +10 | +10 | +10 | Sun avatar |
18 | +18 | +11 | +11 | +11 | Burning metamagic, +1 Str, +1 Cha |
19 | +19 | +11 | +11 | +11 | Sun incarnation |
20 | +20 | +12 | +12 | +12 | New Dawn |
21 | +20 | +12 | +12 | +12 | Nova, +1 Str, +1Cha |
22 | +21 | +13 | +13 | +13 | Great Phoenix, |
23 | +21 | +13 | +13 | +13 | Mighty Phoenix, +1 Str, +1 Cha |
24 | +22 | +14 | +14 | +14 | Elder Phoenix |
Level | Bab | Fort | Ref | Will | Feature |
1 | + 0 | +0 | +0 | + 2 | Vasuthant body, Light Immunity, Entropic touch. |
2 | + 1 | +0 | +0 | + 3 | Abomination, Absorb light, Reality Distortion, Unholy toughness |
3 | + 1 | +1 | +1 | + 3 | Growth, +1 Str |
4 | + 2 | +1 | +1 | + 4 | Void Bringer Initiate |
5 | + 2 | +1 | +1 | + 4 | Distortion armor, +1 Cha |
6 | + 3 | +2 | +2 | +5 | Growth, +1 Str |
7 | + 3 | +2 | +2 | +5 | Void Bringer, Lesser |
8 | + 4 | +2 | +2 | +6 | Alter past |
9 | + 4 | +3 | +3 | +6 | Growth, +1 Str |
10 | + 5 | +3 | +3 | +7 | Void Bringer |
11 | + 5 | +3 | +3 | +7 | Spawn, +1 Cha |
12 | + 6 | +4 | +4 | +8 | Growth, +1 Str |
13 | + 6 | +4 | +4 | +8 | Void Bringer, Greater |
14 | + 7 | +4 | +4 | +9 | Absorb, +1 Cha |
15 | + 7 | +5 | +5 | +9 | Growth, +1 Str |
16 | + 8 | +5 | +5 | +10 | Void Bringer, Supreme |
17 | + 8 | +5 | +5 | +10 | Reality horror, +1 Str, +1 Cha |
Level | Bab | Fort | Ref | Will | Feature |
1 | + 0 | +0 | +0 | + 2 | Mummy body, +1 Str |
2 | + 1 | +0 | +0 | + 3 | Eternal guardian, +1 Str |
3 | + 1 | +1 | +1 | + 3 | Frighten, +1 Cha, +1 Wis, +1 Str |
4 | + 2 | +1 | +1 | + 4 | Mummy Rot, +1Cha, +1 Wis, +1 Str |
5 | + 2 | +1 | +1 | + 4 | Despair, +1 Cha, +1 Wis, +1 Str |
Level | Bab | Fort | Ref | Will | Feature |
1 | +1 | + 2 | + 0 | + 2 | Hound archon body, Change Shape, scent |
2 | + 2 | +3 | + 0 | +3 | Archon, Hound Hide , +1 Str |
3 | + 3 | +3 | + 1 | +3 | Aura of Menace, Celestia Warden, +1 Cha |
4 | + 4 | +4 | + 1 | +4 | Magic Circle against evil Celestia Warden, greater, +1 Str |
Level | Bab | Fort | Ref | Will | Feature |
1 | + 0 | +2 | +2 | + 0 | Centaur body, Wild Path, +1 Str |
2 | + 1 | +3 | +3 | + 0 | Hooves, Wild Warrior, +1 Con |
3 | + 2 | +3 | +3 | + 1 | Growth, Wild Soul, +1 Str |
Level | Bab | Fort | Ref | Will | Feature |
1 | +0 | + 0 | + 2 | + 2 | Gray Jester body, Hideous Laughter, Dark Humor, +1Dex |
2 | + 1 | +0 | + 3 | +3 | Last Laugh, +1 Cha, +1 Dex |
3 | + 1 | +1 | + 3 | +3 | Devour Joy, +1 Dex, +1 Cha |
4 | + 2 | +1 | + 4 | +4 | Joy slaves, +1 Dex, +1 Cha |
Level | BAB | Fort | Ref | Will | Feature |
1 | +1 | +2 | +0 | +2 | Silver Dragon body, Blizzard Breath, Alternate form |
2 | +2 | +3 | +0 | +3 | Keen senses, Arcane Blood |
3 | +3 | +3 | +1 | +3 | Blindsense 60 feets , Cloudwalking, Lesser Silver Magic |
4 | +4 | +4 | +1 | +4 | Wings. |
5 | +5 | +4 | +1 | +4 | Paralyzing breath |
6 | +6 | +5 | +2 | +5 | Silver Flier, +1 Str, +1 Con |
7 | +7 | +5 | +2 | +5 | Trickster, +1 Cha. |
8 | +8 | +6 | +2 | +5 | Domain |
9 | +9 | +6 | +3 | +6 | Quicksilver, +1 Str, +1 Cha |
10 | +10 | +7 | +3 | +7 | Tail slap, Growth |
11 | +11 | +7 | +3 | +7 | Silver Magic , +1 Cha |
12 | +12 | +8 | +4 | +8 | Arcane Skin, Iron Scales, +1 Str |
13 | +13 | +8 | +4 | +8 | Patience, +1 Con |
14 | +14 | +9 | +4 | +9 | Greater Quicksilver,+1 Con, +1 Cha |
15 | +15 | +9 | +5 | +9 | Frightfull presence, Growth, crush. |
16 | +16 | +10 | +5 | +10 | Quick Learner, +1 Str, +1 Con. |
17 | +17 | +10 | +5 | +10 | Greater Silver Flier+1 Con, +1 Str. |
18 | +18 | +11 | +6 | +11 | Domain, +1 Cha |
19 | +19 | +11 | +6 | +11 | Greater Silver Magic, +1 Str, +1 Con |
20 | +20 | +12 | +6 | +12 | Reverse Gravity, +1 Str, +1 Con, +1 Cha |
Dragon level | Sorceror casting |
1 | - |
2 | 1 |
3 | 2 |
4 | 2 |
5 | 3 |
6 | 4 |
7 | 4 |
8 | 5 |
9 | 6 |
10 | 6 |
11 | 7 |
12 | 8 |
13 | 8 |
14 | 9 |
15 | 10 |
16 | 10 |
17 | 11 |
18 | 12 |
19 | 12 |
20 | 13 |
Level | Bonus gained |
6 | +1 Str, +1 Con |
7 | +1 Cha. |
9 | +1 Str, +1 Cha |
11 | +1 Cha |
12 | +1 Str |
13 | +1 Con |
14 | +1 Cha, +1 Con |
16 | +1 Str, +1 Con |
17 | +1 Con, +1 Str |
18 | +1 Cha |
19 | +1 Str, +1 Con |
20 | +1 Str, +1 Con, +1 Cha |
Level | Bab | Fort | Ref | Will | Feature |
1 | + 1 | +0 | + 0 | +2 | Yuan-ti body, Snake Magic initiate |
2 | + 2 | + 0 | + 0 | + 3 | Poison, Snake Shape, Scent |
3 | + 3 | + 1 | + 1 | + 3 | Chamaleon, Vitriolic soul, +1 Cha |
4 | + 4 | + 1 | + 1 | +4 | Snake Magic, Poison spit, +1 Cha |
5 | + 5 | + 1 | + 1 | + 4 | Snake Skin, Aversion +1 Cha |
6 | + 6 | + 2 | + 2 | +5 | Growth, Snake bite +1 Str, +1 Con |
7 | + 7 | + 2 | +2 | + 5 | Snake Magic adept +1 Cha, +1 Wis, +1 Int |
Level | Bab | Fort | Ref | Will | Feature |
1 | +0 | + 0 | +0 | +0 | Thri-Kreen body, poison, Kreen mind |
Level | Bab | Fort | Ref | Will | Feature |
1 | +1 | + 0 | +2 | +0 | Gloom body, Sneak attack +1d6, Quietescence |
2 | +2 | + 0 | +3 | +0 | True Strike, Gloom dagger, +1 Dex |
3 | +3 | + 1 | +3 | +1 | Sneak attack +2d6 |
4 | +4 | + 1 | +4 | + 1 | Poisoner, +1 Dex, +1 Int |
5 | +5 | + 1 | +4 | +1 | Sneak attack +3d6, Armor Piercer |
6 | +6 | + 2 | +5 | +2 | Terror, +1 Int |
7 | +7 | + 2 | +5 | + 2 | Sneak attack +4d6, +1 Dex |
8 | +8 | + 2 | +6 | +2 | Oportunist, Blindsight |
9 | +9 | + 3 | +6 | +3 | Sneak attack +5d6, +1 Int, Vile Poison |
10 | +10 | +3 | +7 | +3 | Shadow Walk, Armor Breaker |
11 | +11 | +3 | +7 | +3 | Sneak attack +6d6, Shadow jump |
12 | +12 | +4 | +8 | +4 | Gloom cloack, Hide in plain sight |
13 | +13 | +4 | +8 | +4 | Sneak attack +7d6, Shadow concealment |
14 | +14 | +4 | +9 | +4 | Killing edge |
15 | +15 | +5 | +9 | + 5 | Sneak attack +8d6, Armor Ravager |
16 | +16 | +5 | +10 | +5 | Killing blow |
17 | +17 | +5 | +10 | + 5 | Sneak attack +9d6, +1 Dex |
18 | +18 | +6 | +11 | +6 | Gloom speed. |
19 | +19 | +6 | +11 | +6 | Sneak attack +10d6, +1 Dex, +1 Int |
20 | +20 | +6 | +12 | +6 | Killing strike |
21 | +21 | +6 | +12 | +6 | Sneak attack +11d6, +1 Dex, +1 Int |
22 | +21 | +7 | +13 | +7 | Gloom Specialist |
23 | +22 | +7 | +13 | +7 | Sneak attack +12d6, +1 Dex, +1 Int |
24 | +22 | + 8 | +14 | +8 | Gloom Master |
25 | +23 | + 8 | +14 | +8 | Sneak attack +13d6, Master Poisoner, +1 Dex, +1 int |
Level | Bab | Fort | Ref | Will | Feature |
1 | + 1 | +2 | +0 | +2 | Body of seduction, Sadism initiate |
2 | + 2 | +3 | + 0 | +3 | Devil, Hell Skin, +1 Str |
3 | + 3 | + 3 | +1 | +3 | Lesser sadist, +1 Cha |
4 | + 4 | + 4 | + 1 | +4 | Wings, +1 Str |
5 | + 5 | + 4 | + 1 | +4 | +1 Str, +1 Cha |
6 | + 6 | + 5 | +2 | +5 | Sadist, +1 Cha |
7 | + 7 | + 5 | + 2 | +5 | Greater Sadist, +1 Str |
8 | + 8 | + 6 | + 2 | +6 | Master Sadist, +1 Cha |
Why does everyone seem to think that erinyes are a single-gender race? :p
Level | Bab | Fort | Ref | Will | Feature |
1 | +0 | + 0 | +0 | +2 | Celestial body, Celestial blood, Angel |
2 | +1 | + 0 | +0 | +3 | Heaven Miracle(Invisibility, Continual flame) |
3 | +1 | + 1 | +1 | +3 | Celestial Skin |
4 | +2 | + 1 | +1 | +4 | Detect snares and pits, See invisibility, Wings |
5 | +2 | + 1 | +1 | +4 | Lesser Protective aura, regeneration |
6 | +3 | + 2 | +2 | +5 | Discern lies, holy smite |
7 | +3 | + 2 | +2 | +5 | Greater protective aura |
8 | +4 | + 2 | +2 | +6 | Polymorph |
9 | +4 | + 3 | +3 | +6 | True seeing |
10 | +5 | + 3 | +3 | +7 | Growth |
11 | +5 | + 3 | +3 | +7 | Waves of fatigue |
12 | +6 | + 4 | +4 | +8 | +1 Wis, +1 Cha |
13 | +6 | + 4 | +4 | +8 | +1Wis, +1 Cha, greater teleport |
14 | +7 | + 4 | +4 | +9 | Earthquake |
15 | +7 | +5 | +5 | +9 | Power word stun |
16 | +8 | + 5 | +5 | +10 | Mass charm monster |
17 | +8 | + 5 | +5 | +10 | Prismatic spray, Power Word blind |
18 | +9 | + 6 | +6 | +11 | Power Word Kill, Waves of Exhaustion |
19 | +9 | + 6 | +6 | +11 | Imprisonment, +1 Wis, +1 Cha |
20 | +10 | + 6 | +6 | +12 | Judgement arrows, +1 Wis, +1 Cha |
21 | +11 | + 6 | +6 | +12 | Solar, +1 Wis, +1 Cha |
22 | +11 | +7 | +7 | +13 | Permanency, +1 Wis, +1 Cha |
23 | +12 | + 7 | +7 | +13 | Wish, +1 Wis, +1 Cha |
Level | Bab | Fort | Ref | Will | Feature |
1 | +0 | + 0 | + 2 | + 2 | Nixie body, Sprite skin, Charmer, Amphibious, Water breathing, Wild empathy, +1 Dex |
There was one in that Dragon (Dungeon?) comic strip about the drow. Otherwise, I guess most artists prefer to draw attractive women over attractive men. :p
Level | Bab | Fort | Ref | Will | Feature |
1 | + 0 | +0 | + 0 | +2 | Phasm body, amorphous, Shaper initiate. |
2 | + 1 | + 0 | + 0 | + 3 | Telepathy, Scent, shaper power +1 |
3 | + 2 | + 1 | + 1 | + 3 | Shaper |
4 | + 3 | + 1 | + 1 | +4 | Tremorsense, Shaper power +2 |
5 | + 3 | + 1 | + 1 | + 4 | Greater shaper |
6 | + 4 | + 2 | + 2 | +5 | Shaper power +4, resilient |
7 | + 5 | + 2 | +2 | + 5 | Supreme shaper, Shaper power +6 |
Level | Bab | Fort | Ref | Will | Feature |
1 | + 0 | +0 | +0 | + 2 | Vampire Body, Vampire Vulnerabilities, Resting Place, Blood Drain, Blood Power |
2 | + 1 | +0 | +0 | + 3 | Greater Blood Powers |
Level | Base Attack<br>Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +1 | +2 | +0 | +0 | Xill Body |
2nd | +2 | +3 | +0 | +0 | Multiattack, +1 Dex |
3rd | +3 | +3 | +1 | +1 | Improved Grab |
4th | +4 | +4 | +1 | +1 | Paralysis, +1 Str |
5th | +5 | +4 | +1 | +1 | Implant, +1 Dex |
6th | +6 | +5 | +2 | +2 | Planewalk, +1 Con |
Level | BAB | Fort | Ref | Will | Feature |
1 | +0 | +0 | +2 | +2 | Lillend body, Muse. |
2 | +1 | +0 | +3 | +3 | Artistic Soul |
3 | +2 | +1 | +3 | +3 | Constrict, Improved grab, +1 Str |
4 | +3 | +1 | +4 | +4 | Understanding , +1 Cha |
5 | +3 | +1 | +4 | +4 | Trickster, +1 Str |
6 | +4 | +2 | +5 | +5 | Wings, +1 Cha |
7 | +5 | +2 | +5 | +5 | Growth, +1 Str |
Level | Bab | Fort | Ref | Will | Feature |
1 | + 0 | +0 | +0 | +2 | Aranea body, poison, change shape, web. |
2 | + 1 | + 0 | +0 | +3 | Arcane soul, +1 Cha |
3 | + 1 | + 1 | + 1 | +3 | Spider sense, +1 Dex, +1 Cha |
4 | + 2 | + 1 | +1 | +4 | Poison spit, +1 Cha, +1 Dex |
Level | Bab | Fort | Ref | Will | Feature |
1 | + 0 | +0 | +2 | +2 | Nature Embodied, Tree Dependent, Nature's Attendant, Cha+1 |
2 | + 1 | + 0 | +3 | +3 | Wild Empathy, Nature's Guardian, Fey body, Cha+1 |
3 | + 1 | + 1 | + 3 | +3 | Nature's Advocate, Cha +1 |
Level | BAB | Fort | Ref | Will | Feature |
1 | +1 | +2 | +0 | +2 | Marilith body, +1 Str |
2 | +2 | +3 | +0 | +3 | Demon, Improved grab, constrict, Con+1 |
3 | +3 | +3 | +1 | +3 | Abyss Skin, Magic weapon, Str+1 |
4 | +4 | +4 | +1 | +4 | Extra Arms(+2), Con+1 |
5 | +5 | +4 | +1 | +4 | Align Weapon, See invisibility, Str+1 |
6 | +6 | +5 | +2 | +5 | Extra Arms(+4), Con +1 |
7 | +7 | +5 | +2 | +5 | Suffocate, Str+1 |
8 | +8 | +6 | +2 | +5 | Growth, Con+1 |
9 | +9 | +6 | +3 | +6 | Dance of Chaos, Str+1 |
10 | +10 | +7 | +3 | +7 | Teleport, Con+1, Cha+1 |
11 | +11 | +7 | +3 | +7 | True Seeing Str+1 |
12 | +12 | +8 | +4 | +8 | Telekinesis , Con+1, Cha+1 |
13 | +13 | +8 | +4 | +8 | Unholy aura Str+1, Cha+1 |
14 | +14 | +9 | +4 | +9 | Blade barrier, Con+1, Cha+1 |
15 | +15 | +9 | +5 | +9 | Project Image, Str+1, Cha+1 |
16 | +16 | +10 | +5 | +10 | Mirror Blades, Con+1, Cha+1 |
17 | +17 | +10 | +5 | +10 | Dance of Death, Str+1, Con+1, Cha+1 |
DryadThe trick is to use a livewood tree, which stays alive even after it's cut down. (ECS, which introduces livewood, states that dryads can be bound to livewood trees instead of oaks, though it's rarer)
As the source of the artificer and planar sheperd among others, I hold no responsability for combos with Eberron material.DryadThe trick is to use a livewood tree, which stays alive even after it's cut down. (ECS, which introduces livewood, states that dryads can be bound to livewood trees instead of oaks, though it's rarer)
Now enchant your tree as a Colossal +1 club/quarterstaff/greatclub of sizing. Or just put the sizing property on it, if your DM allows. Shrink your tree down to Fine size and keep it behind your ear. Put drawmij's instant summons on it if you want. Heck, use it for tree stride/transport via plants and call it after you.AGH! Reference... Overload... :lol
My favourite trick, however, has to be "livewood warforged".I'm not really sure you can just make warforgeds out of anything you want. There's mytrhal and adamantine (both costing you a feat each), but I don't remember darkwood or other exotic materials warforged.
I'm not really sure you can just make warforgeds out of anything you want. There's mytrhal and adamantine (both costing you a feat each), but I don't remember darkwood or other exotic materials warforged.Rule of Cool. Warforged already contain some wood, it's not specified what kind. Plus, Darkwood Body exists, so livewood isn't much of a stretch. Here (http://brilliantgameologists.com/boards/index.php?topic=6880.0)'s an alternate interpretation.
Level | Bab | Fort | Ref | Will | Feature |
1 | + 1 | +2 | +0 | + 2 | Draconic blood, Draconic body, Breath Weapon |
2 | + 2 | +3 | +0 | + 3 | Draconic Heritage, +1 Str, +1 Cha |
The paragraph about livewood-bound dryads said that they could sometimes end up in ships and furniture. So you could have a dryad as a figurehead or something. :pWould make an interesting NPC, but for a player not being able to move or communicate directly would be somewhat crippling.
Rule of Cool.
Rule of Cool.
If you want to go outside the MM a little, I did a minor revision of the half-dragon template a while back.Already had seen something like that, and it raises the big problem that then every half-dragon is either half-shaddow, half-force or half-mist, because their breath weapons are way better than the classic energy breaths.
Level | Bab | Fort | Ref | Will | Feature |
1 | + 0 | + 0 | + 2 | +2 | Doppelganger body, Copycat, Adapt +1 |
2 | +1 | + 0 | + 3 | +3 | Mind read, Adapt +2 |
3 | + 2 | + 1 | +3 | +3 | Weaver of lies, Adapt +3 |
Speaking of rule of cool, I've noticed that nobody seems to have yet made a proper Giant Robot d20 conversion (closest thing is dragonmech, but it's focused mainly on slow unwieldy steampunk stuff), and some ideas have been brewing on my mind and are screaming to come out. You think there would be interest for that?Sure. I have some very rough material in this thread (http://brilliantgameologists.com/boards/index.php?topic=9358.0) (needs some way for someone to operate multiple weapons at once). Otherwise the closest I've seen is this (http://dsp-d20-srd.wikidot.com/astral-juggernaut-power).
Level | BAB | Fort | Ref | Will | Feature |
1 | +0 | +0 | +2 | +0 | Wing Dragon body , Limited spider climb, Smoke Breath, Fog immunity |
2 | +1 | +0 | +3 | +0 | Improved Keen senses, Wings, Arcane blood, Dogfighting |
3 | +1 | +1 | +3 | +1 | Blindsense 90 feets, Know direction, +1 Dex |
4 | +2 | +1 | +4 | +1 | Unblinking, scent bonus feat, Sneack attack+1d6 |
5 | +2 | +1 | +4 | +1 | Evasion, WingClaws Limited Snatch, +1 Cha |
6 | +3 | +2 | +5 | +2 | Heroic Idiocy, Bonus Feat, Weather Master |
7 | +3 | +2 | +5 | +2 | Uncanny Dodge, Bonus Feat |
8 | +4 | +2 | +6 | +2 | Sneack attack +2d6, Create Air, Control Winds. |
9 | +4 | +3 | +6 | +3 | Expeditious Movement, Fast Healing, +1 Dex |
10 | +5 | +3 | +7 | +3 | Improved Uncanny Dodge, Control Weather, Freedom of the Clouds |
11 | +5 | +3 | +7 | +3 | Tail slap, Growth, Iron Scales, Arcane Skin |
12 | +6 | +4 | +8 | +4 | On your Tail, Walk Among Them, Reactive Casting Sneack attack +3d6 |
13 | +6 | +4 | +8 | +4 | Improved Evasion, Bonus Feat, +1 Cha |
14 | +7 | +4 | +9 | +4 | Frightfull presence, Growth, crush. |
15 | +7 | +5 | +9 | +5 | Breath of Dreams, Cats Grace, +1 Dex, +1 Cha |
16 | +8 | +5 | +10 | +5 | Sneack attack +4d6, True Haste, Watch This! |
17 | +8 | +5 | +10 | +5 | Defensive Roll , +1 Dex, +1 Cha |
18 | +9 | +6 | +11 | +6 | True Seeing, +1 Dex, +1 Cha |
19 | +9 | +6 | +11 | +6 | Flying Skill Mastery , +1 Dex, +1 Cha |
20 | +10 | +6 | +12 | +6 | Growth, tail sweep, Sneack attack +5d6 |
Dragon level | Sorceror casting |
1 | - |
2 | 1 |
3 | 2 |
4 | 2 |
5 | 3 |
6 | 4 |
7 | 4 |
8 | 5 |
9 | 6 |
10 | 6 |
11 | 7 |
12 | 8 |
13 | 8 |
14 | 9 |
15 | 10 |
16 | 10 |
17 | 11 |
18 | 12 |
19 | 12 |
20 | 13 |
EDIT: Also, Statting SRW (http://brilliantgameologists.com/boards/index.php?topic=5811)Had already seen that, and altough a very fun optimizing experiment, I still want my humungous mechas that run on the spirits of their pilots! :D
Re: doppelgangers. Your class creates the weird situation where an lv1 changeling (or heck, a guy with a hat of disguise) can change shape more often than someone with all levels in your class. Being able to change shape at will is fun, even if you gain no real benefit from it.There's a small detail you're missing. Change shape does give more benefits than changing your visuals. It's basically alter self, one of, if not the best 2nd level spell ever printed.
There's a small detail you're missing. Change shape does give more benefits than changing your visuals. It's basically alter self, one of, if not the best 2nd level spell ever printed.Hence "even if you gain no real benefit from it". You might want to specify that it's a transmutation rather than illusion effect, like changelings. The text is here (http://www.wizards.com/default.asp?x=dnd/psm/20070314a), as an egoist ACF.
Changeling and hat of disguise replicate the much weaker disguise self spell. But meh added an option to do that.
Minor Change Shape (Su): Changelings have the supernatural ability to alter their appearance as though using a disguise self spell that affects their bodies but not their possessions. This ability is not an illusory effect, but a minor physical alteration of a changeling's facial features, skin color and texture, and size, within the limits described for the spell. A changeling can use this ability at will, and the alteration lasts until she changes shape again. A changeling reverts to her natural form when killed. A true seeing spell reveals her natural form. When using this ability to create a disguise, a changeling receives a +10 circumstance bonus on Disguise checks. Using this ability is a full-round action.
Level | BAB | Fort | Ref | Will | Special |
1st | +0 | +0 | +0 | +0 | Ghoul body, Ghoul strike, Feed |
2nd | +1 | +0 | +0 | +0 | Improved ghoul strike, Devour, +1 dex |
3rd | +1 | +1 | +1 | +1 | Stench, Predator's Edge |
Level | Bab | Fort | Ref | Will | Feature |
1 | + 1 | + 2 | + 2 | +0 | Gnoll body, Path, +2 Str. |
Level | Bab | Fort | Ref | Will | Feature |
1 | + 0 | + 0 | + 0 | +2 | Drider body, poison |
2 | + 1 | + 0 | + 0 | +3 | Soul of Magic (+1), Drider perception powers |
3 | + 1 | + 1 | + 1 | +3 | Arcane resistance |
4 | + 2 | + 1 | + 1 | +4 | Soul of Magic (+2), Drider light and darkness powers |
5 | + 2 | + 1 | + 1 | +4 | Growth |
6 | + 3 | + 2 | + 2 | +5 | Soul of Magic (+3), spit poison |
7 | + 3 | + 2 | + 2 | +5 | Drider utility powers |
Level | BAB | Fort | Ref | Will | Feature |
1 | +0 | +0 | +0 | +2 | Nature's Child, Cha+1 |
2 | +1 | +0 | +0 | +3 | Fey Body, Wild Empathy, Dex+1 |
3 | +1 | +1 | +1 | +3 | Unearthly Grace, Cha+1 |
4 | +2 | +1 | +1 | +4 | Stunning Glance, Dex+1 |
5 | +2 | +1 | +1 | +4 | Unnatural Beauty, Cha+1 |
6 | +3 | +2 | +2 | +5 | Dimension Door, Dex +1 |
7 | +3 | +2 | +2 | +5 | Blinding Beauty, Cha +1 |
Level BAB Fort Ref Will Special 1st +0 +0 +0 +2 Natural faith
Level | BAB | Fort | Ref | Will | Special |
1st | +1 | +2 | +2 | +0 | Alternate form(wolf), Wolf empathy, Lunar body, Hunter's nose |
2nd | +2 | +3 | +3 | +0 | Alternate form(hybrid), Lunar hide, Improved hunter's nose |
3rd | +3 | +3 | +3 | +1 | Growth |
4th | +4 | +4 | +4 | +1 | Curse of lycantropy, Alpha wolf |
werewolf level+1/2 other levels | ability improvements 1 | +1dex 2 | +1dex, +1con 3 | +1str, +1dex, +1con 4 | +1str, +2dex, +1con 5 | +1str, +2dex, +2con 6 | +2str, +2dex, +2con 7 | +2str, +3dex, +2con 8 | +2str, +3dex, +3con 9 | +3str, +3dex, +3con 10 | +3str, +4dex,+3con 11 | +3str, +4dex, +4con 12 | +4str, +4dex, +4con |
Level | BAB | Fort | Ref | Will | Special |
1st | +1 | +2 | +2 | +0 | Alternate form(bear), Bear empathy, Lunar body, Hunter's nose |
2nd | +2 | +3 | +3 | +0 | Alternate form(hybrid), Lunar hide, Improved hunter's nose |
3rd | +3 | +3 | +3 | +1 | Growth |
4th | +4 | +4 | +4 | +1 | Curse of lycantropy, Indominable |
werebear level+1/2 other levels | ability improvements 1 | +1con 2 | +1str, +1con 3 | +1str, +2con 4 | +2str, +2con 5 | +2str, +3con 6 | +3str, +3con 7 | +3str, +4con 8 | +4str, +4con 9 | +4str, +5con 10 | +5str,+5con 11 | +5str, +6con 12 | +6str, +6con |
Level | Bab | Fort | Ref | Will | Feature |
1 | + 0 | +0 | +0 | +2 | Ethergaunt body, Arcane mind, Ether Blade, Blue Caste |
2 | + 1 | + 0 | +0 | +3 | Total Vision |
3 | + 1 | + 1 | + 1 | +3 | +1 Int |
4 | + 2 | + 1 | +1 | +4 | Enslave |
5 | + 2 | + 1 | +1 | +4 | +1 Int |
6 | + 3 | + 2 | +2 | +5 | Doubt Bomb |
7 | + 3 | + 2 | +2 | +5 | Arcane Logic |
8 | + 4 | + 2 | +2 | +6 | Stupefying Gaze |
9 | + 4 | + 3 | +3 | +6 | Red Caste, Etherealness, material jaunt |
10 | +5 | + 3 | +3 | +7 | Enslave Mind, +1 Int, +1 Cha |
11 | +5 | + 3 | + 3 | +7 | Ether Spear |
12 | + 6 | + 4 | +4 | +8 | Nerve Bomb |
13 | + 6 | + 4 | +4 | +8 | White Caste +1 Int, +1 Cha |
14 | + 7 | + 4 | +4 | +9 | Ether Glaive |
15 | + 7 | +5 | + 5 | +9 | Mind Bomb |
16 | + 8 | + 5 | + 5 | +10 | Ether Study, +1 Int, +1 Cha |
17 | +8 | + 5 | +5 | +10 | Black Caste, Cold Logic, +1 Int, +1 Cha |
There's little reason to multiclass with "cleric with the Plant domain" though, unless you add the option to trade in the druid casting for cleric casting when you gain a level in the class.Good point, added an option for swapping druid for cleric with plant domain casting, but if you do it you don't get turn/rebuke undead.
Characters should not be getting permanent thralls as early as 4th level. Or ever, really, but that's beside the point.Another good point, changed it to 1 minute per HD.
Good point, added an option for swapping druid for cleric with plant domain casting, but if you do it you don't get turn/rebuke undead.I don't see why they should lose a class feature they already have. Maybe if you made it a racial substitution level.
Nymph cleric
Hit Die: d6
Skills (4+Int): Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (nature), Knowledge (religion), Profession, Spellcraft.
Level BAB Fort Ref Will Special 1st +0 +2 +0 +2 Natural faith
Natural faith: A nymph cleric who selects this racial substitution level gives up her racial druid casting in exchange for cleric casting (which stacks with the casting she gains from taking levels in cleric). In addition, her cleric casting is based on Charisma rather than Wisdom.
A nymph cleric who selects this racial substitution level must select Animal or Plant as one of her domains, and does not gain Turn Undead.
Level | BAB | Fort | Ref | Will | Feature |
1 | +1 | +2 | +0 | +2 | Purple Dragon body, Energy Breath |
2 | +2 | +3 | +0 | +3 | Keen senses, Arcane Blood |
3 | +3 | +3 | +1 | +3 | Blindsense 60 feets, Pyrochnetics Str+1 |
4 | +4 | +4 | +1 | +4 | Wings |
5 | +5 | +4 | +1 | +4 | Tail slap, Growth |
6 | +6 | +5 | +2 | +5 | Energy Blade, +1 Cha |
7 | +7 | +5 | +2 | +5 | +1 Str, +1 Con, Purple Fiction |
8 | +8 | +6 | +2 | +5 | Heat Metal, Gust of Wind, +1 Cha |
9 | +9 | +6 | +3 | +6 | +1 str, +1 con, Sugestion, Fire Shield. |
10 | +10 | +7 | +3 | +7 | Blinding Burst, +1 Cha |
11 | +11 | +7 | +3 | +7 | Arcane Skin |
12 | +12 | +8 | +4 | +8 | Iron Scales, +1 Str |
13 | +13 | +8 | +4 | +8 | Growth, crush, Frightfull presence |
14 | +14 | +9 | +4 | +9 | +1 Str, +1 Con, Night Flier |
15 | +15 | +9 | +5 | +9 | Night Lord |
16 | +16 | +10 | +5 | +10 | +1 str, +1 con, Submit |
17 | +17 | +10 | +5 | +10 | Cunning Lord, +1 Cha |
18 | +18 | +11 | +6 | +11 | +1 str, +1 con, Purple Fiction |
19 | +19 | +11 | +6 | +11 | Wall of force |
20 | +20 | +12 | +6 | +12 | Growth, tail sweep, Dark Ruler |
Dragon level | Sorceror casting |
1 | - |
2 | 1 |
3 | 2 |
4 | 2 |
5 | 3 |
6 | 4 |
7 | 4 |
8 | 5 |
9 | 6 |
10 | 6 |
11 | 7 |
12 | 8 |
13 | 8 |
14 | 9 |
15 | 10 |
16 | 10 |
17 | 11 |
18 | 12 |
19 | 12 |
20 | 13 |
Level | Total bonus gained |
3 | +1 Str, |
6 | +1 Str, +1 Cha |
7 | +2 Str, +1 Con, +1 Cha |
8 | +2 Str, +1 Con, +2 Cha |
9 | +3 Str, +2 Con, +2 Cha |
10 | +3 Str, +2 Con, +3 Cha |
12 | +4 Str, +2 Con, +3 Cha |
12 | +5 Str, +3 Con, +3 Cha |
16 | +6 Str, +4 Con, +3 Cha |
17 | +6 Str, +4 Con, +4 Cha |
18 | +7 Str, +5 Con, +4 Cha |
The purple dragon doesn't add his force modifier or power attack to the damage???
Succubus cleric
Hit Die: d8
Skills (4+Int): Bluff, Concentration, Craft, Diplomacy, Disguise, Knowledge (arcana), Knowledge (religion), Knowledge (the planes), Profession, Sense Motive, Spellcraft
Level BAB Fort Ref Will Special 1st +0 +2 +0 +2 Lustful faith, Profane conversion, Rebuke undead
Lustful faith: A succubus cleric who selects this racial substitution level bases her cleric casting on Charisma rather than Wisdom.
Profane conversion: A succubus cleric may spontaneously cast any spell on her list of racial SLAs, as if it were an inflict spell of the same level. She may use this ability even if she does not possess enough levels in succubus to use the SLA normally. This replaces the standard cleric's ability to spontaneously cast inflict spells.
A succubus cleric who selects this racial substitution level gains only one domain, which must be the LustMIC or Trickery domain.
Seduce the Dead (Su): As a swift action, a succubus cleric may allow her next use of a racial SLA to ignore immunity to mind-affecting effects based on type, at the cost of reducing the DC by -4. She may use this ability 1/day per point of Charisma modifier. This replaces the standard cleric's rebuke undead ability.Because "Bed the Dead" was too corny.
The purple dragon doesn't add his force modifier or power attack to the damage???
Could the alternate uses of the breath weapon be pushed back a few levels (or at least spread out a bit more), since they can normally use them right from the start?Put the blade at level 6, blinding burst at level 10, moved some other abilities up to make space. Area blindness whitout strings attached is very powerfull.
On another note, I wanted to ask about multiclassing between monster classes (to represent hybrids, etc.). Can you? If not, what about a feat which lets you add a second class?
I notice the succubus has a similar cleric casting clause. What about this? (I also fixed the errors in the nymph RSL)The succubus has no inherent spellcasting. I see no need for a racial substitution level. I'm not very sure what your "Profane conversion does", but it would make it superior to succubus/sorceror.
And an ability which I considered:If I want a monster to bypass immunities, I do so (check out the medusa and joy stealer). Right now I don't believe the succubus needs it however.
Profane Conversion could be interesting for a number of monsters, but in the case of demons their cleric powers and their innate ones could very well come from the same place.I'm still not very sure how you want to represent that mechanically.
The problem with cleric is that they don't gain anything after 1st level besides casting, which succubus levels progress anyway - they need more RSLs for a succubus to have a reason to stay in cleric rather than progressing her racial class.They have a big reason. SPELL SLOTS! Perhaps you misread my pseudo-spellcaster ability, but if you take succubus 1/cleric 1/succubus 6, you'll only get spell slots from the single cleric level you took. The other sucubus levels will increase CL, but you'll be have a LOT less spells per day than a sucubus 1/cleric 7.
They have a big reason. SPELL SLOTS! Perhaps you misread my pseudo-spellcaster ability, but if you take succubus 1/cleric 1/succubus 6, you'll only get spell slots from the single cleric level you took. The other sucubus levels will increase CL, but you'll be have a LOT less spells per day than a sucubus 1/cleric 7.The text seems contradictory.
If she multiclasses for an arcane/divince class she can count her succubus levels as levels of that class for purposes of CL and for the purposes of learning new spells and geting new spell slots. So for example, a succubus 3 who took 1 level of sorceror could choose to have CL 4, get 3 2nd level spell slots, 1 1st level spell slot, 1 2nd level spell known and 1 0th level spell known. She wouldn't get the spell knowns and spell slots of a sorceror 3 however. She would get the familiar ability, but succubus levels wouldn't count for it.Did you mean:
If she takes levels in a spellcasting class she may add her succubus level to her caster level. She does not gain extra spell slots or spells known.
The succubus has no inherent spellcasting. I see no need for a racial substitution level. I'm not very sure what your "Profane conversion does", but it would make it superior to succubus/sorceror.Normally clerics can spontaneously convert spells into cure/inflict spells of the same level. The ability lets them do this with spells which appear on their list of racial SLAs.
The text seems contradictory.Notice the "new" part. You don't get the "old" spell slots. You get the new spell slots and spell knowns a normal caster gets when leveling up.
If she multiclasses for an arcane/divince class she can count her succubus levels as levels of that class for purposes of CL and for the purposes of learning new spells and geting new spell slots. So for example, a succubus 3 who took 1 level of sorceror could choose to have CL 4, get 3 2nd level spell slots, 1 1st level spell slot, 1 2nd level spell known and 1 0th level spell known. She wouldn't get the spell knowns and spell slots of a sorceror 3 however. She would get the familiar ability, but succubus levels wouldn't count for it.
Did you mean:No, because that version doesn't allow you to jump straight to the big spell slots(skipping the small spell slots), and you end up severly behind normal spellcasters.If she takes levels in a spellcasting class she may add her succubus level to her caster level. She does not gain extra spell slots or spells known.
It's basically the same as the "spontaneous domain casting" ACF, except that replaces your ability to cure/inflict spontaneously. Which this should too. *changes* :ehIt ends up stronger than it is now, and I really don't want that. Cleric is stronger than sorceror, so you need to pay something to be a viable cleric, in this case your domains.
Level | BAB | Fort | Ref | Will | Features |
1 | +1 | +2 | +2 | +0 | Dog body, Blink, +1 Dex, +1 Wis, Scent |
2 | +2 | +3 | +3 | +0 | Dimension Door, +1 Dex, +1 Wis |
Notice the "new" part. You don't get the "old" spell slots. You get the new spell slots and spell knowns a normal caster gets when leveling up.That's... awkward. Spellcasters don't gain new spell slots when they level up so much as replace their old set.
Granted the text isn't crystal-clear and if you've got a better way of puting it let me know.
Level | BAB | Fort | Ref | Will | Feature |
1 | +0 | +2 | +0 | +0 | Hill Giant body, Powerful Build, Brute, Str+1, Con+1 |
2 | +1 | +3 | +0 | +0 | Brute Blow, Str+1, Con+1 |
3 | +2 | +3 | +1 | +1 | Pound Trough, Faster, Str+1, Con+1 |
4 | +3 | +4 | +1 | +1 | Growth, Throw Rock, Catch, Str+1, Con+1 |
5 | +3 | +4 | +1 | +1 | Swinging Blow, Trample, Str+1, Con+1 |
6 | +4 | +5 | +2 | +2 | Wrecking Ball, Str+1, Con+1 |
7 | +5 | +5 | +2 | +2 | Simple is Best, Overconfidence, Str+1, Con+1 |
That's why it isn't crystal clear, but it's not that hard to check the spell slot diference between, say, a sorceror 3 and a sorceror 4.Notice the "new" part. You don't get the "old" spell slots. You get the new spell slots and spell knowns a normal caster gets when leveling up.That's... awkward. Spellcasters don't gain new spell slots when they level up so much as replace their old set.
Granted the text isn't crystal-clear and if you've got a better way of puting it let me know.
Things are much easier with psionics, since you can just say that their racial levels stack for ML and maximum power level known.My Mind flayer works that way. Kinda. Because each psion level gives more extra power points than the last level. So when my mind flayer takes one psion level he ends up with more PP than a 1st level psion.
I'd say to give them one spell slot of the relevant level, but there's disparity between classes - wizards get 1 slot when they gain access to a new level while sorcerers get three.Sorcerors deserve nicer things than wizards! :p
Maybe for every two racial levels they can "upgrade" all their existing slots by one level?Hmm, what? And don't sorcerors start with more spell slots than wizards as well?
EDIT: Blink dogs. Dimension door allows a PC to bypass obstacles, and move much faster than they could otherwise (400-1200ft depending on level). What about replacing it with a short range ability which requires line-of-sight and line-of-effect, and can be used at will? Maybe require a move action and base the distance on their normal movement speed. There's a few things like this, including a dragonmark ability and the dimension hop and dimension slide (http://www.d20srd.org/srd/psionic/powers/dimensionSlide.htm) powers.Or just go play a shaddow hand swordsage.
EDIT2: I notice the modifications blink dogs normally get were removed (cannot carry other creatures, but turn does not end after the 'port)Added that they can act after dimensional door, but not that they cannot carry other creatures, since it's still limited per day, and well, blink dogs should be able to help allies move around since they have no hands and stuff.
Level | BAB | Fort | Ref | Will | Features |
1 | +0 | +2 | +2 | +2 | Sphinx body, +1 Con, Lore |
2 | +1 | +3 | +3 | +3 | +1 Wis, Rake, Minor Enigma |
3 | +2 | +3 | +3 | +3 | +1 Str, Speed boost |
4 | +3 | +4 | +4 | +4 | +1 Wis, Growth, Pounce |
5 | +3 | +4 | +4 | +4 | +1 Con, Major Enigma |
6 | +4 | +5 | +5 | +5 | +1 Wis, Flight |
7 | +5 | +5 | +5 | +5 | +1 Wis, Speed boost |
8 | +6/1 | +6 | +6 | +6 | +1 Wis, Symbolist |
No, I mean normally a sorcerer gains three spell slots when a wizard gains one. So you can't just give all spellcasters 1 bonus spell slot since that favours wizards.I'd say to give them one spell slot of the relevant level, but there's disparity between classes - wizards get 1 slot when they gain access to a new level while sorcerers get three.Sorcerors deserve nicer things than wizards! :p
Let's say you're a 4th level sorcerer. You have spell slots of 6/6/3.Maybe for every two racial levels they can "upgrade" all their existing slots by one level?Hmm, what? And don't sorcerors start with more spell slots than wizards as well?
Let's say you're a 4th level sorcerer. You have spell slots of 6/6/3.Maybe for every two racial levels they can "upgrade" all their existing slots by one level?Hmm, what? And don't sorcerors start with more spell slots than wizards as well?
If you gain two levels in an appropriate racial class, you gain access to 3rd level spells and upgrade your slots by one level. Now you have 0/6/6/3 before calculating bonus slots from high Cha. Progressing in this manner gives you higher-level slots almost identical to the normal progression (and identical if you could already cast 3rd-level spells). You can still use higher-level slots to cast lower-level spells.
You might want to note that the bonus spell slots are cumulative.Let's say you're a 4th level sorcerer. You have spell slots of 6/6/3.Maybe for every two racial levels they can "upgrade" all their existing slots by one level?Hmm, what? And don't sorcerors start with more spell slots than wizards as well?
If you gain two levels in an appropriate racial class, you gain access to 3rd level spells and upgrade your slots by one level. Now you have 0/6/6/3 before calculating bonus slots from high Cha. Progressing in this manner gives you higher-level slots almost identical to the normal progression (and identical if you could already cast 3rd-level spells). You can still use higher-level slots to cast lower-level spells.
But then you don't learn higer level spells. Also I don't really like messing with non-standard progressions.
Anyway made some tables in the first post, FAQ section, deconstructing the standard spell progressions.
Level | BAB | Fort | Ref | Will | Special |
1st | +0 | +0 | +0 | +2 | Fell magic, Dark touch, Undying body |
2nd | +1 | +0 | +0 | +3 | Dark refuge, Fell defense, Undying terror, Improved dark touch, Dark Mind |
Level | BAB | Fort | Ref | Will | Features |
1 | +1 | +0 | +2 | +2 | Man in the Mirror, Mirror Sheath, Shard Blade |
2 | +2 | +0 | +3 | +3 | Mirror Magic Initiate, Shard Spray, Dex +1 |
3 | +3 | +1 | +3 | +3 | Reflective Spell Resistance, Mirror Jump, Cha +1 |
4 | +4 | +1 | +4 | +4 | Mirror Magic, Dex +1 |
5 | +5 | +1 | +4 | +4 | Greater Shard Spray, Dex +1, Cha +1 |
6 | +6/+1 | +2 | +5 | +5 | Mirror Magic Master, Dex +1 |
Level | BAB | Fort | Ref | Will | Special |
1st | +0 | +0 | +2 | +2 | Tainted body, Smite good, Lesser fiendish magic, +1 Con |
2nd | +1 | +0 | +3 | +3 | Tainted Soul,Wings, +1 dex, Intermediate Fiendish magic |
3rd | +2 | +0 | +3 | +3 | Tainted Hide, Greater fiendish magic, +1str, +1int |
HD Required | Feindish Magic Required | Spell | Uses per day |
1 | lesser | Darkness | 1/HD |
3 | lesser | Desecrate | 1/2HD |
5 | lesser | Unholy Blight | 1/2HD |
7 | lesser | poison | 1/HD |
9 | intermediate | Contagion | 1/HD |
11 | intermediate | Blasphemy | 1/2HD |
13 | intermediate | Unhallow | 1/4HD |
13 | Greater | Unholy Aura | 1/2HD |
15 | Greater | Horrid Wilting | 1/4HD |
17 | Greater | Summon MosterIX | 1/4HD |
19 | Greater | Destruction | 1/4HD |
Level | BAB | Fort | Ref | Will | Special |
1st | +0 | +0 | +2 | +2 | Angelic body, Smite evil, Lesser celestial magic, +1 Con |
2nd | +1 | +0 | +3 | +3 | Angelic Soul,Wings, +1 Wis, Intermediate celestial magic |
3rd | +2 | +1 | +3 | +3 | Angelic skin, Greater celestial magic, +1 Str, +1 Cha |
HD Required | Celestial Magic Required | Spell | Uses per day |
1 | lesser | Daylight, Detect Evil | 1/HD |
3 | lesser | Aid | 1/2HD |
5 | lesser | Holy Smite | 1/2HD |
7 | lesser | Neutralize Poison, Cure Serious Wounds | 1/HD |
9 | intermediate | Remove Disease | 1/HD |
11 | intermediate | Holy Word | 1/2HD |
13 | intermediate | Hallow | 1/4HD |
13 | Greater | Holy Aura | 1/2HD |
15 | Greater | Mass Charm Monster | 1/4HD |
17 | Greater | Summon MosterIX | 1/4HD |
19 | Greater | Resurrection | 1/6HD |
Level | BAB | Fort | Ref | Will | Feature |
1 | +0 | +2 | +0 | +0 | Firbolg body, Wilderness initiate. |
2 | +1 | +3 | +0 | +0 | Powerfull build, Str+1, Con+1 |
3 | +2 | +3 | +1 | +1 | Wilderness link, Str+1, Con+1 |
4 | +3 | +4 | +1 | +1 | Growth, Str+1, Con+1 |
5 | +3 | +4 | +1 | +1 | Wilderness adept, Str+1, Con+1 |
6 | +4 | +4 | +2 | +2 | Fast Healing, Str+1, Con+1 |
7 | +5 | +4 | +2 | +2 | Throw Rock, Smart Catch, str+1, con+1 |
8 | +6 | +5 | +2 | +2 | Trample, Wilderness Specialist, Str+1, Con+1 |
9 | +6 | +5 | +3 | +3 | Wilderness companion, Str+1, Con+1 |
10 | +7 | +6 | +3 | +3 | Wilderness Master, Str+1, Con+1 |
11 | +8 | +6 | +3 | +3 | Eternal Watcher, Str +1, Con+1 |
12 | +9 | +7 | +4 | +4 | Wilderness Lord, Str+1, Con+1 |
Level | BAB | Fort | Ref | Will | Feature |
1 | +0 | +0 | +2 | +2 | Pixie Body, Pixie Initiate, Fey Senses, Cha+2, Dex+2, Str-2 |
2 | +1 | +0 | +2 | +3 | Sprite Skin, Fey Blood, Int+1 |
3 | +1 | +1 | +3 | +3 | Pixie Adept, Cha+1, Dex+1 |
4 | +2 | +1 | +4 | +4 | Pixie Finesse, Int+1 |
5 | +2 | +1 | +4 | +4 | Irresistible Dance, Pixie Mage, Cha+1, Dex+1 |
Pixie level | Sorceror casting |
1 | - |
2 | 1 |
3 | 2 |
4 | 2 |
5 | 3 |
Level | BAB | Fort | Ref | Will | Feature |
1 | +0 | +0 | +2 | +2 | Improved Sprite Skin, Combat Charming, Cha+1, Dex+1 |
2 | +1 | +0 | +2 | +3 | Improved Spell-Like Abilities |
3 | +1 | +1 | +3 | +3 | Improved Pixie Finesse, Pixie Enchantress, Cha+1, Dex+1 |
Level | BAB | Fort | Ref | Will | Feature |
1 | +0 | +2 | +0 | +0 | Stone Giant body, Powerful Build, Powerfull Throw, Str+1, Con+1 |
2 | +1 | +3 | +0 | +0 | Brutal Throw, Powerfull Balance, Str+1, Con+1 |
3 | +2 | +3 | +1 | +1 | Mountain Weapon, Str+1, Con+1 |
4 | +3 | +4 | +1 | +1 | Growth, Throw Stone, Catch, Str+1, Con+1 |
5 | +3 | +4 | +1 | +1 | Trample, Avalanche Throw, Str+1, Con+1 |
6 | +4 | +5 | +2 | +2 | Soul of Stone, Crushing Weapon, Str+1, Con+1 |
7 | +5 | +5 | +2 | +2 | Rolling Stones, Impact, Str+1, Con+1 |
8 | +6 | +6 | +2 | +2 | Living Mountain, Meteor Gamble, Str+1, Con+1 |
Level | BAB | Fort | Ref | Will | Features |
1 | +0 | +0 | +0 | +2 | Dead Angel, Rotting Touch |
2 | +1 | +0 | +0 | +3 | Unholy Grace, Str +1, Cha +1 |
3 | +1 | +1 | +1 | +3 | Fallen Orisons, Str +1, Wis +1 |
4 | +2 | +1 | +1 | +4 | Rotting Aura, Str +1 |
5 | +2 | +1 | +1 | +4 | Profane Resilience, Str +1, Cha +1 |
6 | +3 | +2 | +2 | +5 | Fallen Initiate, Str +1, Wis +1 |
7 | +3 | +2 | +2 | +5 | Wings, Str +1 |
8 | +4 | +2 | +2 | +6 | Size Increase, Str +1, Cha +1 |
9 | +4 | +3 | +3 | +6 | Profane Presence, Str +1, Wis +1 |
10 | +5 | +3 | +3 | +7 | Fallen Adept, Str +1 |
11 | +5 | +3 | +3 | +7 | Str +1, Cha +1 |
12 | +6/+1 | +4 | +4 | +8 | Str +1, Wis +1 |
13 | +6/+1 | +4 | +4 | +8 | Unhallowed Presence, Str +1 |
14 | +7/+2 | +4 | +4 | +9 | Fallen Magus, Str +1, Cha +1 |
15 | +7/+2 | +5 | +5 | +9 | Damned Magic, Str +1, Wis +1 |
Since the spellcasting advancement thing is kind of unusual, can I suggest that you come up with a name for it (like "Innate Arcana" or something) and use it consistently across the monster classes? (maybe even "see FAQ for more details" in the ability description) It would make it easier to remember how it works.
Level | BAB | Fort | Ref | Will | Feature |
1 | +0 | +2 | +0 | +0 | Frost Giant body, Powerful Build, Slow Down, Str+1, Con+1 |
2 | +1 | +3 | +0 | +0 | Shattering Storm, Str+1, Con+1 |
3 | +2 | +3 | +1 | +1 | Blizzard Shout, Frostbite, Str+1, Con+1 |
4 | +3 | +4 | +1 | +1 | Growth, Throw Stone, Catch, Str+1, Con+1 |
5 | +3 | +4 | +1 | +1 | Trample, Cold Forged Steel, Str+1, Con+1 |
6 | +4 | +5 | +2 | +2 | Freeze, Ice Breaker, Str+1, Con+1 |
7 | +5 | +5 | +2 | +2 | Frost armor, Str+1, Con+1 |
8 | +6 | +6 | +2 | +2 | Trophy Gear, Str+1, Con+1 |
9 | +6 | +6 | +3 | +3 | Snowstorm, Str+1, Con+1 |
Level | BAB | F | R | W | Special |
1st | +0 | +0 | +0 | +2 | Eye of the Beholder, Gaze of Slumber, Tyrant Magic, +1 Con |
2nd | +1 | +0 | +0 | +3 | Gaze of Charm |
3rd | +2 | +1 | +1 | +3 | Gaze of Fear, +1 Int, +Cha |
4th | +3 | +1 | +1 | +4 | Gaze of Pain, Bonus Feat, Omni-gaze |
5th | +3 | +1 | +1 | +4 | Gaze of Encumbrance, Anti-Magic Eye, All Around Vision +1 Con |
6th | +4 | +2 | +2 | +5 | Growth, Bonus Feat |
7th | +5 | +2 | +2 | +5 | Gaze of Charming (Greater), +1 Int, +1 Cha |
8th | +6/+1 | +2 | +2 | +6 | Bonus Feat, Buoyant |
9th | +6/+1 | +3 | +3 | +6 | Gaze of Force, Anti-magic Eye (Greater) +1 Con |
10th | +7/+2 | +3 | +3 | +7 | Omega Gaze, Bonus Feat |
11th | +8/+3 | +3 | +3 | +7 | Gaze of Petrification, +1 Int, +1 Cha |
12th | +9/+4 | +4 | +4 | +8 | Gaze of Destruction, Bonus Feat |
13th | +9/+4 | +4 | +4 | +8 | Gaze of Death, Gaze of the Eye Tyrant, +1 Con |
This racial casting mechanic is still tripping me up a bit. I think I understand it, but I have a hard time believing that you meant for it to suck as badly as it seems to. So if I take two levels of Red Dragon, and then one level of Sorcerer, you're saying that I would only have a single cantrip spell slot and single first level spell slot, instead of having the 5 cantrip spell slots and three 1st level spell slots that I would have just from my single sorcerer level alone? So this ability is actually making me a worse sorcerer than if I didn't have it at all? Literally, a fighter 2/sorcerer 1 would have better casting than a dragon 2/sorcerer 1 using this system... Am I misinterpreting something here?1-You would have CL 3, wich is considerably better than CL 1.
For the dragon you will probably want to break at level 4. You would then gain 3 2nd level spell slots with CL 5, while fighter 4/dragon 1 would have 3 1st level spell slots with CL 1.And only one 1st level spell slot, and no cantrips at all. That's just... weird.
And only one 1st level spell slot, and no cantrips at all. That's just... weird.I see it as skipping the basics and jumping ahead for the more advanced stuff.
And how do the Spells Known work? A sorcerer doesn't learn any new 1st level spells when going from 1st to 2nd level. So would a Dragon 2/Sorc 1 not actually know any 1st level spells to use with his spell slots?Remember the dragon 2 gives him casting as bard 2 (but uses sorceror spell list), so a dragon 2 knows two 1st level spells, wich can then be used with the new slot.
I don't see a prohibition on taking these monster classes later on in my career, either. If there isn't one, a sorcerer 1/dragon X would be considerably better off than a dragon X/sorcerer 1, at least as far as casting spells goes. Of course, you'd miss out on the maximized d12 hit die at 1st level, and some skill points, but I think better spellcasting for the rest of your career more than makes up for that.It's intended to be 1st level only, but I guess I should make it more explicit then.
What about having them lose a static number of spells known and spell slots, rather than all of the previous ones? That would greatly simplify things, and equalize characters that take the classes in different orders, also. Maybe they lose 1 spell slot and spell known of each level that they can cast? That combined with the lost casting progression at levels 1, 7, etc, would be enough of a penalty to make up for what they gain from the monster class, I think. (Of course I'm referencing the red dragon here, but other monster classes that stack with spellcasting classes could be similarly modified).Then you would end with a lot more power than you end now. A dragon 6/sorceror 1 would have almost as many spells as a sorceror 6, and a a sizeable chunk of spell knowns. That's simply too powerfull for my tastes.
I don't mean to be overly critical or give you a hard time. I actually like these monster classes overall, and am trying to offer suggestions for improving them. I'm actually considering using one in a game soon, in fact.No problem, I've had to endure much worst back in GITP.
Couldn't the dragon just get +1 sorcerer casting at even levels, and full CL? Because this system gives you a spell progression unlike anything else in the game.
lv1: -Couldn't the dragon just get +1 sorcerer casting at even levels, and full CL? Because this system gives you a spell progression unlike anything else in the game.
Almost works, but dragons are suposed to have between 11th and 15th sorceror caster level at CR 20, not just 10.
Level | BAB | Fort | Ref | Will | Features |
1st | +0 | +2 | +0 | +2 | Body of Chaos |
2nd | +1 | +3 | +0 | +3 | Green Slaad, +1 Str, +1 Dex |
3rd | +2 | +3 | +1 | +3 | Sunder, Slaad SLAs, Tools of Anarchist |
4th | +3 | +4 | +1 | +4 | Fast Healing, +1 Dex, +1 Cha |
5th | +3 | +4 | +1 | +4 | Anyone, anywere |
6th | +4 | +5 | +2 | +5 | Manttle of Chaos, Summon Slaad, +1 Dex, +1 Con |
7th | +5 | +5 | +2 | +5 | Disruption of Society |
8th | +6 | +6 | +2 | +6 | Limbo Skin, Predator's Weapons (claws), You can't hide (or even run, really), +1 Str, +1 Dex |
9th | +6 | +6 | +3 | +6 | Fall of Sivilization |
10th | +7 | +7 | +3 | +7 | Disciple of Chaos, Gray Slaad, Predator's Weapons (bite), +1 Con, +1 Cha |
11th | +8 | +7 | +3 | +7 | Movement of Mind |
12th | +9 | +8 | +4 | +8 | Predator's Weapons (claws), Stun, +1 Str, +1 Con |
13th | +9 | +8 | +4 | +8 | Death Slaad, End of a Line |
14th | +10 | +9 | +4 | +9 | Predator's Weapons (bite), +1 Con, +1 Cha |
15th | +11 | +9 | +5 | +9 | Words of Power |
16th | +12 | +10 | +5 | +10 | Adept of Chaos, Blood of Chaos, Chaos Bite, +1 Str, +1 Cha |
17th | +12 | +10 | +5 | +10 | Whims of Limbo |
18th | +13 | +11 | +6 | +11 | Predator's Weapons (claws), +1 Str, +1 Cha |
19th | +14 | +11 | +6 | +11 | Hmmm, upgrades |
20th | +15 | +12 | +6 | +12 | Master of Chaos, +1 Str, +1 Cha |
21th | +15 | +12 | +7 | +12 | White Slaad, Growth, +1 Con |
22th | +16 | +13 | +7 | +12 | Chaos Spittle, Limit Break, Weaponbreaker, +1 Str, +1 Con |
23th | +16 | +13 | +7 | +13 | Butterflies and Hurricanes |
24th | +17 | +14 | +8 | +14 | Anarchic Magic, Tongues, Chaos Touch, Growth, +1 Con, +1 Cha |
25th | +17 | +14 | +8 | +14 | Black Slaad, Overlord of Chaos, +1 Str, +1 Con |
Level | Total bonus gained |
2 | +1 Str, +1 Dex |
4 | +1 Str, +2 Dex, +1 Cha |
6 | +1 Str, +3 Dex, +1 Con, +1 Cha |
8 | +2 Str, +4 Dex, +1 Con, +1 Cha |
10 | +2 Str, +4 Dex, +2 Con, +2 Cha |
12 | +3 Str, +4 Dex, +3 Con, +2 Cha |
14 | +3 Str, +4 Dex, +4 Con, +3 Cha |
16 | +4 Str, +4 Dex, +4 Con, +4 Cha |
18 | +5 Str, +4 Dex, +4 Con, +5 Cha |
20 | +6 Str, +4 Dex, +4 Con, +6 Cha |
21 | +6 Str, +4 Dex, +5 Con, +6 Cha |
22 | +7 Str, +4 Dex, +6 Con, +6 Cha |
23 | +7 Str, +4 Dex, +6 Con, +7 Cha |
24 | +7 Str, +4 Dex, +7 Con, +8 Cha |
25 | +8 Str, +4 Dex, +8 Con, +8 Cha |
1d12 | Effect |
12 | Roll twice more, ignoring any “12” and “1-4” results. |
11 | Hmmm, upgrades |
10 | Whims of Limbo |
9 | Words of Power |
8 | End of a Line |
7 | Movement of Mind |
6 | Fall of Sivilization |
5 | Disruption of Society |
1-4 | nothing happens |
Level | BAB | Fort | Ref | Will | Features |
1 | +0 | +0 | +2 | +2 | Twisted Gnat, Eldritch Stone, Bloody Cap |
2 | +1 | +0 | +3 | +3 | Fey Skin, Str +1, Bonus Feat |
3 | +2 | +1 | +3 | +3 | Str +1, Dex +1, Con +1 |
4 | +3 | +1 | +4 | +4 | Eldritch Weapon, Bonus Feat |
5 | +3 | +1 | +4 | +4 | Str +1, Con +1 |
6 | +4 | +2 | +5 | +5 | Str +1, Dex +1, Bonus Feat |
7 | +5 | +2 | +5 | +5 | Budding |
6 Skill points+int per level, quadruple at 1st level. Class skills: Concentration, climb, jump, spot, listen, appraise, bluff, intimidate, Knowledge(any), spellcraft. Proficiencies: a Pyroclastic dragon isn't proficient with any armor or weapons, besides his own natural weapons Pyroclastic BodyThe Pyroclastic dragon loses all other racial bonuses, and gains Dragon traits, Bite 1d8 damage, 2 claws for 1d6 damage each, a 40 foot base land speed and medium size, plus a climb and burrow speed equal to half his land speed each. The Pyroclastic dragon has wings but they're too weak to do anything for now. His claws are capable of fine manipulation and can be used for anything a human hand could do. The Pyroclastic dragon also gets a natural armor bonus equal to 1+Constitution modifier. Whenever the Pyroclastic dragon grows one size category, his natural armor increases by a further 1. The Pyroclastic dragon has resistance to Sonic damage equal to its total hit dice. In addition to this, The Pyroclastic dragon has complete immunity to mundane fire and resistance to magical fire equal to its total hit dice. Pyroclastic Magic:Whenever a spell appears at the Pyroclastic Dragon table the pyroclastic dragon gains it as a SLA useable a certain number of times per day. Save DCs are 10+1/2HD+Cha mod. Level 1: Produce Flame 1/day per HD Level 3: Sound Burst 1/day per HD Level 6: Pyrotechnics and Shatter 1/day per 2 HD each Level 8: Wall of Fire 1/day per 2 HD Level 10:Shout, Wall of Stone, 1/day per 2 HD each Level 14: Power Word, Stun, 1/day per 3 HD Level 15:Fire Storm, 1/day per 4 HD Level 16:Incendiary Cloud, 1/day per 5 HD Level 17:Meteor Swarm, 1/day per 6 HD Ability Increase: The pyroclastic dragon gains the following bonus at the following levels
Keen Senses: At second level, the Pyroclastic dragon's senses become far stronger. The Pyroclastic dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet Pyroclastic Breath: At second level the Pyroclastic dragon gains a breath weapon. The breath weapon is a 30 foot cone dealing 1d6 damage/HD, half fire and half sonic damage, with a reflex save DC of 10+1/2 HD+Constitution modifier for half an takes 1d4 rounds to recharge. The cone increases by 5 feet for every extra hit die the dragon gains. Blindsense: At third level the dragon gains Blindsense as the normal ability, range 60 feet. Wings: At 4th level The Pyroclastic dragon becomes able to fly at the speed of 10 feet per HD, with poor maneuverability. The maneuverability doesn't increase naturally, but players can take the Savage Species feat that increases it by two steps(stackable). Each wing can also be now used to deliver a natural attack dealing 1d4 damage. Speed Increase: At 4th and again at 11th level the pyroclastic dragon gains +10 foot to his base speed. Growth:At 5th level the Dragon grows to large size. At 12th he grows to huge and at 18th he grows to Gargantuan. His AC, bonus to hit, base damage, grapple and skills change accordingly, but he doesn't get any ability score bonus or penalties. Tail Slap:At fifth level The Pyroclastic dragon can now make a tail slap attack dealing 1d8 damage(already taking in account large size). Magma Body: At 5th level, the Pyroclastic dragon body itself starts to change into magma. It gains light fortification and a bonus on saves against poison, stun and polymorph effects equal to his HD. Destruction Breath: line 130 feet, Creatures hit are destroyed and reduced to ash unless they suceed on a Fort save DC of 10+1/2 HD+Con modifier, 1d4 turns recharge time. Even if they make the save they still take 1d8 damage per HD. Line increases by 10 feets with each extra HD the player takes from here. See No Evil - The Pyroclastic Dragon is used to dwelling amid exploding geysers of magma. At 7th level, the middling effects of spells such as Pyrotechnics and Glitterdust can simply be shrugged off. The Pyroclastic Dragon is immune to the Blind status effect. It is still affected normally by lighting conditions and darkness. Improved Sunder: at 8th level the Pyroclastic dragon gains the Improved Sunder feat even if he does not meet the prerequisites. Elemental Fury:Nothing can be hit by a Pyroclastic Dragon and remain unschated. At 9th level as a swift action, the next breath weapon attack/natural attack from the Pyroclastic Dragon during this round ignores all Resistances,DR and Hardness, and deal even half damage to creatures/objects normally immune to the Pyroclastic Dragon's breath weapon/natural attacks. This includes ethereal creatures, and force effects count as having 10 HP per the Caster level that created it for purposes of this ability. If no breath weapon/natural attack is performed until next round, this ability is wasted. Pyroclastic Scales. at 11th level the Pyroclastic dragon gains SR equal to his HD+11 and gains DR/magic and good equal to half his HD. Destruction body: At 11th level the Pyroclastic dragon deals an aditional 1d6 fire damage with each sucessfull natural attack. This extra damage increases one die step for every 3 HD gained from here. Frightfull Presence: at 12th level the dragon gains frigthful presence.The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Enemies within a radius of 30 feet × half the dragon's level are subject to the effect if they have fewer HD than the dragon. A potentially affected enemy that succeeds on a Will save (DC 10 + ˝ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, enemies with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons. Hear No Evil - Having spent hundreds of years in Gehenna, hearing the constantly exploding volcanoes the souls screaming and moaning in despair, the Pyroclastic Dragon is practiced in ignoring what it does not wish to hear. At 13th level it may treat itself as being under the effects of a silence spell when such would be beneficial to it. This is an extraordinary effect and is not suppressed by an anti-magic field. Gehenna Sunder: At 13th level, In addition to the improved sunder feat, When attempting to sunder an item (Or construct) the Dragon's weapons count as having a shatter effect upon them. The caster level for the effect is equal to the Dragon's caster level. Volcano: At 14th level the pyroclastic dragon has sudden bursts of activity. It may take an extra standard or move action on his turn, but after taking it he needs to wait 5 turns before using this ability again. Pyroclastic Magic: At 15th level, whenever the pyroclastic dragon uses an SLA that would deal fire damage, he may have half the damage dealt be sonic. In adition his caster level for all [Fire] and [Sonic] spells increases by 2, and now ignore any Caster level limits on such spells. Pyroclastic Assault: At 16th level, the Pyroclastic dragon may charge at an enemy even if there's nonworked nonmagical ground, earth and/or stone between them, automatically destroying the obstacles. This includes any material trough wich the pyroclastic dragon can burrow and Stone Walls. The dragon must still find his oponent's position trough some mean. Tail sweep:This special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals 2d6 plus 1˝ times the dragon’s Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon’s breath weapon). Immobile:The pyroclastic dragon represents the very core of the world. It can ignore any effect that would cause it to move and/or change dimensions against his will. Volcanic body: The pyroclastic dragon is now fully immune to criticals, poison, stun, and polymorph effects against his will, and is also fully immune to fire and sonic. Eruption: The Pyroclastic dragons explosions are a sight to behold. It may now take an extra fullround action on his turn instead of just an extra partial action. It must wait five turns before using this again. [/spoiler] Comments: [spoiler]As a planar dragon the pyroclastic doesn't receive spellcasting, but has considerably better skills and a wide support of extra abilities to make up for it. In particular climb and burrow speed at 1st level, destruction breath for an at-will save or die, extra actions, see and hear no evil, several immunities, genhea sunder, ect. So if you want to play a fire dragon that trades spellcasting for sheer brute power the pyroclastic dragon's for you. [/spoiler] Contributed by Kyuubi from GITP |
Level | BAB | Fort | Ref | Will | Feature |
1 | +0 | +2 | +0 | +0 | Ogre body, Smash and Grab, Str+1, Con+1 |
2 | +1 | +3 | +0 | +0 | Clobber, Break Ranks, Str+1, Con+1 |
3 | +2 | +3 | +1 | +1 | Heavy Step, Growth, Str+1, Con+1 |
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +0 | +0 | +2 | +2 | Flayer-touched body, Lesser cerebral power |
2nd | +1 | +0 | +3 | +3 | Improved grab, Intermediate cerebral power, Psychic soul, Telepathy, +1 Int |
3rd | +2 | +1 | +3 | +3 | Extract, Greater cerebral power, Mind blast, +1 Cha |
HD required | Cerebral power required | Power | Uses per day |
1 | Lesser | Read Thoughts | 1/day/HD |
3 | Lesser | Psionic Suggestion | 1/day/HD |
5 | Lesser | Psionic Levitate | 1/day/HD |
7 | Lesser | Psionic Charm | 1/day/2HD |
9 | Intermediate | Dispel Psionics | 1/day/2HD |
11 | Intermediate | Plane Shift | 1/day/4HD |
13 | Intermediate | Psionic Dominate | 1/day/2HD |
15 | Greater | Psionic Dimension Door | 1/day/2HD |
17 | Greater | Mind Probe | 1/day/4HD |
19 | Greater | Ultrablast | 1/day/4HD |
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +0 | +0 | +2 | +2 | Body of madness, Warped arcana, Vile transformation, Material vulnerability, Twisted physiology |
Level | Bab | Fort | Ref | Will | Feature |
1 | + 1 | + 0 | + 2 | + 0 | Harpy body, Harpyc Song, +1 Dex |
2 | + 2 | + 0 | + 3 | + 0 | Hit and Fly, +1 Cha |
3 | + 3 | + 1 | + 3 | + 1 | Simphony, +1 Dex |
4 | + 4 | + 1 | + 4 | + 1 | Flight (80', average), Kidnap, +1 Cha |
Level | BAB | Fort | Ref | Will | Features |
1 | +0 | +0 | +0 | +2 | Brain in a Jar, Mind Thrust, The Brain Unbound |
2 | +1 | +0 | +0 | +3 | Rebuke Undead, The Brain Unequalled, Int +1, Wis +1, Cha +1 |
3 | +1 | +1 | +1 | +3 | The Brain Unleashed, Madness, Int +1, Cha +1 |
4 | +2 | +1 | +1 | +4 | The Brain Absolute, Int +1, Wis +1, Cha +1 |
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +1 | +2 | +2 | +0 | Winter Wolf Body, Vulnerability to Fire, Cold Resistance, Wolf Trip |
2nd | +2 | +3 | +3 | +0 | Scent, Frostbite, +1 Str |
3rd | +3 | +3 | +3 | +1 | Freezing Bite, +1 Con |
4th | +4 | +4 | +4 | +1 | Cold Subtype, +1 Str |
5th | +5 | +4 | +4 | +1 | Growth, Freezing Breath, +1 Con |
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +1 | +0 | +2 | +2 | Scorpionfolk Body, Poison |
2nd | +2 | +0 | +3 | +3 | Str +1, Mirror Image 1/day |
3rd | +3 | +1 | +3 | +3 | +1 Wis, +1 Cha, Trample |
4th | +4 | +1 | +4 | +4 | Str +1, Mirror Image 2/day, Claws |
5th | +5 | +1 | +4 | +4 | Str +1, Major Image 1/day |
6th | +6 | +2 | +5 | +5 | +1 Wis, +1 Cha, Mirror Image 3/day |
7th | +7 | +2 | +5 | +5 | Str +1, Growth, Major Image 2/day |
Level | Bab | Fort | Ref | Will | Feature |
1 | + 0 | +0 | + 0 | + 0 | Mephit body, Elemental Heritage, Mephit Breath, +1 Cha |
2 | + 1 | + 0 | + 0 | + 0 | Mephit Skin , +1 Cha |
3 | + 2 | + 1 | + 1 | + 1 | Elemental Magic, +1 Cha |
Element | Extra bonus |
Air | Reflex save becomes 'Good', gains flight equal to double base speed, perfect maneuverability, at 4HD. |
Cold | Reflex save becomes 'Good', Cold immunity, +50% damage from fire. Gains flight equal to double base speed, average maneuverability, at 4HD |
Earth | Fort save becomes 'Good', +2 str at 1st level and +1 at the other two levels. Gains flight equal to double base speed, poor maneuverability, at 4HD. |
Fire | Fort save becomes 'Good', Immunity to fire, +50% damage from cold. Gains Flight equal to double base speed, average maneuverability, at 4HD |
Water | Fort save becomes 'Good', Gains a swim speed equal to land speed and can breathe and move/fight underwater whitout problems. Gains Flight speed equal to double base speed, perfect maneuverability, at 4HD. |
Level | Base Attack<br>Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +0 | +2 | +0 | +2 | Spellwarped Body, Spell Resistance, Experiment |
2nd | +1 | +3 | +0 | +3 | Experimental Power, Advanced Experiment |
Level | BaB | fort save | Ref save | Will save | Special |
1st | +0 | +2 | +0 | +0 | Half-Troll Body, Scent, +1 Str |
2nd | +1 | +3 | +0 | +0 | Fast healing, Rend, +1 Con |
Level | Base Attack<br>Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +0 | +0 | +0 | +2 | Body of the reaper, Scythe master, Undead traits |
2nd | +1 | +0 | +0 | +3 | +1str, Fast healing, Power attack |
3rd | +1 | +1 | +1 | +3 | +1cha, Lesser reality tear |
4th | +2 | +1 | +1 | +4 | +1str, Lesser entropic blade |
5th | +2 | +1 | +1 | +4 | Reapers warding |
6th | +3 | +2 | +2 | +5 | +1str, Full swing |
7th | +3 | +2 | +2 | +5 | +1cha, Dark harvest |
8th | +4 | +2 | +2 | +6 | +1str, Greater reality tear |
9th | +4 | +3 | +3 | +6 | Greater entropic blade |
10th | +5 | +3 | +3 | +7 | +1str, Dimensional charge |
11th | +5 | +3 | +3 | +7 | +1cha, Master executioner |
12th | +6 | +4 | +4 | +8 | +1str, Harvest lord |
Level | BAB | Fort | Ref | Will | Special | Graft Reserve |
1st | +0 | +0 | +0 | +2 | Silthilar Body, Infestation, +1 Int, +1 Dex | - |
2nd | +1 | +0 | +0 | +3 | Swarm Form, +1 Cha | - |
3rd | +1 | +1 | +1 | +3 | Graft Flesh, Natural Grafter, Graft Reserve, +1 Con | 250 |
4th | +2 | +1 | +1 | +4 | Enhance Creature, +1 Int, +1 Dex | 500 |
5th | +2 | +1 | +1 | +4 | Deform Creature, +1 Cha | 700 |
6th | +3 | +2 | +2 | +5 | Ancient and Powerful, Hive Mind, Flight, +1 Con | 900 |
7th | +3 | +2 | +2 | +5 | Master of Form, Extra arms, +1 Int, +1 Dex | 1100 |
Level | BAB | Fort | Ref | Will | Special |
1st | +1 | +0 | +2 | +2 | Morphic Body, Warping Energy, Transmutation Affinity |
2nd | +2 | +0 | +3 | +3 | Adaptive Defenses |
3rd | +3 | +1 | +3 | +3 | Shifting Guise, Shifter's Power |
4th | +4 | +1 | +4 | +4 | Shifting Anatomy, Morphic Healing |
5th | +5 | +1 | +4 | +4 | Greater Shifter's Power |
6th | +6 | +2 | +5 | +5 | Mutable Form |
Level | Bab | Fort | Ref | Will | Feature |
1 | + 1 | + 2 | + 0 | + 2 | Hag Body, Power in Decay, Fake Face +1 Con |
2 | + 2 | + 3 | + 0 | + 3 | Rend, Hag Hide, +1 Str |
3 | + 3 | + 3 | + 1 | + 3 | Improved Grab, Evilness, +1 Con |
4 | + 4 | + 4 | + 1 | + 4 | Rake, Sudden Fog, +1 Str |
5 | + 5 | + 4 | + 1 | + 4 | Black Heart, Murder Claws, +1 Con |
6 | + 6 | + 5 | + 2 | + 5 | Growth, Twist Infant, Final Curse, +1 Str |
Level | BAB | Fort | Ref | Will | Feature |
1 | +0 | +2 | +0 | +0 | Fire Giant body, Powerful Build, Heavy Swing, Str+1, Con+1 |
2 | +1 | +3 | +0 | +0 | Fire Artisan, Threat of Fire, Str+1, Con+1 |
3 | +2 | +3 | +1 | +1 | Threat of Fire, Armored Giant, Str+1, Con+1 |
4 | +3 | +4 | +1 | +1 | Growth, Throw Stone, Catch, Str+1, Con+1 |
5 | +3 | +4 | +1 | +1 | Trample, Overwhelming Flame, Str+1, Con+1 |
6 | +4 | +5 | +2 | +2 | Meteor Throw, Str+1, Con+1 |
7 | +5 | +5 | +2 | +2 | Char, Str+1, Con+1 |
8 | +6 | +6 | +2 | +2 | Fire Reach, Str+1, Con+1 |
9 | +6 | +6 | +3 | +3 | Melt, Burning Grudge, Str+1, Con+1 |
10 | +7 | +7 | +3 | +3 | Consuming Hatred, Str+1, Con+1 |
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +0 | +2 | +0 | +2 | Body of Horror, Power Sunder, +1 Str |
2nd | +1 | +3 | +0 | +3 | +1 Natural Armor, +1 Str, Horrific reach |
3rd | +2 | +3 | +1 | +3 | Rend, +1 Str, Hardened Body |
4th | +3 | +4 | +1 | +4 | +1 Natural Armor, Horror Grab, +1 Str |
5th | +3 | +4 | +1 | +4 | Bite, +1 Str, Grasp of the Horror |
6th | +4 | +5 | +2 | +5 | Growth, +1 Natural Armor, +1 Str, Grasp of the Horror |
Level | BAB | Fort | Ref | Will | Special |
1st | +0 | +0 | +2 | +0 | Body of Wind, Whirlwind, Air Mastery |
2nd | +1 | +0 | +3 | +0 | Bonus Feat, +1 Dex |
3rd | +2 | +1 | +3 | +1 | Growth, Dancing Wind, +1 Dex |
4th | +3 | +1 | +4 | +1 | Immaterial, Wake, +1 Dex |
5th | +3 | +1 | +4 | +1 | Bonus Feat, Zephyr, +1 Dex |
6th | +4 | +2 | +5 | +2 | Hurricane Shroud |
7th | +5 | +2 | +5 | +2 | Force of Nature/Wind Reach, +1 Dex |
8th | +6 | +2 | +6 | +2 | Bonus Feat, Reaving Whirlwind,+1 Dex |
9th | +6 | +3 | +6 | +3 | Tempest Breath/Suffocate, +1 Dex |
10th | +7 | +3 | +7 | +3 | Roaring Winds/Whispering Winds, +1 Dex |
11th | +8 | +3 | +7 | +3 | Bonus Feat, Elder Elemental |
HD | Damage | Height |
1-3 | 1d4 | 10ft.-20ft. |
4-6 | 1d6 | 10ft.-30ft. |
7-9 | 1d8 | 10ft.-40ft. |
10-12 | 2d6 | 10ft.-50ft. |
13-15 | 2d8 | 10ft.-60ft. |
16-20 | 2d10 | 10ft.-60ft. |
Your troll in the first post is pretty much unreadableFixed, aparently I somehow messed it up on my last update of the 1st post.
Level | BAB | Fort | Ref | Will | Special |
1st | +0 | +2 | +0 | +2 | Superior Body, Growth, Ultra Psionics, +1 Con, Alien Mind |
2nd | +1 | +3 | +0 | +3 | Horror grasp, Psionic Genius, +1 Str |
3rd | +2 | +3 | +1 | +3 | Alien Hide, Master Psionics, +1 Con |
4th | +3 | +4 | +1 | +4 | Deep Analysis, Supreme Psionics, +1 Str |
Level | Bab | Fort | Ref | Will | Feature |
1 | + 1 | +0 | + 2 | +0 | Imp Body , Poison , Fake Form |
2 | + 2 | +0 | + 3 | +0 | Devil, Hell Skin, Twisted Soul, Wings |
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +1 | +2 | +0 | +2 | Mezzoloth Body |
2nd | +2 | +3 | +0 | +3 | Mezzoloth Hide |
3rd | +3 | +3 | +1 | +3 | +1 Str, Yugoloth Magic 1/day |
4th | +4 | +4 | +1 | +4 | Yugoloth Resistance |
5th | +5 | +4 | +1 | +4 | +1 Str, Yugoloth Magic: Improved 2/day |
6th | +6/+1 | +5 | +2 | +5 | Spell Resistance |
7th | +7/+2 | +5 | +2 | +5 | +1 Str, Yugoloth Magic: Greater 3/day |
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +1 | +2 | +0 | +2 | Nycaloth Body |
2nd | +2 | +3 | +0 | +3 | Nycaloth Hide |
3rd | +3 | +3 | +1 | +3 | +1 Str, Powerful Build |
4th | +4 | +4 | +1 | +4 | +1 Con, Yugoloth Resistance, Yugoloth Magic 1/day |
5th | +5 | +4 | +1 | +4 | +1 Str, Wounding Claws |
6th | +6/+1 | +5 | +2 | +5 | +1 Cha, Yugoloth Magic 2/day, Wings |
7th | +7/+2 | +5 | +2 | +5 | +1 Str, Yugoloth Resistance, |
8th | +8/+3 | +6 | +2 | +6 | +1 Con Yugoloth Magic 3/day, Improved Grab |
9th | +9/+4 | +6 | +3 | +6 | +1 Str, Multi-Armed |
10th | +10/+5 | +7 | +3 | +7 | +1 Cha, Yugoloth Magic 4/day |
11th | +11/+6/+1 | +7 | +3 | +7 | +1 Str, Spell Resistance |
12th | +12/+7/+2 | +8 | +4 | +8 | +1 Con, Yugoloth Magic 5/day |
13th | +13/+8/+3 | +8 | +4 | +8 | +1 Str, Growth |
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | speed |
1st | +1 | +2 | +0 | +2 | Leonal Body, Lay on hands, Speak with animals | +0 |
2nd | +2 | +3 | +0 | +3 | +1 Str, Celestial , Detect thoughts | +0 |
3rd | +3 | +3 | +1 | +3 | +1 Con, Heavens Blessings, Natural Attacks, fireball | +0 |
4th | +4 | +4 | +1 | +4 | +1 Str, cure critical wounds, Speed, pounce | +10 |
5th | +5 | +4 | +1 | +4 | +1 Con, Lesser Protective aura | +10 |
6th | +6/+1 | +5 | +2 | +5 | +1 Str, Remove disease, Lion Form | +10 |
7th | +7/+2 | +5 | +2 | +5 | +1 Dex, Neutralize Poison, Greater protective aura, Rake | +10 |
8th | +8/+3 | +6 | +2 | +6 | +1 Str, Hold Monster, Improved Grab | +20 |
9th | +9/+4 | +6 | +3 | +6 | +1 Cha, +1 Dex, Wall of force | +20 |
10th | +10/+5 | +7 | +3 | +7 | +1 Str, Huge Lion form | +20 |
11th | +11/+6/+1 | +7 | +3 | +7 | +1 Cha, Heal | +20 |
12th | +12/+7/+2 | +8 | +4 | +8 | +1 Str, Roar | +30 |
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +0 | +0 | +2 | +2 | +1 Con, Bralani body, Blur, Wind wall |
2nd | +1 | +0 | +3 | +3 | +1 Dex, Eladrin, Gust of Wind |
3rd | +2 | +1 | +3 | +3 | +1 Cha, Heavens Blessings, Mirror image |
4th | +3 | +1 | +4 | +4 | +1 Con and Str, Tongues, charm person |
5th | +3 | +1 | +4 | +4 | +1 Dex, Alternate form, whirlwind blast, Lightning Bolt |
6th | +4 | +2 | +5 | +5 | +1 cha and Str, Cure serious wounds, Holy power |
Armor that offers an enhancement bonus may subtract that bonus from the damage inflicted (ie. a +3 breastplate would result in 1d4-3 armor lost), to a minimum of 1.
Level | BAB | Fort | Ref | Will | Special |
1st | +0 | +0 | +0 | +2 | Kuo-Toa Body, Slime, Pincer Warrior, Spearfish, +1 Con, +1 Wis |
2nd | +1 | +0 | +0 | +3 | Dark Bolt, Dark Sight, +1 Con, +1 Wis |
Level | BAB | Fort | Ref | Will | Special |
1st | +0 | +2 | +2 | +0 | Wyvern Body, Poison, +1 Dex |
2nd | +1 | +3 | +3 | +0 | Wings, Scent, +1 Str, +1 Con |
3rd | +2 | +3 | +3 | +0 | Long Tail, Circle, +1 Dex |
4th | +3 | +4 | +4 | +0 | Full Wings, Improved Grab, +1 Str, +1 Con |
5th | +3 | +4 | +4 | +0 | Growth, Carefull Hunter, +1 Dex |
6th | +4 | +5 | +5 | +0 | Sweep, +1 Str, +1 Con |
Level | BAB | Fort | Ref | Will | Special |
1st | +1 | +0 | +2 | +0 | Displacer Beast Body, Displacement, +1 Str |
2nd | +2 | +0 | +3 | +0 | Mirror Trick, Never there, +1 Str, +1 Con |
3rd | +3 | +1 | +3 | +1 | Beast Tentacles, Evasion, +1 Str |
4th | +4 | +1 | +4 | +1 | Growth, Double Illusion, +1 Str, +1 Con |
Level | BAB | Fort | Ref | Will | Special |
1st | +1 | +2 | +2 | +0 | Body of cerberus, Scent, +1 str, +1 dex |
2nd | +2 | +3 | +3 | +0 | Flaming maw, Abyssal breath, Shadow affinity, +1 str, +1 con |
3rd | +3 | +3 | +3 | +1 | Trip, Savage, Hellish Howl, +1 dex, +1 con |
Level | BAB | Fort | Ref | Will | Special |
1st | +1 | +2 | +2 | +0 | Griffon Body, Scent, +1 Dex, +1 Str |
2nd | +2 | +3 | +3 | +0 | Talons, +1 Dex, +1 Str |
3rd | +3 | +3 | +3 | +1 | Pounce, Vigil, +1 Dex, +1 Str |
4th | +4 | +4 | +4 | +1 | Wings, Growth, +1 Str |
Level | BAB | Fort | Ref | Will | Special |
1st | +0 | +2 | +0 | +0 | Body of Stone, Push, Earth Mastery |
2nd | +1 | +3 | +0 | +0 | Bonus Feat, +1 Str |
3rd | +2 | +3 | +1 | +1 | Growth, Shockwave, +1 Con |
4th | +3 | +4 | +1 | +1 | Stone Skin, +1 Str |
5th | +3 | +4 | +1 | +1 | Bonus Feat, Earth Glide, Whispering Stone, +1 Con |
6th | +4 | +5 | +2 | +2 | Rolling Stone |
7th | +5 | +5 | +2 | +2 | Sweeping Strike, +1 Str |
8th | +6/+1 | +6 | +2 | +2 | Bonus Feat, +1 Con |
9th | +6/+1 | +6 | +3 | +3 | Earth Asunder, +1 Str |
10th | +7/+2 | +7 | +3 | +3 | Earth's Embrace, +1 Con |
11th | +8/+3 | +7 | +3 | +3 | Bonus Feat, Elder Elemental |
Level | Base Attack<br>Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +1 | +2 | +2 | +0 | Blood frenzy, Sea born, Body of the deep, Speak with sharks, Rake, Aquaticic superiority, +1str, +1int |
2nd | +2 | +3 | +3 | +0 | Tidal sense, Hunter Instict, +1str, +1dex |
Level | Base Attack<br>Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +0 | +0 | +0 | +2 | Sea born, Body of the deep, Rake, Speak with sharks, Sea priestess, +1wis, +1int |
2nd | +1 | +0 | +0 | +3 | Tidal sense, Tidal pulse, +1str, +1wis |
Level | BAB | Fort | Ref | Will | Special |
1st | +0 | +0 | +0 | +2 | Body of Legend, Legendary Might, Legendary Skill, Legendary Prowess |
2nd | +1 | +0 | +0 | +3 | Saga |
Hm, you changed the true dragons... perhaps you would think about changing half-dragons to a way of sorcerer casting that allows 0th-level spells if it's your first two levels? I'm not sure quite how, but I foresee playing a half-dragon sorcerer to be somewhat complicated to figure out as is, and I am itching to write up an adamantine half-dragon. :pWhat about "If this would give him an effective sorcerer level of zero then he possesses 2 0th-level spells known and 4 0th-level spells per day."
Hm, you changed the true dragons... perhaps you would think about changing half-dragons to a way of sorcerer casting that allows 0th-level spells if it's your first two levels? I'm not sure quite how, but I foresee playing a half-dragon sorcerer to be somewhat complicated to figure out as is, and I am itching to write up an adamantine half-dragon. :p"If this would give him an effective sorcerer level of zero then he possesses 2 0th-level spells known and 4 0th-level spells per day."
Hm, you changed the true dragons... perhaps you would think about changing half-dragons to a way of sorcerer casting that allows 0th-level spells if it's your first two levels? I'm not sure quite how, but I foresee playing a half-dragon sorcerer to be somewhat complicated to figure out as is, and I am itching to write up an adamantine half-dragon. :p
Level | Bab | Fort | Ref | Will | Feature |
1 | + 1 | +0 | + 2 | +0 | Body of Light, Light Ray, Lesser Guide |
2 | + 2 | +0 | + 3 | +0 | Archon, Holy Warding, Aura of Menace, Greater Guide |
Level | BAB | Fort | Ref | Will | Feature |
1 | +0 | +2 | +0 | +2 | Ancient body, Assimilation, Brutal Grab, +1 Str, +1 Con |
2 | +1 | +3 | +0 | +2 | Monstrosity, Rush +1 Str, +1 Con |
3 | +2 | +3 | +1 | +3 | Claws +1 Str, +1 Con |
4 | +3 | +4 | +1 | +4 | Growth, Stomp, +1 Str, +1 Con |
5 | +3 | +4 | +1 | +4 | Horns, Beginning of the end, Terror from below +1 Str, +1 Con |
6 | +4 | +5 | +2 | +5 | Primal Roar, +1 Str, +1 Con |
7 | +5 | +5 | +2 | +5 | Reality bend, +1 Str, +1 Con |
8 | +6 | +6 | +2 | +6 | Growth, Devouring bite, +1 Str, +1 Con |
9 | +6 | +6 | + 3 | +6 | Reality Tear, +1 Str, +1 Con |
10 | +7 | +7 | +3 | +7 | Destroyer, +1 Str, +1 Con |
11 | +8 | +7 | +3 | +7 | Carapace, Prevail +1 Str, +1 Con |
12 | +9 | +8 | +3 | +8 | Growth, Tail Slap +1 Str, +1 Con |
13 | +9 | +8 | +4 | +8 | Augmented Critical, +1 Str, +1 Con |
14 | +10 | +9 | +4 | +9 | Doom, +1 Str, +1 Con |
15 | +11 | +9 | +4 | +9 | Trample, +1 Str, +1 Con |
16 | +12 | +10 | +5 | +10 | Growth, Earthquake +1 str, +1 con |
17 | +12 | +10 | +5 | +10 | Counter, +1 Str, +1 Con |
18 | +13 | +11 | +5 | +11 | Sky Breaker, +1 str, +1 con |
19 | +14 | +11 | +5 | +11 | Eruption, +1 Str, +1 Con |
20 | +15 | +12 | +5 | +12 | Apocalypse, Ancient Heart, +1 Str, +1 Con |
Level | BAB | Fort | Ref | Will | Features |
1 | +0 | +0 | +0 | +0 | Apocalyptic Engine, Electricity Discharge, Spinning Blades, Slams |
2 | +1 | +0 | +0 | +0 | Divine Construction, Str +1, Cha +1 |
3 | +2 | +1 | +1 | +1 | Minor Divine Artifice, Dex +1, Wis +1 |
4 | +3 | +1 | +1 | +1 | Created Abomination, Bolter Gun, Str +1 |
5 | +3 | +1 | +1 | +1 | Improved Divine Construction, Heliblades, Dex +1 |
6 | +4 | +2 | +2 | +2 | Lesser Divine Artifice, Str +1, Cha +1 |
7 | +5 | +2 | +2 | +2 | Undivine Will, Dex +1, Wis +1 |
8 | +6/+1 | +2 | +2 | +2 | Weapons of Mass Destruction, Str +1 |
9 | +6/+1 | +3 | +3 | +3 | Greater Divine Construction, Divine Artifice, Dex +1 |
10 | +7/+2 | +3 | +3 | +3 | Pneumatic Pummeler, Str +1, Cha +1 |
11 | +8/+3 | +3 | +3 | +3 | Sonic Blast, Dex +1, Wis +1 |
12 | +9/+4 | +4 | +4 | +4 | Greater Divine Artifice, Str +1 |
13 | +9/+4 | +4 | +4 | +4 | Tools of Deicide, Dex +1 |
14 | +10/+5 | +4 | +4 | +4 | Undivine Slaughter, Str +1, Cha +1 |
15 | +11/+6/+1 | +5 | +5 | +5 | Master’s Divine Artifice, Dex +1, Wis +1 |
16 | +12/+7/+2 | +5 | +5 | +5 | Summon Iron Golem 1/day, Str +1 |
17 | +12/+7/+2 | +5 | +5 | +5 | Supreme Divine Artifice, Dex +1 |
18 | +13/+8/+3 | +6 | +6 | +6 | Summon Iron Golem 2/day, Str +1, Cha +1 |
19 | +14/+9/+4 | +6 | +6 | +6 | Apocalyptic Drive, Dex +1, Wis +1 |
20 | +15/+10/+5 | +6 | +6 | +6 | Undivine Spark, Summon Iron Golem 3/day, Str +1 |
21 | +15/+10/+5 | +6 | +6 | +6 | Potential unleashed, Str+1, Cha+1. |
22 | +16/+11/+6 | +7 | +7 | +7 | Ghost in the Machine, Str+1, Cha+1. |
Level | BAB | Fort | Ref | Will | Feature |
1 | +1 | +2 | +0 | +2 | White Dragon body, Freezing Breath, +1 Con |
2 | +2 | +3 | +0 | +3 | Keen senses, Arcane Blood |
3 | +3 | +3 | +1 | +3 | Ice Walk, Blindsense 60 ft,+1 Str |
4 | +4 | +4 | +1 | +4 | Wings, +1 Con |
5 | +5 | +4 | +1 | +4 | Snow Magic, +1 Cha |
6 | +6 | +5 | +2 | +5 | Snow Stalker, +1 Str |
7 | +7 | +5 | +2 | +5 | Ice Wall, Chilling Arcana +1 Con |
8 | +8 | +6 | +2 | +5 | Growth, Tail slap , +1 Str |
9 | +9 | +6 | +3 | +6 | Freezing Fog, +1 Cha |
10 | +10 | +7 | +3 | +7 | Ice Lord, +1 Str |
11 | +11 | +7 | +3 | +7 | Arcane Skin, +1 Con |
12 | +12 | +8 | +4 | +8 | Growth, Crush, Frightfull Presence |
13 | +13 | +8 | +4 | +8 | Iron Scales, +1 Str, +1 Cha |
14 | +14 | +9 | +4 | +9 | Lingering Cold |
15 | +15 | +9 | +5 | +9 | Blizzard, +1 Cha |
16 | +16 | +10 | +5 | +10 | Chilling Arcana, +1 Cha, +1 Con |
17 | +17 | +10 | +5 | +10 | Wear Down, +1 Cha |
18 | +18 | +11 | +6 | +11 | Glaciar, +1 Str, +1 Con |
19 | +19 | +11 | +6 | +11 | Growth, Cold Oblivion, +1 Cha |
20 | +20 | +12 | +6 | +12 | Control Weather, Vendetta |
Level | Total Bonus Gained |
1 | +1 Con |
3 | +1 Str, +1 Con |
6 | +2 Str, +2 Con, +1 Cha |
7 | +2 Str, +3 Con, +1 Cha |
8 | +3 Str, +3 Con, +1 Cha |
9 | +3 Str, +3 Con, +2 Cha |
10 | +4 Str, +3 Con, +2 Cha |
11 | +4 Str, +4 Con, +2 Cha |
13 | +5 Str, +5 Con, +2 Cha |
15 | +5 Str, +5 Con, +3 Cha |
16 | +5 Str, +6 Con, +4 Cha |
17 | +5 Str, +6 Con, +4 Cha |
18 | +6 Str, +7 Con, +4 Cha |
19 | +6 Str, +7 Con, +4 Cha |
20 | +6 Str, +7 Con, +5 Cha |
Dragon level | Sorceror casting |
1 | - |
2 | 1 |
3 | 2 |
4 | 2 |
5 | 3 |
6 | 4 |
7 | 4 |
8 | 5 |
9 | 6 |
10 | 6 |
11 | 7 |
12 | 8 |
13 | 8 |
14 | 9 |
15 | 10 |
16 | 10 |
17 | 11 |
18 | 12 |
19 | 12 |
20 | 13 |
Tarrasque. Is. Awesome. :DGlad you liked it, that monster took me more work than any of the dragons. :)
The lantern archon doesn't list a maneuverability for its flight speed though.
Damn... now I want to play a white dragon that goes into Unseen Seer... DRAGON NINJA! OH YEAH! I just have to figure out how to get Search as a class skill...Now that I think about it, should Search be a class skill for the dragons? They're all about hoarding treasure and living in dungeons after all.
Now that I think about it, should Search be a class skill for the dragons? They're all about hoarding treasure and living in dungeons after all.They're also known for having uber-keen senses. So I (the greedy monster who wants to be able to enter Unseen Seer with this) say yes. :smirk
Hm, you changed the true dragons... perhaps you would think about changing half-dragons to a way of sorcerer casting that allows 0th-level spells if it's your first two levels? I'm not sure quite how, but I foresee playing a half-dragon sorcerer to be somewhat complicated to figure out as is, and I am itching to write up an adamantine half-dragon. :p
Check the tables on the 1st post to figure out your spells when you take sorceror levels. And no, I won't be giving it spells by default just for starting first level.
Level | BAB | Fort | Ref | Will | Feature |
1 | +1 | +2 | +0 | +2 | Green Dragon body, Acid Breath |
2 | +2 | +3 | +0 | +3 | Arcane blood, Keen senses |
3 | +3 | +3 | +1 | +3 | Blindsense 60 ft. Con+1 |
4 | +4 | +4 | +1 | +4 | Wings, +1 Str |
5 | +5 | +4 | +1 | +4 | Amphibious, +1 Cha |
6 | +6 | +5 | +2 | +5 | Sugestion, +1 Str |
7 | +7 | +5 | +2 | +5 | Virtrolic Arcana, +1 Cha, +1 Con |
8 | +8 | +6 | +2 | +5 | Growth, Tail Slap, +1 Cha |
9 | +9 | +6 | +3 | +6 | Dominate Person |
10 | +10 | +7 | +3 | +7 | Plant Growth, +1 Str, +1 Con |
11 | +11 | +7 | +3 | +7 | Arcane Skin, +1 Cha |
12 | +12 | +8 | +4 | +8 | Iron Scales, +1 Str, +1 Con |
13 | +13 | +8 | +4 | +8 | Corrosion Lord, +1 Cha |
14 | +14 | +9 | +4 | +9 | Intriguist |
15 | +15 | +9 | +5 | +9 | Gasify, +1 Cha |
16 | +16 | +10 | +5 | +10 | Growth, Crush, Frightful presence, +1 Str, +1 Con |
17 | +17 | +10 | +5 | +10 | Vitriolic Arcana, +1 Cha |
18 | +18 | +11 | +6 | +11 | Slither,+1 Str, +1 Con |
19 | +19 | +11 | +6 | +11 | Politics, +1 Cha |
20 | +20 | +12 | +6 | +12 | Command Plants, Honey Tongue. |
Dragon level | Sorceror casting |
1 | - |
2 | 1 |
3 | 2 |
4 | 2 |
5 | 3 |
6 | 4 |
7 | 4 |
8 | 5 |
9 | 6 |
10 | 6 |
11 | 7 |
12 | 8 |
13 | 8 |
14 | 9 |
15 | 10 |
16 | 10 |
17 | 11 |
18 | 12 |
19 | 12 |
20 | 13 |
Level | Total bonus gained |
3 | +1 Con |
6 | +2 Str, +1 Con, +1 Cha |
7 | +2 Str, +2 Con, +2 Cha |
8 | +2 Str, +2 Con, +3 Cha |
9 | +2 Str, +2 Con, +4 Cha |
10 | +3 Str, +3 Con, +4 Cha |
11 | +3 Str, +3 Con, +5 Cha |
13 | +4 Str, +3 Con, +6 Cha |
15 | +4 Str, +3 Con, +7 Cha |
16 | +5 Str, +4 Con, +7 Cha |
17 | +5 Str, +4 Con, +8 Cha |
18 | +6 Str, +5 Con, +8 Cha |
19 | +6 Str, +6 Con, +9 Cha |
I notice two reserved posts at the start of the thread. An index would be nice. :p
30 levels long
It was mainly so that a character with all levels in the class could have a +15 equivalent weapon like the ELH version without complicating the formula. Though that could be done if they start with a +1 weapon before adding the +1/2 levels.30 levels longMy rule here is Levels=CR. 28 will already be the biggest class I've done so far and take plenty of work (what exactly do you consider sane for level 28 since we're at it?) [...] Once the 28 levels long version is done, we can talk about a "paragon" or "lord" version to fill more levels.
Even in places where psionic effects do not normally function (such as within a null psionics field), a soulknife can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the soulknife maintains his mind blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on his turn, the soulknife can attempt a new Will save to rematerialize his mind blade while he remains within the psionics negating effect.
1: disguise selfCould probably introduce freedom of movement (4th) instead of freedom. Tongues and water breathing are the sorts of things which shouldn't be too overpowered as at-wills - granting them at higher levels could help fill out the SLA progression. Likewise, greater dispel magic can be easily granted at a lower level (since it's identical to dispel magic before the level you can get it).
2: detect thoughts, knock
3: displacementR, hasteR (self-only limited use), speak with plants, tongues (self-only Ex), water breathing
4: greater invisibilityR
5: -
6: greater dispel magic, heal
7: spell turning, greater teleport
8: -
9: freedom
Hmm, having some trouble thinking of custom abilities for the last epic levels. Already gave it all the normal abilities and I don't feel like leaving dead levels. Anything special you would like to see?Let their weapons ignore defences? Let their weapons count as light and two-handed? Upgrade some abilities to at-will?
Level | Bab | Fort | Ref | Will | Feature |
1 | +1 | + 0 | +2 | +2 | Eternal Body, Charming Eyes, Twin Slash |
2 | +2 | + 0 | +3 | +3 | LeShay Weapons |
3 | +3 | + 1 | +3 | +3 | Eternal Magic Initiate |
4 | +4 | + 1 | +4 | +4 | Eternal Beauty, +1 Dex |
5 | +5 | + 1 | +4 | +4 | Eternal Magic User |
6 | +6 | + 2 | +5 | +5 | Gracefull Slash, +1 Cha |
7 | +7 | + 2 | +5 | +5 | Eternal Magic Adept |
8 | +8 | + 2 | +6 | +6 | Language Mimicry, +1 Dex |
9 | +9 | + 3 | +6 | +6 | Eternal Magic Master |
10 | +10 | +3 | +7 | +7 | Perfect Health, +1 Cha |
11 | +11 | + 3 | +7 | +7 | Superior Slash |
12 | +12 | + 4 | +8 | +8 | Charming Gaze |
13 | +13 | + 4 | +8 | +8 | Eternal magic Lord |
14 | +14 | + 4 | +9 | +9 | Flashing Slash, +1 Dex |
15 | +15 | + 5 | +9 | +9 | Attune Magic, +1 Cha |
16 | +16 | + 5 | +10 | +10 | Perfect Slash |
17 | +17 | + 5 | + 10 | +10 | Eternal Magic Servant |
18 | +18 | + 6 | + 11 | +11 | Great Insight, +1 Dex |
19 | +19 | + 6 | + 11 | +11 | Impossible Slash, +1 Cha |
20 | +20 | + 6 | + 12 | +12 | Sword and Magic, +1 Dex, +1 Cha |
21 | +20 | + 6 | + 12 | +12 | Overwhelming Gaze, +1 Dex |
22 | +21 | + 7 | + 13 | +13 | Perfect Eternal Magic, +1 Cha |
23 | +21 | + 7 | + 13 | +13 | Enigma, +1 Dex, +1 Cha |
24 | +22 | + 8 | + 14 | +14 | Etiquette, +1 Dex, +1 Cha |
25 | +22 | + 8 | + 14 | +14 | Greater LeShay Weapons, +1 Dex, +1 Cha |
26 | +23 | + 9 | + 15 | +15 | Soul Slash, +1 Dex, +1 Cha |
27 | +23 | + 9 | + 15 | +15 | Superior Reflexes, +1 Dex, +1 Cha |
28 | +24 | + 10 | + 16 | +16 | Eternal Will, +1 Dex, +1 Cha |
Well that was fun.It looks... impressive. Though I notice that despite the ELH leShay having both Improved Critical and the keen enchantment on his weapons (no, they don't stack in his Attacks stats), you didn't give them anything crit-related. :smirk
Glad you like it. :)Well that was fun.It looks... impressive.
Though I notice that despite the ELH leShay having both Improved Critical and the keen enchantment on his weapons (no, they don't stack in his Attacks stats), you didn't give them anything crit-related. :smirkThat's the Gloom's stick. And hey, most epic monsters have improved critical and keen on their weapons. There's just so much combat-worthy feats you can pick when you have 30+ HD.
Also, you might want to double-check the text of Greater LeShay Weapons.Ups, that was messy. Cleaned it up.
Maybe a feat to let them turn their weapons into a bow? (he has a bow in the picture! :p)He also has two swords at his belt. But heh, what the heck, sounds good, I'll do it.
Level | BaB | Fort | Ref | Will | Feature |
1 | +0 | +0 | +0 | +2 | Stumped Body, Maddening Whispers, Stalking Paranoia, Primal Instincts |
2 | +1 | +0 | +0 | +3 | Wind Walk, Regeneration, Wendigo Hunger, Ravenous Bite, +1 Dex |
Level | BAB | Fort | Ref | Will | Feature |
1 | +1 | +2 | +0 | +2 | Fang Dragon body, Draining Bite, +1 Con |
2 | +2 | +3 | +0 | +3 | Keen senses, Trip, Arcane Blood |
3 | +3 | +3 | +1 | +3 | Detect Magic, Read Magic, Blindsense 60 ft. +1 Str |
4 | +4 | +4 | +1 | +4 | Wings |
5 | +5 | +4 | +1 | +4 | Sound Imitation, Enanched Damage, +1 Cha |
6 | +6 | +5 | +2 | +5 | Growth, Tail Slap, +1 Str |
7 | +7 | +5 | +2 | +5 | Shield, +1 Cha |
8 | +8 | +6 | +2 | +5 | Dispel Magic, +1 Con |
9 | +9 | +6 | +3 | +6 | Telekinesis,+1 Con, +1 Cha |
10 | +10 | +7 | +3 | +7 | Arcane Skin |
11 | +11 | +7 | +3 | +7 | Iron Scales, +1 Str, +1 Con |
12 | +12 | +8 | +4 | +8 | Growth, Crush, Frightfull Presence |
13 | +13 | +8 | +4 | +8 | Globe of Invulnerability |
14 | +14 | +9 | +4 | +9 | Fast Healing, +1 Cha |
15 | +15 | +9 | +5 | +9 | Spell Turning, +1 Con, +1 Str |
16 | +16 | +10 | +5 | +10 | Carnivore Speed, +1 Str |
17 | +17 | +10 | +5 | +10 | Growth,Tail Sweep, +1 Cha |
18 | +18 | +11 | +6 | +11 | Draining Body, +1 Con |
19 | +19 | +11 | +6 | +11 | Outburst, +1 Str, +1 Con |
20 | +20 | +12 | +6 | +12 | Shred, +1 Str, +1 Con, +1 Cha |
HD | Con Drain |
5 | 1d3 |
8 | 1d4 |
11 | 1d6 |
14 | 1d8 |
17 | 2d4 |
20 | 2d6 |
Level | Total Bonus Gained |
1 | +1 Con |
3 | +1 Str , +1 Con |
5 | +1 Str, +1 Con, +1 Cha |
6 | +2 Str, +1 Con, +1 Cha |
7 | +2 Str, +2 Con, +2 Cha |
8 | +2 Str, +3 Con, +2 Cha |
9 | +2 Str, +4 Con, +3 Cha |
10 | +3 Str, +3 Con, +3 Cha |
11 | +3 Str, +4 Con, +3 Cha |
13 | +3 Str, +4 Con, +3 Cha |
15 | +4 Str, +5 Con, +4 Cha |
16 | +5 Str, +5 Con, +4 Cha |
17 | +5 Str, +5 Con, +5 Cha |
18 | +5 Str, +6 Con, +5 Cha |
19 | +6 Str, +7 Con, +5 Cha |
20 | +7 Str, +8 Con, +6 Cha |
Dragon level | Sorceror casting |
1 | - |
2 | 1 |
3 | 2 |
4 | 2 |
5 | 3 |
6 | 4 |
7 | 4 |
8 | 5 |
9 | 6 |
10 | 6 |
11 | 7 |
12 | 8 |
13 | 8 |
14 | 9 |
15 | 10 |
16 | 10 |
17 | 11 |
18 | 12 |
19 | 12 |
20 | 13 |
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +0 | +0 | +0 | +0 | The Danger, Prototype Body, Construction Material, +1 Strength |
2nd | +1 | +0 | +0 | +0 | Golemaic Weapon, Golem Plate, +1 Strength |
3rd | +2 | +1 | +1 | +1 | Magic Resistance, Improve, +1 Strength |
ChumpLump's thread for that class is still active. (http://www.giantitp.com/forums/showthread.php?p=9950797)Friends don't let friends post on GITP. :P
I mention this mainly because of how freaking huge it is.
SiggyDevil: The MM Nightwalker correct?
PhaedrusXY:Well yes. Strenght is tecnically the weakest score of all, so even if you get +17by 20th level, what's the worst that could happen?It says any physical score. So let's put that +17 in Con, and give this thing a breath weapon (the other 17 levels could be in Dragon or something). This also would stack with all the other ways of inflating your Con score. So now it has its hit points, main attack DC, and armor class based on its massively inflated Con score.
Sorry, let that slip by, was suposed to be only Str score. Corrected now.PhaedrusXY:Well yes. Strenght is tecnically the weakest score of all, so even if you get +17by 20th level, what's the worst that could happen?It says any physical score. So let's put that +17 in Con, and give this thing a breath weapon (the other 17 levels could be in Dragon or something). This also would stack with all the other ways of inflating your Con score. So now it has its hit points, main attack DC, and armor class based on its massively inflated Con score.
Seriously. +17 is too big. It's totally ridiculous, and kicks you off the random number generator that the rest of the game uses. Nothing else gives you a bonus anywhere near that big pre-epic.Giant size (up to +32 Str pre-epic,plus other goodies). Polymorph. Shapechange. Bite of the WereX. Str is really easy to boost.
It may not be game-breaking in and of itself, but it is totally out of line with everything else in D&D, basically. I think it should be limited to half your character level, and be an enhancement bonus. It should also scale in the normal fashion, but maybe have some kind of discount built in, and allow you to go above +6 pre-epic.
I know of the Ettin that has three heads. Is that some obscure giant with three brains or a joke I didn't get?I'd guess that's a reference to the multi-headed template from Savage Species.
Level | Bab | Fort | Ref | Will | Feature |
1 | +0 | +0 | +0 | +2 | Darkness Body, Daylight Aversion, Chilling Blow, +1 Str |
2 | +1 | +0 | +0 | +3 | Darkness Skin, +1 Str |
3 | +1 | + 1 | +1 | +3 | Creeping Shadow, +1 Str |
4 | +2 | + 1 | +1 | +4 | Evil Gaze, +1 Cha, +1 Str |
5 | +2 | + 1 | +1 | +4 | Stalking Shadow,+1 Str |
6 | +3 | + 2 | +2 | +5 | Growth, Sudden Darkness, +1 Str |
7 | +3 | + 2 | +2 | +5 | Consuming Shadow, +1 Str |
8 | +4 | + 2 | +2 | +6 | Summon Darkness, +1 Cha, +1 Str |
9 | +4 | + 3 | +3 | +6 | Overwhelming Shadow, Nightmare,+1 Str |
10 | +5 | +3 | +3 | +7 | Desecrating Aura, +1 Str |
11 | +5 | + 3 | +3 | +7 | Master Shadow, +1 Cha,+1 Str |
12 | +6 | + 4 | +4 | +8 | Growth, Darkness Fist, +1 Str |
13 | +6 | + 4 | +4 | +8 | Crushing Shadow, +1 Cha, +1 Str |
14 | +7 | + 4 | +5 | +9 | Crush, +1 Str |
15 | +7 | + 5 | +5 | +9 | Unstopable shadow, +1 Cha, +1 Str |
16 | +8 | + 5 | +5 | +10 | Eclipse, +1 Str, +1 Cha |
Uh-huh. Unusual in that it adds 2HD besides the LA, and has variable LA/CR depending on how many head-based attacks you have (it gets nasty with breath weapons (http://www.wizards.com/default.asp?x=dnd/dnd/20060502a)).I know of the Ettin that has three heads. Is that some obscure giant with three brains or a joke I didn't get?I'd guess that's a reference to the multi-headed template from Savage Species.
That sure as hell sounds fun to RP.Uh-huh. Unusual in that it adds 2HD besides the LA, and has variable LA/CR depending on how many head-based attacks you have (it gets nasty with breath weapons (http://www.wizards.com/default.asp?x=dnd/dnd/20060502a)).I know of the Ettin that has three heads. Is that some obscure giant with three brains or a joke I didn't get?I'd guess that's a reference to the multi-headed template from Savage Species.
I'd make "two-headed" a 3-level template which includes PTWF, with additional heads using a 2-level template (second level enables special attacks with that head).
Heck, I could try it myself now that exams are over...
Level | BAB | Fort | Ref | Will | Special |
1st | +0 | +2 | +0 | +0 | Alternate form(Hydra), Lunar body, Multiple heads |
2nd | +1 | +3 | +1 | +0 | Alternate form(hybrid), Regrowth |
3rd | +1 | +3 | +1 | +1 | Fast Healing |
4th | +2 | +4 | +2 | +1 | Growth, Curse of Lycanthropy |
5th | +2 | +5 | +2 | +1 | Improved Regrowth |
6th | +3 | +6 | +3 | +2 | PyroHydra/CyroHydra |
WereHydra Level+1/2 other levels | Percentage of max HP lost to grow an extra head. |
1 | 50% |
2 | 33% |
3 | 25% |
4 | 20% |
5 | 17% |
6 | 14% |
7 | 13% |
8 | 12% |
9 | 11% |
10 | 10% |
11 | 9% |
12 | 8% |
Uh-huh. Unusual in that it adds 2HD besides the LA, and has variable LA/CR depending on how many head-based attacks you have (it gets nasty with breath weapons (http://www.wizards.com/default.asp?x=dnd/dnd/20060502a)).I know of the Ettin that has three heads. Is that some obscure giant with three brains or a joke I didn't get?I'd guess that's a reference to the multi-headed template from Savage Species.
I'd make "two-headed" a 3-level template which includes PTWF, with additional heads using a 2-level template (second level enables special attacks with that head).
Heck, I could try it myself now that exams are over...
You could say that the heads get in each others' way, preventing the use of all of them for bite attacks. Maybe breath weapons must be fired in different directions, or using them with multiple heads at once reduces the DC by -1 for each additional head. Maybe you can still only use your breath weapon once, but the DC increases.Uh-huh. Unusual in that it adds 2HD besides the LA, and has variable LA/CR depending on how many head-based attacks you have (it gets nasty with breath weapons (http://www.wizards.com/default.asp?x=dnd/dnd/20060502a)).I know of the Ettin that has three heads. Is that some obscure giant with three brains or a joke I didn't get?I'd guess that's a reference to the multi-headed template from Savage Species.
I'd make "two-headed" a 3-level template which includes PTWF, with additional heads using a 2-level template (second level enables special attacks with that head).
Heck, I could try it myself now that exams are over...
Personally, the multi-headed template is the most hax one for monsters I've ever seen, since the number of extra heads you gain is exponential, and each head adds +2 Con, skills, and the HD count for all effects and purposes, including gaining feats, and then you give it a level of barbarian for pounce and...Well, it gets out of hand pretty quickly.
Level | Bab | Fort | Ref | Will | Feature |
1 | +1 | +2 | +0 | +0 | Strange Body, Extra Head |
2 | +2 | +3 | +0 | +0 | Head Skills |
3 | +3 | +3 | +1 | +1 | Superior Multi-Weapon Fighting |
4 | +4 | +4 | +1 | +1 | Extra Head |
5 | +5 | +4 | +1 | +1 | Strange Skill |
6 | +6 | +5 | +2 | +2 | Extra Head |
7 | +7 | +5 | +2 | +2 | Strange Skill |
8 | +8 | +6 | +2 | +2 | Extra Head |
9 | +9 | +6 | +3 | +3 | Strange Skill |
10 | +10 | +7 | +3 | +3 | Extra Head |
11 | +11 | + 7 | +3 | +3 | Strange Skill |
12 | +12 | + 8 | +4 | +4 | Extra Head |
13 | +13 | + 8 | +4 | +4 | Strange Skill |
14 | +14 | + 9 | +4 | +4 | Extra Head |
15 | +15 | +9 | +5 | +5 | Strange Skill |
16 | +16 | +10 | +5 | +5 | Extra Head |
17 | +17 | +10 | +5 | +5 | Strange Skill |
18 | +18 | + 11 | +6 | +6 | Extra Head |
19 | +19 | +11 | +6 | +6 | Strange Skill |
20 | +20 | + 12 | +6 | +6 | Extra Head |
Level | BAB | Fort | Ref | Will | Feature |
1 | +1 | +2 | +0 | +2 | Pit Fiend body, Bully, +1 Str |
2 | +2 | +3 | +0 | +3 | Devil, Pit fiend Magic, Invisibility, +1 Con |
3 | +3 | +3 | +1 | +3 | Summon Devil, Hell Skin, +1 Str |
4 | +4 | +4 | +1 | +4 | Magic circle against good, Regeneration, +1 Con |
5 | +5 | +4 | +1 | +4 | Wings, +1 Str |
6 | +6 | +5 | +2 | +5 | Growth, Improved grab, Constrict, +1 Con |
7 | +7 | +5 | +2 | +5 | Fireball , +1 Cha |
8 | +8 | +6 | +2 | +6 | Dispel magic +1 Str |
9 | +9 | +6 | +3 | +6 | Persistent Image +1 Cha |
10 | +10 | +7 | +3 | +7 | Teleport, Create undead +1 Con |
11 | +11 | +7 | +3 | +7 | Devil bite, +1 Str |
12 | +12 | +8 | +4 | +8 | Fear Aura, +1 Con |
13 | +13 | +8 | +4 | +8 | Unholy aura +1 Str |
14 | +14 | +9 | +4 | +9 | Power Word, stun +1 Con |
15 | +15 | +9 | +5 | +9 | Blasphemy +1Cha, +1 Str |
16 | +16 | +10 | +5 | +10 | Meteor Swarm, +1 Con |
17 | +17 | +10 | +5 | +10 | Mass Hold Monster +1 Cha, +1 Str |
18 | +18 | +11 | +6 | +11 | Overpower, +1 Str, +1 Con, +1 Cha |
19 | +19 | +11 | +6 | +11 | Overlord, +1 Str, +1 Con, +1Cha |
20 | +20 | +12 | +6 | +12 | Wish, +1 Con |
Special Head needs clarification. Does each head get separate uses or do they use the ability at the same time?Clarified it. Also put a special clause to limit stacking abuse of targeting one oponent with multiple breaths/gaze attacks, but in return now each time you pick Special Head it applies to two heads instead of one.
Seems odd that you can't get Strange Skills unless you have three or more heads. I suppose that could help balance outside of ardents and gestalt though.Precisely. Strange skills are pretty powerful, so I didn't want it to be obtainable with a small dip.
I'd make "two-headed" a 3-level template which includes PTWF, with additional heads using a 2-level template (second level enables special attacks with that head).
Level | BAB | Fort | Ref | Will | Features |
1 | +1 | +0 | +0 | +0 | Hybrid body, What has magic done?, Animal prowess |
2 | +2 | +0 | +0 | +0 | What has magic done? Animal Skill |
3 | +3 | +1 | +1 | +1 | Animal power |
4 | +4 | +1 | +1 | +1 | Animal power |
5 | +5 | +1 | +1 | +1 | Animal apotheosis |
6 | +6 | +2 | +2 | +2 | Animal apotheosis |
Level | BAB | Fort | Ref | Will | Features |
1 | +0 | +0 | +0 | +2 | Ancestral body, Wing Baffle, Crow Trickery, Grace over strenght, Sound Imitation, +1 Dex |
2 | +1 | +0 | +0 | +3 | Scholar Body, Sky soul, +1 Cha |
3 | +1 | +1 | +1 | +3 | Crow Magic, +1 Dex |
4 | +2 | +1 | +1 | +4 | Crow Magic, Wind Feathers |
5 | +2 | +1 | +1 | +4 | Crow Magic, +1 Cha, +1 Dex |
6 | +3 | +2 | +1 | +5 | Crow Magic, Crow Feat, +1 Cha, +1 Dex |
Level | Bab | Fort | Ref | Will | Feature |
1 | +1 | +0 | +0 | +2 | Eladrin body, Heaven soul, Divine miracle (color spray and dancing lights), +1 Str |
2 | +2 | +0 | +0 | +3 | Eladrin, Divine skin, +1 Str |
3 | +3 | +1 | +1 | +3 | Detect toughts, disguise self, +1 Cha |
4 | +4 | +1 | +1 | +4 | Gaze, +1 Str |
5 | +5 | +1 | +1 | +4 | Lesser Protective aura, Tongues, +1 Cha |
6 | +6 | +2 | +2 | +5 | See invisibility, chain lighting, +10 Speed, +1 Str |
7 | +7 | +2 | +2 | +5 | Greater protective aura, +1 Cha |
8 | +8 | +2 | +2 | +6 | Greater invisibility, Major image, +1 Str |
9 | +9 | +3 | +3 | +6 | Alternate Form, Light Rays, +1 Str |
10 | +10 | +3 | +3 | +7 | Teleport, Hold Monster |
11 | +11 | +3 | +3 | +7 | Prayer Amulet, +1 Str, +1 Cha |
12 | +12 | +4 | +4 | +8 | Wall of force, Prismatic Spray, +10 Speed |
13 | +13 | +4 | +4 | +8 | Incadescent Weapon, +1 Str, +1 Cha |
What has magic done?Heh. :p
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +0 | +0 | +0 | +0 | The Danger, Second construction material, Unstability, Improve, Str +1. |
2nd | +1 | +0 | +0 | +0 | Second golemaic weapon, Demolish, Str +1. |
3rd | +2 | +0 | +0 | +0 | The Danger, Third construction material, Composite Plating, Str +1. |
4th | +3 | +1 | +1 | +1 | Third golemaic weapon, Twin Core, Spell Immunity, Str +1. |
5th | +3 | +1 | +1 | +1 | New Generation, Tech Up, Str +1. |
Level | Bab | Fort | Ref | Will | Feature |
1 | + 0 | + 0 | +0 | +2 | Cursed body, Total silence, Devour Sound, Unstability, +1 Cha |
2 | +1 | + 0 | +0 | +3 | Traitor's tongue, Steal speech, +1 Dex |
3 | + 2 | + 1 | + 1 | +3 | Selective uncorporeality, Disruptive touch,+1 Cha |
4 | + 3 | + 1 | +1 | +4 | Bestow uncorporeality, Silent Grapple, +1 Dex |
5 | + 3 | + 1 | + 1 | +4 | Sound Immunity, Traitor Touch, +1Dex, +1 Cha |
6 | + 4 | + 2 | +2 | +5 | Phantasm, Silent Magic +1 Dex,+1 Cha |
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +0 | +2 | +2 | +0 | Alternate form (Rat), Rat empathy, Lunar body, Rat Whiskers, Filth Fever |
2nd | +1 | +3 | +3 | +0 | Alternate form (Hybrid), Lunar hide |
3rd | +2 | +3 | +3 | +1 | +1 Dex, Improved Pestilence, Shrink |
4th | +3 | +4 | +4 | +1 | Curse of Lycanthropy, Feinting Tail |
Wererat Level+ 1/2 HD of other Levels | Ability Improvements |
1 | +1 Dex |
2 | +1 Dex, +1 Con |
3 | 1 Dex, +1 Con, +1 Str |
4 | +2 Dex, +1 Con, +1 Str |
5 | +2 Dex, +2 Con, +1 Str |
6 | +2 Dex, +2 Con, +2 Str |
7 | +3 Dex, +2 Con, +2 Str |
8 | +3 Dex, +3 Con, +2 Str |
9 | +4 Dex, +3 Con, +2 Str |
10 | +4 Dex, +4 Con, +2 Str |
11 | +6 Dex, +4 Con, +2 Str |
12 | +6 Dex, +4 Con, +2 Str |
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +0 | +2 | +2 | +0 | Alternate form (Viper), Snake empathy, Lunar body, Serpent’s Tounge, Venom |
2nd | +1 | +3 | +3 | +0 | Alternate form (Hybrid), Lunar hide |
3rd | +2 | +3 | +3 | +1 | +1 Dex, Venom Spit, Shrink |
4th | +3 | +4 | +4 | +1 | Curse of Lycanthropy, Venom Weapon |
Wereviper Level+ 1/2 HD of other Levels | Ability Improvements |
1 | +1 Dex |
2 | +1 Dex, +1 Con |
3 | 1 Dex, +1 Con, +1 Str |
4 | +2 Dex, +1 Con, +1 Str |
5 | +2 Dex, +2 Con, +1 Str |
6 | +2 Dex, +2 Con, +2 Str |
7 | +3 Dex, +2 Con, +2 Str |
8 | +3 Dex, +3 Con, +2 Str |
9 | +4 Dex, +3 Con, +2 Str |
10 | +4 Dex, +4 Con, +2 Str |
11 | +6 Dex, +4 Con, +2 Str |
12 | +6 Dex, +4 Con, +2 Str |
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +1 | +2 | +2 | +0 | Alternate form (Constrictor), Snake empathy, Lunar body, Serpent’s Tounge, Improved Grab |
2nd | +2 | +3 | +3 | +0 | Alternate form (Hybrid), Lunar hide |
3rd | +3 | +3 | +3 | +1 | +1 Strength, Constrict, Growth |
4th | +4 | +4 | +4 | +1 | Curse of Lycanthropy, Tail Hold |
Wereconstrictor Level+ 1/2 HD of other Levels | Ability Improvements |
1 | +1 Str |
2 | +1 Str, +1 Con |
3 | 1 Str, +1 Con, +1 Dex |
4 | +2 Str, +1 Con, +1 Dex |
5 | +2 Str, +2 Con, +1 Dex |
6 | +2 Str, +2 Con, +2 Dex |
7 | +3 Str, +2 Con, +2 Dex |
8 | +3 Str, +3 Con, +2 Dex |
9 | +4 Str, +3 Con, +2 Dex |
10 | +4 Str, +4 Con, +2 Dex |
11 | +6 Str, +4 Con, +2 Dex |
12 | +6 Str, +4 Con, +2 Dex |
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +0 | +2 | +2 | +0 | Alternate form (Weaver Spider), Spider empathy, Lunar body, Tremorsense, Silk |
2nd | +1 | +3 | +3 | +0 | Alternate form (Hybrid), Lunar hide |
3rd | +2 | +3 | +3 | +0 | +1 Dex, Debilitating Venom, Shrinking |
4th | +3 | +4 | +4 | +1 | Curse of Entomnothropy, Wrangle |
Werespider Weaver level+1/2 other levels | Ability Improvements |
1 | +1 Dexterity |
2 | + Dexterity, +1 Constitution |
3 | +1 Dexterity, +1 Constitution, +1 Strength |
4 | +2 Dexterity, +1 Constitution, +1 Strength |
5 | +2 Dexterity, +2 Constitution, +1 Strength |
6 | +2 Dexterity, +2 Constitution, +2 Strength |
7 | +3 Dexterity, +2 Constitution, +2 Strength |
8 | +3 Dexterity, +3 Constitution, +2 Strength |
9 | +4 Dexterity, +3 Constitution, +2 Strength |
10 | +4 Dexterity, +4 Constitution, +2 Strength |
11 | +6 Dexterity, +4 Constitution, +2 Strength |
12 | +6 Dexterity, +4 Constitution, +2 Strength |
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +1 | +2 | +2 | +0 | Alternate form (Hunter Spider), Spider empathy, Lunar body, Tremorsense, Hunter’s Tools |
2nd | +2 | +3 | +3 | +0 | Alternate form (Hybrid), Lunar hide |
3rd | +3 | +3 | +3 | +0 | +1 Str, Ambush Attack, Growth |
4th | +4 | +4 | +4 | +1 | Curse of Entomnothropy, Extra Arms |
Werespider Hunter level+1/2 other levels | Ability Improvements |
1 | +1 Dexterity |
2 | + Dexterity, +1 Constitution |
3 | +1 Dexterity, +1 Constitution, +1 Strength |
4 | +2 Dexterity, +1 Constitution, +1 Strength |
5 | +2 Dexterity, +2 Constitution, +1 Strength |
6 | +2 Dexterity, +2 Constitution, +2 Strength |
7 | +3 Dexterity, +2 Constitution, +2 Strength |
8 | +3 Dexterity, +3 Constitution, +2 Strength |
9 | +4 Dexterity, +3 Constitution, +2 Strength |
10 | +4 Dexterity, +4 Constitution, +2 Strength |
11 | +6 Dexterity, +4 Constitution, +2 Strength |
12 | +6 Dexterity, +4 Constitution, +2 Strength |
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +1 | +2 | +2 | +0 | Alternate form Tiger, Tiger empathy, Lunar body, Tiger Whiskers, Rake |
2nd | +2 | +3 | +3 | +0 | Alternate form (Hybrid), Lunar hide |
3rd | +3 | +3 | +3 | +0 | +1 Dex, Bounding Tiger, Growth |
4th | +4 | +4 | +4 | +1 | Curse of Lycantropy, Drawing Claws |
Weretiger Level+ 1/2 HD of other Levels | Ability Improvements |
1 | +1 Strength |
2 | +1 Strength, +1 Constitution |
3 | +2 Strength, +1 Constitution |
4 | +3 Strength, +1 Constitution |
5 | +3 Strength, +2 Constitution |
6 | +4 Strength, +2 Constitution |
7 | +5 Strength, +2 Constitution |
8 | +5 Strength, +3 Constitution |
9 | +6 Strength, +3 Constitution |
10 | +7 Strength, +3 Constitution |
11 | +7 Strength, +4 Constitution |
12 | +8 Strength, +4 Constitution |
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +1 | +2 | +2 | +0 | Alternate form Lion, Lion empathy, Lunar body, Lion Mane, Rake |
2nd | +2 | +3 | +3 | +0 | Alternate form (Hybrid), Lunar hide |
3rd | +3 | +3 | +3 | +0 | +1 Str, Roaring, Growth |
4th | +4 | +4 | +4 | +1 | Curse of Lycantropy, Overpowering Claws |
Werelion Level+ 1/2 HD of other Levels | Ability Improvements |
1 | +1 Strength |
2 | +1 Strength, +1 Dexterity |
3 | +1 Strength, +1 Dexterity, +1 Constitution |
4 | +2 Strength, +1 Dexterity, +1 Constitution |
5 | +2 Strength, +2 Dexterity, +1 Constitution |
6 | +3 Strength, +2 Dexterity, +1 Constitution |
7 | +3 Strength, +3 Dexterity, +1 Constitution |
8 | +3 Strength, +3 Dexterity, +2 Constitution |
9 | +4 Strength, +3 Dexterity, +2 Constitution |
10 | +4 Strength, +4 Dexterity, +2 Constitution |
11 | +5 Strength, +4 Dexterity, +2 Constitution |
12 | +6 Strength, +4 Dexterity, +2 Constitution |
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +1 | +2 | +2 | +0 | Alternate form Leopard, Leopard empathy, Lunar body, Leopard Spots, Rake |
2nd | +2 | +3 | +3 | +0 | Alternate form (Hybrid), Lunar hide |
3rd | +3 | +3 | +3 | +0 | +1 Wis, Rend Attack, Growth |
4th | +4 | +4 | +4 | +1 | Curse of Lycantropy, Ambushing Claws |
Wereleopard Level+ 1/2 HD of other Levels | Ability Improvements |
1 | +1 Strength |
2 | +1 Strength, +1 Dexterity |
3 | +1 Strength, +1 Dexterity, +1 Constitution |
4 | +2 Strength, +1 Dexterity, +1 Constitution |
5 | +2 Strength, +2 Dexterity, +1 Constitution |
6 | +2 Strength, +2 Dexterity, +2 Constitution |
7 | +3 Strength, +2 Dexterity, +2 Constitution |
8 | +3 Strength, +3 Dexterity, +2 Constitution |
9 | +3 Strength, +3 Dexterity, +3 Constitution |
10 | +4 Strength, +3 Dexterity, +3 Constitution |
11 | +4 Strength, +4 Dexterity, +3 Constitution |
12 | +4 Strength, +4 Dexterity, +4 Constitution |
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +1 | +2 | +2 | +0 | Alternate form Cheetah, Cheetah empathy, Lunar body, Cheetah Whiskers, Cheetah Stamina |
2nd | +2 | +3 | +3 | +0 | Alternate form (Hybrid), Lunar hide |
3rd | +3 | +3 | +3 | +0 | +1 Wis, Cheetah Rush, Growth |
4th | +4 | +4 | +4 | +1 | Curse of Lycantropy, Swift Claws |
Werecheetah Level+ 1/2 HD of other Levels | Ability Improvements |
1 | +1 Dexterity |
2 | +2 Dexterity, |
3 | +2 Dexterity, +1 Strength |
4 | +3 Dexterity, +1 Strength, |
5 | +4 Dexterity, +1 Strength |
6 | +4 Dexterity, +1 Strength, +1 Constitution |
7 | +5 Dexterity, +1 Strength, +1 Constitution |
8 | +6 Dexterity, +1 Strength, +1 Constitution |
9 | +6 Dexterity, +2 Strength, +1 Constitution |
10 | +7 Dexterity, +2 Strength, +1 Constitution |
11 | +7 Dexterity, +2 Strength, +2 Constitution |
12 | +8 Dexterity, +4 Strength, +4 Constitution |
Level | BAB | Fort | Ref | Will | Special |
1st | +0 | +0 | +0 | +2 | Parasitic Body, Alien Mind, +1 Int |
2nd | +1 | +0 | +0 | +3 | Improved Grab, +1 Dex |
3rd | +1 | +1 | +1 | +3 | Wear Flesh, +1 Int |
4th | +2 | +1 | +1 | +3 | Alien Flesh, Constrict, Poison, +1 Dex |
For the Son/Daughter of Silence's Sound Immunity, just what consitutes sound-based attacks? Are they just immune to sonic damage, or effects/spells like, say, the Power Word spells? Does it extend to any spell cast with a somatic component? It just seems a little vague, and thus somewhat abuse-able.Clarified it. I tought that mentioning that Holy Word still worked was enough to clarify about the Power Word spells, but aparently it wasn't enough.
Otherwise, it seems really interesting for a stealth character (even if I have to wonder how it's going to be effective at grappling most creatures to make use of bestow incorporeality).Well, it's suposed to be an extra thing on top of the stealth theme, so I'll let to the player how to best grapple oponents.
It seems a little weaker than some of the monsters at level 1 (seeing as how the others gain some benefit from not being humanoids), but most characters are weak at level 1. I'd really like to try playing one sometime, especially in a gestalt setting along with swordsage or rogue or something. :)Yeah, 1st level is always harder to balance because you have so little. But glad to see it caught people's atention! :)
Level | BAB | Fort | Ref | Will | Special |
1 | +1 | +0 | +2 | +2 | Demi-Dragon Body, Poison, Telepathy, Blindsense, Advancement |
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +1 | +2 | +0 | +0 | Alternate form(Rhino), Rhino empathy, Lunar body, Rhinose |
2nd | +2 | +3 | +0 | +0 | Alternate form(hybrid), Lunar hide |
3rd | +3 | +3 | +1 | +0 | +1 Con, Growth, Tough Hide |
4th | +4 | +4 | +1 | +1 | Curse of lycantropy, Powerful Charge |
Wererhino level+1/2 other levels | Ability Improvements |
1 | +1str |
2 | +1str, +1con |
3 | +2str, +1con |
4 | +3str, +1con |
5 | +3str, +2con |
6 | +4str, +2con |
7 | +5str, +2con |
8 | +5str, +3con |
9 | +6str, +3con |
10 | +6str, +4con |
11 | +7str, +4con |
12 | +8str, +4con |
8 Skill points+int per level, quadruple at 1st level. Class skills: Bluff, Craft, Escape artist, Intimidate, Hide, Profession(any) Spot, Listen, Search, Knowledge (any) Move silently, Diplomacy, Hide and Sense motive. Proficiencies: A Salamander is proficient just simple weapons and also with its tail slap. Features: Salamander Body: The Salamander loses all other racial bonuses, and gains outsider traits(basically darkvision 60 foot) and the fire subtype. It is a small outsider. The salamander has no legs, instead having a powerful tail allowing him to move at a speed of 20ft. He cannot use boots of any kind. The salamander also has a natural armor of 2+con modifier. His natural armor also go up by 1 when it grows. Salamanders are immune to fire, but takes 50% more damage from cold attacks. A Salamander also gains a bonus on any craft rolls involving metal equal to their HD. Ability increase: The Salamander gains +1 Str at levels 1, 3, 4, 5, 9 and 10, +1 Con at levels 2, 4, 6 and 9, and +1 Cha at levels 6, 7, 8 and 10, for a total of +6 Str, +4 Con and +4 Cha at level 10. Tail slap: At level 2 the salamander can make a tail slap dealing 1d4+ 1/2 str dmg. Heat: At 2nd level a salamander generates so much heat that its mere touch deals additional fire damage. This applies to natural weapons of the salamanders. Melee weapons wielded by the salamander also conduct this heat. This ability can be suppressed and resumed as a free action. At level 2 the heat deals 1d6. For every extra 5 HD from there this damage increases one size category (1d8 at 7 HD, 2d6 at 12 HD, 2d8 at 17 HD ) Multiattack: At level 3 the Salamander gain the multiattack feat even if he do not have the requisites of three natural weapons. It can attack with a manufactured weapon as primary attack and it's tail slap as secondary attack with just -2 penalty on the tail slap instead of -5. Improved Grab:At 3rd level, to use this ability, a salamander must hit a creature of up to one size larger than itself with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Powerfull tail: At level 4, the tail slap of the salamander now deals 1d8+1/2 Str mod damage, and it's reach is doubled (10 foot for small/medium size, 20 for large size, etc). If the salamander changes size adjust the damage acordingly as well. Constrict : A salamander deals automatic tail slap damage (including fire damage) whit a successful grapple check against creatures up to one size larger than itself. A large or larger salamander can constrict multiple creature simultaneously provided they are all at least two size smaller than it. Growth: At level 5 the salamander grows to medium size. At level 9 the salamander grows to large size. Salamander Skin: The Salamander gains DR/magic equal to half his HD. Flame Initiate:The Salamander can now use Burning Hands, Fireball and Flaming Sphere as SLA's each 1/day for each HD it has. Save DCs are 10+1/2 HD+Cha mod. In adition, a salamander who multiclasses for an arcane or divine casting class can count his salamander levels as levels of that class for purposes of CL and for the purposes of learning new spells and geting new spell slots. So for example, a Salamander 7 who took 1 level of sorceror could choose to have CL 8, get 3 4th level spell slots, 1 3rd level spell slot, 1 4th level spell known and 1 0th level spell known. He wouldn't get the spell knowns and spell slots of a sorceror 7 however. He would get the familiar ability, but Salamander levels wouldn't count for it. Flame Adept:The Salamander can now use Wall of Fire and Dispel Magic 1/day for each 2 HD it has. Save DCs 10+1/2HD+Cha mod. At 11 HD the Dispel Magic is upgraded to Greater Dispel Magic. Melt: The Salamander's expertise with the forge teaches him how to focus heat untill it can burn trough anything. If the Salamander would use any ability that deals fire damage (like a SLA, spell or heat), as a swift action the salamander may instead reduce the fire damage by half and make it count as untyped damage. Noble:Any spells or SLAs cast by the Salamander with the [Fire] descriptor have no limit on the number of dice they deal and are cast at +2 CL. In adition, a number of times per day equal to their Cha mod, a Noble Salamander may use his Melt ability to deal full untyped damage with a fire SLA or spell. Flame Master:the Salamander can now use Summon Monster VII as a SLA 1/day for every 5 HD it has, but only for summoning huge or smaller fire elementals. At 13 HD it may use Summon Monster VIII (greater fire elemental) instead. At 16 HD it may use Summon Monster IX (elder fire elemental) instead At 19 HD it may use Elemental Swarm (fire only) instead. [/SPOILER] Comments: [spoiler] Salamanders are hard and skilled workers with pyromaniac tendencies. They seem to just use simple weapons and are slow moving but get better skills than normal and a tick natural armor. The Salamander has full Bab, two good saves and +6 Str, +4 Con and +4 Cha, but it's somewhat lacking on mobility and SLAs, plus just DR/magic. Melt ability helps to deal with oponents with fire resistance/immunity, and the capstone should help make Fire focused salamanders more viable. Also pumping out powerfull fire elementals to help. If you feel like playing a skilled, slow but tough fire-focused monster, the Salamander's for you. [/spoiler] |
Level | BAB | Fort | Ref | Will | Feature |
1 | +1 | +2 | +0 | +2 | Stygian Body, Styx adaptation, Fog Cloud |
2 | +2 | +3 | +0 | +3 | Keen senses, Stygian Breath |
3 | +3 | +3 | +1 | +3 | Blindsense 60 feet, Strength +1, Constitution +1 |
4 | +4 | +4 | +1 | +4 | Curse Water, Summon from the Deeps, +1 Charisma |
5 | +5 | +4 | +1 | +4 | Improved Breath weapon, Improved tail blades |
6 | +6 | +5 | +2 | +5 | Deeper Darkness, Stinking Cloud |
7 | +7 | +5 | +2 | +5 | Constrict, Improved grapple, Diseased tail blades |
8 | +8 | +6 | +2 | +6 | Growth, Mind Fog, Feeblemind, +1 Charisma |
9 | +9 | +6 | +3 | +6 | Stygian grab, +1 Strength, +1 Constitution |
10 | +10 | +7 | +3 | +7 | Improved breath, Hold Monster |
11 | +11 | +7 | +3 | +7 | Stygian Scales, Stygian Influence, Stygian Corruption |
12 | +12 | +8 | +4 | +8 | Frightful presence, Growth, Crush. |
13 | +13 | +8 | +4 | +8 | Bonus Feat, +1 Charisma |
14 | +14 | +9 | +4 | +9 | Stupefying breath, +1 strength +1 Constitution |
15 | +15 | +9 | +5 | +9 | Disease ascension, Bonus Feat |
16 | +16 | +10 | +5 | +10 | Horrid Wilting, Corrosion, +1 Charisma |
17 | +17 | +10 | +5 | +10 | Stygian bite +1 Strength, +1 Constitution |
18 | +18 | +11 | +6 | +11 | Bonus Feat, Diseased Body, +1 Str, +1 charisma |
19 | +19 | +11 | +6 | +11 | Growth, Tail Sweep, +1 strength, +1 Constitution, Pestilence |
20 | +20 | +12 | +6 | +12 | Disease perfection, Bonus Feat, +1 Str, +1 Cha, +1 Con |
Level | BAB | Fort | Ref | Will | Special |
1 | +1 | +2 | +0 | +2 | Serpent Body, Positive Energy Lash |
2 | +2 | +3 | +0 | +3 | Flame Retardant, Improved Positive Energy Lash |
3 | +3 | +3 | +1 | +3 | Airborne, Skilled Combatant |
4 | +4 | +4 | +1 | +4 | Greater Positive Energy Lash |
5 | +5 | +4 | +1 | +4 | Animate Objects |
Proefeciencies:Simple and martial weapons, light and medium armor Features: Slaughter body:The Deathdrinker loses all other racial bonus and gains outsider traits (basicaly darkvision 60 feets). It's a medium sized outsider with base 30 feets At 4th and 8th levels of this class the base speed of the Death Drinker increases by an extra 10 foot. The Death Drinker also gains a bonus to Nat armor equal to his Con modifier. Ability increase:The DeathDrinker gains +1 Str at levels 1, 3, 5, 7, 9, 11, 13, 15, 16, 17, 18 +1 Con at levels 2, 5, 6, 8, 9, 11, 15, 16, 17, 18 For a total of +11 Str and +10 Con at level 18 DeathDrink:Whenever the DeathDrinker kills a creature, whetever with a melee attack, spell or undeath aura, it heals 1d8 HP for each HD of the victim. A DeathDrinker cannot "drink" more creatures per turn that it's Con modifier. Demon:gain resistance to fire and and a bonus on saves against poison equal to his HD, and resistance to acid and cold equal to half his HD. Plus telepathy 40 feets plus 10 feets for each extra HD from here. Also gains the evil and lawfull subtypes and his weapons/natural attacks count as evil and chaotic for bypassing DR. In adtion, it's darkvision applies to all kinds of darkness, even deeper darkness. Glory in Slaughter:Whenever the deathdrinker kills a creature, it gains +1 moral bonus on Attack rolls, Damage rolls and Saves for each 2 HD of the creature killed, rounded down, for 1 minute. Abyss Skin: The deathdrinker gains DR/good or Lawfull equal to half it's HD and SR equal to 11+HD. At 5 HD the DR upgrades to DR/Good and Lawfull Growth: At 4th level the deathdrinker grows to large size. At 8th level he grows to huge size. See Invisibility: Permanent effect on self as the spell. Dispel Magic: SLA as the spell, useable 1/day per HD. At 11 HD upgrades to Greater Dispel Magic. Air Walk:SLA as the spell, useable 1/day per HD. Teleport:SLA as the spell, useable 1/day per 3 HD. At 13 HD upgrades to to greater teleport. Aura of unlife: At the end of each DeathDrinker's turn every other creature, whitin 5 feet for every 4 DeathDrinker HD takes 1d6 damage per 4 DeathDrinker HD. Undeads are instead healed for the same amount. Notice this isn't negative energy damage, so constructs and creatures protected by Death Ward take the damage as well. This ability can be supressed and restarted at will by the DeathDrinker. Death Disciple:The deathdrinker now benefits from a permanent (Ex) Death Ward effect as the spell. In adition, if the DeathDrinker multiclasses as a cleric can can count his DeathDrinker levels as levels of that class for purposes of CL and for the purposes of learning new spells and getting new spell slots. However, he does not retroactively gain spell slots or new spells for caster levels he did not take, nor does she add his DeathDrinker level to her character level for the purpose of other class features, such as turn undead. So for example, a DeathDrinker 10 who took 1 level of cleric would receive one 6th level spell slot, one 6th level domain spell slot, one 3rd level spell slot and one 1st level spell slot instead of one 1st level normal spell slot, one 1st level domain spell slot and three 0th level slots. If the DeathDrinker picks two from the Death, Evil and Destruction Domains, he can use his Str score instead of his Wis for cleric spellcasting purposes, but only adds half his Str mod to the DC of his spells. True Seeing: Permanent effect, as the spell. Warrior Magic: A number of times per day equal to his Con modifier, the DeathDrinker may cast one of his SLAs as a swift action. Bonus Feat: At levels 13, 15 and 17 the DeathDrinker receives a bonus feat from either the Fighter Bonus feat list or a feat with the [Vile] descriptor. Battle-Hardened: The DeathDrinker life of war has made him a seasoned warrior. His DR is now equal to his HD. In adition, 1/day for each HD it can add his Str modifier to a skill of his choice for 1 minute as a swift action. Death Weaponry:On the hands of a DeathDrinker any weapon is a deadly implement of destruction. 1/day for each HD it has as a swift action, the DeathDrinker can make any weapon he wields gain an enanchment bonus equal to 1/4 his own HD and bypass all DR and hardness for 1 round. If the weapon is used to kill a creature while this effect is still active, the bonus lasts for 1 hour instead. Death Tracker:You can run from a deathdrinker but you cannot hide. By meditating for 1 hour, the blooddrinker can discern the location of any creature he has personally damaged with a weapon as long as he still has said weapon. This ability just tells the direction to that creature, not how far away it is, or the conditions it is in, so the DeathDrinker cannot teleport directly. If the creature is in another plane, Death Tracker can be combined with a planeshift spell cast on the deathdrinker to carry the DeathDrinker to that plane, altough he has no idea what the plane actualy is untill he arrives there. Soul Taker: Whenever the Death Drinker kills a creature with a weapon, he may capture his soul inside that weapon. If used to destroy an undead/construct/something not normally alive it may capture it's essence anyway, preventing it from coming back with effects like limited wish, wish, miracle, rejuvenation or a lich's pylachtry. The only way for geting the creature back is to track and destroy the weapon where the soul/essence is captured. In adition, the DeathDrinker can call the power of a captured soul for himself. 1/day per 10 HD as a free action the DeathDrinker can grant himself +1 moral bonus on attack rolls, damage rolls and saves for each HD of the captured soul/essence with more HD stored inside his wielded weapon. A DeathDrinker cannot gain a bonus bigger than his own HD this way. [/spoiler] Comments: [spoiler] TheDeath Drinker is actualy a simple yet effecient high level monster on it's original shape. Powerfull melee, true seeing, air walk and quickened greater teleport and greater dispel magic to close in with casters and debuff them, plus a no save damage aura, bonus for killing stuff plus all the standard demon package. But that so fills around half the levels. So I gave it improved DR at higher levels, some bonus feats and some custom abilities to follow the whole "KILL!" theme. Also gave it the ability to quicken his SLAs by himself since the original DeathDrinker "cheats" by having 27 HD to qualify for a lot of feats. As a capstone the DeathDrinker can stop defeated enemies from coming back for good and gain a pretty fat moral bonus once per day (twice at level 20) that however doesn't stack with Death Disciple it's because cleric is the deathdrinker's favored class. They seem to like death that much. Str as spellcasting stat may be too good, so you can only add half the bonus to spell DCs. Still a pretty good deal. Massive +11 to Str and Con rounds with full Bab, two good saves and powerfull skills it up. If you want to play a bloodthirsty demon who loves melee and doesn't loses times with silly fireballs and other ofensive SLAs the deathdrinker's for you. [/spoiler] |
Level | BAB | Fort | Ref | Will | Special |
1st | +0 | +0 | +2 | +0 | Body of Fire, Burn |
2nd | +1 | +0 | +3 | +0 | Bonus Feat, +1 Cha or +1 Con |
3rd | +2 | +1 | +3 | +1 | Growth, Spitfire, +1 Dex |
4th | +3 | +1 | +4 | +1 | Flame Skin, +1 Cha or +1 Con |
5th | +3 | +1 | +4 | +1 | Bonus Feat, Leap of Flames, +1 Dex |
6th | +4 | +2 | +5 | +2 | Holocaust Cloak |
7th | +5 | +2 | +5 | +2 | Blistering Heat, +1 Cha or +1 Con |
8th | +6 | +2 | +6 | +2 | Bonus Feat, +1 Dex |
9th | +6 | +3 | +6 | +3 | Oppressing Heat, +1 Cha or +1 Con |
10th | +7 | +3 | +7 | +3 | Nova, +1 Dex |
11th | +8 | +3 | +7 | +3 | Bonus Feat, Elder Elemental |
The Pseudodragon is small size with a land speed of 20ft.It... grows backwards! Like those frogs!
[...]
Advancement: When a Pseudodragon hits 4HD it becomes Tiny, gains all benefits and penalties associated with the change, unless otherwise stated. It's land speed drops to 15ft but it gains a fly speed of 30ft (average), which increases by 5ft/2HD & becomes Good Maneouverability at 10HD. It's tail retains a reach of 5ft despite it's reduced size. It's poison Save DC gains a +2 racial bonus and it's racial hide bonus increases to +4/+8.
Level | Bab | Fort | Ref | Will | Feature |
1 | + 1 | +2 | +2 | + 0 | Pegasus Body, Spell-like Abilities, Divine Blood, Scent |
2 | + 2 | +3 | +3 | + 0 | Wings, Teeth, Skill Bonuses, +1 Str, +1 Con |
3 | + 3 | +3 | +3 | + 1 | Growth, Steed of the Gods, +1 Str, +1 Con |
Level | Bab | Fort | Ref | Will | Feature |
1 | + 0 | +2 | +0 | + 2 | Unicorn Body, Divine Blood, Guardian of the Forest, Scent |
2 | + 1 | +3 | +0 | + 3 | Alicorn, +1 Cha, +1 Con |
3 | + 2 | +3 | +1 | + 3 | Growth, Bastion Against Evil, +1 Cha, +1 Con |
Level | Bab | Fort | Ref | Will | Feature |
1 | +0 | +0 | +2 | +0 | Fey Body, Sneak Attack +1d6, Spells |
2 | +1 | +0 | +3 | +0 | Woodland Camouflage, +1 Str |
3 | +1 | +1 | +3 | +1 | Sneak Attack +2d6 |
4 | +2 | +1 | +4 | +1 | Sudden Lunge +1 Cha |
5 | +2 | +1 | +4 | +1 | Sneak Attack +3d6, +1 Str |
6 | +3 | +2 | +5 | +2 | Greater Fey Body, +1 Cha |
7 | +3 | +2 | +5 | +2 | Sneak Attack +4d6, +1 Str |
8 | +4 | +2 | +6 | +2 | Frightful Presence, +1 Cha |
9 | +4 | +3 | +6 | +3 | Sneak Attack +5d6, True Fey Body |
Level | BAB | Fort | Ref | Will | Special |
1 | +1 | +0 | +0 | +2 | Lesser Psionics, Rainbow Body, +1 Str, +1 Cha |
2 | +2 | +0 | +0 | +3 | Superior Sorcery, Telepathy |
3 | +3 | +1 | +1 | +3 | Improved Grab, +1 Str, +1 Cha |
4 | +4 | +1 | +1 | +4 | Flight, Moderate Psionics |
5 | +5 | +1 | +1 | +4 | Growth, Shape Change, +1 Str or Cha |
6 | +6/+1 | +2 | +2 | +5 | Constrict, +1 Str, +1 Cha |
7 | +7/+2 | +2 | +2 | +5 | First Domain |
8 | +8/+3 | +2 | +2 | +6 | Venom |
9 | +9/+4 | +3 | +3 | +6 | Greater Psionics, +1 Str, +1 Cha |
10 | +10/+5 | +3 | +3 | +7 | Rainbow Master, Second Domain, +1 Str or Cha |
Level | BAB | Fort | Ref | Will | Special |
1st | +0 | +0 | +0 | +2 | Murderous body, Darkened strike, +1 cha |
2nd | +1 | +0 | +0 | +3 | Murderous instict, Extinguish life, +1 cha |
3rd | +1 | +1 | +1 | +3 | Energy drain, +1 cha |
Level | BAB | Fort | Ref | Will | Features |
1 | +0 | +2 | +2 | +2 | Sphinx body, Lore, +1 Str |
2 | +1 | +3 | +3 | +3 | Rake, Roar, +1 Wis |
3 | +2 | +3 | +3 | +3 | Divine Agent, +1 Str |
4 | +3 | +4 | +4 | +4 | Growth, +10 Speed |
5 | +3 | +4 | +4 | +4 | Pounce, +1 Wis |
6 | +4 | +5 | +5 | +5 | Flight, +1 Str |
7 | +5 | +5 | +5 | +5 | Bonus Domain, +1 Wis |
8 | +6/+1 | +6 | +6 | +6 | +10 Speed, +1 Str, +1 Wis |
9 | +6/+1 | +6 | +6 | +6 | Guardian, Bonus Domain |
Level | BAB | Fort | Ref | Will | Special |
1 | +1 | +0 | +2 | +0 | Body of Elements, Bonus Feat, Elemental Endurance, +1 Str |
2 | +2 | +0 | +3 | +0 | Janni Magic, Telepathy, +1 Cha |
3 | +3 | +1 | +3 | +1 | Flame Retardant, +1 Str |
4 | +4 | +1 | +4 | +1 | Flight, Genie Magic, +1 Cha |
Level | BAB | Fort | Ref | Will | Special |
1st | +1 | +2 | +2 | +0 | Bugbear body, Sneak attack +1d6, +1 str |
2nd | +2 | +3 | +3 | +0 | Armored thug, +1 str, +1 con |
Skills: 2+Int modifier, quadruple at first level. Class skills are Climb, Listen, Search, and Spot Weapon and Armor Proficiencies: Natural Weapons, no armor Body of Madness: A rukanyr loses all racial bonuses and becomes a Medium aberration (darkvision 60 feet). It has a base land speed of 30 feet and a climb speed of 10 feet. It has a primary tail slam that deals 2d6+Str damage and two secondary bites that deal 1d6+(1/2 Str) damage. It also gains a bonus to natural armor equal to 2 plus its Constitution modifier. A rukanyr can manipulate small objects and levers with its many small claws, but cannot wield weapons, except for mouthpick weapons (LoM). A rukanyr cannot use items that occupy the ring and hand slots. All other item slots are as normal for a humanoid creature. Ability score increases: the rukanyr's Strength and Constitution increase by 1 at every level. Stunning Slam (Ex): 1/day per 2 HD, the rukanyr can attempt to stun a creature it hits with its tail slam. The rukanyr must declare it is using this ability before the attack is made. If it misses, the attempt is wasted. A creature hit by a stunning slam must make a Fortitude save (DC 10 + 1/2 HD + Con mod) or be stunned for 1d4 rounds. At 9 HD, the rukanyr can make a stun attempt at will. Freakish Stability (Ex): A rukanyr constantly grows new legs that help it find purchase. It gets a +2 stability bonus per HD to Strength checks to avoid being bullrushed. Lesser Paralyzing Poison (Ex): The rukanyr begins to develop a venom that slows down its target. Each successful bite attack delivers the poison. Fort DC 10 + 1/2 HD + Con mod. Initial and secondary damage 1d6 Dex. Fast Healing (Ex): A rukanyr heals from injuries quickly. It gains fast healing equal to 1/2 its HD. Lesser Deafening Roar (Su): The rukanyr's central mouth has developed, letting it make a weak, yet earsplitting, roar. Once every 1d4 rounds, the rukanyr can roar as a standard action. All creatures besides itself within 30 feet must make Fortitude saves (DC: 10 + 1/2 HD + Con mod) or be deafened for 1d6 rounds. Third Mouth (Ex): The rukanyr gains a third bite attack at the same bonuses as the first two. Forest of Claws (Ex): Some of the rukanyr's extraneous claws become strong enough to use in battle. Each claw is a secondary attack that deals 1d4+(1/2 Str) damage. It gains two claws at 4th level, which increases to four at 6th level, and 6 claws at 8th level. For every two hit dice beyond 8, the rukanyr gains one extra claw attack. True Poison (Ex): The rukanyr's venom has reached full potency. Initial and secondary damage is 2d6 Dex. Growth (Ex): The rukanyr grows one size category. Apply all necessary modifiers to the rukanyr's AC, attacks, skills, grapple, natural weapons, ect, but the rukanyr doesn't get any ability score/natural armor bonus or penalties. In addition, its natural armor increases by one. Insane Speed (Ex): The rukanyr's land and climb speeds both increase by 10 feet. This stacks with any other ability that increases movement, such as a barbarian's Fast Movement. Deafening Roar (Ex): The rukanyr has developed its roar to be louder and more potent. Range increases to 60 feet and creatures are deafened for 2d6 rounds. Reflexive Sunder (Ex): The rukanyr's armor is composed of hard, shifting plates. These plates are now tough enough to grab and crush weapons that strike it. Anybody that strikes the rukanyr with a slashing or piercing melee weapon must make a Reflex save (DC 10 + 1/2 HD + Dex mod) or have the armor plates take hold of it. The weapon takes (2d6/3HD)+Str mod damage and falls to the attacker's feet if unbroken. This ability cannot be used if the rukanyr is wearing physical armor or barding of any kind. Sundering Roar (Su): Now fully grown, the rukanyr is able to use its deadliest attack, a sonic lance that vibrates whatever it hits to pieces. While making a deafening roar, the rukanyr can target any object or creature within the radius of effect (60 feet). The target takes 1d6/HD sonic damage (Reflex save half, DC Con based). This damage also applies to the weapons and armor held and worn by any creature hit by this attack. Sundering Roar can only be used while also making a deafening roar, but the rukanyr can make a deafening roar and not also use sundering roar.[/SPOILER] Comments: [SPOILER]The basis of this class was just to parcel out this scorpion monster's powers through the class at a reasonable pace. The rukanyr has a total of ten natural attacks that also needed to be spaced out along nine levels. I wasn't comfortable giving it three bites along side the tail, but two seemed to be alright for first level judging from other posts. The natural armor and sundering roar damage will be lower than the values in the Fiend Folio, but still feel good for now. [/SPOILER] Done by Makiru from GITP |
Level | BAB | Fort | Ref | Will | Special |
1 | +0 | +0 | +0 | +2 | Translucent Body, Shock, Weapon Finesse, +1 Dex |
2 | +1 | +0 | +0 | +3 | Deter Magic, +1 Dex |
3 | +2 | +1 | +1 | +3 | Barely There, +1 Cha |
4 | +3 | +1 | +1 | +4 | To the skies, +1 Dex |
5 | +3 | +1 | +1 | +4 | Extinguish, +1 Dex |
6 | +4 | +2 | +2 | +5 | Nullify Magic, +1 Cha |
Level | BAB | Fort | Ref | Will | Special |
1st | +1 | +2 | +2 | +0 | Demon spawned body, Broodling, Kython senses, +1 dex |
2nd | +2 | +3 | +3 | +0 | Poison, Resistant carapace, +1 str, +1 dex |
3rd | +3 | +3 | +3 | +1 | Juvenile, Kython instict, +1 str, +1 con |
4th | +4 | +4 | +4 | +1 | Living Weapon, +1 str, +1 con |
5th | +5 | +4 | +4 | +1 | Adult body, Spawn weaponry, +1 str, +1 con |
Weapon | GP worth of gems required | HD Required |
Boneblade | 400gp | 5HD |
Bone Shard Crossbow | 150gp | 5HD |
Mucus Pod | 4000gp | 8HD |
Extra Armor | 6000gp | 8HD |
Acid Spitter | 4000gp | 8HD |
Mouth Laucher | 2000gp | 8HD |
Phase Organ | 80000gp | 16HD |
Level | BAB | Fort Save | Ref Save | Will Save | Special | 0lvl | 1st | 2nd | 3rd | 4th | 5th |
1st | +0 | +0 | +0 | +2 | Body of the Six Armed Mage, Basic Disk, Sorcerous Talent, Vow of Silence, +1cha | 2 | 0 | - | - | - | - |
2nd | +1 | +0 | +0 | +3 | Telepathy, +1int | 3 | 2 | - | - | - | - |
3rd | +1 | +1 | +1 | +3 | Mage Powers, +1cha | 4 | 3 | - | - | - | - |
4th | +2 | +1 | +1 | +4 | Spellweaving, +1int | 5 | 4 | 2 | - | - | - |
5th | +2 | +1 | +1 | +4 | Shielded Thoughts +1cha | 6 | 5 | 3 | - | - | - |
6th | +3 | +2 | +2 | +5 | Improved Disk, +1 int | 6 | 6 | 4 | 2 | - | - |
7th | +3 | +2 | +2 | +5 | Arcane Resilience +1cha | 6 | 6 | 5 | 3 | - | - |
8th | +4 | +2 | +2 | +6 | Bonus feat, +1int | 6 | 7 | 6 | 4 | 2 | - |
9th | +4 | +3 | +3 | +6 | Magecraft +1cha | 6 | 7 | 6 | 5 | 3 | - |
10th | +5 | +3 | +3 | +7 | Perfect Disk, +1int | 6 | 8 | 7 | 6 | 4 | 2 |
Level | Total Ability Score Increase |
1st | +1 Cha |
2nd | +1 Cha, +1 Int |
3rd | +2 Cha, +1 Int |
4th | +2 Cha, +2 Int |
5th | +3 Cha, +2 Int |
6th | +3 Cha, +3 Int |
7th | +4 Cha, +3 Int |
8th | +4 Cha, +4 Int |
9th | +5 Cha, +4 Int |
10th | +5 Cha, +5 Int |
Level | Bab | Fort | Ref | Will | Feature |
1 | +0 | + 0 | +2 | +0 | Assassin body, Sneak attack +1d6, Mind Read |
2 | +1 | + 0 | +3 | +0 | Evasion, +1 Dex |
3 | + 2 | + 1 | +3 | +1 | Sneak attack +2d6 |
4 | + 3 | + 1 | +4 | + 1 | Uncanny Dodge, Change Shape |
5 | + 3 | + 1 | +4 | +1 | Sneak attack +3d6, Assassin Skills |
6 | +4 | + 2 | +5 | +2 | Assassin Skin |
7 | + 5 | + 2 | +5 | + 2 | Sneak attack +4d6, +1 Dex |
8 | + 6 | + 2 | +6 | +2 | Improved Evasion, Improved Uncanny Dodge |
9 | + 6 | + 3 | +6 | +3 | Sneak attack +5d6, +1 Dex |
10 | + 7 | +3 | +7 | +3 | Hide in Plain Sight, +1 Dex |
11 | + 8 | + 3 | +7 | +3 | Sneak attack +6d6, Shaddow jump, +1 Dex |
Level | BAB | Fort | Ref | Will | Special |
1 | +1 | +2 | +0 | +0 | Duergar Body, Gray Birthright, Light Sensitivity, Powerful Mind, +2 Con |
Level | BAB | Fort | Ref | Will | Special |
1st | +1 | +2 | +2 | +0 | Charge, Speed boost, +1 dex |
2nd | +2 | +3 | +3 | +0 | Bone parry, Sure-footed, Shadow shell, +1 dex |
3rd | +3 | +3 | +3 | +1 | Impaler, Eviscerate, +1 dex |
Level | BAB | Fort | Ref | Will | Special |
1st | +1 | +2 | +2 | +0 | Serpentine form, Lay Egg, +1 str |
2nd | +2 | +3 | +3 | +0 | Deadly screech, +1 Con |
3rd | +3 | +3 | +3 | +1 | Growth, Crushing grab, +1 str |
4th | +4 | +4 | +4 | +1 | Desestabilizing screech, Constrict, +1 con |
5th | +5 | +4 | +4 | +1 | Enhanced defense, +1 str |
6th | +6 | +5 | +5 | +2 | Slaymaster, Disruption field, +1str |
I don't know your system exactly, but I recognize you put in a lot of work and therefore might appreciate assistance. So instead of simply requesting these racial classes, I thought I'd try my hand at them first. If they aren't to your liking please say so, I just wanted to put the work in on some monsters I enjoy.Ok, first are the general guidelines I follow:
First the NimblewrightVery good formating, and you stayed quite faithfull to the monster, but ...
Please let me know if there are any failings in the language, I was trying to give it the most favorable interpretations possible. Also let me know if I missed anything from its entry?Ok, here's where you're making your first mistake. I'm not just making carbon-copies of the monsters, I'm improving them for player use.
Well, I supose this would happen sooner or later.
Melees deserve nice things.
Ok, here's where you're making your first mistake. I'm not just making carbon-copies of the monsters, I'm improving them for player use.
So let's take a quick look at the Nimblewright and ask ourselves some questions:
-What is the Nimblewright suposed to do again?
Dual rapiers wich used for tripping oponents with special abilities with several self-buffs. This however raises several problems, like it having exactly zero abilities to boost two-weapon fighting, and at higher levels tripping becomes kinda useless. This is a monster in deep need of custom abilities.
-Does the NimbleWright really needs high mental scores?
None of it's SLAs are ofensive, and it's only other ability is strenght-based. So we can safely remove the Wis and Cha bonus to make room for other stuff.
-On the disadvantages and advantages of the construct type
Altough not having Con score and low saves, constructs obscene amount of immunities is quite powerfull.
As a player not having a con score also means you can dump that stat for other stuff.
+20 HP at first level is way too much, so I prefer to spread it over several levels. Check the Inevitable (http://brilliantgameologists.com/boards/index.php?topic=9557.msg322772#msg322772) to see how I tackle the constructs as player race here.
Now, with that in mind, here are my sugestions for your class:
-Remove the mental score bonus, scale down the Dex bonus to, at best, +1 Dex per level. If you look around here you'll notice pretty much all monstes follow this rule, since super-high ability scores are a very risky thing when you combine them with stuff meant for players with more "normal" scores.
-Adapt the construct type as shown on the already converted Inevitable I linked above (no class skills, +1 HP per level starting at 5 HD)
-The original Nimblewright doesn't seem to have skills at all. If you really feel like it should be tumbling give it an ability granting a bonus on tumble based on HD (again, check the Inevitable).
-Make Nat armor based on an ability score, so it starts high and then keeps growing.
-Proficiencies?
-Don't make all SLAs at-will. Instead make their number based on HD.
-SR should really start later.
-Your Nimblewright has an Int score so it will be gaining feats normally. No need for give it 6 bonus feats over 7 levels.
-Now for the juicy part, custom abilities. Give it something so it can TWF properly, like using both rapiers as a standard action whitout penalty. Make the rapiers get stronger as it grows in HD like the Inevitable chains. Make tripping thrust able to trip flying oponents. Make it able to affect crit-immune oponents (at a penalty of course). Make it's entropic shield better than the normal spell. Some kind of "parry" ability. Like you yourself said, stuff that makes the nimblewright kick ass at melee, instead of wondering if it should get a bow. Don't be afraid to give the monster abilities you think should exist and the Nimblewright should have.
Nah, just someone else showing up also wanting to make monster classes.Well, I supose this would happen sooner or later.
Is my entry into threads a dreaded eventuality? :(
I like the way you're thinking here. :smirkOk, here's where you're making your first mistake. I'm not just making carbon-copies of the monsters, I'm improving them for player use.
I recognize that, but I also believe that when a player looks at a monster and wants to play them, they want to play "THAT THING." This isn't to suggest that carbon-copies are the way to go, just that I think there is a balance to be struck between being faithful to the entry so that players get everything they see and improving the monsters for player use. "Improve for player use" to me means first trying to ease the pain of all the things the players didn't see when they looked at the monster and said "I want that!" because they were blinded by their rose-colored glasses.
So I tried to make a lot of minor edits that made the Nimblewright a viable player character without alerting anyone that changes had been made. For example the Nimblewright I wrote can lower its spell resistance as a free action at any time, which allows SR to be a boon rather than a burden. I also conveniently forgot to include the part about "Oh yeah, and you're some wizard's bitch," because that's a turn-off for almost every construct published. They're usually slaves to their creators, with almost zero room for actual playability.
Beyond my attempts at subtle improvement, I didn't do much improving for player use mostly because if someone wants everything in a monster entry (I know I wanted everything but the vulnerabilities) then it's tough to cram it all into a few levels. The Nimblewright is actually a pretty simple monster, but putting all its abilities into so few levels was awkward. It gets cluttered fast, and I was trying to just get it done without tampering with the base too much.It's a 7th level monster. Ask yourself, how many spells does a 7th level sorceror knows?
That part isn't very clear and I've seen more than enough discussions on how natural attacks work. Please clarify that in the class itself (can attack with both weapons whitout penalty, can be enchanted, counts as either natural or manufactured whenever it's benefeciary)So let's take a quick look at the Nimblewright and ask ourselves some questions:
-What is the Nimblewright suposed to do again?
Dual rapiers wich used for tripping oponents with special abilities with several self-buffs. This however raises several problems, like it having exactly zero abilities to boost two-weapon fighting, and at higher levels tripping becomes kinda useless. This is a monster in deep need of custom abilities.
Technically it's also supposed to be infiltrating criminal organizations - hence Alter Self and Cha bonus - but aside from that poorly-supported fluff it's a sort of WotC sleight-of-hand on TWF. Instead of making it a TWFer, they pulled a fast one and gave it two AWESOME natural weapons. They are at once both natural and manufactured (construct), which gives them several advantages and disadvantages (I believe more advantages than disadvantages, which is why I kept hem as natural instead of TWFing two rapiers). First they get "best of both worlds" as far as a lot enchantment and buffing goes. Second, the Nimblewright can attack with both of them without any feats or penalties.
However the disadvantage is there is no possibility for iterative attacks. This makes the Nimblewright BETTER than a normal TWFer at low levels, and worse at high levels without Rapidstrike and Improved Rapidstrike.Why don't just allow for iterative attacks out of the bat?
I kept the weapons as they are specifically because they start better than TWF (No penalties on the nimblewright's pathetic 3/4s BAB) and become better than normal manufactured weapons assuming obvious optimization (the aforementioned Rapidstrike and Improved Rapidstrike).
It's a construct. When will it ever need to make a Will save? As for charisma, choose either it or Str for secondary stat (or heck,allow the player to choose). Raising three ability scores should be avoided, in particular when one of them (Dex)-Does the NimbleWright really needs high mental scores?
None of it's SLAs are ofensive, and it's only other ability is strenght-based. So we can safely remove the Wis and Cha bonus to make room for other stuff.
I originally kept them so as not to pigeonhole players. A good charisma score opens up RP and build potential (A Nimblewright Diplomat, for example). The class is 7 levels long so outside of gestalt it can't really be effectively abused for increases to mental stats, since any caster would lose a lot more in 7 levels away from casting than they'd gain in ability bonuses.
I'm pretty sure its Charisma is supposed to help it be convincing (The above-mentioned fluff that WotC made little effort to support), and I kept its wisdom to bolster its miserable saves, but I can remove them as per your suggestion.
Solution: give it a way to patch itself up easily, not necessarily fast healing.-On the disadvantages and advantages of the construct type
Altough not having Con score and low saves, constructs obscene amount of immunities is quite powerfull.
As a player not having a con score also means you can dump that stat for other stuff.
+20 HP at first level is way too much, so I prefer to spread it over several levels. Check the Inevitable (http://brilliantgameologists.com/boards/index.php?topic=9557.msg322772#msg322772) to see how I tackle the constructs as player race here.
I actually looked at your Zelekhut a lot when I was making the Nimblewright. However there's a couple points that I also kept in mind: This guy will never gain more than a d10 per level unless he takes the Improved Toughness feat, and he can't heal effectively at all.
He also takes dire penalties if he is hit with fire or cold effects (especially fire), which are both common and easy to use (Alchemist's fire).By all means, remove them. You'll notice my Rakasha isn't auto-slain by holy bolts. The PC nimblewright isn't your average one, it's an improved model wich overcomes the weakness of the mass-produced ones!
The immunities a construct gains are neat and all, but they're also designed for monsters who are supposed to be difficult for one encounter, not a PC. Construct traits are devastating to a PC.Honestly, I think the Nimblewright is suposed to be a not-so-tough dude, not a tank with HP only outmatched by the party's barbarian. It already has great dex and nat armor to avoid blows, triping oponents to stop them from attacking back. Just give it a way to patch itself after each fight and it should be fine even with "just" a d10 HD whitout bonus untill lv 5. Most "fast" melees usually have d8 HD and +2 Con bonus, so this will keep the Nimblewright in check with them HP wise.
However, I didn't ask for suggestions only to refuse them. One HP progression I considered was +2 at first level, and then +3 at every level after that (Totaling 20 at 7). Do you think that is more balanced or should he get the +2 at 7 and have the +3s at 1-6?
Except that the Savage Species Flesh Golem specifically doesn't have class skills. Since class skills for monsters are decided by their creature type I can only guess that the author of that update missed that.-Adapt the construct type as shown on the already converted Inevitable I linked above (no class skills, +1 HP per level starting at 5 HD)
-The original Nimblewright doesn't seem to have skills at all. If you really feel like it should be tumbling give it an ability granting a bonus on tumble based on HD (again, check the Inevitable).
Constructs can have skills if they have an intelligence score. They gain 2 + Int modifier. They also have class skills (Most monsters do). The Nimblewright is from MM2 (3.0), but was updated in the MM2 3.5 update (You can find this by googling "MM2 3.5 update") because the rules for constructs changed (Bonus hitpoints, etc.)
Here is the text for the Nimblewright's 3.5 update:
[spoiler]Nimblewright: Construct; 5 ft./5 ft.; Balance +9, Jump +19, Tumble +22;
Combat ExpertiseB, Combat ReflexesB, Dodge, Improved Disarm, Mobility,
Spring Attack; LA +6; Gains 20 bonus hit points (change to Construct type); HD
become 10d10+20 (75 hp). Change rapier-hand damage to 2d6+4/15–20, and
adjust Augmented Criticals entry accordingly. Caster Level: 18th; Prerequisites:
Craft Construct, geas/quest, haste, limited wish, and polymorph any object;
Market Price: 22,000 gp; Cost to Create: 18,500 gp (including 7,500 for the
body) + 580 XP.[/spoiler]
As you can see, the Nimblewright definitely has Jump and Tumble as class skills (It has max ranks in both, plus ability modifiers and synergy), and it might have more class skills had it the ranks to put in them. I gave it craft so it could potentially repair itself if it had the skill points to invest.
And then the Nimblewright picks a class level, starts wearing actual armor and it's AC it's leagues ahead of the other characters with your +7 nat armor plus massive Dex bonus.-Make Nat armor based on an ability score, so it starts high and then keeps growing.
I like the sound of that, but which ability score? It seems weird to me to base it on dexterity, which is the Nimblewright's highest stat and also a +7 modifier (Which fits with the fact that its natural armor is +7).
I had thought about basing it on HD since mine has 7, but that made it very weak at first level (+1). I finally settled on making it comparable to armors available at certain levels. The fighters in the PHB are shown wearing scale mail at level 1, so it has +5 at level 1 just like scale mail. At 7 this goes up to +7 because by that time enchanted armor should be readily available so the Nimblewright should have competitive AC.
It's just a line. Don't be lazy. Clarify that. We already have more than enough obscure rules out there.
-Proficiencies?
Creatures with natural weapons are considered proficient in their use and constructs receive no armor proficiencies. Creatures listed with weapons are usually proficient in their use as well (so if a monster is listed as having a greatsword, it is proficient with the greatsword). As a result I didn't see it as necessary to include any additional proficiencies for the Nimblewright (It gets competitive AC and two excellent weapons). With Weapon Finesse its attack bonus also stays competitive. The lack of proficiencies didn't bother me, because whatever class the Nimblewright takes for its 8th level will likely offer proficiencies anyway.
Then make it better. Make the Nimblewright's abilities matter.-Don't make all SLAs at-will. Instead make their number based on HD.
I originally wanted to do that, but given the small amount of HD and large amount of SLAs I found it created serious clutter. I don't even like how I ended up doing the extra uses per day. I also considered the power of each SLA and what the difference was between "at-will" and "x/day" and found most of them don't get much more powerful at will. The truth is most of the Nimblewright's SLAs gain little from being "at will" but add clutter and complexity if they're "x/day", so I opted for "at will" just to make things easier.
I'll go through each one. Mind that this is what I was thinking at the time I was creating the class, I will re-evaluate it based on your suggestions.:
Entropic Shield: This is an OK spell, but the miss chance is small and doesn't scale in the spell's description. So at low levels it's neat, but after that it basically sucks. So I saw no harm in making it "at will" since it's only helpful 20% of the time anyway
Feather Fall: This is a spell that will save your life in the right circumstance, but you will rarely be in that "right circumstance". How many times do you need to risk a fall in day anyway? The difference between 1/day and "at will" is almost negligible for feather fall, so why not have it "at will" because it looks cool to jump from dizzying heights and once again "Melees deserve nice things."Because feather fall is a multi-target spell. If anything, make it a permanent effect on the Nimblewright only.
Cat's Grace: A small bonus to dex for a creature with a massive dexterity. It's almost pointless as it is, so why make the poor construct worry about how many uses of it he has left in the day?Because then you're giving everybody on the party permanent +4 Dex for free.
Alter Self: Finally! An SLA someone might have to worry about! This is the first time the Nimblewright gets an ability where I was concerned about power level. Fortunately for game-balance this ability was only included in the Nimblewright's entry so that it could believably infiltrate organizations and pose as a non-construct. Amusingly, this spell for a Nimblewright does very little other than +10 Disguise and some limited versatility. Once again, I couldn't bear to take it from the poor guy and I really do believe melee'ers should receive nice things, so I gave it to him a number of times per day that would allow him to keep a disguise up all day. If we're ditching the fluff of Nimblewrights infiltrating organizations posed as non-constructs, we can also just remove Alter Self. Like I said though, I couldn't bear to take away one of the few nice things he has. I also originally had Disguise as a class skill for nimblewrights, but removed it because WotC really DIDN'T support that fluff."Limited versatility"? I really hope you're joking there. Alter self is one of the most abuseable 2nd level spells out there, and since the Nimblewright is a construct, it allows for all kind of nasty combos when you go out there searching for constructs with massive nat armors for you to transform in.
Haste: Ah yes, haste. I think it fits great with a Nimblewright and having it at will not only helps him keep up with TWFers (Who have four attacks at this level) but it just generally enhances the style and flavor of the creature. He's fast, he's dextrous, he hits a lot. Simple. This also lets the Nimblewright take on some of the burden of buffing for the party, saving the casters valuable spell slots (Which they can now use to cast... repair construct?). Like alter self, it allows the Nimblewright to seriously contribute to the party and depart from one very narrow party role. Getting haste at will is unique and valuable, and considering the fact that constructs are literally a burden on the partyAnd again, at-will haste means permanent haste for the whole party and whatever NPCs allied with you. Valuable? Very. Unique? Not really. Just slapping a bunch of permanent SLAs on the monsters does not a good class makes.
(They don't heal the same way yet still require constant maintenance, they can't be raised the same way, the construct type doesn't benefit from many of the things living creatures benefit from, etc.), a unique contribution isn't only helpful, it's necessary.Really, you need to stop with this. Construct immunities are awesome as the casters can throw all kind of disabling nukes over you and the nimblewright doesn't care at all (not to mention the enemy disabling tricks just bounce out of you). The points wich you would've put on Con were put on Dex for great AC and avoiding being hit. You yourself just pointed out it can repair itself with craft checks. Can you heal yourself with Heal checks? Not really.
That's really no true. Constructs are immune to most low-level spells that demand a save anyway (laugh at color spray and sleep), and when they do find something that can affect them, it's usually SR: no, like grease and web and glitterdust. Move the SR up because the first level is already very full.-SR should really start later.
I play a lot of low-level campaigns and what I've seen is that magic is rarely encountered at low levels, but when it is it's often devastating because low-level characters are so frail. Constructs get all-weak saves, which is meant to be countered by their SR. SR at low levels either does nothing at all because you encounter less magic at that level or it does exactly what it's supposed to (Give the construct the same chance as everyone else).
However, I can make it start later for the same reasons I started it early: It usually doesn't make a difference.
Because again it's cheap to just cram a bunch of weak stuff on the class and call it a day. A couple bonus feats ok, six over 7 levels just no.-Your Nimblewright has an Int score so it will be gaining feats normally. No need for give it 6 bonus feats over 7 levels.
Except for Combat Reflexes, most of its bonus feats suck for anything but meeting prerequisites.
When considering its bonus feats, my thought process had the following bullet points:
-First off, melee-types deserve nice things, so why not?
-Most of those feats aren't worth taking normally, and so WON'T be taken normally
-The more lousy bonus feats the character has the more likely they can spend their other feats for things they need, for example non-living constructs need improved toughness a few times
-Some feats never get taken because the feat tax is way too high. If you get a bunch of predetermined bonus feats, you stand a good chance of actually getting to pick good ones because of all the stupid prerequisites you will fill. Whirlwind Attack for example, is a ridiculous feat to attempt to take... unless you got all the prerequisites for free. Then it becomes not only practical but decent.
-Every character but the fighter is feat-starved. One feat every three levels is simply not enough. WotC indirectly acknowledged this by making classes get more feats in games they published after 3.5 (Saga and 4e, for example). So if every character is feat-starved, and feats generally aren't especially uber, why add ANOTHER malnourished class, repeating WotC's mistake, when I have the power to correct their error with my homebrew?
After typing these points out (Which really were my thinking when I made the Nimblewright) I thought to myself that I should give the Nimblewright MORE feats in fact, specifically I should add Whirlwind Attack to their bonus feat list. Sure there are maneuvers that do the job better, but Whirlwind Attack isn't a BAD feat, it's actually pretty good, but it just takes too much investment to get. I feel like it's my job to correct that error and alleviate that investment.Or if you feel like they need a feat with lots of pre-requisites you can just give it directly, or make a better ability that condenses all those feats into smaller space. As you yourself said don't cram the class with several minor bonus.
These suggestions are awesome! I especially like the tripping flying opponents part. I don't think I'll have the time today to update the class with all of your suggestions (3 hr Drive home + errands + doctor's visit + it's D&D night for my home group), but thank you for the feedback! I think the rapier damage progression should be easy enough. You might have noticed I tried to make everything else scale after the 7th Nimblewright level.
Level | BAB | Fort | Ref | Will | Special |
1st | +1 | +2 | +2 | +0 | Poison spray, Instictive Cunning, +1 str |
2nd | +2 | +3 | +3 | +0 | Debilitating screech, +1 Con |
3rd | +3 | +3 | +3 | +1 | Growth, +1 str |
4th | +4 | +4 | +4 | +1 | Broodlord, Speed boost, +1 con |
5th | +5 | +4 | +4 | +1 | Enhanced defense, +1 str |
6th | +6 | +5 | +5 | +2 | Disruptive field, +1 con |
7th | +7 | +5 | +5 | +2 | Vicious, Rend, +1 Str |
8th | +8 | +6 | +6 | +2 | Rampage, Slaughterking, +1 Str, +1 Con |
Level | Bab | Fort | Ref | Will | Feature |
1 | + 1 | +0 | +0 | +2 | Holy Body, Lightbringer, +1 Wis, +1 Cha |
Level | Bab | Fort | Ref | Will | Feature |
1 | + 1 | +0 | +0 | +2 | Unholy Body, Darknessbringer, +1 Dex, +1 Int |
Level | BAB | Fort | Ref | Will | Special |
1 | +0 | +0 | +0 | +0 | Nimblewright Body, Rapier Hands, Body Adaptation |
2 | +1 | +0 | +0 | +0 | Bonus Feat, Entropic Shield, Tripping Thrust |
3 | +2 | +1 | +1 | +1 | Spell Resistance, Feather Fall, Special Ability |
4 | +3 | +1 | +1 | +1 | Bonus Feat, Special Ability, Spell-like abilities |
5 | +3 | +1 | +1 | +1 | Special Ability, Repair |
6 | +4 | +2 | +2 | +2 | Special Ability, Accelerated Self-Repair |
7 | +5 | +2 | +2 | +2 | Augmented Critical, Special Ability, Tides |
Aqueous body size1 | Creation distance2 | Speed3 | Maximum Height4 | Damage5 contact/trapped| | Trapped6 size/time | Example bodies7 |
Tiny | Adjacent or same square | 30' | HD feet | 1d6/1d3 | < Small / 1 round | canteen, waterskin, small bucket |
Small | 10 feet | 30' | 10 feet + HD | 1d8/1d4 | < Medium / 1 round | basin, large bucket |
Medium | 20 feet | 40' | 20 feet + HD | 2d6/1d6 | < Large / 1d2 round | barrel, bathtub |
Large | 30 feet | 40' | HD x 5 feet | 2d8/1d8 | < Large / 1d2 rounds | section of creek, small wading pool |
Huge | 40 feet | 60' | HD x 10 feet | 3d8/2d6 | < Huge / 1d3 rounds | section of large creek, large swimming pool |
Gargantuan | Close* | 60' | HD x 10 feet | 4d8/2d8 | < Huge / 1d3 round | small pond, section of river |
Colossal | Medium* | HD x 10' | HD x 10 feet | 6d8/4d6 | < Huge / 1d3 round | Normal or larger pond |
Beyond Colossal | Long* | HD x 10' | HD x 20 feet | 6d8 + HD/ 4d6 + HD | < Huge / 1d4 + 1 rounds | ocean, lake |
That part isn't very clear and I've seen more than enough discussions on how natural attacks work. Please clarify that in the class itself (can attack with both weapons whitout penalty, can be enchanted, counts as either natural or manufactured whenever it's benefeciary)...
...Why don't just allow for iterative attacks out of the bat?
It's a construct. When will it ever need to make a Will save?
Solution: give it a way to patch itself up easily, not necessarily fast healing.
Except that the Savage Species Flesh Golem specifically doesn't have class skills. Since class skills for monsters are decided by their creature type I can only guess that the author of that update missed that.
With the Son/Daughter of Silence, may they take levels in Bard?
Level | BAB | Fort | Ref | Will | Feature |
1 | +1 | +2 | +0 | +2 | Cloaker body, Mundane disguise, Absorb cloak, +1 Str |
2 | +2 | +3 | +0 | +3 | Moan, +1 Str |
3 | +3 | +3 | +1 | +3 | Growth, +1 Str, +1 Cha |
4 | +4 | +4 | +1 | +4 | Shadow shift, +1 Str |
5 | +5 | +4 | +1 | +4 | Engulf, Extraordinary moan, +1 Str, +1 Cha |
Level BAB Fort Ref Will Special 1st +0 +0 +2 +2 Bardic music, Deep music, Bardic knowledge, Countersong, Dark fascination, Inspire dread -2
Level | BAB | Fort | Ref | Will | Feature |
1 | +0 | +2 | +0 | +2 | Deep magic, Heart of Darkness, Moan, +1 Str |
2 | +1 | +3 | +0 | +3 | Improved Natural Weaponry, Improved Speed, Spell Resistance, +1 Str, +1 Cha |
3 | +1 | +3 | +0 | +3 | Cloaker Lord, Growth, Master of Shadows, +1 Str, +1 Int |
The saving throw DCs of your enchantment, illusion and necromancy spells increase by 1, and you gain a +1 bonus on caster level checks made to overcome spell resistance with such spells. However, your caster level for evocation and transmutation spells is reduced by 1 unless they have the Darkness descriptor. You forever give up the ability to cast spells with the Light descriptor, as if they belonged to the barred school of a specialist wizard.
Also, the cloaker needs an ability so that it can enchant its body as if it were a cloak.What if it can eat cloaks (a la the tarrasque class) and take on their appearances? Maybe it has the same number of body slots as any creature, but all of them are eaten cloak slots. :p
I'm curious; why are you guys always breaking up ability score bonuses into +1s?
As is, though, when you have a +1 bonus, half the time it's mechanically identical to a +2, and half the time it's identical to a +0, due to how bonuses work.I'm curious; why are you guys always breaking up ability score bonuses into +1s?
Because giving them on +2 or higher on a single level would be too high for my tastes. Altough some monsters here do break this rule, like the Duergar and Pixie. The gnoll gets an exceptional +4 to Str, altough it's a one level class.
-Mundane disguise doesn't scale? DC 20 is nice for 1st level, not so much when you're at medium-high levels.It was based on the gargoyle's Freeze ability, which doesn't scale and doesn't have any formula I can determine. Likewise the gelatinous cube's Transparent ability does not scale. I'm not sure how to tie it into the Hide and/or Disguise skills (+10 on Disguise checks to impersonate a cloak?). For now I've added the ability to auto-grapple anyone who tries to put you on.
-You really should focus on just a couple scores. I believe it would be best swaping that single +1 Con for another +1 Cha.Done. Increased the HD to d10 to try to represent its toughness another way.
-Bard substitution level doesn't have the "cloaker body" ability, and has countersong and has a bunch of bard abilities listed but not explained. If it was your intention then put the abilities explanations (or just "as bard").In order to take a racial substitution level you need to already be a member of that race. So you couldn't take it at 1st level.
The gelatinous cube and gargoyle are low level monsters that suffer from the non-scaling syndrome that affects a lot of creatures out there.-Mundane disguise doesn't scale? DC 20 is nice for 1st level, not so much when you're at medium-high levels.It was based on the gargoyle's Freeze ability, which doesn't scale and doesn't have any formula I can determine. Likewise the gelatinous cube's Transparent ability does not scale. I'm not sure how to tie it into the Hide and/or Disguise skills.
Nice.-You really should focus on just a couple scores. I believe it would be best swaping that single +1 Con for another +1 Cha.Done. Increased the HD to d10 to try to represent its toughness another way.
Oh, I confused something there, sorry about that. :blush-Bard substitution level doesn't have the "cloaker body" ability, and has countersong and has a bunch of bard abilities listed but not explained. If it was your intention then put the abilities explanations (or just "as bard").In order to take a racial substitution level you need to already be a member of that race. So you couldn't take it at 1st level.
^ See edit: "+10 on Disguise checks to impersonate a cloak?"
Does that sound okay?
In order to take a racial substitution level you need to already be a member of that race. So you couldn't take it at 1st level.Don't you choose class and race simultaneously? Not sure what you mean, unless you're saying that you'd have to be a cloaker1 before you can start gaining class levels
In order to take a racial substitution level you need to already be a member of that race. So you couldn't take it at 1st level.Don't you choose class and race simultaneously? Not sure what you mean, unless you're saying that you'd have to be a cloaker1 before you can start gaining class levels
-Please clarify on the entry how natural-rapiers work (can be enchanted, cannot make iteratives, no penalty for attacking with both). It's an obscure mechanic and players shouldn't need to to go dig trough the MM and DMG to figure out how they work.
-On the repairs matter, since craft can aparently be used, I would say 1 GP worth of materials and a craft check with DC 15 repairs one hit point as a fullround action. Also check the Inevitable's "rebuild" option.
-Hmm, seems you're right about the skill points thingy. Updated the Inevitable then.
Now on the new version:
-Put CL=HD for SLAs please, for standardization's sake.
-The same for tripping thrust. HD, not character level.
-Reflect only works against ranged touch attacks?
-You can drop your SR as a free action. Do you still need to spend a standard action to put it back up? Clarify it just to be safe.
-Do you need to use deflect and reflect before or after you know if your entropic shield stoped an attack?
Otherwise, really like your custom special abilities! Keep up the good work! :)
I have added explanations of how its weapons work as well as given it the option to detach them to use like normal rapiers.What action does it take to detach and re-attach them?
I have also added two repair options, one is emergency healing the other is overnight healing.Those look good.
-I clarified the spell resistance issue both under the description of the nimblewright's spell resistance and in the description of the Swat special abilityYou left a typo there, "lower or lower".
-I have edited in that information. You declare you're using after you know whether they overcame your miss chance, but before you know whether they're going to hit anyway. That way his abilities aren't self-defeating.Good.
I also added a new special ability "Like Water" which lets the Nimblewright move around more. I have also added to the parry special ability to make the Beat special quality more useful (Since disarming is looked down upon).Looks good as well. Can you use it multiple times on your own turn?
I think he's done though. I will polish the language here and there if someone points out a flaw, and I could think of new special abilities all day long, but that's more support than is merited by a 7-level class. Better to have him complete and usable, so I think edits will be limited to fixing typos and faulty language from now on.I don't think it needs a large size option. Just take care of the last typos and clarifications and it should be ready for the Index!
The only major edit I can think of would be to give it an "advance to large size" option at level 16, but since the class is only 7 levels that seems out of tune with most published materials.
It's low uses of the higher end spells is disappointing. A wizard of the same level can use all of its abilities(minus AMF) much more times a day. I would prefer a per encounter(or make a recharge mechanic for it) system for the death ballI must say, I'm a big fan of this thread. I do have one request, will YOU please redo the beholder? A wizard of the same level can be more of a beholder than a beholder and I don't think that's right.
No offense to its original creator of course
Could you be a little more specific please? Saying that something is weaker than a wizard is probably true, but isn't very precise.
What action does it take to detach and re-attach them?Full-round action, edited.
Looks good as well. Can you use it multiple times on your own turn?Edited it to explicitly state you can use it multiple times, the use that requires you to sacrifice an AoO is a free action on your turn so it can be used as many times as you have AoOs, and the one that you use on someone else's turn is an immediate action so you have to weigh whether you want to give up your swift action or not.
It's low uses of the higher end spells is disappointing. A wizard of the same level can use all of its abilities(minus AMF) much more times a day. I would prefer a per encounter(or make a recharge mechanic for it) system for the death ballI must say, I'm a big fan of this thread. I do have one request, will YOU please redo the beholder? A wizard of the same level can be more of a beholder than a beholder and I don't think that's right.
No offense to its original creator of course
Could you be a little more specific please? Saying that something is weaker than a wizard is probably true, but isn't very precise.
Aberration; +6/+22; 15 ft./10 ft. (5 ft. with bite);Okay, after checking my copy of Monsters of Faerun the cloaker lord is pretty nuts. It's a CR 7 monster that casts as a 9th-level wizard. Wha? Anyway, here's a rough draft. The standard cloaker is a CR 5 monster with 6 HD, while the cloaker lord has 9HD. I went for a 3-level class to spread out the benefits a little.
Hide +5, Knowledge (arcana) +16, Listen +15, Move Silently +13,
Spellcraft +18, Spot +15; Blind-FightB, Combat Expertise, Combat
Reflexes, Improved Initiative, Lightning Reflexes. Add darkvision
60 ft. to special qualities.
Sounds great ;)
So I give the beholder some more uses per day of the rays, and then allow the Beholder's central eye to "absorb" magic from whatever it affects. Buffs will get dispelled, enemy spell slots will be lost, magic items will stop working for some time, and the beholder will drink them to recharge his own eye rays and keep blasting. How does that sound?
Okay, after checking my copy of Monsters of Faerun the cloaker lord is pretty nuts. It's a CR 7 monster than casts as a 9th-level wizard. Wha?Yeah, that would be one of the monsters that needs to be hit with the nerfbat. Oh, and they ignore all non-vocal components. How come I had never heard of this lovely monster before?
So it starts casting as a wizard 3 by default, and can reach 9th level spells at lv 20?
Deep Magic: A cloaker lord can prepare and cast arcane spells as a Wizard of its class level +2 (stacking with any wizard levels it gains).
It does not require a spellbook, but receives the benefits of Spell Mastery for every spell it knows. Like a bard, its spells always have verbal components. A cloaker lord receives Eschew MaterialsVery nicely done. So it cannot learn extra spells correct?
and Shadow Weave Magic as bonus feats,Why this one? The original cloaker lord doesn't have it. The monster actually says it's specialized in spells with the shaddow subschool, wich granted, isn't very clear. Ok, perhaps best to just give it SWM.
I figure the 11+HD Spell Resistance is unnecessary, especially since they can just eat a cloak that provides it.Cloaks of spell resistance are seriously overpriced. I would give the cloaker lord SR at 2nd level, since blindfight and +10 flight speed aren't exactly that hot.
I wanted to do something about the fluff ability of the head cloaker lords to merge into an orb called the Conclave of Shadows, but I can't think of any way to use that in a party which doesn't consist entirely of choker lords.Wouldn't be that usefull anyway. Quickly reaching conclusions is pretty much a default PC ability anyway even if the DM insists they shouldn't be able to stop to discuss strategy mid-battle. :p
EDIT: Huh... just noticed that the cloaker lords' natural weapons go from 1d6/1d4 to 1d6/2d4. Improved Natural Attack would just overly complicate things though.Remember that around here we assume that natural weapons damage increase with size by default.
The 3.5 revision handbook is also pretty crazy.Okay, after checking my copy of Monsters of Faerun the cloaker lord is pretty nuts. It's a CR 7 monster than casts as a 9th-level wizard. Wha?Yeah, that would be one of the monsters that needs to be hit with the nerfbat. Oh, and they ignore all non-vocal components. How come I had never heard of this lovely monster before?
Level | BAB | F | R | W | Special |
1st | +0 | +0 | +0 | +2 | Eye of the Beholder, Gaze of Slumber, Tyrant Magic, +1 Con |
2nd | +1 | +0 | +0 | +3 | Gaze of Charm |
3rd | +2 | +1 | +1 | +3 | Gaze of Fear, +1 Int, +Cha |
4th | +3 | +1 | +1 | +4 | Gaze of Pain, Bonus Feat, Omni-gaze |
5th | +3 | +1 | +1 | +4 | Gaze of Encumbrance, Anti-Magic Eye, All Around Vision +1 Con |
6th | +4 | +2 | +2 | +5 | Growth, Bonus Feat |
7th | +5 | +2 | +2 | +5 | Gaze of Charming (Greater), +1 Int, +1 Cha |
8th | +6/+1 | +2 | +2 | +6 | Bonus Feat, Buoyant |
9th | +6/+1 | +3 | +3 | +6 | Gaze of Force, Anti-magic Eye (Greater) +1 Con |
10th | +7/+2 | +3 | +3 | +7 | Omega Gaze, Bonus Feat |
11th | +8/+3 | +3 | +3 | +7 | Gaze of Petrification, +1 Int, +1 Cha |
12th | +9/+4 | +4 | +4 | +8 | Gaze of Destruction, Bonus Feat |
13th | +9/+4 | +4 | +4 | +8 | Gaze of Death, Gaze of the Eye Tyrant, +1 Con |
Correct.Deep Magic: A cloaker lord can prepare and cast arcane spells as a Wizard of its class level +2 (stacking with any wizard levels it gains).So it starts casting as a wizard 3 by default, and can reach 9th level spells at lv 20?
That was... not my intention. It's more like it uses its own body as a spellbook, since it can't turn pages. I meant to add something about having to pay the normal costs to "scribe" spells.It does not require a spellbook, but receives the benefits of Spell Mastery for every spell it knows. Like a bard, its spells always have verbal components.Very nicely done. So it cannot learn extra spells correct?
I know, which is why I added the Int bonus. But lv2 of cloaker lord is still better than another level of wizard...I figure the 11+HD Spell Resistance is unnecessary, especially since they can just eat a cloak that provides it.Cloaks of spell resistance are seriously overpriced. I would give the cloaker lord SR at 2nd level, since blindfight and +10 flight speed aren't exactly that hot.
Huh, I had a typo. Let me clarify.EDIT: Huh... just noticed that the cloaker lords' natural weapons go from 1d6/1d4 to 1d6/2d4. Improved Natural Attack would just overly complicate things though.Remember that around here we assume that natural weapons damage increase with size by default.
BeholderI like it
I sugest that they can use their sonic abilities to ressonate with a special kind of (expensive but market-available) crystal in order to "engrave" them with new spells, then attach said crystals to their own bodies. Totally didn't make that up just now.That was... not my intention. It's more like it uses its own body as a spellbook, since it can't turn pages. I meant to add something about having to pay the normal costs to "scribe" spells.It does not require a spellbook, but receives the benefits of Spell Mastery for every spell it knows. Like a bard, its spells always have verbal components.Very nicely done. So it cannot learn extra spells correct?
Don't understimate the first level of wizard! That innocent scribe scroll feat and summon familiar can be traded for all kind of juicy things.I know, which is why I added the Int bonus. But lv2 of cloaker lord is still better than another level of wizard...I figure the 11+HD Spell Resistance is unnecessary, especially since they can just eat a cloak that provides it.Cloaks of spell resistance are seriously overpriced. I would give the cloaker lord SR at 2nd level, since blindfight and +10 flight speed aren't exactly that hot.
Modified.
I sugest that they can use their sonic abilities to ressonate with a special kind of (expensive but market-available) crystal in order to "engrave" them with new spells, then attach said crystals to their own bodies. Totally didn't make that up just now.Hmm... what about a "shadow core" within their body which is the source of their cloaker lord abilities, and can also be used as a spellbook? If you kill a cloaker you can loot the core while you're cutting it open for cloaks, though it's a little harder to understand than a conventional spellbook (+4 Spellcraft DC).
Level | Base Attack<br>Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +1 | +2 | +0 | +2 | Dragon Body, Fire Breath, +1 Str |
2nd | +2 | +3 | +0 | +3 | Keen Senses, Arcane Blood |
3rd | +3 | +3 | +1 | +3 | Blindsense 60 foot, Swimming, +1 Con |
4th | +4 | +4 | +1 | +4 | Amphibious, Wings |
5th | +5 | +4 | +1 | +4 | Bless, +1 Cha |
6th | +6 | +5 | +2 | +5 | Weakening Gas, +1 Con |
7th | +7 | +5 | +2 | +5 | Growth, Tail Slap |
8th | +8 | +6 | +2 | +6 | Parley, |
9th | +9 | +6 | +3 | +6 | Detect Gems, +1 Str |
10th | +10 | +7 | +3 | +7 | Domain, Luck, +1 Cha |
11th | +11 | +7 | +3 | +7 | Arcane Skin |
12th | +12 | +8 | +4 | +8 | Iron Scales, +1 Str, +1 Con |
13th | +13 | +8 | +4 | +8 | Golden speed, +1 Str, +1 Cha |
14th | +14 | +9 | +4 | +9 | Frightfull presence, Growth, crush. |
15th | +15 | +9 | +5 | +9 | Judgement, +1 Str, +1 Con |
16th | +16 | +10 | +5 | +10 | Fate, +1 Cha |
17th | +17 | +10 | +5 | +10 | Sunburst, +1 Str, +1 Con |
18th | +18 | +11 | +6 | +11 | Domain, +1 Cha |
19th | +19 | +11 | +6 | +11 | Domain, Answer Fate, +1 Str, +1 Con |
20th | +20 | +12 | +6 | +12 | Foresight, +1 Str, +1 Con, +1 Cha |
Dragon level | Sorceror casting |
1 | - |
2 | 1 |
3 | 2 |
4 | 2 |
5 | 3 |
6 | 4 |
7 | 4 |
8 | 5 |
9 | 6 |
10 | 6 |
11 | 7 |
12 | 8 |
13 | 8 |
14 | 9 |
15 | 10 |
16 | 10 |
17 | 11 |
18 | 12 |
19 | 12 |
20 | 13 |
Level | Bonus |
1st | +1 Str |
3rd | +1 Con |
5th | +1 Cha |
6th | +1 Con |
9th | +1 Str |
10th | +1 Cha |
12th | +1 Str, +1 Con |
13th | +1 Str, +1 Cha |
15th | +1 Str, +1 Con |
16th | +1 Cha |
17th | +1 Str, +1 Con |
18th | +1 Cha |
19th | +1 Str, +1 Con |
20th | +1 Str, +1 Con, +1 Cha |
4 Skill points+int per level, quadruple at 1st level. Class skills: Appraise, Bluff, Concentration, Diplomacy, Disguise, Handle Animal, Intimidate, Knowledge (Any), Listen, Search, Spot, Survival, Swim. Proficiencies: A Bronze Dragon isn't proficient with any armor or weapons, besides its own natural weapons. Features: Bronze Dragon Body: The bronze dragon loses all other racial bonuses gaining Dragon traits (including darkvision 60' and immunity to paralysis & sleep), with one bite as a primary natural attack dealing 1d8+str, as well as 2 claws as secondary natural attacks dealing 1d6+1/2 str damage each, 40' base speed, swim speed equal to its base speed and is medium sized. The bronze dragon has wings, but they're too weak to do anything for now. His claws are capable of fine manipulation and can be used for somatic components of spellcasting or anything else a human hand could do. The bronze dragon also gets a natural armor bonus equal to his Con modifier. Whenever the bronze dragon grows one size category, his natural armor increases by a further 1. The bronze dragon is immune to electrecity. It has no particular vulnerability. Alternate Form (Su): A bronze dragon can assume any animal or humanoid form of Medium size or smaller as a standard action 1/day for each HD it has. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form. Lightning Breath: As a standard action no more than once every 1d4 rounds, the Bronze dragon may breathe out a line of lightning out to 60', plus 10' per class level. It deals 1d6 damage/HD, with a reflex save (10+1/2 HD+Con Mod) for half. Keen senses: At 2nd level, the bronze dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet. Arcane Blood:A bronze dragon receives spells known and spells per day as a sorceror of 2/3 his level, but he has CL equal to his HD. If he multiclasses as a sorceror, the casting stacks.
If a dragon takes a casting prc, it may choose to advance his casting as that of a sorceror. So a dragon 10/loremaster 10 would cast as a 16th level sorceror. The bronze dragon may choose to learn spells from the cleric spell list instead of the sorceror/wizard list. That choice must be made when this ability is gained and can't be changed afterwards. Blindsense: As the srd ability, 60 foot range. Ability score increase: The bronze dragon gains permanent bonus to his ability scores as the following table.
For a total of +7 Str, +7 Con and +6 Cha at 20th level. Wings:At level 4 the Bronze dragon becomes able to fly with a speed of 10' per HD, with poor maneuverability. The maneuverability doesn't increase naturally, but players can take the Savage Species feat that increases it by two steps(stackable). Each wing can also be now used to deliver a secondary natural attack dealing 1d4+1/2 str damage. Amphibious (Ex): At 3rd level this dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged. Bronze Dragon SLAs: At 3rd level the bronze dragon can now use Create Food and Water and Fog Cloud as SLAs 1/day for every HD it has. At 5th level it can use Detect Toughts and Speak with Animals 1/day per HD. Save DCs 10+1/2 HD+Cha mod. Repulsion Breath:At 6th level, instead of the line of lightning the Bronze dragon may breath out a cone of repulsion gas out to 30', plus 5' per class level. Those caught in the blast must make a will save (DC 10+1/2 HD+Cha Mod) or be forced to do nothing but move away from the dragon for 1d6 rounds. This increases to 2d6 rounds at level 6 and by another 1d6 every 3 levels thereafter, up to 6d6 at level 18. This is a mind affecting compulsion effect. It must then wait 1d4 rounds before using it again. Bronze Empathy: Gained at 7th level, works as the Druid Wild Empathy ability, but using the full HD of the Bronze Dragon for the check, and can be performed as a standard action whitout penalties, even in magic beasts. The range is also 10 feet per HD instead of just 30 feet. Control Water:At 8th level as an SLA, once per day/5 HD, save DC 10+1/2 HD+Cha mod. Growth:At 9th level the Bronze dragon grows to large size. At 15th level the Bronze dragon grows to huge size. His AC, bonus to hit, base damage, grapple and skills change acordingly, but he doesn't get any ability score bonus or penalties. Tail slap:The Bronze dragon can now make a tail slap attack dealing 1d8 damage (already taking in acount large size). This is a natural secondary attack. Domain: At levels 10 and 18 the bronze dragon can add the spells from one domain to his spells known list. The choices are Animal, Law, and Water. Arcane skin: Starting at 11th level, the Bronze dragon gains SR equal to his HD+11. Iron Scales: Starting at 12th level, the Bronze dragon gains DR/magic equal to half his HD. Rescue:At 13th level the Bronze Dragon can, as a fullround action, take two move actions and during them pick up any number of creatures whose combined weight doesn't put the dragon over a light load. The Bronze dragon can then drop those creatures at another point of his movement, or move them to his back at which point they count as riding the dragon. Rescue movement doesn't provoke attacks of oportunity. Wanderer:At 14th level the Bronze Dragon gains a bonus to Survival and Disguise checks equal to half his HD, plus the track feat. If it already has the track feat it may pick any other feat for which he meets the prerequisites. Frightful Presence:At 15th level this ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Oponents within a radius of 30 feet × half the dragon's level are subject to the effect if they have fewer HD than the dragon. A potentially affected oponent that succeeds on a Will save (DC 10 + ˝ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, oponents with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons. Crush: At 15th level this dragon can make a crush attack dealing 2d8 damage base, already taking in acount huge size [spoiler] This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents). A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape. A crush attack deals the indicated damage plus 1˝ times the dragon’s Strength bonus (round down). [/spoiler] Protector: At 16th level creatures smaller than the bronze dragon adjacent (or riding it) get a sacred bonus to AC and saves equal to 1/4 the Bronze dragon's HD. Bronze Friendship: Unlike most other dragons bronze ones greatly enjoy the company of other beings. At 17th level, if a bronze dragon spends at least 8 hours in a day within view range of a creature which doesn't consider the bronze dragon an enemy, that creature counts as affected by a Greater Status effect as the spell, except that it extends to other planes, counts as an extraordinary effect, and has a permanent duration. A bronze dragon can have a number of bronze friends equal to his Cha mod. If it reaches the limit it may swap old friend for new ones. Bronze Unity: At 19th level, 1/day as a standard action the Bronze Dragon can rally his closest teammates with a mighty sense of companionship, camaredage and similar feelings. The Bronze Dragon and any adjacent bronze friends gain a friendship bonus to AC, Saves, Attack and Damage rolls equal to the number of bronze friends adjacent to the Bronze Dragon when this ability is used. This effect lasts for a number of rounds equal to the Bronze Dragon's Cha mod, but the affected creatures don't need to remain adjacent after it started. Change Weather: At 20th level the Bronze Dragon can use Control Weather as a SLA once per day/5 HD, except that the casting time is only one standard time. Save DCs are 10+1/2HD+Cha mod. [/spoiler] Comments: [SPOILER] The bronze dragon is specially connected to nature, with several water and animal related powers. It has better skills than the gold dragon in return for a little worse stats, and weaker SLAs in return for more variety. The extra breath weapon is also better as it targets will and takes oponents out of the battle. Plus no elemental vulnerability is always nice. The bronze dragon also seems less arrogant than the other so it gets several teamwork abilities. Rescue allows you to move around allies, and protector and bronze friendship help the dragon help others. Of course, geting too togheter will make you a tasty target for area effects. So if you want a more rangerish dragon that loves to work as a team, the bronze dragon's for you! [/SPOILER] |
So... does the cloaker lord seem okay to transfer to the main cloaker post now?Yes, just remove the "quadruple skill points at first level" part, and don't forget the image. Tecnically it should've been two levels long, but you're right that it has way too many abilities for so few levels (and the original monster it's clearly under-CR), so I'm willing to extend it to 3 levels. Good job!
Level | BAB | Fort | Ref | Will | Feature |
1 | +0 | +2 | +2 | +0 | Hydra Body, Hydra's Bite, Regrowth, +1 Str, +1 Con |
2 | +1 | +3 | +3 | +0 | Fast Healing, +1 Str, +1 Con |
3 | +1 | +3 | +3 | +1 | Growth, +1 Str, +1 Con |
4 | +2 | +4 | +4 | +1 | Growth, Scent, +1 Str, +1 Con |
5 | +2 | +4 | +4 | +1 | Hydra Skills, +1 Str, +1 Con |
6 | +3 | +5 | +5 | +2 | Hydra Hunger, +1 Str, +1 Con |
7 | +3 | +5 | +5 | +2 | Hydra Ferocity, +1 Str, +1 Con |
8 | +4 | +6 | +6 | +2 | Hydra Reflexes, +1 Str, +1 Con |
9 | +4 | +6 | +6 | +3 | Hydra Healing, +1 Str, +1 Con |
10 | +5 | +7 | +7 | +3 | Lasting Heads, +1 Str, +1 Con |
11 | +5 | +7 | +7 | +3 | Magic Fangs, +1 Str, +1 Con |
Hydra Level | Percentage of max HP lost to grow an extra head. |
1 | 50% |
2 | 33% |
3 | 25% |
4 | 20% |
5 | 17% |
6 | 14% |
7 | 13% |
8 | 12% |
9 | 11% |
10 | 10% |
11 | 9% |
12 | 8% |
Level | BAB | Fort | Ref | Will | Feature |
1 | +0 | +2 | +2 | +0 | Elemental blood, Hydra Breath. |
2 | +1 | +3 | +3 | +0 | Improved Hydra Breath. |
And another feat while I'm at it.
You know, since you seem to like doing those monster feats so much, I would be willing to add them to other already existing monsters if inspiration strikes you.Name a monster. Any monster.
Name a monster. Any monster.Flail Snail
oslecamo. Monster class. Now. :pName a monster. Any monster.Flail Snail
oslecamo. Monster class. Now. :pName a monster. Any monster.Flail Snail
Level | BaB | Fort | Ref | Will | Feature |
1 | +1 | +2 | +0 | +0 | Snail Body, Hydrobody, Blindsight, Light Blindness, +1 str, +1 con |
2 | +2 | +3 | +0 | +0 | Tentacle multiplication, Warp Magic, +1 str, +1 con |
3 | +3 | +3 | +1 | +1 | Whitdraw, Growth, +1 str, +1 con |
Level | Bab | Fort | Ref | Will | Feature |
1 | + 0 | +0 | +0 | +2 | Aboleth body, Anphibious, Memory of the eons, Mysteryous Mind, +1 Str, +1 Int |
2 | + 1 | + 0 | +0 | +3 | Ancient Mind, Mucus Cloud, +1 Con, +1 Cha |
3 | + 1 | + 1 | + 1 | +3 | Growth, OverWhelming intellect, +1 Str, +1 Int |
4 | + 2 | + 1 | +1 | +4 | Deep Mind, +1 Con, +1 Cha |
5 | + 2 | + 1 | +1 | +4 | Slime, +1 Str, +1 Int |
6 | + 3 | + 2 | +2 | +5 | Growth, Enslave, +1 Con, +1 Cha |
7 | + 3 | + 2 | +2 | +5 | Eternal Mind, +1 Con, +1 Str, +1 Cha, +1 Int |
Level | BaB | Fort | Ref | Will | Feature |
1 | +1 | +2 | +0 | +0 | Crustacean Body, Crab Grab, +1 str, +1 con |
2 | +2 | +3 | +0 | +0 | Powerful claws, Swim, Amphibious, +1 str, +1 con |
3 | +3 | +3 | +1 | +1 | Constrict, growth, +1 str, +1 con |
^ Perfect for high-realism campaigns set in ancient Japan (http://www.youtube.com/watch?v=2g1fr5vk72M). But needs an ability which increases the crit multiplier of any weapons used against it by 1.
Level | BAB | Fort | Reflex | Will | Features |
1 | +0 | +0 | +2 | +0 | Outsider Traits, Rules of The Hunt, Scent, Camouflage |
2 | +1 | +0 | +3 | +0 | Sneak attack (1d6), Poison |
3 | +2 | +1 | +3 | +1 | Throat Dart(1d4), +1 Str |
4 | +3 | +1 | +4 | +1 | Elusive Prey, +1 Cha, Bonus Feat |
5 | +3 | +1 | +4 | +1 | Sneak attack (2d6), Grace of the Hunter |
6 | +4 | +2 | +5 | +2 | Hunter Advantage, +1 Str |
7 | +5 | +2 | +5 | +2 | Perfect Tracker, DR/magic |
8 | +6/+1 | +2 | +6 | +2 | Sneak Attack (3d6), Bonus Feat, +1 Cha, |
9 | +6/+1 | +3 | +6 | +3 | Observe the Prey, +1 Str |
10 | +7/+2 | +3 | +7 | +3 | Evasion, Bonus Feat |
11 | +8/+3 | +3 | +7 | +3 | Unearthly Grace |
12 | +9/+4 | +4 | +8 | +4 | Hunter Eye, +1 Str, +1 Cha |
Level | BAB | Fort | Ref | Will | Feature |
1 | +0 | +0 | +0 | +0 | Anima Extinguished, Body of the Artifact, Immortal Artifact, Psionic Might |
2 | +1 | +0 | +0 | +0 | Jewels of the Ether, Immortal Mind, Meditation, Rolling Stone |
Original Manifesting time | New Manifesting time |
Swift | Move |
Move | Standard |
Standard | Fullround |
Other | Doubles |
Level | BAB | Fort | Ref | Will | Special |
1 | +1 | +2 | +2 | +0 | Drunken Mistake, Track, +1 Str |
2 | +2 | +3 | +3 | +0 | Improved Grab, Scent, +1 Str, +1 Con |
3 | +3 | +3 | +3 | +1 | Great Owlbear, +1 Str |
4 | +4 | +4 | +4 | +1 | Screech, +1 Str, +1 Con |
Level | BAB | Fort | Ref | Will | Special |
1st | +1 | +2 | +0 | +0 | Dracotaur body, +1 str,+1 con |
2nd | +2 | +3 | +0 | +0 | Spit fire, +1 str,+1 con |
3rd | +3 | +3 | +1 | +1 | +1 str,+1 con, Growth |
Level | BAB | Fort | Ref | Will | Special |
1 | +1 | +2 | +0 | +2 | Acid, Iconic Body, +1 Con |
2 | +2 | +3 | +0 | +2 | Engulf, Holy Cr*p Where Did You Come From?, Paralysis, +1 Con |
3 | +3 | +3 | +1 | +2 | Bud, Hypercube, +1 Con |
Level | Base Attack Bonus | Fort | Ref | Will | Class Features |
1 | +0 | +2 | +0 | +0 | Treant Body, Like a tree Str +1 |
2 | +1 | +3 | +0 | +0 | Animate Trees, Str +1, Con +1 |
3 | +2 | +3 | +1 | +1 | Growth, Str +1 |
4 | +3 | +4 | +1 | +1 | Reinforced Bark, Str +1, Con +1 |
5 | +3 | +4 | +1 | +1 | Trample, Entangle, Str +1 |
6 | +4 | +5 | +2 | +2 | Growth, Str +1, Con +1 |
7 | +5 | +5 | +2 | +2 | Woodland Guardian, Str +1 |
8 | +6 | +6 | +2 | +2 | Master of the Wild, Str +1, Con +1 |
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +1 | +2 | +0 | +2 | Body of Bindings, Chain Rakes 1d4, +1 Str |
2nd | +2 | +3 | +0 | +3 | Devil, Clattering Skin +1 Dex |
3rd | +3 | +3 | +1 | +3 | Unerving Gaze, Chain Reach +1 Str |
4th | +4 | +4 | +1 | +4 | Dancing Chains +1 Dex |
5th | +5 | +4 | +1 | +4 | Regeneration, +1 Str |
6th | +6 | +5 | +2 | +5 | Capture, +1 Dex |
Level | Bab | Fort | Ref | Will | Feature |
1 | + 1 | + 2 | + 0 | +2 | Flind body, Flind Combat, +2 Str. |
2 | + 2 | + 3 | + 0 | +3 | Brutality, +1 Str. |
Level | BAB | Fort | Ref | Will | Special |
1st | +1 | +2 | +2 | +0 | Alternate form(lizard), Lizard empathy, Lunar body, Reptilian Senses |
2nd | +2 | +3 | +3 | +0 | Alternate form(hybrid), Lunar Hide |
3rd | +3 | +3 | +3 | +1 | Growth, Sharpened Bite |
4th | +4 | +4 | +4 | +1 | Curse of lycanthropy, Devour |
Werelizard level+1/2 other levels | Ability improvements |
1 | +1dex |
2 | +1dex, +1con |
3 | +1str, +1dex, +1con |
4 | +1str, +2dex, +1con |
5 | +1str, +2dex, +2con |
6 | +2str, +2dex, +2con |
7 | +2str, +3dex, +2con |
8 | +2str, +3dex, +3con |
9 | +3str, +3dex, +3con |
10 | +3str, +4dex, +3con |
11 | +3str, +4dex, +4con |
12 | +4str, +4dex, +4con |
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +1 | +2 | +0 | +2 | Hag of the Sea, Drowned Most foul, +1 Str |
2nd | +2 | +3 | +0 | +3 | As the Water Does, Evil Eye, +1 Cha |
3rd | +3 | +3 | +1 | +3 | Crystal Eye, +1 Cha |
4th | +4 | +4 | +1 | +4 | Weakeningly Vile, +1 Str |
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +0 | +2 | +0 | +2 | Hag Body, Withered Hag, Foul is Fair, Dancing Lights, +1 Con |
2nd | +1 | +3 | +0 | +3 | Earth hath bubbles, Disguise self, Dark Familiar, +1 Str |
3rd | +1 | +3 | +1 | +3 | Invisibility, Pass without trace, +1 Cha |
4th | +2 | +4 | +1 | +4 | Tongues, Water Breathing, Weakening Touch, +1 Cha |
5th | +2 | +4 | +1 | +4 | Weird Sisters, Dark Augury, +1 Str |
Level | BAB | Fort | Ref | Will | Special |
1st | +1 | +2 | +0 | +0 | Bonus feat, +1str +1con |
2nd | +2 | +3 | +0 | +0 | +1str +1con, Forged by magic |
3rd | +3 | +3 | +1 | +1 | +1str +1con, Improved Regeneration |
4th | +4 | +4 | +1 | +1 | +1str +1con, bonus feat |
5th | +5 | +4 | +1 | +1 | +1str +1con, dazing blow |
6th | +6 | +5 | +2 | +2 | +1str +1con , bonus feat |
7th | +7 | +5 | +2 | +2 | +1str +1con,Master Of the dazing blow |
Level | BAB | Fort | Ref | Will | Special |
1 | +1 | +0 | +2 | +0 | Body of Rust, Rust, +1 Dex, +1 Con |
2 | +2 | +0 | +3 | +0 | Search & Erode, +1 Dex, +1 Con |
3 | +3 | +1 | +3 | +1 | Fleet of Foot, Rust Advancement +1 Dex, +1 Con |
Level | Bab | Fort | Ref | Will | Feature |
1 | +1 | +0 | +2 | +0 | Movanic Body, Heavenly Soul, +1 Dex |
2 | +2 | +0 | +3 | +0 | Deva, +1 Cha |
3 | +3 | +1 | +3 | +1 | Soothing Presence of Nature, +1 Dex |
4 | +4 | +1 | +4 | +1 | Wings, +1 Cha |
5 | +5 | +1 | +4 | +1 | Lesser Protective Aura, +1 Dex |
6 | +6 | +2 | +5 | +2 | Heavenly Deflection, +1 Cha |
7 | +7 | +2 | +5 | +2 | Divine Equilibrium, +1 Dex |
8 | +8 | +2 | +6 | +2 | Greater Protective Aura, +1 Cha |
9 | +9 | +3 | +6 | +3 | Cleansing Weapon, +1 Dex, +1 Cha |
Level | Bab | Fort | Ref | Will | Feature |
1 | + 0 | +0 | +0 | + 2 | Swarm Body, Swarm Form, Distraction, Swarm Attack, Hivemind |
2 | + 1 | +0 | +0 | + 3 | No escape, Consume, Swarm Master |
Level | BAB | Fort | Ref | Will | Special |
1st | +0 | +0 | +0 | +2 | Undying Body, Death touch, Natural armor, Abyssal blast, +1 Str |
2nd | +1 | +0 | +0 | +3 | Immunities, Unholy Armor, +1 Str |
3rd | +1 | +1 | +1 | +3 | Fear Aura, Death General, +1 Str |
Level | BAB | Fort | Ref | Will | Feature |
1 | +1 | +2 | +2 | +0 | Wilderness body, Track, Selected Prey, +1 Dex |
2 | +2 | +3 | +3 | +0 | Hunter Initiate, +1 Wis |
3 | +3 | +3 | +3 | +1 | Sprite Skin, +1 Dex |
4 | +4 | +4 | +4 | +1 | Hounds |
5 | +5 | +4 | +4 | +1 | Hunting Steed, +1 Wis |
6 | +6 | +5 | +5 | +2 | Adept Hunter |
7 | +7 | +5 | +5 | +2 | Ascension |
8 | +8 | +6 | +5 | +2 | Hunter Freedom |
9 | +9 | +6 | +6 | +3 | Hunting Cry, +1 Dex |
10 | +10 | +7 | +7 | +3 | Master Hunter |
11 | +11 | +7 | +7 | +3 | Group Hunt, +1 Wis |
12 | +12 | +8 | +8 | +3 | Ride the Storm, +1 Dex |
13 | +13 | +8 | +8 | +4 | Focused Mind , +1 Wis |
14 | +14 | +9 | +9 | +4 | Legendary Hunter, +1 Dex |
15 | +15 | +9 | +9 | +5 | Omen of Peril |
16 | +16 | +10 | +10 | +5 | Hunter Eye, +1 Wis |
17 | +17 | +10 | +10 | +5 | Gather the Dead |
18 | +18 | +11 | +11 | +6 | Perfect Hunter, +1 Dex |
19 | +19 | +11 | +11 | +6 | Hunting Tools, +1 Wis |
20 | +20 | +12 | +12 | +6 | Immortality, +1 Dex |
21 | +20 | +12 | +12 | +6 | Heaven's Wrath, +1 Wis |
22 | +21 | +13 | +13 | +7 | God of Hunt, +1 Dex |
Level | BAB | Fort | Ref | Will | Feature |
1 | +1 | +2 | +0 | +2 | Dekala Body, Faithless Warrior, +1 Str |
2 | +2 | +3 | +0 | +3 | Battle Cursed, +1 Con |
3 | +3 | +3 | +1 | +3 | Awaken Vilefire, +1 Str |
4 | +4 | +4 | +1 | +4 | Infernal Path, +1 Con |
I like little rusty. Even if the first way I can imagine him flying is by farting shrapnel. Mind you, I imagine him looking so cute gnawing on a rusted sword.Glad to see other Rust Monster lovers around here! Awww, so cute, now it's munching on my extra-expensive armor! :D
I don't see anything about the Rust Monster that damages grapplers, though. (You mentioned damaging grapplers due to being a rusty nail in the comments.)Leftover from an old version. The anti-grapple ended up turned in the Rust Cloud. Corrected now.
Also, should he have one antenna (as per the text) or two (as per the picture)?They both attack as one. Clarified it.
Should the save DC for Rust be +HD or +1/2 HD, like most other abilities?No, because attacking the gear is a really suboptimal tactic, so at least it better have an harder save than normal.
Is there any reason that the Reth can't take Devoted Spirit? I know it's called "Faithless Warrior", but half their maneuvers are from Devoted Spirit in the ToB write up. Both stances and 2 of the 5 maneuvers are from DS.
Level | Bab | Fort | Ref | Will | Feature |
1 | +1 | + 0 | +0 | +2 | Celestial 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 | +4 | Celestial Skin |
5 | +5 | + 1 | +1 | +4 | Lesser Protective aura |
6 | +6 | + 2 | +2 | +5 | Wings |
7 | +7 | + 2 | +2 | +5 | +1 Wis |
8 | +8 | + 2 | +2 | +6 | Greater Protective aura |
9 | +9 | + 3 | +3 | +6 | +1 Cha |
10 | +10 | +3 | +3 | +7 | Growth |
11 | +11 | +3 | +3 | +7 | +1 Str, +1 Wis |
12 | +12 | +4 | +4 | +8 | Regeneration |
13 | +13 | +4 | +4 | +8 | +1 Str, +1 Cha |
14 | +14 | +4 | +4 | +9 | Divine Messenger |
15 | +15 | +5 | +5 | +9 | +1 Str, +1 Wis |
16 | +16 | +5 | +5 | +10 | Divine Blade |
17 | +17 | +5 | +5 | +10 | +1 Str, +1 Cha |
18 | +18 | +6 | +6 | +11 | Divine Judgment |
19 | +19 | +6 | +6 | +11 | +1 Str, +1 Wis |
20 | +20 | +6 | +6 | +12 | Solar, +1 Str, +1 Wis, +1 Cha |
21 | +20 | +6 | +6 | +12 | Divine Intervetion, +1 Str, +1 Wis, +1 Cha |
22 | +21 | +7 | +7 | +13 | Holy General, +1 Str, +1 Wis, +1 Cha |
23 | +21 | +7 | +7 | +13 | Divine Champion, +1 Str, +1 Wis, +1 Cha |
Level | Bab | Fort | Ref | Will | Feature |
1 | +1 | +2 | +2 | +0 | Bird body, Hit and Run, +1 Str, +1 Con |
2 | +2 | +3 | +3 | +0 | Beak Snatch, Long Legs |
3 | +3 | +3 | +3 | +1 | Disrupting Feathers, Black Cloud |
4 | +4 | +4 | +4 | +1 | Growth, Powerful Legs, +1 Str, +1 Con |
5 | +5 | +4 | +4 | +1 | Maddening Cloud, +1 Str, +1 Con |
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?
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?
Level | Bab | Fort | Ref | Will | Feature |
1 | +1 | +2 | +2 | +0 | Martial body, Mind Read, Martial Soul, +1 Str |
2 | +2 | +3 | +3 | +0 | Change Shape, +1 Con |
3 | +3 | +3 | +3 | +1 | Bas Hide, +1 Str |
4 | +4 | +4 | +4 | +1 | Blood Thirst, +1 Con |
5 | +5 | +4 | +4 | +1 | Brutish Deceiver, +1 Str |
6 | +6 | +5 | +5 | +2 | Martial Adaptation, +1 Con |
7 | +7 | +5 | +5 | + 2 | Evil Incarnate, +1 Str, +1 Con |
Level | Bab | Fort | Ref | Will | Feature |
1 | +1 | +2 | +2 | +0 | Martial Improvement, Shaped for War, +1 Con |
2 | +2 | +3 | +3 | +0 | Extra Martial Soul, Cursed Bite, +1 Str |
3 | +3 | +3 | +3 | +1 | Shaped for War, Mortal Combat, +1 Con |
4 | +4 | +4 | +4 | +1 | Extra Martial Soul, Shifting Strike, +1 Str |
5 | +5 | +4 | +4 | +1 | Shaped for War, Cursed Claws, +1 Con |
6 | +6 | +5 | +5 | +2 | Extra Martial Soul, Double Soul, +1 Str |
Level | BAB | Fort | Ref | Will | Feature |
1 | +0 | +2 | +0 | +0 | Troll body, Reckless Assault, Shrug it off, Str+1, Con+1 |
2 | +1 | +3 | +0 | +0 | Scent, 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 |
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 ?
Level | BAB | Fort | Ref | Will | Feature |
1 | +0 | +0 | +0 | +0 | Force 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 |
As much as I like the Force Golem in MMV, it was not very well designed.That's not a mistake. Natural weapons don't always do the same damage. The skum (http://www.d20srd.org/srd/monsters/skum.htm), for instance, is a Medium creature with a 2d6 bite attack.
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)
As much as I like the Force Golem in MMV, it was not very well designed.That's not a mistake. Natural weapons don't always do the same damage. The skum (http://www.d20srd.org/srd/monsters/skum.htm), for instance, is a Medium creature with a 2d6 bite attack.
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)
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.
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.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?
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 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.
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.
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.
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.
Especially since the Force Dragon is immune to force. I haven't seen the source material here though.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.
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?
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?No, no, yes. I've edited the additional information into the description.
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.
Should specify increasing every 5 HD after 3 HD instead of every 5 levels, since this is only a 4 level class.
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.
Seems a bit strange to give a vulnerability in exchange for taking the last level of the class.
Especially since the Force Dragon is immune to force. I haven't seen the source material here though.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.
Super. It still has the "plus either the Force Golem's Strength modifier" text, though (the "either" is erroneous).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?
Thank you for catching that! That was just a screw-up on my part.
As for the force descriptor on force burst, I pulled a lot of the text straight out of the entry rather than attempting to rewrite my own. I think they just relied on the fact that it says "burst of force", I will edit in a [Force] to its abilities.
If you're giving Charisma something as big as this, how about at least evening the odds with a different but similarly-powered option for Intelligence-based Force Golems? Something like Int to Fort saves and Concentration checks (and other Con-based checks) to replace the other half of their missing Constitution score?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.
I agree, but a few things went through my head:
No one else gets to choose which stat gives them bonus hps.
Other constructs don't even get bonus hps.
I COULD put it on Strength, but I was concerned that if I made the Force Golem perfectly SAD that it would appear too strong, and also pigeonhole players. As it is, I tried to set it up so that once you finish your force golem levels you can conceivably go in several directions with the character. If I make it SAD in every way I can, I make it so they gain so much from beefing that one ability score that it's not worth beefing anything else.
I am gonna think about it though, I wasn't thrilled with the result, but since I straight lifted it from another monster's entry and also am giving a construct bonus hitpoints I figured I was getting away with enough as it is.
If anything, that kind of thing (a significant weakness) should come earlier rather than later, unless its something tacked on to a greater change with its own benefits (Ex: vulnerability to turning as the result of gaining a template that makes you undead, like Lich, or vulnerability to cold/fire as a result of gaining the fire/cold subtype). 2nd level is a decent choice because it also gives you a few defenses (Cha to HP, DR/adamantine, and resistance to the similarly uncommon sonic damage), plus it comes early enough that is feels like an integral part of being a Force Golem, rather than a sort of strange cost for taking the capstone level. Alternatively, it could come at 1st level, which is also probably okay for similar reasons (you do pick up a whole host of fancy Construct immunities). But I dunno, go with what feels right to you.Seems a bit strange to give a vulnerability in exchange for taking the last level of the class.
I agree. I was attempting to balance the free empowering of force effects it gets and also attempting to stay a bit faithful to the MM5 entry.
You think it would be better just to leave off the vulnerability to force entirely? I felt like I was hooking this guy up pretty well, so eventually I started feeling guilty about not giving him any setbacks, but maybe eating 4 levels is enough of a setback.
Super. It still has the "plus either the Force Golem's Strength modifier" text, though (the "either" is erroneous).
If you're giving Charisma something as big as this, how about at least evening the odds with a different but similarly-powered option for Intelligence-based Force Golems? Something like Int to Fort saves and Concentration checks (and other Con-based checks) to replace the other half of their missing Constitution score?
If anything, that kind of thing (a significant weakness) should come earlier rather than later, unless its something tacked on to a greater change with its own benefits (Ex: vulnerability to turning as the result of gaining a template that makes you undead, like Lich, or vulnerability to cold/fire as a result of gaining the fire/cold subtype). 2nd level is a decent choice because it also gives you a few defenses (Cha to HP, DR/adamantine, and resistance to the similarly uncommon sonic damage), plus it comes early enough that is feels like an integral part of being a Force Golem, rather than a sort of strange cost for taking the capstone level. Alternatively, it could come at 1st level, which is also probably okay for similar reasons (you do pick up a whole host of fancy Construct immunities). But I dunno, go with what feels right to you.
Especially since the Force Dragon is immune to force.He isn't last time I checked. Just +4 bonus to saves against force effects.
: Prime32Especially since the Force Dragon is immune to force.He isn't last time I checked. Just +4 bonus to saves against force effects.
Immune to Force (Ex)
A force dragon cannot be harmed by any force effect, including magic missiles, explosive runes, mage’s sword, the sphere spells, or any other spell or effect with the Force descriptor. It can move freely through barriers made of force, such as a wall of force.
Level | Bab | Fort | Ref | Will | Feature |
1 | +1 | +2 | +2 | +0 | Martial Improvement, Shaped for War, +1 Con |
2 | +2 | +3 | +3 | +0 | Extra Martial Soul, Cursed Bite, +1 Str |
3 | +3 | +3 | +3 | +1 | Shaped for War, Mortal Combat, +1 Con |
4 | +4 | +4 | +4 | +1 | Extra Martial Soul, Shifting Strike, +1 Str |
5 | +5 | +4 | +4 | +1 | Shaped for War, Cursed Claws, +1 Con |
6 | +6 | +5 | +5 | +2 | Extra Martial Soul, Double Soul, +1 Str |
: Prime32Especially since the Force Dragon is immune to force.He isn't last time I checked. Just +4 bonus to saves against force effects.: Force Dragon (http://www.d20srd.org/srd/epic/monsters/dragonepic.htm)Immune to Force (Ex)
A force dragon cannot be harmed by any force effect, including magic missiles, explosive runes, mage’s sword, the sphere spells, or any other spell or effect with the Force descriptor. It can move freely through barriers made of force, such as a wall of force.
The Lord Naytyan Rakshasa looks reasonable, but I still have some comments on it:It's more of a flavour thing indeed. You'll notice some classes around here do give proficiencies of the player's choice.
Gaining an exotic weapon proficiency is a little unusual. Not without use, of course, nor overpowered, just I don't think I've seen any other class that gives a single exotic proficiency of your choice. Still, good flavor-wise, and not annoying like needing an exotic proficiency to enter the class would be.
Martial Improvement: "learns one extra maneuver for each maneuver it has" seems a little too much. I do know what you actually meant by it, but it still needs fixing.Yeah, that was a bad one... Corrected now.
Shaped for War: Awesome ability, and forces some specialization. Some seems stronger than others, but not by much. Picking just three to have is giving a difficult choice, but it's more than reasonable to do so.Indeed I really wanted to improve them, but improving all at the same time would be too much.
Cursed Bite/Claws: Another cool ability. Saves a lot on enhancements, though is a bit in conflict with the exotic weapon proficiency. After all, you can't use an awesome exotic weapon along with all your awesome natural attacks unless you somehow found an obscure set of rules for a tailblade or something like that (I'm sure one must exist somewhere).Well you're not suposed to. The exotic weapon is more for fluff, or when you're charging and a two-handed weapon adding +1,5 Str mod is better than a single natural attack.
Mortal Combat: Interesting ability, certainly gives options. Still, Considering how much one loses from not having the special of martial soul bonus and stances, I see this only being used as an act of desperation to destroy a foe with a single full attack (Raging Mongoose+inferno blade, then curse at the fact the foe turned out to be immune to fire). I guess it also has use of not being unable to fight while disguised, which I guess is more useful if in a campaign where being seen as a Rakshasa would get you killed.That was kinda of the idea indeed, for when you don't want to let others know you're the demonic kung-fu tiger.
Shifting Strike: A lot more useful in combat than Mortal Combat, and likely renders Mortal combat obsolete other than fighting while disguised.That's why it comes later.
Double Soul: Perfect capstone ability. Still, multiple uses per day might make encounters a little too easy. Also, considering the character would now have two capstone abilities at level 13, one has to be a little concerned for power issues. Still, best leave it to someone more able to judge power than me to see if this needs changing.Well, if you don't mind capstones useable only 1/day, I have no trouble doing that.
Force golem:
-NO STARTING AT LARGE SIZE. Seriously that alone is too good for 1st level. Why do you think not a single of the other monsters here has it? Just no. At best at third level, probably better at fourth.
-Please, no Nat armor based on HD. Make it based on Str, and then the deflection based on one of the mental stats (and make the deflection come a little later).
-Make the powers area size/range increase with HD.
-The force golem's "vanilla" powers are all roughly the same power level, so perhaps let the player decide wich he picks in wich order?
-No to +2 Str at second level. Make it +1 at 1st level and another +1 at second level.
-DR always equal to half HD, save some very few exceptions, and never before 5th level. It's not like the force golem isn't already geting Nat armor and deflection bonus.
-"As the earth", just no. Doesn't really make sense fluff-wise (that's an undead-fey thing really) and kinda invalidates one of the important construct penalties. Just give it the standard extra HP like we've done for the other constructs.
-Also no for tactical mind. Really, the force golem is a litttle smarter than normal, that doesn't make it some tactical genius in any way.
-Lower spell resistance. Give it a scaling minor globe of invulnerability that it can turn off as needed to represent magic immunity.
-Good work with forcefull and force affinity!
-Prone is very nice at low levels, but becomes useless at higher levels with all the flying oponents. Allow all the stuff that makes oponent's prone to also harass flying oponents in a way.
-Remove force burst damage from the table since it's suposed to scale up with HD.
So basically, don't be tempted to just steal abilities from other classes and monsters and give them to your own.
Now the force golem isn't a tactical genius. It's smarter than a mindless golem yes, but that doesn't validate suddenly geting stuff like Int to saves and HP. Specially because it's ranged focus, so don't go too crazy on it's defenses.
Instead I sugest to focus on the force and ranged aspects. How about leting it create mini-walls of force (and keep a certain number up at the same time)?
-It now takes until 4th level to gain Large SizeThey look pretty good, but you forgot to list a duration for dazed/stunned. Also, for clarification's sake, state the Force Golem can choose to increase/reduce the radius every time he uses the power. The way it is now, one could misread it like meaning you must pick only one option when you gain enough HD.
-Done
-I've added range increases to all of them (Thanks for mentioning that, I try to make everything scale but it's easy to miss some things.)
-I added stuff to all its "vanilla" powers and made them selectable. I had a hard time choosing what to do with Force Reactive, but came up with something that should work OK
-FixedI didn't mean to fully remove it, just scale it down to 1/2 HD like most other monsters here.
-Seems weird to have a construct without DR, but I removed it
-Gone, although I pulled it from the Scouring Stanchion in MM5, which is also a construct. It's a pretty decent monster actually, though mindless.
-Gone
-Lowered spell resistance, and thanks for the idea about the minor globe! It fills the niche perfectly I think.
-Thanks!
-I made several changes that make it so flying near a force golem can quickly become a nightmare. The class actually does its best damage against flying creatures now. The beauty is that it make perfect sense that telekinetic/force powers would be easier to use against a flying target (Nothing anchoring them).
-Also done
I liked the idea of the mini walls of force but couldn't think of how to do it without a wall of text (All the wall spells are walls of text, no pun intended, and the limited version I was thinking of was looking like another wall). The truth is that it's more of a telekinesis golem anyway, so I didn't feel too bad about failing this on a 4 level class.
Lord Rakshasa, Naytyan looks good now. I just wish there were more people commenting on it, for if I missed something. All I'm left with are some rather general questions about both the LRN and the Rakshasa, Naytyan, perhaps even improved monster classes in general.
First off, what is the starting money for a 1st level Naytyan Rakshasa? Is it assumed that as a monster, it starts with no equipment at all if the campaign starts level 1? (Which would be a pain if party meets in a bar. I mean, goign into a bar when you know you are so broke you can't even afford to own a coin pouch.)
Lord Rakshasa, Naytyan looks good now. I just wish there were more people commenting on it, for if I missed something. All I'm left with are some rather general questions about both the LRN and the Rakshasa, Naytyan, perhaps even improved monster classes in general.Added the Lord to the base class post, since they're almost a single class. I'm pretty happy with the final result of this one as well.
First off, what is the starting money for a 1st level Naytyan Rakshasa? Is it assumed that as a monster, it starts with no equipment at all if the campaign starts level 1? (Which would be a pain if party meets in a bar. I mean, goign into a bar when you know you are so broke you can't even afford to own a coin pouch.)Hmm, yeah, I've been avoiding that issue untill now, but I guess it needs to be solved. Will add a comment on the FAQ that 1st level monster classes start with 100 GP for simplicity's sake. That should take care of basic gear whitout being overpowered.
Is the leaving off of the Rakshasa, Naytyan native subtype a mistake or deliberate deviation from the original? (Native subtype is actual a decent advantage, but without it you run into problems like where a Rakshasa would be banished to by a banishment spell)Well, banishment isn't exactly that common of a spell. But added the native subtype anyway since it's both crunchy and fluffy.
What happens to a character consisting of only monster class levels if they die and are brought back by a reincarnation spell? Would they lose all their levels due to it being a racial class? Or would they keep the levels (Due to them being effectively class levels), and hence the first level monster body instantly negating the racial traits of whatever is rolled on reincarnation?Allow me to point to this clause of that spell:
(hey, let's reincarnate the Tarrasque and see what happens!)Actually, that's pretty sensible. You don't want somebody resurrecting or reanimating it.
47HD rabbit?(hey, let's reincarnate the Tarrasque and see what happens!)Actually, that's pretty sensible. You don't want somebody resurrecting or reanimating it.
47HD rabbit?(hey, let's reincarnate the Tarrasque and see what happens!)Actually, that's pretty sensible. You don't want somebody resurrecting or reanimating it.
Level | Bab | Fort | Ref | Will | Feature |
1 | +0 | +0 | +0 | + 0 | Iron Body, Fire Forged, Mobile Fortress, +2 Str |
2 | +1 | +0 | +0 | +0 | Iron Plating, Sentry Eyes +1 Str |
3 | +2 | +1 | +1 | +1 | Iron Fist, Combine, +1 Str |
4 | +3 | +1 | +1 | +1 | Invulnerability, Siege Crossbow, +1 Str |
5 | +3 | +1 | +1 | +1 | Growth, Neutralize, +1 Str |
6 | +4 | +2 | +2 | +2 | Breath Weapon, Steel Plating,+1 Str |
7 | +5 | +2 | +2 | +2 | Heavy Fists, +1 Str |
8 | +6 | +2 | +2 | +2 | Shaking Steps +1 Str |
9 | +6 | +3 | +3 | +3 | Runed Plating, +1 Str |
10 | +7 | + 3 | +3 | +3 | Mighty Swing, +1 Str |
11 | +8 | + 3 | +3 | +3 | Fire Magnet, +1 Str |
12 | +8 | + 4 | +4 | +4 | Reinforced Plating, Mighty Iron, +1 Str |
13 | +9 | + 4 | +4 | +4 | Iron Crush, Iron Demolish, +1 Str |
New request (http://brilliantgameologists.com/boards/index.php?topic=10992) :p20 levels?
New request (http://brilliantgameologists.com/boards/index.php?topic=10992) :p20 levels?
Completely broken base abilities?
That... Will take some time to get finished.
Just let me finish my Medusa overhaul, partially inspired from too much surfing on the Fate/Stay Night wiki.
He already asked for the LeShay wich was 28 levels long.I wasn't being entirely serious. :p
Well, I guess I can make the drone while I wait for his clarification on the matter. The master would be a continuation of the drone class anyway.
Anyway, new Medusa (http://brilliantgameologists.com/boards/index.php?topic=9557.msg322770#msg322770) ready, let me know what you think!I assume someone taking levels in this class wants to play a medusa, not Rider. :/
Anyway, new Medusa (http://brilliantgameologists.com/boards/index.php?topic=9557.msg322770#msg322770) ready, let me know what you think!I assume someone taking levels in this class wants to play a medusa, not Rider. :/
Level | Bab | Fort | Ref | Will | Feature |
1 | +0 | +0 | +0 | +2 | Assimilator Body, Psychic Drain, Absorb Memories, Change Shape |
2 | +1 | +0 | +0 | +3 | Psychic Archive, Infiltrator |
3 | +2 | +1 | +1 | +3 | Psychic Combine, Trauma |
Love the new Troll and Minotaur. The Mino could stand to have a line dealing with what happens if you gain an Acrobatic Charge ability. Formatting is messed up on Medusa.Corrected Medusa formating, thanks for pointing it out. What's exactly Acrobatic Charge again? I remember seeing it somewhere but don't have the time to look it up now.
I'd like to see Ice Devil.Will do.
Level | BAB | Fort | Ref | Will | Feature |
1 | +1 | +2 | +0 | +2 | Ice Devil body, Cold Tactician |
2 | +2 | +3 | +0 | +3 | Devil, Summon Legion |
3 | +3 | +3 | +1 | +3 | Minion Shield, Hell Skin, Cold Spear |
4 | +4 | +4 | +1 | +4 | Cold Rise, Regeneration,+1 Str |
5 | +5 | +4 | +1 | +4 | Fear Aura, +1 Con, +1 Cha |
6 | +6 | +5 | +2 | +5 | Growth, Slowing Tail |
7 | +7 | +5 | +2 | +5 | Cold Battlefield, +1 Str |
8 | +8 | +6 | +2 | +5 | No Rest for the Wicked, You've Failed me for The Last Time +1 Con |
9 | +9 | +6 | +3 | +6 | Cold Assault +1 Cha |
10 | +10 | +7 | +3 | +7 | Tactical Devil, +1 Str |
11 | +11 | +7 | +3 | +7 | Cold Mirage, +1 Con |
12 | +12 | +8 | +4 | +8 | Expendable Sacrifice, +1 Cha |
13 | +13 | +8 | +4 | +8 | Cold Aura (Unholy Aura), Uttercold, +1 Str, +1 Con, +1 Cha |
The ability to move in any direction during a charge.
Level | Bab | Fort | Ref | Will | Feature |
1 | +0 | +0 | +0 | +0 | Maug 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 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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.Comments on the Maug:
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.
-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.
-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 HDNice 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).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.
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).
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
Level | Bab | Fort | Ref | Will | Feature | Ability Boost |
1 | +0 | +0 | +2 | +2 | Broken Mindscape, Conflicted Mind, Derro Body, Derro Skills +2, Focused Mindscape, Sneak Attack +1d6, Spell-like Abilities (ghost sound), Sunlight Vulnerability | Wis or Cha +2 |
2 | +1 | +0 | +3 | +3 | Broken 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 | +3 | Broken 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 |
HD\Level | 1st | 2nd | 3rd |
1 | Ghost 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 | -- |
HD\Level | 1st | 2nd | 3rd |
1 | Ghost 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 | -- |
First, the Maug should have some minor activated ability at first level. Nothing too powerfull, just something to give options.
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)?
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][/spoiler]
HD\Level 1st 2nd 3rd 1 Ghost 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 --
No for touchsight in shudder plate. Non-OGL ability.http://www.d20srd.org/srd/psionic/powers/touchsight.htm
No for touchsight in shudder plate. Non-OGL ability.http://www.d20srd.org/srd/psionic/powers/touchsight.htm
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][/spoiler]
HD\Level 1st 2nd 3rd 1 Ghost 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 --
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!
No for touchsight in shudder plate. Non-OGL ability.
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.
Level | Bab | Fort | Ref | Will | Feature | |
1 | +0 | + 0 | +0 | +2 | Changing Body, Alter Shape, Shape I, Evolve, Unstability | |
2 | +1 | + 0 | +0 | +3 | Detect Toughts, Knock | |
3 | +2 | + 1 | +1 | +3 | Shape II | |
4 | +3 | + 1 | +1 | +4 | Sugestion, Nondetection | |
5 | +3 | + 1 | +1 | +4 | Shape III | |
6 | +4 | + 2 | +2 | +5 | Dimension Door | |
7 | +5 | + 2 | +2 | +5 | Shape IV | |
8 | +6 | + 2 | +2 | +6 | Lesser Unstability | |
9 | +6 | + 3 | +3 | +6 | Shape V | |
10 | +7 | +3 | +3 | +7 | Fast Healing, Plane Shift | |
11 | +8 | + 3 | +3 | +7 | Shape VI | |
12 | +9 | + 4 | +4 | +8 | Ethereal Jaunt | |
13 | +9 | + 4 | +4 | +8 | Shape VII | |
14 | +10 | + 4 | +4 | +9 | Reactive Unstability | |
15 | +11 | + 5 | +5 | +9 | Shape VIII | |
16 | +12 | + 5 | +5 | +10 | Regeneration, Minor Instability | |
17 | +12 | + 5 | +5 | +10 | Shape IX | |
18 | +13 | + 6 | +6 | +11 | Destabilize Form | |
19 | +14 | + 6 | +6 | +11 | Instant Evolution | |
20 | +15 | + 6 | +6 | +12 | Protean | |
21 | +15 | + 6 | +6 | +12 | Potential | |
22 | +16 | + 7 | +7 | +13 | Devastating Evolution | |
23 | +16 | + 7 | +7 | +13 | Null Instability | |
24 | +17 | + 8 | +8 | +14 | Overwhelming Evolution | |
25 | +17 | + 8 | +8 | +14 | Gift of Change | |
26 | +18 | + 9 | +9 | +15 | Blinding Evolution | |
27 | +18 | + 9 | +9 | +15 | Survival of the Fittest | |
28 | +19 | + 10 | +10 | +16 | Pinnacle of Evolution | |
29 | +19 | + 10 | +10 | +16 | Lord of Change |
Maug:
-Why Graft flesh? They're constructs, made of stone and metal. Also non-OGL feat if I'm not mistaken. Just state that they can build the grafts. Also I would remove the spell pre-requisites, since I believe the maugs is suposed to be able to build his own grafts even if he isn't a caster.
-No stacking shudder plates.
-Spike Stones: These small round stones are placed in the flesh of a maug, all over its body. Maugs have flesh now? :twitch
-Otherwise really like the new roller(augment) and stone spikes! I can easily picture some kind of punk Maug with rollerskates impaling people all around.
-Also really like the possibility of multiple Stone Spitters untill you're a mobile artillery plataform! :love
-Good job making trample more exciting!
So yes, take care of those last details and I believe the class will be more than ready. You did an excellent job with the Maug! :clap
Level | BAB | Fort | Ref | Will | Feature |
1 | +1 | +2 | +0 | +2 | Orange Dragon body, Explosive Breath |
2 | +2 | +3 | +0 | +3 | Keen senses, Arcane Blood |
3 | +3 | +3 | +1 | +3 | Blindsense 60 feets, Aquatic, Pass Whitout Trace, Str+1 |
4 | +4 | +4 | +1 | +4 | Wings |
5 | +5 | +4 | +1 | +4 | Tail slap, Growth |
6 | +6 | +5 | +2 | +5 | Cover Breath, +1 Cha |
7 | +7 | +5 | +2 | +5 | +1 Str, +1 Con, Orange Agent |
8 | +8 | +6 | +2 | +5 | Heat Metal, Control Water, +1 Cha |
9 | +9 | +6 | +3 | +6 | +1 str, +1 con, Sugestion, Hallucinatory Terrain. |
10 | +10 | +7 | +3 | +7 | Delayed Breath, +1 Cha |
11 | +11 | +7 | +3 | +7 | Arcane Skin |
12 | +12 | +8 | +4 | +8 | Iron Scales, +1 Str |
13 | +13 | +8 | +4 | +8 | Growth, crush, Frightfull presence |
14 | +14 | +9 | +4 | +9 | +1 Str, +1 Con, Territorial Ambush |
15 | +15 | +9 | +5 | +9 | Pain Lord |
16 | +16 | +10 | +5 | +10 | +1 str, +1 con, Casual Cruelty |
17 | +17 | +10 | +5 | +10 | Territorial Master, +1 Cha |
18 | +18 | +11 | +6 | +11 | +1 str, +1 con, Orange Agent |
19 | +19 | +11 | +6 | +11 | River Flood, +1 Con, +1 Cha |
20 | +20 | +12 | +6 | +12 | Wild Tyrant, Orange Breath, +1 Str, +1 Con, +1 Cha |
Dragon level | Sorceror casting |
1 | - |
2 | 1 |
3 | 2 |
4 | 2 |
5 | 3 |
6 | 4 |
7 | 4 |
8 | 5 |
9 | 6 |
10 | 6 |
11 | 7 |
12 | 8 |
13 | 8 |
14 | 9 |
15 | 10 |
16 | 10 |
17 | 11 |
18 | 12 |
19 | 12 |
20 | 13 |
Level | Total bonus gained |
3 | +1 Str |
6 | +1 Str, +1 Cha |
7 | +2 Str, +1 Con, +1 Cha |
8 | +2 Str, +1 Con, +2 Cha |
9 | +3 Str, +2 Con, +2 Cha |
10 | +3 Str, +2 Con, +3 Cha |
12 | +4 Str, +2 Con, +3 Cha |
12 | +5 Str, +3 Con, +3 Cha |
16 | +6 Str, +4 Con, +3 Cha |
17 | +6 Str, +4 Con, +4 Cha |
18 | +7 Str, +4 Con, +4 Cha |
19 | +7 Str, +5 Con, +5 Cha |
20 | +8 Str, +6 Con, +6 Cha |
-I gave it Graft Flesh because I think the way the feat works is: You take it and you have the power to make grafts from your race and no other. I don't think it's OGL, but I don't think grafts are OGL. I've replaced it with the ability to just make grafts, and I've also replaced the spell requirements with HD requirements. The HD requirements are based on WBL, a maug can't build a graft before they could normally afford it.
I fear I'm showing my ignorance of crafting rules, if you see something else wrong with how I've presented it let me know, because to be honest I never understood how to make or apply grafts (Grafts were always too ghoulish for my tastes, so I never bothered learning about them, and maug grafts come from Fiend Folio, which is 3.0-3.5 transition material)
Prestige Races[/spoiler]
Gaining a Prestige Race Alteration
To gain a prestige race alteration, a creature must first take the Sculpt Self feat. When a creature with the Sculpt Self feat wants to purchase a prestige race alteration, it immediately expends the XP. It must then meditate for the time necessary to channel the XP into altering its form. A creature needs not do so immediately, and the process can be delayed as long as the creature wishes. If the creature purchased multiple prestige race alterations, it must meditate for each one separately.
Sculpt Self [General]
You have the ability to modify the essence of your being.
Benefit: You may spend XP to gain prestige race alteration. You cannot spend the XP for a prestige race alteration if that expenditure would reduce your level.
A creature must meditate for one day per 1,000 XP of the cost of the prestige race alteration, and the creature is presumed to spend about 8 hours meditating each day. You cannot rush the process by meditating more than 8 hours each day. Small interruptions or light activity do not disrupt this process so long as the creature spends about 8 hours a day meditating, but fighting, casting spells, using magic items, or other mentally or physically intensive activities ruin the day's meditation. Unlike a spellcaster creating a magic item, interruptions merely ruin the day's work, not the whole process. Thus, a creature can take as long as it wishes to gain the prestige race alteration.
Once gained, the prestige race alteration cannot be taken away. Loss of level due to energy drain and other effects never take away a prestige race alteration, and they cannot be dispelled. Most of the effects of a prestige race alteration are considered extraordinary abilities, but any spellcasting ability granted by prestige race alteration should be considered supernatural.
You cannot take the same prestige race alteration more than once.
Stacking Prestige Race Benefits
The benefits provided by prestige race alterations follow the normal bonus stacking rules. For instance, if a creature has a +4 natural armor bonus from a prestige race alteration and an amulet of natural armor +3, it gains only the prestige race's alteration's natural armor bonus to its AC. If it had an amulet of natural armor +5, it would instead gain the benefit from the amulet and not the prestige race alteration.
Prestige Race Foci
Prestige race alterations can be grouped into different foci. A prestige race focus represents a particular path of prestige race alterations. This path is much like a feat tree, but characters do not need to take feats to gain prestige race alterations; they need only spend the proper amount of XP and time.
Mineral Focus
Those who focus on the mineral path hold an affinity with the earth and its deepest foundations. The very bones of the world call out to them and hold mysteries that appeal to innermost selves. Progressing along this path, characters slowly experience changes to their bodies, allowing them to gain powers, abilities, and traits related to the deepest parts of the earth.
Grounded Creature [Mineral]
Grounded creatures have connected with the deep-seated, underlying energies of the earth. As a result, the creatures' skin darkens to the color of rich soil and becomes slightly gritty; their legs harden into thick pillars, and their feet begin to resemble wide, flat stones. A grounded creature becomes solidly linked with the ground beneath its feet.
Prerequisite: Sculpt Self feat.
Benefit: The creature gains a +1 natural armor bonus and a +4 competence bonus to resist trip, bull rush, and overrun attacks.
Special: This prestige race alteration is unavailable to creatures with wind or wave prestige race alterations.
Cost: 928 XP
Earthen Creature [Mineral]
Earthen creatures have begun to understand how to harness the profuse powers of the earth. Earthen creatures develop a thick skin composed of pebbles, small stones, and a soil-like substance. Their bones gain the density of stone, and their blood thickens to mud. Lastly, their eyes become cold and smooth like well-worn rocks.
Prerequisites: Grounded Creature, Sculpt Self feat.
Benefit: The creature gains a +2 natural armor bonus, and it can cast soften earth and stone once per day as a 3rd-level druid.
Cost: 3,264 XP
Steeled Creature [Mineral]
Steeled creatures hear the whispered secrets of stones and minerals and know how to unravel them. The skin of steeled creature has hardened into sombrous steel, beneath which pulse muscles of magma. Their eyes smolder and smoke like the core of the earth.
Prerequisites: Earthen Creature, Grounded Creature, Sculpt Self feat, Steeled Creature
Benefit: The creature gains a +3 natural armor bonus and a burrow speed of 10 feet.
Cost: 6,400 XP.
Adamantine Creature [Mineral]
Adamantine creatures have mastered the songs of stone and ground. They have gained the ability to transform their minds into unassailable fortresses of steel and their flesh into an impervious sheet of adamantine. Adamantine creatures are welcomed by the stone as brothers and walk within it unhindered.
Prerequisites: Earthen Creature, Grounded Creature, Sculpt Self feat.
Benefit: The creature gains a +4 natural armor bonus and a +4 resistance bonus to all saves against mind-influencing effects and polymorphing. The creature also gains the ability to cast meld into stone once per day as 7th-level druid.
Cost: 8,280 XP.
Flame Focus
Those who feel the intense heat and rushing draw of fire deep within their soul, and those who are awestruck by its simple mystery and terrible majesty choose to focus on the path of flame. The blazing inferno is a siren's song to their ears. Blazing a trail along this path, they quickly gain abilities and characteristics related to fire and its properties.
Kindled Creature [Flame]
Kindled creatures have felt the stirrings of the flame deep within their souls for as long as they can remember. Within the furnaces of their hearts, a tiny fire has sprung into existence and sears outward, eternally unquenchable. Kindled creatures' dispositions become strained; their tempers shorten as the spark within them grows. Typically, the creature's skin takes on a reddish-orange hue, and their hair and eyes begin to roil with an inner flame.
Prerequisite: Sculpt Self feat.
Benefit: The creature gains low-light vision and fire resistance 5.
Special: This prestige race alteration is unavailable to creatures with wave prestige race alterations.
Cost: 1,600 XP.
Ember Creature [Flame]
Ember creatures have discovered how to fan the flame within them; they have learned how to draw upon its inherent power in order to reacts with speed and precision. An ember creature's skin becomes opaque, dark, and cracked, with the vague hints of a smoldering fire lying deep beneath its surface. All of the hair on an ember creature's body falls away or vanishes in a puff of acrid smoke, and its eyes darken, leaving only two tiny pinpricks of gleaming light.
Prerequisites: Kindled Creature, Sculpt Self feat.
Benefit: The creature gains fire resistance 10 and the ability to cast produce flame at will as a 3rd-level sorcerer.
Cost: 7,520 XP
Fiery Creature [Flame]
Fiery creature speak with a voice of their inner flame and act through its authority. There is little that evokes fear in them, for they are the masters of their own destinies and giants among mere mortals. Fiery creatures sprout flame and blaze where they once sported hair and whiskers, and their ever-glowing skin ripples with the heat of a hundred torches.
Prerequisites: Ember Creature, Kindled Creature, Sculpt Self feat.
Benefit: The creature gains a +1 bonus to Charisma and the ability to cast wall of fire once per day as a 7th-level sorcerer.
Cost: 7,516 XP
Inferno Creature [Flame]
Inferno creatures are the lords of the flame and cower before none. The roar of fire is their voice, crackling conflagration is their laughter, and the all-consuming blaze is their wroth. An inferno creature's dark skin sizzles and pops with heat and is constantly licked with flickering flame.
Prerequisites: Ember Creature, Fiery Creature, Kindled Creature, Sculpt Self feat.
Benefit: The creature gains a the ability to cast fire shield once per day as a 7th-level sorcerer.
Cost: 4,480 XP
Wave Focus
Those who elect to follow the way of the wave tend to be placid and slow to anger. They feel the love and pull of the oceans, and from this they draw their unfathomable strengths and patience. As they steadfastly make headway along their chosen focus, these characters slowly experience changes and alterations to their minds, bodies, and spirits that only intensify their longing and love for the sea.
Sodden Creature [Wave]
Sodden creatures realize how truly vast and limitless the powers of the sea can be, and they have manages to bind a portion of that realization to their forms. A sodden creature's skin becomes coated with a slick, transparent film of water that can never be removed or sloughed off. The sodden creature's hair, fur, or plumage turns wet and slimy, remaining so despite all attempts to make it clean or dry. The creature's toes and fingers become webbed and elongated. Further, its eyes become paler and more luminous, like twin full moons reflected upon the surface of a calm bay.
Prerequisite: Sculpt Self feat.
Benefit: The creature gains a +4 competence bonus to all Escape Artist and Swim checks. In addition, any opponent attempting to grapple the sodden creature or use grapple actions, such as attempting to pin or damage a grappled sodden creature, suffers a -4 circumstance penalty to its grapple checks.
Special: This prestige race alteration is unavailable to creatures with flame or mineral prestige race alterations.
Cost: 384 XP.
Watery Creature [Wave]
Watery creatures have become one with the waves, and their hearts pound with the rhythmic sound of the sea. Their bodies seem to contain rushing rivers held back only by thin skins of vellum. It is said that the color of watery creature's eyes always reflect their mood, much like the color of the waves might hint at a coming storm.
Prerequisites: Sculpt Self feat, Sodden Creature.
Benefit: A watery creature can breathe water at will like an aquatic creature.
Cost: 4,000 XP.
Saturated Creature [Wave]
Saturated creatures discover how to tap into the immense power that lies beneath the waves in such a way as to actually alter their physical make up. As a result, the bodies of these creatures undergo a transformation whereby the internal organs become little more than water. While the organs continue to perform their assigned tasks, the potential damage that can be delivered to them by most weapons is essentially nullified. The only outwardly noticeable sign of this change is that the creatures now bleed clear, pure water.
Prerequisites: Sculpt Self feat, Sodden Creature, Watery Creature.
Benefit: The creature is no longer subject to critical hits or sneak attacks.
Cost: 10,000 XP.
Wind Focus
The rushing wind awakens something within those who choose to focus on this path. It rouses their potential, driving them onward like a ship with a full sail. As long as they are able to draw breath into their bodies, they feel there is nothing that they cannot do, nothing that cannot be accomplished. The air about them provides inspiration, steels determination, and gives hope. As they speed along their chosen path, these characters become more and more like the quickening wind.
Stirred Creature [Wind]
Stirred creatures hear the clarion call of wind early in their lives. The mere hint of a gust on their faces and in their hair brings them alive and exhorts them onward toward their goals. Stirred creatures can employ the wind to defend themselves against opponents for brief moments before the capricious wind swiftly flows from them. A stirred creature's hair always seems to be tossed and stirred by a slight breeze, even when no breeze is present. Their voices change, becoming airy and hollow sounding, but they seem to carry farther than normal.
Prerequisite: Sculpt Self feat.
Benefit: The creature gains the ability to cast wind wall once per day as a 7th-level sorcerer.
Special: This prestige race alteration is unavailable to creatures with mineral prestige race alterations.
Cost: 4,032 XP.
Zephyr Creature [Wind]
Zephyr creatures have learned to flow with the wind and make its force their own. Zephyr creature's bodies become more pliable and sinuous, and their skin and hair tones pale considerably as they strive to become one with the air. Further, their eyes turn a soft, airy color, usually light blue, white or pale yellow.
Prerequisites: Sculpt Self feat, Stirred Creature.
Benefit: The creature gains electricity resistance 5 and the ability to cast whispering wind three times per day as a 3rd-level sorcerer.
Cost: 3,391 XP
Gale Creature [Wind]
Gale creatures channel wind at will, working with it as a potter works clay. However, they can rarely maintain their grip upon it for long. Gale creatures know still that the wind is a fickle and passing thing an that their ability is a privilege given to them by the wind rather than a right to impose upon it. These creatures become impossibly thin, often appearing sickly or even at death's door. Their bones lighten and become supple, allowing them to walk upon the winds.
Prerequisites: Sculpt Self feat, Stirred Creature, Zephyr Creature.
Benefit: The creature gains the ability to cast wind walk once per day as an 11th-level cleric.
Cost: 9,504 XP.
Tempest Creature [Wind]
Tempest creatures are one with the wind and the air–it is not only their home but also their closest companion and most trusted friend. because tempest creatures have unlocked the secrets of the wind and co-exist with it at all times, the wind becomes their protector. Invisible swirls of rushing wind surround these creatures at all times. Further, the smells of wind-borne rain ant the sharp tang of lightning always surround tempest creatures.
Prerequisites: Gale Creature, Sculpt Self feat, Stirred Creature, Zephyr Creature.
Benefit: The creature gains the ability to cast improved invisibility three times per day as a 7th-level sorcerer.
Cost: 9,071 XP.
Gear Focus
Those who elect to traverse this path hear the call of the future, as spoken by the most potent force other than magic: technology. Gears, pulleys, pistons, and levers are the instruments for a cacophonous symphony of change. Those that dance to this strange new tune progress along the path of the gear and gain characteristics and capabilities related to mechanisms and technology.
Gadget Creature [Gear]
Gadget creatures see the opportunities that technology brings and have taken the first step of meeting it headlong. Turning their hopes, aspirations, and investigations inward, gadget creatures soon find ways to augment their physical and mental abilities. Generally, these augmentations focus on a single area of their bodies and supplement that area with unusual and fascinating arrays of gadgets and mechanisms. Depending on the nature and design of the enhancement, the general appearance of gadget creatures varies dramatically from one to another.
Prerequisite: Sculpt Self feat.
Benefit: One of the creature's ability scores gains a +1 inherent bonus. Once the ability is chosen, it cannot be changed. In addition, a gadget creature gains a +4 competence bonus to Knowledge (architecture and engineering) skill checks and may use the skill untrained.
Cost: 5,628 XP.
Clockwork Creature [Gear]
Clockwork creatures replace the weaker parts of their physical form, allowing themselves to slowly transform entire parts of their bodies into clockwork substitutes. Typically, limbs or even sections of clockwork creatures' bodies are replaced with mechanical twins, thereby strengthening their frames and increasing their abilities. Depending on the nature and design of their creations, the general appearance of a clockwork creature varies dramatically from one creature to another.
Prerequisites: Gadget Creature, Sculpt Self feat.
Benefit: Another of the creature's ability scores gains a +1 inherent bonus. This must be a different ability than that chosen for Gadget Creature. Once the ability is chosen it cannot be changed. In addition, the gadget creature also gains a +2 natural armor bonus.
Cost: 8,700 XP.
Contraption Creature [Gear]
Contraption creatures have gained enough knowledge of technology, clockwork mechanisms, and the rudimentary properties of the physical world to move their exploits to a new level- Contraption creatures now possess not only the knowledge to augment physical properties and mannerisms of the body, but also of how to drastically boost those properties. Contraption creatures are usually encased within several layers of interlocked and inter-working devices, to the point that they seem more metal than flesh. Depending on the nature and design of their augmentations, the general appearance of a contraption creature varies dramatically from one to another.
Prerequisites: Clockwork Creature, Gadget Creature, Sculpt Self feat.
Benefit: The creature gains a +4 resistance bonus to all Fortitude saves. In addition, the extra damage from critical hits and sneak attacks has a 25% chance to be negated, causing the attack to deal only normal damage. This does not stack or double with the fortification armor quality, but it does provide an additional negation chance should a contraption creature wear such armor.
Cost: 2,531 XP.
Soul Focus
Those creatures that choose the focus of the soul draw the bulk of their power from the enigmatic center of their beings–their souls. Many months and years are often initially spent purifying themselves and then searching for the most central and core aspect of their being. Once they begin along this path, these creatures quickly ascend through its rank and become both placidly serene and frighteningly formidable.
Blessed Creature [Soul]
Blessed creatures have found the light within their souls and have begun to foster its growth. Slowly, they begin to realize that despite their many years of self-realization and spiritual growth, their eyes are only now truly opening. Blessed creature can then begin to apply this thought-expanding knowledge to their lives with immediate and stunning results.
Prerequisite: Sculpt Self feat.
Benefit: The creature gains a +1 inherent bonus to charisma and a +4 insight bonus to Sense Motive, Spot, and Listen checks.
Cost: 5,884 XP.
Sacred Creature [Soul]
These creatures realize that they have the potential to change the world and set out to do so, relying on their ever-strengthening soul for guidance and support. A sacred creature's skin takes on a warmer tone (often rosy, golden or silvery). Their eyes melt into twin pools of tranquil light, and their hair becomes fuller, more glossy, and vibrant.
Prerequisites: Blessed Creature, Sculpt Self feat.
Benefit: The creature gains a +1 inherent bonus to Strength and a +4 resistance bonus to all Will saving throws.
Cost: 7,631 XP.
Hallowed Creature [Soul]
Hallowed creatures understand that the path to their ultimate destiny takes them not only through the calm but also through the storm. The countenances of hallowed creatures change, taking on more ethereal and timeless qualities, as if the weights and signs of the years simply vanish. Further, their voices boom with the resonating strength of righteousness.
Prerequisites: Blessed Creature, Sacred Creature, Sculpt Self feat.
Benefit: The creature gains a +1 inherent bonus to Wisdom and can cast searing light three times per day as a 5th-level cleric.
Cost: 11,980 XP.
Prestige Races and CR
Giving monsters or NPCs prestige race alterations is not the same as giving them XP and levels of classes. Instead, think of a monster or NPC with a prestige race as with a magic item. If you multiply the XP cost of a prestige race alteration by 5, you get the cost of a magic item with no space limitation and those qualities.
If you subtract this cost from the money you devote to the NPC's gear, you shouldn't have to worry about how it will negatively affect the NPC's CR or the difficulty of the encounter any more than normal when giving an NPC a magic item. If the prestige race alteration is in addition to an NPC's gear or a monster's usable treasure, you have to consider how that affects the encounter as carefully as if you were giving the creature extra magic items. Note that if the creature has plenty of item slots open, you might want to consider halving the gold piece value of the prestige race alterations: A creature with many item slots open would not expend resources to buy an item with no space limitation.
Creating Your Own Prestige Race Alterations
The possible effects of prestige race alterations are nearly limitless, but the XP cost can make certain alterations unlikely to be used. This article presents prestige race alterations worth up to 11,980 XP. This approaches the upper limit of what many players will be willing to pay for the benefits, and it limits the prestige race alterations to characters of 12th level or higher. When designing your own prestige race alterations, cheap benefits like skill bonuses are the most likely to be chosen and used by players.
Determining the XP cost of a prestige race alteration is simple in concept, but the math can become complicated. First determine the cost of each of the granted abilities as though they were all qualities of separate magic items that have no space limitation. You might want to add an ad-hoc price increase due to the fact that the “items” can never be stolen or destroyed, but consider that they can also never be given to another party member who might need them or be sold to buy a better item, and a feat is required to gain the benefits. Total all those prices. Once you have determined the total price in gold pieces, divide that cost by 5 to learn the XP cost. Note that if the prestige race alterations build upon another,a s in the case of the mineral focus's increasing natural armor benefit, you'll need to subtract the cost of the previous benefit before adding that to your calculations for the total gold piece cost of the prestige race alteration's qualities.
Say, were you going to replace the spellcasting mechanic with "casts as an Xth-level sorcerer"? (or cleric, etc.)
-I gave it Graft Flesh because I think the way the feat works is: You take it and you have the power to make grafts from your race and no other. I don't think it's OGL, but I don't think grafts are OGL. I've replaced it with the ability to just make grafts, and I've also replaced the spell requirements with HD requirements. The HD requirements are based on WBL, a maug can't build a graft before they could normally afford it.
I fear I'm showing my ignorance of crafting rules, if you see something else wrong with how I've presented it let me know, because to be honest I never understood how to make or apply grafts (Grafts were always too ghoulish for my tastes, so I never bothered learning about them, and maug grafts come from Fiend Folio, which is 3.0-3.5 transition material)
Maugs are special cases. If you re-read the Graft Flesh feat, you'll notice it doesn't cover Maug grafts. And by the Maug section, it seems like who can build them is up to DM fiat. Not the best written of rules indeed.
I would sugest simply sugest stating that they take gold and exp and time like crafting magic items, and that the Maug can qualify for it with the feat of Craft Magic Weapons and Armor, and it qualifies for it despite not having a caster level of his own.
Grafts aren't OGL, but notice you posted them on your class and improved them, so players can use them. That's good. You however didn't post any Graft Flesh feat, so players are left wondering its pre-requisites and where it is and then need to buy a book that's out of print. That's bad.
Anyway adding Maug to the Index, just remember to take care of that last detail please. :)
Level | Bab | Fort | Ref | Will | Feature | Sorceror casting |
1 | +0 | + 0 | +0 | +2 | Manipulator Body, Rebuke Undead, Call Undead, Change Shape, +1 Cha, +1 Dex. | - |
2 | +1 | + 0 | +0 | +3 | Necro Soul, Pain Wave, lesser | 1 |
3 | +1 | + 1 | +1 | +3 | Tyrant Hide, +1 Cha | 2 |
4 | +2 | + 1 | +1 | +4 | Necropotence, | 3 |
5 | +2 | + 1 | +1 | +4 | Tyrant Tongue, +1 Dex | 4 |
6 | +3 | + 2 | +2 | +5 | Greater Necropotence, +1 Cha, +1 Dex | 4 |
7 | +3 | + 2 | +2 | +5 | Primal Undead, | 5 |
8 | +4 | + 2 | +2 | +6 | Superior Necropotence, +1 Cha | 6 |
9 | +4 | + 3 | +3 | +6 | Pain Wave | 7 |
10 | +5 | +3 | +3 | +7 | Wicked Necropotence, +1 Dex | 8 |
11 | +5 | + 3 | +3 | +7 | Necro Arcana, +1 Cha, +1 Dex | 8 |
12 | +6 | + 4 | +4 | +8 | Vile Necropotence, +1 Cha | 9 |
13 | +6 | + 4 | +4 | +8 | Dark Champion, +1 Dex | 10 |
14 | +7 | + 4 | +4 | +9 | Master NecroPotence, +1 Cha | 11 |
15 | +7 | + 5 | +5 | +9 | Impure World Ressurection, +1 Cha, +1 Dex | 12 |
Level | BAB | Fort | Ref | Will | Feature |
1 | +1 | +2 | +0 | +2 | Concordant Body, Lesser Force, Know Alignment |
2 | +2 | +3 | +0 | +3 | Mixed Heritage, Know Magic Device |
3 | +3 | +3 | +1 | +3 | Constant Force |
4 | +4 | +4 | +1 | +4 | Concordant Greatsword |
5 | +5 | +4 | +1 | +4 | Balanced Force |
6 | +6 | +5 | +2 | +5 | Wings, Aligned Defence, +1 Str |
7 | +7 | +5 | +2 | +5 | Strong Force, +1 Cha |
8 | +8 | +6 | +2 | +5 | Growth, Planar Adaptation, +1 Str |
9 | +9 | +6 | +3 | +6 | Greater Force, +1 Cha |
10 | +10 | +7 | +3 | +7 | Spoils of War, Channel Magic Device, +1 Str |
11 | +11 | +7 | +3 | +7 | Major Force, +1 Cha |
12 | +12 | +8 | +4 | +8 | Mercenary Magic, +1 Str |
13 | +13 | +8 | +4 | +8 | Supreme Force, +1 Cha |
14 | +14 | +9 | +4 | +9 | Divine Neutrality, Know Power, +1 Str |
15 | +15 | +9 | +5 | +9 | Overwhelming Force, +1 Cha |
16 | +16 | +10 | +5 | +10 | Divine Challenge, +1 Str |
17 | +17 | +10 | +5 | +10 | Perfect Force, +1 Cha |
18 | +18 | +11 | +6 | +11 | Worthy Oponent, Tip the Scales, +1 Str, +1 Cha |
19 | +19 | +11 | +6 | +11 | Beyond Good and Evil +1 Str, +1 Cha |
Concordant Killer[/SIZE=4]Concordant Killer slays two outsiders. He uses the bonus Exp to Wish for Planar Binding, Greater and starts a factory for bonus Exp. If Planar Binding, Greater doesn't count as a permanent effect this is even easier.
Beyond Good and Evil: At 19th level the Concordant Killer transcends, realizing the full extent of the alignment wars and how to profit from it. He may cast Wish and Miracle each 1/day as an SLA, but he must pay the Exp cost if he tries to create any permanent lasting effect. If he however slays two outsiders with at least one oposite alignment between them, and each with at least 16 HD, the Concordant Killer gains a “pool” of 10.000 exp for spending on this ability. For every HD beyond 16 the slain outsiders have (they both must have the same HD), he gains an extra 1.000 exp to his pool.
Concordant Killer[/SIZE=4]Concordant Killer slays two outsiders. He uses the bonus Exp to Wish for Planar Binding, Greater and starts a factory for bonus Exp. If Planar Binding, Greater doesn't count as a permanent effect this is even easier.
Beyond Good and Evil: At 19th level the Concordant Killer transcends, realizing the full extent of the alignment wars and how to profit from it. He may cast Wish and Miracle each 1/day as an SLA, but he must pay the Exp cost if he tries to create any permanent lasting effect. If he however slays two outsiders with at least one oposite alignment between them, and each with at least 16 HD, the Concordant Killer gains a “pool” of 10.000 exp for spending on this ability. For every HD beyond 16 the slain outsiders have (they both must have the same HD), he gains an extra 1.000 exp to his pool.
So if you want to play an infernal-celestial combo that literally swings all ways, the Concordant Killer's for you!Don't forget to become a vampire. (http://www.youtube.com/watch?v=OQlZgko5DCI)
Level | BAB | Fort | Ref | Will | Special |
1 | +0 | +0 | +0 | +2 | Twin Body, Twin Skill |
Trying to return the courtesy of looking over your classes as you look over mine:Thanks! Fixed the typo. :)
-The Rakshasa, Ak'Chazar table has a mistake in its reflex save column. It goes up to +5 a level too early at level 14. It's no more than a typo, but the tables are kinda important.
I really like the "Worthy Target" ability on the Concordant Killer!
Dvati:-Whatever the campaign DM thinks it's fair. I don't use fractional Bab myself.
-You may want to specify whether the Dvati is getting 1/2 BAB or 3/4 BAB for the purpose of determining fractional bonuses. Since it's a one level class it's unclear. Although a person can figure out it's probably 3/4 from the humanoid type I suppose.
-I don't understand the part of the Twin Body class feature where it says "If a twin is in a martial Stance, the other cannot." Does that mean that they can't take two different stances or that only one can take a stance?
-Echo attack seems to require a lot of dice rolls for a measly +1 to attack or AC. The Dvati have to make a perform check and then the monster has to make a save based on that DC. I know it seems like a pointless complaint, but gameplay-wise it seems like two die rolls from two different people for a negligible bonus.
-I like the item splitting ability of Pair Link, although it seems like it should just be part of the main class rather than a selectable special ability. It seems out of place tacked on to an ability related to flanking.
-On Spell Conductor, why not just let them share spells like casters with familiars can do? I suppose it opens up action economy cheese, but that stuff already exists. Maybe instead of making the caster the "giver" of the spell allow the unaffected twin to "take" or "copy" the spell for themselves.
I was wondering if I could fix some things in the classes I've done. I figured I should ask before I make any edits that change how the class works.Half-random skill bonus are ok.
On the maug, I wanted to add this sentence to their Grafts class feature at 3rd level: "Maugs also gain +4 racial bonuses to Craft (stonemasonry) and Knowledge (architecture and engineering) due to their intimate familiarity with graft technology."
The original maug had these bonuses and the fact that I excluded them is really just an oversight on my part.
The Nimblewright was starting to look kinda shabby compared to stuff I've done since, so I wanted to make the following changes:It's also an ability that many times will be denying your oponent's fullround action (like a charge) as an immediate action. If you can easily parry/deflect multiple times per turn, stacking in with their miss chance, it's simply too much for my tastes.
Remove the "as an immediate action" phrase from its Parry and Deflect abilities. At the moment they cost an AoO and an immediate action, which seems like a steep cost. You have to give up your swift action and an AoO, which makes the abilities seem especially costly compared to similar abilities.
Also the Nimblewright's final level was looking weak, so I was considering giving it permanent Freedom of Movement as a Supernatural ability. I'm surprised I didn't think of it earlier because the class doesn't have an answer to grapple or water. Melee character need an answer to grapple and water way more than casters do. The fact that it's made from a water spirit and still sucks in water struck me as silly. The ability would get turned off in an AMF so it still has a counter.You can use your pimped Dex for Grapple checks.
-Only one stance between both twins. Clarified the ability text.
-Simplified ability, now it's just one roll.
-It had to be tacked somewhere. The flanking part was one of the original monster abilities and simply wasn't too exciting, so added the split item. Wich I didn't made default because I didn't want to frontload too much.
-Because the Dvati is already treading in dangerous ground by giving you two characters for the price of one. If they start doubling everything they receive, things get out of hand quickly. I would rather hear some other commentaries from other people before adding yet more stuff to a 1-level class.
You can use your pimped Dex for Grapple checks.
And look, when I first planned the Tarrasque, I gave it permanent Mindblank, Freedom of Movement and Death Ward. But then when testing it around a little, I realized I had made it immune to pretty much everything bebcause it also had all the other defensive abilities it still has. The only way to take it down was with some obscene damage combo, and altough it could be suitable for a boss ecounter, for a player it made the DM's job that much harder because the only way he could threaten the Tarrasque PC was with something that would one-shot most other characters out there.
So no, classes shouldn't be default get immunities to every problem they may find. You need to leave some holes. In particular when they aren't even 20-level classes. A player may close them with items/feats/multiclassing/allies.
In this case the Nimblewright already has contruct immunities, miss chance, deflecting spells, great SR and Natural armor, so adding permanent FoM just doesn't sound good to me.
Now it could use a little more spiffy capstone, and I don't mind you puting some water-affinity on it, just not in the first levels wich are kinda full. Could be the actual capstone, claiming the water spirit finally has fully bonded with the Nimblewright body.
Also I notice now it's trip is useless against flying oponents, you may want to solve that like you did with the Maug.
I'll also brainstorm a better capstone. "You don't suck in water" actually seems really lame and out of place as a capstone, which is why I went a step higher before. At the moment Augmented Critical isn't horrible as a capstone, since I'm pretty sure it stacks with Keen and Improved Critical, it just doesn't kick quite enough ass.I was thinking more along the lines of "You don't suck in Water. X times per day, you can summon/turn into a wave and ride atop it across the battlefield while washing away oponents", where X is a low number.
EDIT: It's NICE being able to review work and potentially clean it up! That's one big advantage of homebrew. You're not published so you don't have to construct official errata, you can just focus on making a good product without as many obstacles.
Level | BAB | Fort | Ref | Will | Feature |
1 | +1 | +0 | +2 | +2 | Pureblood Body, Snake Magic Beginner, Cobra Combat, +1 Wis |
2 | +2 | +0 | +2 | +3 | Snake Shape, Snake Skin |
3 | +3 | +1 | +3 | +3 | Snake Magic Initiate, Cobra Infiltrator, +1 Wis |
4 | +4 | +1 | +3 | +4 | Half-Blood Body, Poison, Chamaleon, Vitriolic Soul |
5 | +5 | +1 | +4 | +4 | Snake Magic Adept , Cobra Lunge, +1 Wis |
6 | +6 | +2 | +5 | +5 | Abomination Body, Growth, Improved Grab, Repulsion, +1 Wis |
7 | +7 | +2 | +5 | +5 | Snake Magic Master, Cobra Crusher |
Level | BAB | Fort | Ref | Will | Feature |
1 | +0 | +0 | +2 | +2 | Tainted Brood Body, +1 Con |
Level | BAB | Fort | Ref | Will | Feature |
1 | +1 | +2 | +0 | +2 | Anathema Body, Cobra Spitter, Biffurcate, +1 Str |
2 | +2 | +3 | +0 | +3 | Snake Magic Heretic, +1 Wis |
3 | +3 | +3 | +1 | +3 | Cobra Dance, Biffurcate, Sin Body, +1 Str |
4 | +4 | +4 | +1 | +4 | Snake Magic Anathema, Great Serpent Cult, +1 Wis |
5 | +5 | +4 | +1 | +4 | Growth, Cobra Assault, Biffurcate, +1 Str |
6 | +6 | +5 | +2 | +5 | Mass Aversion, Snake Swarm, +1 Wis |
7 | +7 | +5 | +2 | +5 | Cobra Ravager, Biffurcate, +1 Str |
8 | +8 | +6 | +2 | +6 | Blasphemous Craft, +1 Wis |
9 | +9 | +6 | +3 | +6 | Cobra Terror, Biffurcate, +1 Str |
10 | +10 | +7 | +3 | +7 | Snake Graft, Fractured Mind, +1 Wis |
11 | +11 | +7 | +3 | +7 | Awaken the Great Serpent, Biffurcate, +1 Str, +1 Wis |
Request: Naga.
Either multiple types as a single race like Slaad, or uses Prestige classes to differentiate.
Level | BAB | Fort | Ref | Will | Feature |
1 | +0 | +0 | +2 | +2 | Naga Body, Path, +1 Str, +1 Con |
2 | +1 | +0 | +3 | +3 | Arcane Soul |
3 | +2 | +1 | +3 | +3 | Naga Magic, + 1Cha |
4 | +3 | +1 | +4 | +4 | Growth, +1 Str, +1 Con |
5 | +3 | +1 | +4 | +4 | Naga Bite, +1 Cha |
6 | +4 | +2 | +5 | +5 | Naga Magic, +1 Str, +1 Con |
7 | +5 | +2 | +5 | +5 | Naga Cast, +1 Cha |
Level | BAB | Fort | Ref | Will | Feature |
1 | +0 | +0 | +2 | +2 | Dark Naga Body, Arcane Soul, Dark Toughts, +1 Cha |
Level | BAB | Fort | Ref | Will | Feature |
1 | +0 | +0 | +2 | +2 | Guardian Naga Body, Arcane Soul, Redemption, +1 Cha |
2 | +1 | +0 | +3 | +3 | Splash Spit, +1 Str, +1 Con |
3 | +2 | +1 | +3 | +3 | Splash Spit Blessing, +1 Cha |
Level | BAB | Fort | Ref | Will | Feature |
1 | +0 | +0 | +2 | +2 | Spirit Naga Body, Arcane Soul, Charming Eyes, +1 Cha |
2 | +1 | +0 | +3 | +3 | Spiritual Charm, +1 Str, +1 Con |
Does Naga Cast allow for Quicken Spell?Yes. Perhaps should clarify it.
Otherwise, I like it! Wish there was an advanced Water Naga, that is my favorite of the paths.Very glad you liked it, because that path was the hardest one to do. The original one is basically "Naga that can swim", so I had to work extra to properly spice it up. I may do some kind of Water Naga Queen later. But first I'll take care of one or two non-snake monster classes for refreshing my ideas.
Requesting the Hellwasp swarm!
I was thinking more along the lines of "You don't suck in Water. X times per day, you can summon/turn into a wave and ride atop it across the battlefield while washing away oponents", where X is a low number.
Aqueous body size1 | Creation distance2 | Speed3 | Maximum Height4 | Damage5 contact/trapped| | Trapped6 size/time | Example bodies7 |
Tiny | Adjacent or same square | 30' | HD feet | 1d6/1d3 | < Small / 1 round | canteen, waterskin, small bucket |
Small | 10 feet | 30' | 10 feet + HD | 1d8/1d4 | < Medium / 1 round | basin, large bucket |
Medium | 20 feet | 40' | 20 feet + HD | 2d6/1d6 | < Large / 1d2 round | barrel, bathtub |
Large | 30 feet | 40' | HD x 5 feet | 2d8/1d8 | < Large / 1d2 rounds | section of creek, small wading pool |
Huge | 40 feet | 60' | HD x 10 feet | 3d8/2d6 | < Huge / 1d3 rounds | section of large creek, large swimming pool |
Gargantuan | Close* | 60' | HD x 10 feet | 4d8/2d8 | < Huge / 1d3 round | small pond, section of river |
Colossal | Medium* | HD x 10' | HD x 10 feet | 6d8/4d6 | < Huge / 1d3 round | Normal or larger pond |
Beyond Colossal | Long* | HD x 10' | HD x 20 feet | 6d8 + HD/ 4d6 + HD | < Huge / 1d4 + 1 rounds | ocean, lake |
Level | BAB | Fort | Ref | Will | Features |
1 | +0 | +0 | +2 | +0 | HellWasp bodies, Hive Mind, Swarm Attack, Distraction, -2 Str, +2 Dex, +2 Con |
2 | +1 | +0 | +3 | +0 | HellBorn, Poison,+1 Dex |
3 | +1 | +1 | +3 | +1 | Inhabit Dead, +1 Dex, |
4 | +2 | +1 | +4 | +1 | Growth, +1 Dex |
5 | +2 | +1 | +4 | +1 | Scattering Swarm, +1 Dex, +1 Con |
6 | +3 | +2 | +5 | +2 | Inhabit Living, +1 Dex |
7 | +3 | +2 | +5 | +2 | Lay Eggs, +1 Dex, |
8 | +4 | +2 | +6 | +2 | HellPlague, +1 Dex, +1 Con |
Bloody Initiate: Except that it's a wall of text, I find no problems with that ability and like it quite a bit. I must just ask to lower the number of uses to Cha mod, as the Nimblewright is already gaining two other abilities at last level.
I would really prefer if there was a shorter way of making it, but I can't see it now whitout sacrificing the coolness factor, so feel free to add it to the Nimblewright as it is now, plus the less uses per day. Good job there!
Level | Bab | Fort | Ref | Will | Feature |
1 | + 0 | +2 | +2 | + 0 | Centaur body, Wild Path, +1 Str |
2 | + 1 | +3 | +3 | + 0 | Hooves, Wild Warrior, +1 Con |
3 | + 2 | +3 | +3 | + 1 | Growth, Wild Soul, +1 Str |
Nice work on the Hellwasp Swarm, swarms are pretty cool and making one playable is just as cool, there just aren't that many playable swarms or support for players who want to play them.
Nice! I would love if my current DM would let me play that class, I mean who doesn't wantto play a swarm of Devil Bugs!Urban druid, man.
Nice! I would love if my current DM would let me play that class, I mean who doesn't wantto play a swarm of Devil Bugs!Urban druid, man.
You can wildshape into a hellwasp swarm.Nice! I would love if my current DM would let me play that class, I mean who doesn't wantto play a swarm of Devil Bugs!Urban druid, man.
Perhaps you missed the "Devil" part. Can your druid crawl under people's skins to control them? :smirk
You can wildshape into a hellwasp swarm.Nice! I would love if my current DM would let me play that class, I mean who doesn't wantto play a swarm of Devil Bugs!Urban druid, man.
Perhaps you missed the "Devil" part. Can your druid crawl under people's skins to control them? :smirk
Right.. now that I'm remembering properly, that was a character adapted from 3.0 who already had tainted wildshape...You can wildshape into a hellwasp swarm.Nice! I would love if my current DM would let me play that class, I mean who doesn't wantto play a swarm of Devil Bugs!Urban druid, man.
Perhaps you missed the "Devil" part. Can your druid crawl under people's skins to control them? :smirk
No, urban druid can just wildshape into a vermin-based swarm, not every swarm under the sun and the moon. Hellwasp swarms are not vermins. Just as hellhounds aren't animals.
Besides, you would still be playing a druid untill lv 12, wich kinda defeats the purpose of wanting of playing a swarm.
Pleasure Devil and Lilithu plox? :flutter
Pleasure Devil is from Fiendish Codex II, but where the hell is Lilith from?(pun intended)It's a demon from Fiendish Codex I. A greater succubus.
EDIT:And from the ecology section it seems like Pleasure devils are promoted Erinyes. Mind if I do it as a prc for the Erinyes?:/ If you must. I'd rather see it as a separate monster class but do what is better in your opinion.
To be more accurate, Pleasure Devil is specialized in corrupting the more devoted servants of dieties (higher level paladins and clerics in particular).
Lilithu corrupts churches and temples.
Erynies aren't corruptors. They're soldiers or scouts. Only the more seductive ones are promoted to something more then just cannon fodder.From Fiendish Codex II pg 13:
And BTW. The picture of the erynies is in fact a picture of the pleasure devil (it's the exact same as in FC2, although she's not really depicted in her natural form) (I mean the picture you're using for the erynies monster class).
From Fiendish Codex II pg 13:Eh... I'm not saying that they can't be corruptors, they just aren't in default. They where warriors/corruptors in earlier editions (at least that's what I heard, I only played 3.5 so far), in 3 edition they where devolved into simple soldiers, but they tried to bring that "fluff" in FC2. That's why they created the pleasure devil. Notice that in MM they are described as scouts, servants and concubines of powerful devils. The "servant" part might be refering to the "corrupting" but it doesn't have to.
Both harvester devils and erinyes are assigned the coveted task of recruiting mortals to active damnation through the signing of Faustian pacts.
Erinyes are direct descendants of fallen angels. They're much more than simple cannon fodder, specially because lesser devils cannot be promoted into an erinyes (unlike all other devil forms). They stand on a category of their own, and altough they do see more frontline combat than a succubus, they also work hard for seducing souls for the 9 Hells.
Google Image Erinyes. Tell me what you see.I see lots of different pictures. They named a picture of a pleasure devil taken from FC2 as an erinyes. So what? I mean a pleasure devil IS theoreticly an erinyes. Check this (http://www.wizards.com/default.asp?x=dnd/dd/20061208a) out.
Again, I should point out that erinyes can be male.Of course. That's how I see it to. I'm not sure how it actually is in canon but I don't care. In my games everything that's not explicitly stated as genderless has two genders. :)
Again, I should point out that erinyes can be male.
Bah, they used to be angels right?In hentai? Yes. :smirk
Angels are simultaneously male and female no?
Level | Bab | Fort | Ref | Will | Feature |
1 | + 1 | +2 | +0 | +2 | Body of Seduction, Sadism initiate |
2 | + 2 | +3 | + 0 | +3 | Devil, Hell Skin, +1 Str |
3 | + 3 | + 3 | +1 | +3 | Lesser Sadist, Dark Vanguard, +1 Cha |
4 | + 4 | + 4 | + 1 | +4 | Wings, Hell Archer, +1 Str |
5 | + 5 | + 4 | + 1 | +4 | Faustian Pact, +1 Str, +1 Cha |
6 | + 6 | + 5 | +2 | +5 | Sadist, +1 Cha |
7 | + 7 | + 5 | + 2 | +5 | Greater Sadist, Allure, +1 Str |
8 | + 8 | + 6 | + 2 | +6 | Master Sadist, +1 Cha |
Level | Bab | Fort | Ref | Will | Feature |
1 | + 0 | +0 | +0 | +2 | Body of Pleasure, Sadism Master, Sweet Poison |
2 | + 1 | +0 | +0 | +3 | Dark Mistress, Beguille |
3 | + 1 | +1 | +1 | +3 | Summon Slaves, Forbidden Pleasure |
Lvl | BAB | Fort | Ref | Will | Feature |
1 | +0 | +2 | +2 | +2 | Azer Body, Heat, Practical Craft, +1 Str, +1 Con |
2 | +1 | +3 | +3 | +3 | Living Forge, Spell Resistance, Flame Native, +1 Str, +1 Con |
Level | Bab | Fort | Ref | Will | Feature |
1 | + 1 | +0 | +0 | +2 | Body of Heresy, Mock Divinity, Shroud Alignment, Mock Artifact, +1 Dex |
2 | + 2 | +0 | +0 | +3 | Lilitu's Gift, Profane Domain, Corrupter Mistress, +1 Str |
3 | + 3 | +1 | +1 | +3 | Stingers, Decay Poison, +1 Dex |
4 | + 4 | +1 | +1 | +4 | Unresistible Corrupter, +1 Str |
5 | + 5 | +1 | +1 | +4 | Mocking Dance, +1 Dex, +1 Str |
-I really like the aproach you're taking with this monster, but... Magic Item crafting doesn't work that way!
Casters don't need to make craft checks to build their stuff. They just need to know the spells, and then they build stuff whitout any rolls involved. So your Acer ability just doesn't work right now, because there's no roll for you to add an extra DC to. Now what you could do is make a base DC. Like 10+all the other modifiers you mentioned.
Level | Bab | Fort | Ref | Will | Feature |
1 | + 1 | +0 | +0 | +2 | Body of Heresy, Mock Divinity, Shroud Alignment, Mock Artifact, +1 Dex |
2 | + 2 | +0 | +0 | +3 | Lilitu's Gift, Profane Trickery, Corrupter Mistress, +1 Str |
3 | + 3 | +1 | +1 | +3 | Stingers, Decay Poison, +1 Dex |
4 | + 4 | +1 | +1 | +4 | Unresistible Corrupter, +1 Str |
5 | + 5 | +1 | +1 | +4 | Mocking Dance, +1 Dex, +1 Str |
Yeah, the relations between crafting magic and mundane stuff are wonky at best.
You still need to clarify some things tough:
-Can you take 10 or 20 on the check?
-What happens if you fail the craft check? Do you waste 8 hours hammering to no avail? Try again right away or X hours of interval to clear your head? Spent materials can be fully recovered for another try? One check per day or one check for each item?
Lilitu:-Thanks, fixed now!
-Table is broken, fixed in the spoiler below.
[spoiler][/spoiler]
Level Bab Fort Ref Will Feature 1 + 1 +0 +0 +2 Body of Heresy, Mock Divinity, Shroud Alignment, Mock Artifact, +1 Dex 2 + 2 +0 +0 +3 Lilitu's Gift, Profane Trickery, Corrupter Mistress, +1 Str 3 + 3 +1 +1 +3 Stingers, Decay Poison, +1 Dex 4 + 4 +1 +1 +4 Unresistible Corrupter, +1 Str 5 + 5 +1 +1 +4 Mocking Dance, +1 Dex, +1 Str
-Under Body of Heresy, you don't specify whether the flight is a supernatural ability or not. It looks like it is Su but it could be clarified.
-The same with Shroud Alignment, is it Su or Ex?
-Mock Artifact is badass. Simple and elegant :clap
-No Cha bonus? :(
-I love Lilitu's Gift, always did. It's cool to have then innate ability to buff someone and keep a line of communication with them. Also needs to be written in that it's Su.
-No Demonic Domain? Lilitus normally have access to it, it's on page 88-89 of the Fiendish Codex 1. If you just wanted to tone down her casting by keeping it away that's fine, I just wanted to make sure it was a choice you made not an oversight.
Overall I like it, just needs a little bit of clarification.
Level | BAB | Fort | Ref | Will | Feature |
1 | +1 | +2 | +0 | +2 | Black Dragon body, Acid Breath |
2 | +2 | +3 | +0 | +3 | Keen senses, Arcane Blood |
3 | +3 | +3 | +1 | +3 | Blindsense 60 feets, Anphibious |
4 | +4 | +4 | +1 | +4 | Wings, +1 Str |
5 | +5 | +4 | +1 | +4 | Corrupt Water, Darkness +1 Con |
6 | +6 | +5 | +2 | +5 | Charm Reptiles, Swamp Life, +1 Str. |
7 | +7 | +5 | +2 | +5 | Rotten Arcana, +1 Cha, +1 Con, |
8 | +8 | +6 | +2 | +6 | Plant Growth |
9 | +9 | +6 | +3 | +6 | Growth, Tail Slap |
10 | +10 | +7 | +3 | +7 | +1 Str, +1 Con, Insect Plague |
11 | +11 | +7 | +3 | +7 | Arcane Skin, +1 Cha |
12 | +12 | +8 | +4 | +8 | Iron Scales, +1 Str, +1 Con |
13 | +13 | +8 | +4 | +8 | +1 Cha, Blight Bringer |
14 | +14 | +9 | +4 | +9 | Frightfull presence, Growth, crush. |
15 | +15 | +9 | +5 | +9 | +1 Cha, Bog Stalker |
16 | +16 | +10 | +5 | +10 | +1 Str, +1 Con, Rotten Arcana |
17 | +17 | +10 | +5 | +10 | +1 Cha, Defile |
18 | +18 | +11 | +6 | +11 | Tyrant, +1 Str, +1 Con, |
19 | +19 | +11 | +6 | +11 | Black Infestation, +1 Cha, +1 Str, Veil |
20 | +20 | +12 | +6 | +12 | Killing Intent, +1 Str, +1 Con |
Dragon level | Sorceror casting |
1 | - |
2 | 1 |
3 | 2 |
4 | 2 |
5 | 3 |
6 | 4 |
7 | 4 |
8 | 5 |
9 | 6 |
10 | 6 |
11 | 7 |
12 | 8 |
13 | 8 |
14 | 9 |
15 | 10 |
16 | 10 |
17 | 11 |
18 | 12 |
19 | 12 |
20 | 13 |
Level | Bonus gained |
4 | +1 Str |
5 | +1 Con |
6 | +1 Str, |
7 | +1 Cha, +1 Con |
9 | +1 Cha |
10 | +1 Str, +1 Con |
11 | +1 Cha |
12 | +1 Str, +1 Con |
13 | +1 Cha |
15 | +1 Cha |
16 | +1 str, +1 con |
17 | +1 Cha |
18 | +1 str, +1 con |
19 | +1 Cha, +1 Str |
20 | +1 Str, +1 Con |
Level | Bab | Fort | Ref | Will | Feature |
1 | + 1 | +0 | +0 | +2 | Anarchic Body, Chaosbringer, +1 Dex, +1 Con |
Level | Bab | Fort | Ref | Will | Feature |
1 | + 1 | +0 | +0 | +2 | Axiomatic Body, Lawbringer, +1 Str, +1 Wis |
Level | BAB | Fort | Ref | Will | Feature |
1 | +0 | +0 | +0 | +2 | Ulgurstata body, Improved Grab, Acid breath, +2 Str |
2 | +1 | +0 | +0 | +3 | Tendrils, Incorporate Magic, +1 Str |
3 | +1 | +1 | +1 | +3 | Growth, Swallow Whole, +1 Str |
4 | +2 | +1 | +1 | +4 | Maggot Flesh, Acid Maw, +1 Str |
5 | +2 | +1 | +1 | +4 | Spawn Skeleton, +1 Str |
6 | +3 | +2 | +2 | +5 | Growth, Acid Spit +1 Str |
7 | +3 | +2 | +2 | +5 | Necromantic Acid, +1 Str |
8 | +4 | +2 | +2 | +6 | Consume Memory, Corrode, +1 Str |
9 | +4 | +3 | +3 | +6 | Growth , Devouring Maw, +1 Str |
10 | +5 | +3 | +3 | +7 | Acid Coating, Necrobolism, +1 Str |
11 | +5 | +3 | +3 | +7 | Putrid Assault, Kyuss Legacy, +1 Str |
Level | Bab | Fort | Ref | Will | Feature |
1 | +0 | +2 | +0 | +2 | Glaciar Body, Breath Weapon, +1 Str, +1 Con |
2 | +1 | +3 | +0 | +3 | Glaciar Skin, Rend,+1 Str, +1 Con |
3 | +2 | +3 | +1 | +3 | Ancient Senses, Winter Companion +1 Str, +1 Con |
4 | +3 | +4 | +1 | +4 | Growth, Cold Magic,+1 Str, +1 Con |
5 | +3 | +4 | +1 | +4 | Freezing Cold,+1 Str, +1 Con |
6 | +4 | +5 | +2 | +5 | Fast Healing, Winter Magic, +1 Str, +1 Con |
7 | +5 | +5 | +2 | +5 | Glaciar Endurance, Wasting Cold, +1 Str, +1 Con |
8 | +6 | +6 | +2 | +6 | Growth, Eternal Glaciar, +1 Str, +1 Con |
9 | +6 | +6 | +3 | +6 | Glaciar Magic, +1 Str, +1 Con |
10 | +7 | +7 | +3 | +7 | Dire SnowStorm, +1 Str, +1 Con |
11 | +8 | +7 | +3 | +7 | Unholy toughts, +1 Str, +1 Con |
12 | +9 | +8 | +4 | +8 | Growth, True Sight, +1 Str, +1 Con |
13 | +9 | +8 | +4 | +8 | Stomp, Regeneration,+1 Str, +1 Con |
14 | +10 | +9 | +4 | +9 | Ice Mountain Magic, Channel Winter, +1 Str, +1 Con |
15 | +11 | + 9 | +5 | +9 | Dire Winter, Ice Plates, +1 Str, +1 Con |
16 | +12 | +10 | +5 | +10 | Growth, Eternal Glaciar, Crushing Trample, +1 Str, +1 Con |
17 | +12 | +10 | +5 | +10 | Ice Break, Crushing Blow, +1 Str, +1 Con |
18 | +13 | +11 | +6 | +11 | Apocalypse Magic, +1 Str, +1 Con |
19 | +14 | +11 | +6 | +11 | Glaciar Wrath, +1 Str, +1 Con |
20 | +15 | +12 | +6 | +12 | Topling Mountain, Abomination, +1 Str, +1 Con |
21 | +15 | +12 | +6 | +12 | Glaciar Power, +1 Str, +1 Con |
22 | +16 | +13 | +7 | +13 | Glaciar Aegis, +1 Str, +1 Con |
23 | +16 | +13 | +7 | +13 | Dragon Roost, +1 Str, +1 Con |
24 | +17 | + 14 | +8 | +14 | Walking Mountain, +1 Str, +1 Con |
25 | +17 | + 14 | +8 | +14 | Icicle Fall, +1 Str, +1 Con |
26 | +18 | + 15 | +9 | +15 | Perfect Freeze, +1 Str, +1 Con |
27 | +18 | + 15 | +9 | +15 | Diamond Blizzard, +1 Str, +1 Con |
28 | +19 | + 16 | +10 | +16 | Living Mountain +1 Str, +1 Con |
29 | +19 | + 16 | +10 | +16 | Frost Columns+1 Str, +1 Con |
30 | +20 | + 17 | +11 | +16 | Wither Away+1 Str, +1 Con |
31 | +20 | + 17 | +11 | +16 | Minus Kelvin+1 Str, +1 Con |
32 | +21 | + 18 | +12 | +18 | Moving Glaciar+1 Str, +1 Con |
33 | +21 | + 18 | +12 | +18 | White Portal, +1 Str, +1 Con |
34 | +22 | + 19 | +13 | +19 | Freeze Atmosphere, +1 Str, +1 Con |
35 | +22 | + 19 | +13 | +19 | Great Crusher, +1 Str, +1 Con |
36 | +23 | + 20 | +14 | +20 | Living Glaciar, +1 Str, +1 Con |
Level | BAB | Fort | Ref | Will | Feature |
1 | +1 | +0 | +2 | +0 | Assassin Devil body, Assassin's Shadow Step, Smoke Cloud |
2 | +2 | +0 | +3 | +0 | Devil, Sneak Attack +1d6,+1 Dex |
3 | +3 | +1 | +3 | +1 | Shadow Skin, Shadow Form |
4 | +4 | +1 | +4 | +1 | Sneak Attack +2d6 , +1 Con |
5 | +5 | +1 | +4 | +1 | Spring Attack, Evasion |
6 | +6 | +2 | +5 | +2 | Infiltrator, Sneak Attack +3d6, +1 Dex |
7 | +7 | +2 | +5 | +2 | Dimensonal Backstab, Uncanny Dodge |
8 | +8 | +2 | +6 | +2 | BlindSight, Sneak Attack +4d6, +1 Con |
9 | +9 | +3 | +6 | +3 | Assassin Drugs, +1 Dex |
10 | +10 | +3 | +7 | +3 | Assassin Teleport, Sneak Attack +5d6, +1 Con |
11 | +11 | +3 | +7 | +3 | Improved Uncanny Dodge, Death Dance |
Beautiful work, and I love the drugs.:whistle
Wow, that came out in a way other than I intended. I've gotta stop sniffing this ajax.Beautiful work, and I love the drugs.:whistle
I like what you've done so far, and I think I can use these for something in the future. If I may request the Troglodyte, from the first Monster Manual?
Level | BAB | Fort | Ref | Will | Features |
1 | +0 | +0 | +0 | +2 | Puppeteer body, Enthral, Parasite Brain, Hide Mind, Host Protection, Weak |
Any chance you could do the Sharn? The CR 8 mystic theurge-in-a-can.
Or the CR3 Deadly Dancer from Tome of Magic? Though that could be quite similar to the last class.I'll figure some way of making it original. That's half the fun of this work after all. :p
Level | BAB | Fort | Ref | Will | Features |
1 | +1 | +0 | +0 | +2 | Troglodyte Body, Bleding Hide, Cavern Vision, Stench, +2 Con |
b100d_arrowz: One tecnical problem with the Shade. It has no listed CR change as far as I can see, only LA. One of the base rules of this project is making the monster classes with a number of levels equal to their CR, but obviously I cannot do so if I don't have a CR to convert.
So how many levels would you like the Shade to have? At first glance it seems like it would be at least 3 CR, specially with the crazy free-action long-range teleport trough shadows on top of all the other bonus. The more levels the class has, the more power I can cram on it.
Level | BAB | Fort | Ref | Will | Special |
1st | +0 | +0 | +2 | +2 | Shade Body, Light Unpowering, Shadow Speed, Night Field, Control Light, Dark Healing, Shadow Magic (Lesser), +1 Con |
2nd | +1 | +0 | +3 | +3 | Dark Blow, Shadow Stride, Black Blessing, Shadow Magic(Intermidiate), +1 Cha |
3rd | +1 | +3 | +3 | +3 | HandFang, Black Canopy, Shadow Magic (Greater), +1 Con, +1 Cha |
HD Required | Shade Magic Required | Spell | Uses per day |
6 | Lesser | Invisibility | 1/HD |
7 | Lesser | Mirror Image | 1/2HD |
9 | Intermediate | Teleport(to shadowy areas only) | 1/5 HD |
12 | Intermediate | Shadow Walk | 1/6HD |
13 | Intermidiate | Greater Teleport (to shadowy areas only) | 1/7 HD |
14 | Greater | Shadow Conjuration, Greater | 1/8HD |
18 | Greater | Shades | 1/9HD |
And several of my players tried out your classes at the end of our last session, they partnered up with a gnome messing with the forces of creation :plotting and put a stop to a barbarian invasion powered by dragon orbs :D Special thanks from my players for the Concordant Killer and Gloom especially.You're all welcome. :)
Another fun monster, the Phaerimm (not sure on spelling) from monsters of Faerun. They are nowhere near as awesome in the text as the books unless fully advanced, make them mo betta please :D
They, in the fluff, can drain magic from damn near anything. They created Aunaroch(sp?) the giant ass desert and ripped Netheril's floating cities out of the sky. They also almost drained the Elven City of Everska of its Mythal. They're DR in the novels make it seem damn near impossible to break through, they had to use shadowstriking(ToM) swords in one book to actually harm them.
So the phaeryn, they're sorcerors with lots of natural weapons as well and aparently very manipulative. Anything else?
Level | Bab | Fort | Ref | Will | Feature |
1 | +0 | +0 | +0 | +2 | Sharn Body, Hex Portal, Fixed Shape, +1 Cha |
2 | +1 | +0 | +0 | +3 | Chaos Field, Multi-Strike, +1 Cha |
3 | +1 | +1 | +1 | +3 | Chaos Soul, Screw the Rules |
4 | +2 | +1 | +1 | +4 | Dual Nature |
5 | +2 | +1 | +1 | +4 | Growth |
6 | +3 | +2 | +2 | +5 | Evasion, Chaos Essence |
7 | +3 | +2 | +2 | +5 | Tri-Force |
8 | +4 | +2 | +2 | +6 | Indepedent Action |
Any reason for choosing the 3.0 CR 6 Monster's of Fearun version instead of the arguably weaker 3.5 CR 8 Anauroch: The Empire of Shade version? Not having the book is understandable.Geez, excuse me for not having every adventure D&D book ever printed. :p
Given an ECL of 9 (4HD +5LA)-Don't really care about LA around here, only CR.
From 7th Sor+5th Cleric to 6th Sor+6th Favored Soul(loses turn undead)
DR 10/+3 to DR 10/cold iron or lawful
Natural Armor from 1 to 5
Loses haste, and the +4 AC from it
Instead of haste gets Independent Action (Ex) which is 3standard+move, Full round+stand, Full round+move each round, but limited to one spell per list as before.
3.5 version has Alterness, Multiattack, and Multiweapon Fighting as bonus feats.
3.5 version can wield weapon, but they count as 1 size smaller for wielding weapons
Fixed shape clarified to apply against polymorph, petrification, gaseous form,
and transformative attacks.
3.5 if gains a familiar then the sharn HD stacks for it, but the HD doesn't grant one.
3.5 no longer gains free casting levels from HD, only from RHD.
I did say that not having the book was understandable.Any reason for choosing the 3.0 CR 6 Monster's of Fearun version instead of the arguably weaker 3.5 CR 8 Anauroch: The Empire of Shade version? Not having the book is understandable.Geez, excuse me for not having every adventure D&D book ever printed. :p
Level | Bab | Fort | Ref | Will | Feature |
1 | +1 | +0 | +2 | +0 | Deadly Dancer Body, Improved WhirlWind Attack, Deadly Grace, +2 Dex |
2 | +2 | +0 | +3 | +0 | Deadly Dodge, Soak Blood, +1 Dex |
3 | +3 | +1 | +3 | +1 | Augmented Critical, Deadly Dance, +1 Dex |
I like the version better, so thank you.Always good to see another satisfied customer. :)
Now I want to find a game where I can play a gestated Sharn 8/Mystic Theruge 10/ Cloisted Cleric 1/Choker2/ Tarrasque 2/Blink Dog 2/ Nymph 3/Pseudodragon 1/Creature of Legend 2/Warblade 3/Sword sage 2I must point out that you cannot multiclass freely between base monster classes besides template/prcs like Creature of Legend. You need to take Monster Blooded and Monster Hybrid feats for each additional base monster class, so you would need at least 12 feats for that build.
Now I want to find a game where I can play a gestated Sharn 8/Mystic Theruge 10/ Cloisted Cleric 1/Choker2/ Tarrasque 2/Blink Dog 2/ Nymph 3/Pseudodragon 1/Creature of Legend 2/Warblade 3/Sword sage 2I must point out that you cannot multiclass freely between base monster classes besides template/prcs like Creature of Legend. You need to take Monster Blooded and Monster Hybrid feats for each additional base monster class, so you would need at least 12 feats for that build.
The Sharn’s class skills (and the key ability for each skill) are Balance(Dex), Bluff (Cha), Climb(Str), Diplomacy(Cha), Intimidate (Cha), Hide (Dex), Jump (Str), Knowledge (Royalty and Nobilty) (Int), Move Silently(Dex), Perform(Cha), Sense Motive(Wis), Spot(Wis), Swim(Str) and Tumble(Dex)Should be the Deadly Dancer's class skills.
Level | BAB | Fort | Ref | Will | Special |
1st | +1 | +2 | +0 | +0 | Bonus feat, Brute Warrior, +1str +1con |
2nd | +2 | +3 | +0 | +0 | Forged by Magic, Hard Charge, +1str +1con |
3rd | +3 | +3 | +1 | +1 | Dazing Blow, Lunging Shot, +1str, +1con |
4th | +4 | +4 | +1 | +1 | Bonus Feat, Improved Regeneration, +1str, +1con |
5th | +5 | +4 | +1 | +1 | Precise and Methodical, War Experience, +1str, +1con |
6th | +6 | +5 | +2 | +2 | ]Master Of the Dazing Blow, Improvise, +1str, +1con |
7th | +7 | +5 | +2 | +2 | Premium Merceneary, Bonus Feat, +1str, +1con |
Wasn't there an option before the monster feat were made that the DM could allow multiclassing between could be allowed, but not recommend?it's still there in the FAQ.
Requiring two feats is per class is quite a commitment.Don't really like that idea since as I don't really feel it's a very good idea to mix too many monster classes at once.
Perhaps a third feat in the chain that allow you to multiclass freely between the monster classes, but you don't get the ability score bonuses unless you have the monster blooded feat for that class.
How does monster hybrid interact between the Growth-like abilities of the Monster classes.Well I would say the growths stack untill you reach colossal, then you stop growing.
Corrected, thanks.The Sharn’s class skills (and the key ability for each skill) are Balance(Dex), Bluff (Cha), Climb(Str), Diplomacy(Cha), Intimidate (Cha), Hide (Dex), Jump (Str), Knowledge (Royalty and Nobilty) (Int), Move Silently(Dex), Perform(Cha), Sense Motive(Wis), Spot(Wis), Swim(Str) and Tumble(Dex)Should be the Deadly Dancer's class skills.
How about the Daelkyr from the Eberron campaign setting? In that canon they are the ones who made beholders, mind flayers, chokers etc. Seem like a fun CR 20 to makeYou people and your 20th level monsters. Ok, I'll work on that next, this project started with the 20 levels red dragon after all. :p
You people and your 20th level monsters. Ok, I'll work on that next, this project started with the 20 levels red dragon after all. :pHow about the nice simple Shrieker from MMI :P
Edit: I'm not trying to step on your toes here. If you think I am, I'll gladly edit my post and make my own topic. I just don't think any of the abilities of a monster need to be nerfed when you look at how many levels it would feasibly take to make any use out of them. We just have different views of how to go about balancing them. You say weaken their monster abilities, I say impose multi-classing restrictions.
Antropormhopic animal
The problem with that would be that the AA can get pounce at first level, and 4 natural weapons with pounce is more than I feel confortable with.Antropormhopic animal
So I was reading through this and it's really sub-par compared to the other classes around here.
It has no proficiencies except for it's natural weapons but it doesn't have any of those by default. :pout
If you compare it with something like the hound archon which get multiple natural weapons, increased speed and weapon proficiencies and outsider type in addition to a second strong save it seems a little unfair. Granted the AA gets better stat bonuses but that doesn't help them be viable from the beginning.
I'd recommend giving it claws and a 40ft base speed at the beginning, as well as simple weapon proficiency. This gives them something somewhat unique (multiple attacks at 1'st level) but not overpowering.
Nature linked is hugely more powerful then any other option at that level, but it also relies on you taking another level. So either increase the other options or decrease the strength of that one, preferably both.Also improved all of those, let me know what you think now.
I also think that the speed increases are heavily overvalued.
I'd also like to see some options for monk or ToB combinations like nature linked gives to divine casters.Synergy for fighter, precision-damage based classes and monk options included. ToB classes are naturally synergetic by themselves, they don't really need any help on that department.
I like the idea, but the execution seems flawed.
The Will-o'-Wisp gains a Deflection Bonus to it's AC equal to it's Cha Score.
In adition, at 9HD, a Kython's poison can affect creatures normally immune to poison, but it only deals
Poison:At second level, A kython's bite and tail atacks become poisonous. the save DC against the poison is equal to 10+ 1/2 HD + constitution modifier. The initial and secondary damage are the same(1d4 points of strength damage). This damage increases one die step every 3 HD from now on (1d6 at 5 HD, 1d8 at 8HD, 2d6 at 11 HD, etc)
Improved poison: At forth level, a Kython's poison becomes more virulent, increasing the strength damage dealt from 1d4 to 1d6.
ponents wishing to attack you in any way must suceed on a Will Save with DC 10+1/2 HD+Wis mod or lose their action as they're too scared by your visage.Is this like a normal boring fear effect where they only do it the first time they attack you, or does it happen every attack
The participant of the ritual must be fully and naturally willing, and will become mindlessly fanatic to the Anathema afterwards, so other Pcs and friendly NPCs can't benefit from this, neither the Anathema can use it to “convert” enemies.What if the other PCs want to be my mindless thralls 0:)
Shard Blade: Each Nerra owns a personal shard blade, which is a melee slashing weapon that appears to be made from a broken shard of a mirror set on a shiny hilt, but is as strong as any metal weapon. The Nerra gains proficiency with all weapons of the type of his shard blade, and has Weapon Focus for it as a bonus feat.So could I have the blade be any slashing weapon I choose? Or can I make up wacky stats for it, like 1d12 x4/18-20 :D
Digging the improved AA, especially the changes that make grapple a viable choice. It gives me a build idea... now I just need a tentacle Natural attack... I guess just re-flavor the tail as Tail/Tentacle and take it repeatedly. Does that seem balanced? or Should I be using the hooves as a base for tentacles?You cannot take the options more than once unless noticed otherwise. But added a tentacle option that can be taken multiple times, since it seems fiting for the AA.
Nature Linked still seems to strong but I think that is the +4 wis bonus. If it was +2 I think it would be reasonable.I made it +4 because assuming a starting 10 Wis you'll need that bonus to be able to cast your 4th level divine spells. I don't want to force a starting AA to invest in wisdom right away that won't do much for six levels.
Edit: On a second reading of the class, the skills still need to be fixed. It has wilderness Lore which has been folded into survival in 3.5, and it has Hide but not Move Silently. In addition I would give it Knowledge (Nature, Arcana or Dungeoneering), Handle Animal, and Profession (and/or Perform) or something since it's skill list is a bit short for 4+ skills.Put on Survival, Move Silently and Knowledge(Nature or Duneoneering). Handle Animal can be obtained trough Fearsome ability. I don't see Arcana, Profession or Perform fiting for the AA. That leaves it with 13 class skills wich I believe is already enough.
just checking on a few things here, but should the will o wisp have its full cha score added to its AC or just its cha mod?Yeah that should be cha mod. Capped miss chance at 90%. And hell yeah immunity to epic spells that allow SR.The Will-o'-Wisp gains a Deflection Bonus to it's AC equal to it's Cha Score.
Also what happens if the will o wisp reaches epic levels? Does it become immune to epic spells as well if they allow spell resistance? And is it able to dodge attacks 100% of the time?
Also you don't say what happens when the Kyton hits 9HD and uses its poison on creatures normally immune to it, there's a blankThat should've been half damage against immune. Also removed improved poison, that was a leftover from an earlier version.In adition, at 9HD, a Kython's poison can affect creatures normally immune to poison, but it only deals
And you state in the text of the poison that it improves every 3HD, but then you improve it at the 4th HD of KythonPoison:At second level, A kython's bite and tail atacks become poisonous. the save DC against the poison is equal to 10+ 1/2 HD + constitution modifier. The initial and secondary damage are the same(1d4 points of strength damage). This damage increases one die step every 3 HD from now on (1d6 at 5 HD, 1d8 at 8HD, 2d6 at 11 HD, etc)Improved poison: At forth level, a Kython's poison becomes more virulent, increasing the strength damage dealt from 1d4 to 1d6.
With the Yuan-ti Anathema you say this for one of its cobra abilities:Well since I don't put any clause that it only works once, it happes every attack.ponents wishing to attack you in any way must suceed on a Will Save with DC 10+1/2 HD+Wis mod or lose their action as they're too scared by your visage.Is this like a normal boring fear effect where they only do it the first time they attack you, or does it happen every attack
Also with the anathemaThey're still not geting an easy free level. :pThe participant of the ritual must be fully and naturally willing, and will become mindlessly fanatic to the Anathema afterwards, so other Pcs and friendly NPCs can't benefit from this, neither the Anathema can use it to “convert” enemies.What if the other PCs want to be my mindless thralls 0:)
In the centaur (http://brilliantgameologists.com/boards/index.php?topic=9557.msg388336#msg388336) text you say it gets +2 str and +1 con at the end of the 3 levels, but by the table it gets +1 str and con every level.Fixed table.
For the Pyroclastic Dragon (http://brilliantgameologists.com/boards/index.php?topic=9557.msg339854#msg339854) under destruction breath you say reduced to ash, I'm assuming this is the save or die effect. What happens if they make their save?First I tought "they just shrug it off", but then decided it was kinda boring so I added 1d8 damage per HD on a sucessfull save.
With the Nerra (http://brilliantgameologists.com/boards/index.php?topic=9557.msg326153#msg326153) you never say what kind of weapon their shard is, only:It has the stats of one already existing melee slashing weapon of your choice.Shard Blade: Each Nerra owns a personal shard blade, which is a melee slashing weapon that appears to be made from a broken shard of a mirror set on a shiny hilt, but is as strong as any metal weapon. The Nerra gains proficiency with all weapons of the type of his shard blade, and has Weapon Focus for it as a bonus feat.So could I have the blade be any slashing weapon I choose? Or can I make up wacky stats for it, like 1d12 x4/18-20 :D
Guessing this is an error, but in the Kaorti (http://brilliantgameologists.com/boards/index.php?topic=9557.msg339863#msg339863) you have a prerequisite listed as d8 HD.Yeah that was another error.
Should the Ghaele Eladrin (http://brilliantgameologists.com/boards/index.php?topic=9557.msg357567#msg357567) globe of invulnerability read [Ghaele Eladrin level/2] - 3, or [character level/2]-3 because otherwise at level 12 the Ghaele Eladrin and its allies are immune to 9th level spells :bigeyeDamn that slipped trough me as well. Fixed.
Yeah that should be cha mod. Capped miss chance at 90%. And hell yeah immunity to epic spells that allow SR.Dangit I was hoping to supermax cha and combine with 150% miss chance :P Guess 90% and cha mod will have to do :D And excellent :plotting
Well since I don't put any clause that it only works once, it happes every attack.The power of fear :smirk thanks for clearing that up
Thank you very much for pointing all of those out!No problem :D Gotta help you out if there's any problems seeing as my players have fallen in love with these :D
Savage: When a third level hell hound drops an opponent in melee(usually by reducing it to negative hit points or tripping it) the hell hound can tear into the downed enemy, dealing the same damage as its bite attack, including fire damage.is this done as a free action in response to an enemy dropping, or as an extra attack like the one granted by improved trip or an attack of opportunity?
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +1 | +2 | +0 | +2 | Mezzoloth Body, Anger, Darkness |
2nd | +2 | +3 | +0 | +3 | Yuguloth, Produce Flame, +1 Str |
3rd | +3 | +3 | +1 | +3 | Yuguloth Carapace, Cause Fear, +1 Cha |
4th | +4 | +4 | +1 | +4 | See Invisibility, Spite, +1 Str |
5th | +5 | +4 | +1 | +4 | Dispel Magic, Hate, +1 Cha |
6th | +6/+1 | +5 | +2 | +5 | Cloudkill, teleport |
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +1 | +2 | +0 | +2 | Nycaloth Body, Flank Assault, Darkness |
2nd | +2 | +3 | +0 | +3 | Yuguloth, Invisibility, +1 Str |
3rd | +3 | +3 | +1 | +3 | Yuguloth Carapace, Powerful Build, +1 Con |
4th | +4 | +4 | +1 | +4 | Improved Grab, Mirror Image, +1 Str |
5th | +5 | +4 | +1 | +4 | Wings, Liftoff, Wounding, See Invisibility |
6th | +6/+1 | +5 | +2 | +5 | Growth, Rake, Desecrate |
7th | +7/+2 | +5 | +2 | +5 | Deep Strike, Fear, +1 Con |
8th | +8/+3 | +6 | +2 | +6 | Death Drop, Greater Invisibility, +1 Str |
9th | +9/+4 | +6 | +3 | +6 | Wicked Assault, Teleport, +1 Cha, +1 Con |
10th | +10/+5 | +7 | +3 | +7 | Multi-Armed, True Seeing, +1 Str, +1 Cha, +1 Con |
and just a cosmetic word issue, you say the imp can change into a mudane creature to avoid attracting attention, I'm not sure a gargantuan spider is mundane :PAt the level you're able to do it, gargantuan spiders can probably pass as background between tarrasques and pit fiends. :p
You didn't do this monster, but on the mezzoloth (http://brilliantgameologists.com/boards/index.php?topic=9557.msg343999#msg343999), under the SLAs it doesn't give uses per day individually, just up on the table. And it could be taken that you could only use the lesser 1/day, moderate 2/day, and greater 3/day. With no uses given for the SLAs gained after all levels in the class have been taken. The restriction of needing Greater Muzzoloth magic is only on cloudkill by the text, and should teleport be replaced by greater teleport instead of it having both? The Nycoloth (http://brilliantgameologists.com/boards/index.php?topic=9557.msg344002#msg344002) right after has a clearer table and chart in regards to the SLAs, but the order of abilities granted is out of order. Lists the abilities gained in the order of: 8, 6, 5, 7, 11, 9, 13Those two were seriously outdated, including the wrong number of levels. As you may notice I cleaned and overhauled them.
Just a not on the displacer beast (http://brilliantgameologists.com/boards/index.php?topic=9557.msg344399#msg344399) you mentionCha bonus just a remain from an earlier version, removed.
it gains +1 cha at level 3, but then don't list the cha bonus in the ending totals, and the +1 to cha is not on the chart.
With the hell hound's (http://brilliantgameologists.com/boards/index.php?topic=9557.msg344400#msg344400) savage ability:Free action, clarified. And also allowed the Hound's howl to pierce fear-immunity at higher levels since I was at it.Savage: When a third level hell hound drops an opponent in melee(usually by reducing it to negative hit points or tripping it) the hell hound can tear into the downed enemy, dealing the same damage as its bite attack, including fire damage.is this done as a free action in response to an enemy dropping, or as an extra attack like the one granted by improved trip or an attack of opportunity?
So the earth elemental (http://brilliantgameologists.com/boards/index.php?topic=9557.msg344403#msg344403) doesn't have to stay at the nice big inconvenient huge size all the time? That's actually pretty cool.Thank you, that's one idea of mine I'm quite proud off. You'll notice the air and fire elementals also have it. :)
On the earth asunder move, should it be a reflex save instead of a balance check? I know thematically the balance makes sense, but with only a few classes ever getting balance and fewer still taking enough ranks to make it matter, this becomes almost a you lose check, including stunning with no save. Player's would probably be happier with a reflex save to try and avoid, with the conditional modifiers being placed on depending on how hard you failed.If you're 9th level whitout flying or Balance of sorts and also dumped dex, you deserve to get stunned if you ask me. This is, assuming a +8 Con bonus, at 9th level the DC is 22. You roll 10 for your balance check, at least +5 bonus from the ranks you put against grease, at least +1 Dex bonus, you're just failing by 6 on average, wich just means prone+damage.
There is no listed save for earth's embrace, nor is it stated that the creature runs out of air, although that should be assumed. Finally there is no stated method of getting free, I'm assuming a Freedom spell could do it, but needing a 9th level spell for a 10th Hit Die ability seems a bit overpowered.Clarified the save. The nonlethal damage/pure damage every minute is there to represent the air running out. Put clause about allies being able to free them trough digging.
At the level you're able to do it, gargantuan spiders can probably pass as background between tarrasques and pit fiends. :pHmmm you may be right, especially if there's giant floating cloaks and mountains joining the tarrasque and pit fiend :D
As you may notice I cleaned and overhauled them.Excellent, revisions much clearer then the previous ones.
Thank you, that's one idea of mine I'm quite proud off. You'll notice the air and fire elementals also have it. :)It thematically makes sense and would be quite fun to see, imagine the poor little group of adventures trying to talk down on the wee bitty fire elemental, and whoosh! he turns huge and incinerates the surrounding areas :smirk
If you're 9th level whitout flying or Balance of sorts and also dumped dex, you deserve to get stunned if you ask me. This is, assuming a +8 Con bonus, at 9th level the DC is 22. You roll 10 for your balance check, at least +5 bonus from the ranks you put against grease, at least +1 Dex bonus, you're just failing by 6 on average, wich just means prone+damage.True true, just made me laugh at the thought of throwing this against my players, half of them would actually succeed... because they all love playing monks :banghead but the rest of them :devil
At higher levels it gets even harder to make oponents stay on the ground, so if the earth elemental does manage to pull this off, let it stun his oponents.
On the Tarrasque's stomp ability, is say the radius is equal to the Tarrasque's face. Did you mean space?My player and I took it to mean one side of the tarrasque's space, i.e. one side of the massive square he's in.
On the Tarrasque's stomp ability, is say the radius is equal to the Tarrasque's face. Did you mean space?
Is there a reason the LeShay gets no bonuses to its attributes? I think it is the only class that's presented without some kind of bonus.Because I believed the LeShay's first levels were already too filled with abilities to make up space for ability scores. But looking at the higher levels I guess some ability boosts would help since the Leshay is still a squishy medium creature. Put some bonus to Dex and Cha on him.
Also just a completion type error, I know red dragon is the first monster class presented, but there isn't a link to it under the dragon section.
Because I believed the LeShay's first levels were already too filled with abilities to make up space for ability scores. But looking at the higher levels I guess some ability boosts would help since the Leshay is still a squishy medium creature. Put some bonus to Dex and Cha on him.That is what I figured, I mean getting permanent magic weapons in anything you can wield starting at level 2 is pretty nice, it was just strange seeing nothing added in later for its abilities.
Level | BAB | Fort | Ref | Will | Feature |
1 | +0 | +0 | +0 | +2 | Chesire Cat Body, Cat Magic, Cat Skills, Eschew Materials, Cha+1, Dex+1, Str-2 |
2 | +1 | +0 | +0 | +3 | Partial Invisibility, +1 Dex |
3 | +1 | +1 | +1 | +3 | Controled Invisibility, Maddening Smile, +1 Cha |
Breath Weapon: At 6th level, as a swift action, the golem can produce a cone with 5 feet per 3 HD of poisonous gas lasting 1 round, once every 1d4+1 rounds. Initial damage 1d4 Con, secondary damage 3d4 Con, Fortitude DC 1+1/2HD+Str mod negates.Got 1+1/2HD+str mod instead of 10+1/2HD+str mod :(
An orange dragon's breath weapon is a bizarre mixture of oily saliva and a deadly, explosive compound, affecting a cone with 30 feet plus 5 feet per HD. When this compound is exposed to water or air, it detonates in a ferocious explosion. The dragon's oily saliva shields this mixture, but it quickly evaporates. Once it is gone, the compound explodes. The orange dragon breathes this mixture in a line. Any creature caught in this area is covered with its sticky, gooey breath.You open by saying the breath weapon is a cone, but then say it breaths the mixture in a line... either way it looks like a bit of fun, but which one is it?
Catty Nebulart:Excellent work there, glad to see you found a fitting image and everything! Added to the Index! :D
Level | BAB | Fort | Ref | Will | Feature |
1 | +1 | +2 | +0 | +2 | Daelkyr body, Corrupting Touch, +1 Str |
2 | +2 | +3 | +0 | +3 | Daelkyr, Breed War Symbiot |
3 | +3 | +3 | +1 | +3 | Daelkyr Flesh, Daelkyr Operation, +1 Con |
4 | +4 | +4 | +1 | +4 | Personal Creation |
5 | +5 | +4 | +1 | +4 | Flesh Poet, +1 Int |
6 | +6 | +5 | +2 | +5 | Breed Symbiot, Alien Mind |
7 | +7 | +5 | +2 | +5 | Flesh Musician, +1 Str |
8 | +8 | +6 | +2 | +5 | Master of Flesh, Great operation, +1 Con |
9 | +9 | +6 | +3 | +6 | Flesh Sculptor, +1 Int |
10 | +10 | +7 | +3 | +7 | Breed Symbiot, Aura of Madness |
11 | +11 | +7 | +3 | +7 | Flesh Artist, +1 Str |
12 | +12 | +8 | +4 | +8 | Horror Legion, +1 Con |
13 | +13 | +8 | +4 | +8 | Revolutionary Operation, +1 Int |
14 | +14 | +9 | +4 | +9 | Breed Symbiot, +1 Str, +1 Con |
15 | +15 | +9 | +5 | +9 | Flesh Sculpture, +1 Int |
16 | +16 | +10 | +5 | +10 | Flesh Conversion, +1 Str |
17 | +17 | +10 | +5 | +10 | Instant Operation, +1 Con, +1 Int |
18 | +18 | +11 | +6 | +11 | Breed Symbiot, +1 Str, +1 Con, +1 Int |
19 | +19 | +11 | +6 | +11 | Aura of Insanity, +1 Str, +1 Con, +1 Int |
20 | +20 | +12 | +6 | +12 | Gate to Madness, +1 Str, +1 Con, +1 Int |
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +0 | +2 | +0 | +0 | Urskan Body, Surefooted, White Fur, Demolish, +1 Str |
2nd | +1 | +3 | +0 | +0 | Armored Bear, Scent, +1 Con |
3rd | +2 | +3 | +1 | +1 | Rend, Challenging Roar, +1 Str, +1 Con |
4th | +3 | +4 | +1 | +1 | War Bear Charge, +1 Str, +1 Con |
5th | +3 | +4 | +1 | +1 | Growth, SteelClaws, Guardian Bear, +1 Str |
You open by saying the breath weapon is a cone, but then say it breaths the mixture in a line... either way it looks like a bit of fun, but which one is it?
Drawed heavy inspiration from Golden Compass.*twitch* (http://tvtropes.org/pmwiki/pmwiki.php/Main/MarketBasedTitle)
That's the series where the author wanted to make it atheistic, confused it with agnostic, then thought the A was silent and just wrote a bunch of books centered around gnosticism, right?Drawed heavy inspiration from Golden Compass.*twitch* (http://tvtropes.org/pmwiki/pmwiki.php/Main/MarketBasedTitle)
Well it starts with a corrupt church, and ends with a war against a Demiurge. Also angels are subatomic particles found in amber. Or something.That's the series where the author wanted to make it atheistic, confused it with agnostic, then thought the A was silent and just wrote a bunch of books centered around gnosticism, right?Drawed heavy inspiration from Golden Compass.*twitch* (http://tvtropes.org/pmwiki/pmwiki.php/Main/MarketBasedTitle)
That's the series where the author wanted to make it atheistic, confused it with agnostic, then thought the A was silent and just wrote a bunch of books centered around gnosticism, right?Drawed heavy inspiration from Golden Compass.*twitch* (http://tvtropes.org/pmwiki/pmwiki.php/Main/MarketBasedTitle)
I think the characters having a goal of killing Demiurge counts as trying to turn kids into gnostics. :PFixed. :teach
Ability Score Bonus: The Warbear gains an extra +1 to Str at all levels and +1 to Con at levels 2, 3, 4, for a total of +5 Str and +3 Con at 5th level.
Armored Bear:typo:
Challenging Roar:Interesting mechanic, the fluff could use a bit of work but it's mechanically sound.
War Bear Charge: Urskans know how to put the weight of their powerfull bodies at the end of a charge. At 4th level when performing a Charge the Urskan may deliver a Slam attack dealing 2d6+1,5 Str mod damage in addition to all the other benefits and hazards of a charge. If wearing armor, the Urskan adds the Armor bonus to the damage as it uses its extra weight to crush the enemy.
Guardian Bear: Urskans are specially renowned for fiercely defending their territories, being virtually unstoppable when... (even if currently unable to take actions, including being bleeding to death) ...end one harmful spell/condition/effect ... its armors hardness is doubled and have their natural weapons and Steelclaws deal damage as if they were one size category larger.
Drawed heavy inspiration from Golden Compass.*twitch* (http://tvtropes.org/pmwiki/pmwiki.php/Main/MarketBasedTitle)
Yay armored bear people.Indeed there wasn't suposed to be a bonus to Str at 2nd level, removed it from the text. Also corrected that typo and added changing option.Ability Score Bonus: The Warbear gains an extra +1 to Str at all levels and +1 to Con at levels 2, 3, 4, for a total of +5 Str and +3 Con at 5th level.
The table does not have a str bonus at 2'nd level.Armored Bear:typo:
enanchment => enhancement
Also you should have some verbiage around changing the enhancement bonuses, either outright state it can't be done, or say that it takes 24 hours of forge work.
Well by all means feel free to sugest fluff. My idea was something along the lines that Uskan's image screams CHALLENGE. You just can't run away from it. You must pit your strenght against its.Challenging Roar:Interesting mechanic, the fluff could use a bit of work but it's mechanically sound.
Extra attack if you get pounce, clarified.War Bear Charge: Urskans know how to put the weight of their powerfull bodies at the end of a charge. At 4th level when performing a Charge the Urskan may deliver a Slam attack dealing 2d6+1,5 Str mod damage in addition to all the other benefits and hazards of a charge. If wearing armor, the Urskan adds the Armor bonus to the damage as it uses its extra weight to crush the enemy.
I am a little unclear how this would work if the Urskan somehow had pounce. Would he get this attack in addition to the other attacks since it is a natural attack? Or does this attack replace the normal attacks? By pure wording it's a strict additional attack.
Also that ability is basically Iron Heart Surge on crack. I would tone it down to OR instead of and, and up some of the effects a bit. Also how would you see or hear your allies being attacked while unconscious or dead? Or just blinded and deafened? How about this;IHS is basically at will. This is 1/day. But your sugestion looks quite good anyway so I'll add it.
...I removed the auto-upgrade to greater and mighty rage and reduced Mass Heal to just Heal to tone it down a little, but put in some barbarian sinergy. Check out the new version!
That might still be a tad strong. hmm. Anyway thank you for making Urskan's. :clap :love
Also corrected that typo and added changing option.
Also that ability is basically Iron Heart Surge on crack. I would tone it down to OR instead of and, and up some of the effects a bit. Also how would you see or hear your allies being attacked while unconscious or dead? Or just blinded and deafened? How about this;IHS is basically at will. This is 1/day. But your sugestion looks quite good anyway so I'll add it.
Also one thing I clearly didn't explain well was that the custom half-plate grants the Urskan itself an hardness score. Hopefully clarified it properly now.
And it's not much as atheism or gnocism as simply sociopatism as the guy who starts the whole "kill the guy on top" thingy is doing it for the evulz (why take down the government when I can take down the heavens themselves?) and was willing to sacrifice his own daughter in the process (but another random kid served too)Drawed heavy inspiration from Golden Compass.*twitch* (http://tvtropes.org/pmwiki/pmwiki.php/Main/MarketBasedTitle)
Level | Bab | Fort | Ref | Will | Feature |
1 | +0 | +0 | +2 | +0 | Kahaya Body, Improved Finesse, Sneak Attack +1d6, Dusk and Dawn, +1 Dex |
2 | +1 | +0 | +3 | +0 | Shadow Genie, Black Candle, +1 Con |
3 | +2 | +1 | +3 | +1 | Sneak Attack +2d6, Sight Eclipsed,+1 Dex |
4 | +3 | +1 | +4 | +1 | Fleeting Shadow, Deception, +1 Con |
5 | +3 | +1 | +5 | +1 | Sneak Attack +3d6, Bolster |
6 | +4 | +2 | +6 | +2 | Pass Into Shadow, Umbral Body, Shadow Endurance |
How about one of my personal favorite monsters, the conflagration ooze from MMIII I believe. Nothing seems to scare my party more then a ball of fire coming up and attacking them from the bowels of the temple of the Sun Gods :evillaughAfter recently having another look at MM3, the geriviar. It's a giant monster with four arms and skin like a horned lizard that hates buildings and grows organic grenades on its back. :D
Level | BAB | Fort | Ref | Will | Feature |
1 | +0 | +0 | +2 | +2 | Verdant Prince Body, Fae Tyrant’s Magic, Lesser Enchantment Mastery, Weakness to Cold Iron, +2 Dex, +1 Cha. |
2 | +1 | +0 | +3 | +3 | Princely Demeanour, Minor Oath Bond, +1 Cha. |
3 | +1 | +1 | +3 | +3 | Unearthly Grace, +1 Dex, +1 Cha. |
4 | +2 | +1 | +4 | +4 | Evasion, Tyrant Soul, +1 Cha. |
5 | +2 | +1 | +4 | +4 | Princely Tongue, +1 Dex, +1 Cha. |
6 | +3 | +2 | +5 | +5 | Greater Enchantment Mastery, Intermediate Oath Bond, +1 Cha. |
7 | +3 | +2 | +5 | +5 | Will of the Fae Lord, Staff of the Forest, +1 Dex, +1 Cha. |
8 | +4 | +2 | +6 | +5 | Unchallenged, +1 Dex, +1 Cha. |
9 | +4 | +3 | +6 | +6 | Tyrant Body, +1 Dex, +1 Cha. |
10 | +5 | +3 | +7 | +7 | Improved Evasion, Major Oath Bond, +1 Cha. |
11 | +5 | +3 | +7 | +7 | Tyrant Mind, True Enchantment Mastery, +1 Dex. |
Level | Bab | Fort | Ref | Will | Feature |
1 | +0 | +0 | +0 | +0 | Conflagration Ooze Body, Fire in the Blood, Ooze Grab, +1 Str |
2 | +1 | +0 | +0 | +0 | Stalking Fire, Sleep Fumes, +1 Str |
3 | +2 | +1 | +1 | +1 | Conflagration Skin,+1 Str, +1 Con |
4 | +3 | +1 | +1 | +1 | Slumbering Fumes, +1 Str, +1 Con |
5 | +3 | +1 | +1 | +1 | Growth, Conflagrating Grab, +1 Str |
6 | +4 | +2 | +2 | +2 | Toxic Fumes, +1 Str, +1 Con |
7 | +5 | +2 | +2 | +2 | Paralyzing Fumes, Burning Slam, +1 Str |
8 | +6 | +2 | +2 | +2 | Death Throes, +1 Str, +1 Con |
Shadowknight12:Ok it's a pretty good start but some things stand out right away
-Any +2 to a single ability score should only happen at first level.
-How it is suposed to fight at 1st level? It just has disguise self and pass whitout trace and druid weapons. Sugesting trade one of those for the Charm Person at 2nd level.
-Lesser Enchantment mastery just no. Your DCs will already be pretty high with all the Cha bonus.
-You can say "as class X" for srd classes, but for non-srd classes and monsters, please copy and adapt the abilities or make new ones. In particular with mettle and the oath bounds. Ditto for non-srd spells.
-Usually skill bonus should scale with level.
Anything else that could use improvement?
Anything else that could use improvement?
Yes, in a more carefull readtrough, I believe it has too many abilities at every level right now.
Now you should avoid dead levels, but you put no less than 2 abilities in each level, plus at least 2 SLAs per level, and then double ability score increase, two good saves progression and strong skill points. You need to cut something down here. Specially when you're also handing out SLAs before a caster would get them (binding in particular). I'm not saying you can't do it, but doing it all at the same time is not good.
I sugest taking out all extra the rogue abilities besides evasion, I don't believe they fit the monster very well as it is more of a caster-type than dodgy rogue.
Then cut down on the SLAs and ability scores a little. In case of doubt, you really shouldn't be handing more than 3-4 things per level, be it SLAs, ability score boost to a single score, or other abilities.
On the other side, I really like your take on the Oath ability, quite flavourful and with potential! :)
One thing I believe would fit well on the oaths would be the "you know if they broke the bond and if they do then you can sense their direction and distance" so you can hunt down those who betray you. :D
Hah, I think now would be a good time to mention that one of my main models was the Movanic Deva class you made, which I've started playing recently (toned down, though. We got rid of a couple of abilities and ditched the SLAs, replacing them with a single spell per level, 1/day, every 2 HD, much like Domains work). They get way more SLAs than anyone else I've seen, so I assumed that multiple SLAs on a monster who has pretty much no other way to attack (Bad BAB, d6 HD, no special attacks, no spells, no gimmicks, druid proficiencies, the monster entry doesn't even have a proper ranged attack despite its huge Dex, etc) wasn't so bad.That's a good point, but take a more careful look at some of the SLAs the Monavic Deva gets. Daylight. Create Food and Water. Remove curse/disease. Neutralize poison. They really don't really have much combat potential and/or are very situational. Those count a lot less than stuff like glibness and sugestion. And none of them are a save-or-die like Charm Monster.
All right. The class now grants a +8 to Dex and a +10 to Cha (instead of +12 and +11 as it did), trimmed down the SLAs (they are now 1 per level except at levels 1 and 2) and got rid of a few abilities. Had to do a major re-organisation of the abilities as a consequence.Just to be clear, you need to take in acount how usefull each SLA actually is, as not all spells are equal even if they're tecnically of the same level. You can throw in some extra SLAs as long as they're situational/weak stuff like goodberry. Cure X wounds also isn't that valuable as long as you're not geting them faster than a cleric.
I placed Lesser Enchantment Mastery at first level and considered it compensated by the Weakness to Cold Iron. That totals, along with the SLAs, 4 things (not counting Verdant Prince Body). Everything else except level 2 and 9 has 4 things (level 2 has one SLA too many, which I didn't think was too serious, and level 9 has Unchallenged, which gets mostly superseded by the Mind Blank effect at 15 HD, so I also didn't consider it too serious).Looking good, the abilities seem to grow much more naturally now.
On the other side, I really like your take on the Oath ability, quite flavourful and with potential! :)
One thing I believe would fit well on the oaths would be the "you know if they broke the bond and if they do then you can sense their direction and distance" so you can hunt down those who betray you. :D
Thanks! That's a great suggestion, added to all three oath bonds.
Anything else I could improve upon?
That's a good point, but take a more careful look at some of the SLAs the Monavic Deva gets. Daylight. Create Food and Water. Remove curse/disease. Neutralize poison. They really don't really have much combat potential and/or are very situational. Those count a lot less than stuff like glibness and sugestion. And none of them are a save-or-die like Charm Monster.
Altough I'll admit the 9th level of the Deva was kinda crazy now that I look again at it, so I toned down heavily the number of uses the Monavic Deva gets of her stronger stuff.
Just to be clear, you need to take in acount how usefull each SLA actually is, as not all spells are equal even if they're tecnically of the same level. You can throw in some extra SLAs as long as they're situational/weak stuff like goodberry. Cure X wounds also isn't that valuable as long as you're not geting them faster than a cleric.
Looking good, the abilities seem to grow much more naturally now.
Glad you liked it. As for any more improvements, looking at the original monster, I really feel like the class should get some custom magic staff that fires magic missiles (refuffled as super faery fire of course) and gains an enanchment bonus, and auto-recharges daily. Probably at level 7, which seems to be a little weaker than the other levels right now. Many other monsters get SR much earlier, and Call Lighting Storm is cool but really not that powerful, specially when compared with the other stuff the Verdant Prince is geting like Charm Monster and Baleful Polymorph.
My issue with undervaluing save-or-dies is that they're Enchantment. Enchantment is by far the most gimped school out there. There are undead at every single level, from 1 to 21+, and there are so many things out there with auto-immunity to Mind-Affecting effects. Then you have stuff like Protection from X and Magic Circle Against X that flat out interrupt charm and domination. There are so many other save-or-dies that fit your argument really well, but Enchantment SODs cannot really compare to the big guys of Conjuration, Transmutation and Necromancy.Not exactly. Altough indeed there's a of stuff out there that's immune to enchantment, there's also a lot of stuff that isn't. You don't try to enchant the undead. You mindrape some nearby orcs/giants and get them to smash the undeads. Enchantment has a lot of potential for a good planer and can outright break campaigns when you get control of a key NPC. So altough it doesn't always works, when it does then it's best than any of the other schools, because you're not only defeating an oponent, you're geting an ally. Did you notice that Charm Monster lasts days? And that there's no cap for how many charmed minions you can have?
Hah, well, you can tone the SLAs down a bit on her, because she's fairly competent on her own. She doesn't rely on her SLAs like more squishier monsters do (like the verdant prince!). Movanic Devas aren't really missing out on much there.I would quite disagree there. The Monavic Deva's offensive options are Holy smite and hiting people with pointy stuff. Even with full Bab, she needs those SLA buffs, and then she also has quite humble skills, so again SLAs to help round up the utility.
Yeah, I'm aware, I just wanted to respect the original entry as much as possible, and it seemed a bit overpowered to add more SLAs (situational or not) than were necessary to fill all 11 levels. Do you think it should have more situational SLAs? I don't really see the need, but they could help round out the class's flavour.Well I would like to at least see some minor healing SLAs in the class for flavour and minor utility
Grk. I have no idea why it has a staff of all things, when its build clearly screams "ranged combatant." At least it has that wand and the high UMD check, but it doesn't make use of his huge Dexterity score. I do admit that the staff fits the "ruler" symbolism, but it's not even a useful staff. It's specifically stated to be expended, so all he can do with it is smack people on the face. I do find the staff symbolism to be very attractive, though, but I can't think of a way to incorporate it into the class. Mainly because I don't want to force the player to stick to a single specific build or feel like they're not taking advantage of a class feature. I want the staff feature to be a nice complementary addition to whatever the player wants to do with the class, not the default attack method (regardless of whether they're smacking people on the face with it or using it to fire Magic Missile from afar).Rule nş39 of this thread: when you have several cool ideas for a monster but can't fit them all at the same time, put them in a list and then let the player pick one! So you can have magic missile staff, self-buff staff and phylactry staff and let the player pick which one he likes more.
A possible idea would be a staff that has an out of combat utility, such as giving him the ability to scry/sense/spy on people that swore oath bonds to him, or that lets him Find The Path, Tree Shape or Speak With Plants/Animals by spending charges (which are renewed depending on the fulfilment of oath bonds? So that the more people the verdant prince has ensnared, the quicker his staff recharges? Something like the Blood charges from the Vampire PrC you have here), or perhaps it enhances some of the other class abilities, so that if he's ever parted from it, his powers are diminished. Or it can serve as a phylactery of sorts. Fey aren't explicitly stated to be mortal, but they're still killable, and it might be a good idea to have a lich-like fey that is so tied to the power of nature that it can return to life unless proper steps are taken.
I've moved Call Lightning Storm earlier and made it /3HD instead of /4HD. Moved SR to level 4, then the skill bonuses to level 9 and Unchallenged to level 8. Or are skill bonuses are also handed out earlier?
Not exactly. Altough indeed there's a of stuff out there that's immune to enchantment, there's also a lot of stuff that isn't. You don't try to enchant the undead. You mindrape some nearby orcs/giants and get them to smash the undeads. Enchantment has a lot of potential for a good planer and can outright break campaigns when you get control of a key NPC. So altough it doesn't always works, when it does then it's best than any of the other schools, because you're not only defeating an oponent, you're geting an ally. Did you notice that Charm Monster lasts days? And that there's no cap for how many charmed minions you can have?
I would quite disagree there. The Monavic Deva's offensive options are Holy smite and hiting people with pointy stuff. Even with full Bab, she needs those SLA buffs, and then she also has quite humble skills, so again SLAs to help round up the utility.
Well I would like to at least see some minor healing SLAs in the class for flavour and minor utility
Rule nş39 of this thread: when you have several cool ideas for a monster but can't fit them all at the same time, put them in a list and then let the player pick one! So you can have magic missile staff, self-buff staff and phylactry staff and let the player pick which one he likes more.
Also I like the idea of tying the recharging to the number of oaths you can make, but then you need to write it carefully so it can't be abused (for example spamming minor oaths with your party like "fetch me that rock! Now throw the rock! Now pick it again!"). In the case of the vampire, you're dealing Con drain, which isn't exactly that easy to heal, can't drink stored blood, blood from summoned creatures only lasts as long as said summoned creature, etc.
They are. That's half the reason of making them scaling. :p
You're right, but I suppose it's another of those things that vary from campaign to campaign. My experience with Enchantment has been quite the opposite to the examples you're giving. Protection from X and Magic Circle Against X are very common across spell lists, and all eight block charm and domination. Add constructs, undead and mindless creatures, plus items, high Will saves and other mind-blocking spells and you have a surprising amount of creatures against which Enchantment just fails. It's far more reliable to stick to Grease, Colour Spray and Web at low levels, and by the time you get Charm Monster, Enervation is a safer bet. But I do admit that unless the DM is aware of this, it can really wreck the campaign.Well, your DM could just as well throw situations where all those effects aren't that hot as well. Web is useless in open plains, enervation actually makes undeads stronger, grease won't affect flying oponents (or if they just took 5 ranks in balance its effect is greatly reduced), and colour spray, ironically, is mind-affecting itself.
Huh. That's a really good idea.Ok here are my first impressions on the staffs:
There. I think those "styles" are fine. I've done the math, and the most amount of Oath Charges per day a verdant prince can receive is 16 at level 20 (10 for 5 Major Oath Bonds and 6 for 6 Intermediate Oath Bonds). Earlier than that, and we're looking at roughly 1-5 Oath Charges per day.
Well, your DM could just as well throw situations where all those effects aren't that hot as well. Web is useless in open plains, enervation actually makes undeads stronger, grease won't affect flying oponents (or if they just took 5 ranks in balance its effect is greatly reduced), and colour spray, ironically, is mind-affecting itself.
Ok here are my first impressions on the staffs:
-I really feel like you should need to wield it to gain the passive bonus. For the staffs that grant you bonus with a certain kind of weapon, allow the Verdant Prince to turn the staff into said weapon.
-Staff of the Undying Lord passive kinda too strong. The monster class lich demands 10th level and a significant money investment, so you can't just copy its key ability. I would sugest making the Verdant Prince need to sacrifice some exp and/or gold to return to life from its staff (needing to store jewels beforehand, that are consumed when he comes back to life).
-Staff of the All-Knowing Eyes is definetenly too strong for 7th level. Always geting a suprise round is huge, even more when compared with geting just endure elements or a simple weapon proficiency. I would just put uncanny dodge in there, and even then is quite good.
-Other staffs look quite good at first glance, as well as the recovery mechanic.
Yeah, my problem with that is that it severely curtails attack modes. Those who don't pick the melee or ranged staves are forced to wield one-handed or light weapons to get the passive benefit. What I'm going to do instead is to allow the verdant prince to turn his staff into any weapon he wants as soon as he gets it, and the decision is permanent in all cases but the melee and ranged staves. That way, if a player wants to wield a longbow but he prefers the Staff of the Emerald Oak, he can take it.I like that, good idea.
Hmmmm, good point. I made the verdant prince lose a level (as if Raise Dead had been cast upon him), and pay the cost of a Raise Dead spell in something other than diamonds.Nice as well.
Replaced by the ability to know when he's being observed. It's nifty, but nothing too huge (it can be duplicated by the Commune spell, simply by asking "Am I being observed?").Oh, original!
I realised that the immunity to charm, domination and command was more or less superseded by other class abilities later on and I didn't want the staff to be useless, so I replaced that with a Sanctuary effect.You should just clarify the DC it's Cha based as well.
You should just clarify the DC it's Cha based as well.
Level | Base Attack<br>Bonus | Fort Save | Ref Save | Will Save | Special | Soulmelds | Essentia | Chakra Binds |
1st | +1 | +2 | +0 | +2 | Incarnum Body, Incarnate Breath, +1 Con | 0 | 0 | 0 |
2nd | +2 | +3 | +0 | +3 | Keen Senses, Meldshaping, Draconic Connection | 1 | 1 | 0 |
3rd | +3 | +3 | +1 | +3 | Blindsense 60 foot, +1 Con, Incarnate Knowledge +1 | 1 | 2 | 0 |
4th | +4 | +4 | +1 | +4 | Charka Bind(Crown, Feat, Hands), Wings | 2 | 3 | 1 |
5th | +5 | +4 | +1 | +4 | Expaned Soulmeld, Incarnate Feature +1 Cha | 2 | 3 | 1 |
6th | +6 | +5 | +2 | +5 | ,Expanded Soulmeld Capacity +1, +1 Con, Incarnate Knowledge +2 | 2 | 4 | 1 |
7th | +7 | +5 | +2 | +5 | Growth, Tail Slap | 3 | 5 | 1 |
8th | +8 | +6 | +2 | +6 | Incarnate Empowerment | 3 | 6 | 1 |
9th | +9 | +6 | +3 | +6 | +1 Str, Incarnate Knowledge +3 | 3 | 6 | 1 |
10th | +10 | +7 | +3 | +7 | Expaned Soulmeld,Chakra Bind(Arms, Brow, Shouders) +1 Cha | 4 | 7 | 2 |
11th | +11 | +7 | +3 | +7 | Arcane Skin | 4 | 8 | 2 |
12th | +12 | +8 | +4 | +8 | +1 Str, +1 Con, Incarnate Knowledge +4 | 4 | 9 | 2 |
13th | +13 | +8 | +4 | +8 | Indigo Determination, +1 Str, +1 Cha | 5 | 9 | 2 |
14th | +14 | +9 | +4 | +9 | Frightful presence, Growth | 5 | 10 | 2 |
15th | +15 | +9 | +5 | +9 | Expaned Soulmeld, +1 Str, +1 Con, Incarnate Knowledge +5 | 5 | 11 | 2 |
16th | +16 | +10 | +5 | +10 | Chakra Bind(Throat, Waist) +1 Cha | 6 | 12 | 3 |
17th | +17 | +10 | +5 | +10 | Soulmeld Capacity +2, +1 Str, +1 Con | 6 | 12 | 3 |
18th | +18 | +11 | +6 | +11 | Chakra Bind(Heart), +1 Cha, Incarnate Knowledge +6 | 6 | 13 | 4 |
19th | +19 | +11 | +6 | +11 | +1 Str, +1 Con | 7 | 14 | 4 |
20th | +20 | +12 | +6 | +12 | Expaned Soulmeld, +1 Str, +1 Con, +1 Cha | 7 | 15 | 4 |
Character Level | Capacity |
1-5 | 1 |
6-11 | 2 |
12-17 | 3 |
18-20 | 4 |
Level | Bonus |
1st | +1 Str |
3rd | +1 Con |
5th | +1 Cha |
6th | +1 Con |
9th | +1 Str |
10th | +1 Cha |
12th | +1 Str, +1 Con |
13th | +1 Str, +1 Cha |
15th | +1 Str, +1 Con |
16th | +1 Cha |
17th | +1 Str, +1 Con |
18th | +1 Cha |
19th | +1 Str, +1 Con |
20th | +1 Str, +1 Con, +1 Cha |
Level | BAB | Fort | Ref | Will | Feature |
1 | +0 | +2 | +0 | +0 | Geriviar Body, Powerful Build, Bonus Feat, +1 Str, +1 Con |
2 | +1 | +3 | +0 | +0 | Hardened Skin, +1 Str, +1 Con |
3 | +2 | +3 | +1 | +1 | Brutal Cunning, Leap, +1 Str, +1 Con |
4 | +3 | +4 | +1 | +1 | Growth, Throw Rock, Catch, +1 Str, +1 Con |
5 | +3 | +4 | +1 | +1 | Regeneration, Personal Creation, +1 Str, +1 Con |
6 | +4 | +5 | +2 | +2 | Land Reshaper, Brutal Health, +1 Str, +1 Con |
7 | +5 | +5 | +2 | +2 | Stone Flesh, Deafening Scream, +1 Str, +1 Con |
8 | +6 | +6 | +2 | +2 | Extra Arms, Sprint,+1 Str, +1 Con |
9 | +6 | +6 | +3 | +3 | Batter, Stone Will, +1 Str, +1 Con |
10 | +7 | +7 | +3 | +3 | Siege Rocks, +1 Str, +1 Co |
11 | +8 | +7 | +3 | +3 | Timed Nodules, Crushing Fist, +1 Str, +1 Con |
12 | +9 | +8 | +4 | +4 | Siege Scream, Hardened Flesh,+1 Str, +1 Con |
13 | +9 | +8 | +4 | +4 | Earth Repulse, Stone Toughts, +1 Str, +1 Con |
14 | +10 | +9 | +4 | +4 | Smoke Nodes, Double Throw, +1 Str, +1 Con |
15 | +11 | +9 | +5 | +5 | Ablative Hide, Greater Sprint, +1 Str, +1 Con |
16 | +12 | +10 | +5 | +5 | Flash Node, Planar Siege, +1 Str, +1 Con |
17 | +12 | +10 | +5 | +5 | Siege Mode, Node Sprout, Explosive Delivery,+1 Str, +1 Con |
18 | +13 | +11 | +6 | +6 | Heavy Bombardment, Outlast, +1 Str, +1 Con |
19 | +14 | +11 | +6 | +6 | Breaking Assault, Uncompromising Tenacity, +1 Str, +1 Con |
Skill Points: 6+Int Mod (quadruple at first level) Proficiencies: You are proficient with Simple and Martial Weapons, and with Light Armor. Body for War: You lose all racial modifiers and abilities and gain outsider traits(basically darkvision 60 feet). You are a Medium Sized outsider with a Gore Attack that deals 1d6+Strength Modifier damage and two Claw Attacks that deal 1d4+1/2 Strenght Modifier damage. You also gain Power Attack as a Bonus Feat. You have a base land speed of 40 ft. You also gain a Natural Armor Bonus equal to your Constitution Modifier. Improved Grab: Your claws gain Improved Grab as the Ability (http://"http://www.d20srd.org/srd/specialAbilities.htm#improvedGrab"). At 8 HD you ignore Freedom of Movement effects. Ability Increase: You gain: +1 Strength at every Level except 2 and 4 and 8th +1 Constitution at every level except at 1st, 3rd, and 9th For a total of +11 Str and +11 Con at 14th level. Devil:At 2nd level the Malebranche gains resistance to fire and and a bonus on saves against poison equal to his HD, and resistance to acid and cold equal to half his HD. Plus telepathy 40 feets plus 10 feets for each extra HD from here. Also gains the evil and lawful subtypes and his weapons/natural attacks count as evil and lawfull for bypassing DR. Cruel Intent: You care not for paltry tricks, and everyone you face knows it. At 2nd Level, your Melee attacks (Both Natural and Manufactured) have a 25% to ignore Concealment, Cover and Damage Reduction from any source. Hidden Cunning: Others may take you as nothing but an oaf. Even more will take you as a tool. But you know better. And you make sure anyone who tries to take control of you knows better. At 3rd Level, you gain a +2 Bonus to Will Saves against Mind-Affecting Spells and effects. At every odd level afterwards, this bonus increases by 1. At 10 HD, you may atempt a new save against one Mind-affecting spell or effect currently afecting you. If you suceed the effect is removed. Battle Hardened: Your time fighting has made you adapt to the mysteries of the Arcane and Divine. At 3rd level you gain SR equal to 11+HD and DR/magic equal to half your HD. You may drop or raise your SR at any time as a free action even if it isn't your turn. Wings: At 4th level you gain a pair of demonic wings that allow you to fly at a speed of 10 feet per HD with average maneuverability. Growth: At 5th Level you grow to Large Size. Your ability scores do not change due to your increased size, but you do gain the normal bonuses and penalties of being Large sized. At 10th Level you grow to Huge Size. You gain all benefits of an increase in size, but your ability scores do not change because of it. Hell Target: At 5th level as a swift action you may mark one you may mark one oponent you attacked this turn in melee regardless of hiting or missing. For 1 round, it will provoke attacks of oportunity for taking 5 feet steps, casting quickened spells, and the DC of any tumble and defensive castings they perform is increased by an amount equal to your Bab. Malicious Intent: You grow tired of having others attempt to dodge your blows or resist them. At 6th Level, your Melee attacks (Both Natural and Manufactured) have a 50% to ignore Concealment, Cover and Damage Reduction from any source. Diabolic Vision: The illusions of the world hold no merit over you! Starting at 7th level, you gain a +2 to any Save to any spell of the Illusion School. This bonus increases by 1 for every 3 HD you have. Additionally, if you have struck the creature at least once, you are treated as having True Seeing on that Creature for a number of rounds equal to your Constitution Modifier. Hell Veteran: Time in battle has exposed you to more and more elements of warfare. At 8th level you become fully immune to poison and fire, your DR/magic, acid and cold resistance are doubled and you gain Regeneration equal to half your HD, which is bypassed by Acid. Crush Magic:You don't need magic tricks to fight, and you laugh at oponents that think themselves safe behind such petty things. As a swift action you may boost your next melee attack so that it ignores any magic miss chances (including mirror images) and magic bonus to AC, even those from Supernatural abilities. If the attack deals damage, the target automatically loses all temporary(with a duration) magic effects that grant a bonus to AC and miss chances, including supernatural abilities. Devilish Presence: At 9th Level you gain a Fear Aura (Will Save DC: 10+1/2 HD+Con Mod) that spreads out 20 ft. from you at end of each of your turns. On a failed save, creatures are panicked for 1 round per HD. On a successful save, a creature cannot be affected by the your Aura for the next 24 Hours. Other Baatezu are not affected by this. Allies of your choice are not affected by this Aura as well. At 13 HD this can affect even creatures immune to Fear effects, but they gain a +5 bonus on their saves. Sinister Intent: Each blow you deal hits hard, taking most creatures aback at how powerful each one is. At 10th Level, your Melee attacks (Both Natural and Manufactured) have a 75% chance to ignore Concealment, Cover and Damage Reduction from any source. Powerful Assault: You're an expert of charging head on into battle, not giving your oponent any time to react. When charging, if you use your Gore natural attack, no oponents may take free and/or immediate actions against you, and you deal double damage with your Gore natural attack. If you hit, your oponent must also suceed on a reflex save with DC 10+1/2 HD+Strenght modifier or be unable to move from their current spot for 1d4 rounds, even trough magic means. You may also charge right trough obstacles by suceeding on a break check as part of the charge, as long as you know the position of the enemy. In the case of magic obstacles that can't be destroyed by normal physical means, you may atempt a dispel check with CL equal to your HD. This may even destroy undispellable effects like a Wall of Force, but the DC is 5 more harder than normal. Greater Body for War: Your name is whispered by lower Devils, and your body has grown and changed, being filled with scars... along with your mind. At 12th Level You gain Improved Initiative as a Bonus Feat, and 1/hour per HD you may add your Constitution modifier to any 1d20 roll after you rolled (but before you know the result) as an Immediate action. Fanatism :You're prepared to overcome pain and make any sacrifice to perform your tasks. At 13th level if you would be affected by any harmfull effect except damage, you may delay it for 1 round by taking 2d12 damage, which allows you to ignore it for 1 round. At the begginning of your next turn, you may delay it again by taking another 4d12 damage, and so on, always doubling the damage taken. This damage bypasses your regeneration. You may delay multiple effects. Killing Intent: You're a finely honed killing machine, your strikes performed whitout any kind of mercy or hesitation. At 14th Level, your Melee attacks (Both Natural and Manufactured) have a 100% chance to ignore Concealment, Cover and Damage Reduction from any source. Perfect Body for War: You're a fearsome sight to behold. Countless demons speak of your kind, and those who meet you or see you, are reassured of the intimidating tales. 1/day as a swift action you may extend your Devilish Presence to 10 feet per HD, and even creatures that already saved against you in the last 24 hours must save again. Creatures that were already panicked and fail the new save die out of pure fear. [/SPOILER] Comments [spoiler] The Malebranche is an interesting Devil in that despite being CR 14 it has no SLAs whatsoever and suposedly is all brawn and little brains. While other high level devils are tactical genius and manipulators, the Malebranche is the elite brute that actualy does the dirty work, because somebody has to smash faces hard at the end of the day. Thus it gets a lot of brutish abilities, some anti-magic tricks, improved immunities and ability scores and the ability to shrug off anything with HP. So if you want to play a more direct devil that crushes his oponents directly into pulp instead of trickery and subterfuge, the Malebranche's for you! [/spoiler] |
you may add your Constitution modifier to any 1d20 roll after you rolled (but before you know the result) as an Immediate action.:evillaugh :evillaugh :evillaugh :evillaugh :evillaugh :evillaugh
you may add your Constitution modifier to any 1d20 roll after you rolled (but before you know the result) as an Immediate action.:evillaugh :evillaugh :evillaugh :evillaugh :evillaugh :evillaugh
Surely this needs to have a limited use per day... otherwise every roll will get my con mod to it forever :evillaugh :evillaugh :evillaugh :evillaugh :evillaugh :evillaugh :evillaugh
you may add your Constitution modifier to any 1d20 roll after you rolled (but before you know the result) as an Immediate action.:evillaugh :evillaugh :evillaugh :evillaugh :evillaugh :evillaugh
Surely this needs to have a limited use per day... otherwise every roll will get my con mod to it forever :evillaugh :evillaugh :evillaugh :evillaugh :evillaugh :evillaugh :evillaugh
It costs you an immediate action, which means you can only use it once per round at best, and if you do use it you can't use your other swift-action options like Hell Target and Crush Magic.
Level | BAB | Fort | Ref | Will | Features |
1 | +0 | +0 | +0 | +0 | Apocalyptic Engine, Electricity Discharge, Multi-Purpose Arms |
2 | +1 | +0 | +0 | +0 | Divine Construction, Rend, Str +1, Cha +1 |
3 | +2 | +1 | +1 | +1 | Ancient Senses, Defensive Plating, Str +1 |
4 | +3 | +1 | +1 | +1 | Bolter Guns, Minor Divine Artifice, Cha +1 |
5 | +3 | +1 | +1 | +1 | Heliblades, Inspired Design, Str +1 |
6 | +4 | +2 | +2 | +2 | Lesser Divine Artifice, Cha +1 |
7 | +5 | +2 | +2 | +2 | Axiomatic Defense, Sonic Blast, Str +1 |
8 | +6/+1 | +2 | +2 | +2 | Never Stoping Machine, Cha +1 |
9 | +6/+1 | +3 | +3 | +3 | Divine Artifice, Divine Construction, Str +1 |
10 | +7/+2 | +3 | +3 | +3 | Pneumatic Pummeler, Platings of Mass Defence, Cha +1 |
11 | +8/+3 | +3 | +3 | +3 | Unfinished Protocols, Str +1, Cha +1 |
12 | +9/+4 | +4 | +4 | +4 | True Sight, Str +1, Cha +1 |
13 | +9/+4 | +4 | +4 | +4 | Weapons of Mass Destruction, Str +1, Cha+1 |
14 | +10/+5 | +4 | +4 | +4 | Iron Companion, Channel the Machine, Str +1, Cha +1 |
15 | +11/+6/+1 | +5 | +5 | +5 | Impossible Design, Master’s Divine Artifice, Str +1, Cha +1 |
16 | +12/+7/+2 | +5 | +5 | +5 | Drill Trough, Str +1, Cha+1 |
17 | +12/+7/+2 | +5 | +5 | +5 | Determining Blow, Str +1, Cha+1 |
18 | +13/+8/+3 | +6 | +6 | +6 | Supreme Divine Artifice, Str +1, Cha +1 |
19 | +14/+9/+4 | +6 | +6 | +6 | Metal Vengeance, Str +1, Cha +1 |
20 | +15/+10/+5 | +6 | +6 | +6 | Apocalyptic Drive, Undivine Spark, Str +1, Cha+1 |
21 | +15/+10/+5 | +6 | +6 | +6 | Potential unleashed, Str+1, Cha+1. |
22 | +16/+11/+6 | +7 | +7 | +7 | Ghost in the Machine, Str+1, Cha+1. |
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +0 | +2 | +0 | +2 | Dragon Body, Frail Body, Mutable Breath, +1 Int |
2nd | +1 | +3 | +0 | +3 | Keen Senses, Arcane Blood |
3rd | +2 | +3 | +1 | +3 | Blindsense 60 foot, Distant Speech, +1 Wis |
4th | +3 | +4 | +1 | +4 | Wings |
5th | +3 | +4 | +1 | +4 | Arcane Sight |
6th | +4 | +5 | +2 | +5 | Free Metamagic, +1 Wis |
7th | +5 | +5 | +2 | +5 | Far Eyes |
8th | +6 | +6 | +2 | +6 | Knowledge Domain |
9th | +6 | +6 | +3 | +6 | Baffling Flight, +1 Int |
10th | +7 | +7 | +3 | +7 | Piercing Sight, +1 Wis |
11th | +8 | +7 | +3 | +7 | Master of Knowledge |
12th | +9 | +8 | +4 | +8 | Magic of Foresight, +1 Int |
13th | +9 | +8 | +4 | +8 | Infinite Step, +1 Int, +1 Wis |
14th | +10 | +9 | +4 | +9 | - |
15th | +11 | +9 | +5 | +9 | Planar Explorer, +1 Int, +1 Wis |
16th | +12 | +10 | +5 | +10 | Master of Space, +1 Int |
17th | +12 | +10 | +5 | +10 | Master of Time, +1 Int, +1 Wis |
18th | +13 | +11 | +6 | +11 | Master of Maigc, +1 Int |
19th | +14 | +11 | +6 | +11 | Greater Magic of Foresight, +1 Int, +1 Wis |
20th | +15 | +12 | +6 | +12 | Flawless Foreknowledge, +1 Int, +1 Wis |
Dragon level | Wizard casting |
1 | - |
2 | 1 |
3 | 2 |
4 | 3 |
5 | 3 |
6 | 4 |
7 | 5 |
8 | 6 |
9 | 6 |
10 | 7 |
11 | 8 |
12 | 9 |
13 | 9 |
14 | 10 |
15 | 11 |
16 | 12 |
17 | 12 |
18 | 13 |
19 | 14 |
20 | 15 |
Level | Bonus |
1st | +1 Int |
3rd | +1 Wis |
6th | +1 Wis |
9th | +1 Int |
10th | +1 Wis |
12th | +1 Int |
13th | +1 Int, +1 Wis |
15th | +1 Int, +1 Wis |
16th | +1 Int |
17th | +1 Int, +1 Wis |
18th | +1 Int |
19th | +1 Int, +1 Wis |
20th | +1 Int, +1 Wis |
Check Result | Rarity of Knowledge; Temporal Distance |
15 or Below | Common; weeks |
16 to 25 | Uncommon; years |
26 to 35 | Rare or obscure, legend; decades |
Point also taken about the mid-levels being boring. I'll work on making them more interesting - maybe adding in the spell resistance, DR, and a size increase would do? That would make the Tome Dragon look more like your other dragons, too.Yes. It'll also help you fill out that empty level.
Master of Time and Master of Magic were just . . . ideas . . . that randomly popped into my head, and I instantly loved. Would reworking Master of Time to be something like a bardic knowledge/lore check, and removing the ability to see the future, be good? I'll check to see if there are any spells that I could model its effect after. I'll think about what to do with Master of Magic for a few days, but maybe increased caster level or spells per day? Something like +1 caster level on arcane spells and spell-like abilities or an additional spell/day at each level they can cast.Picking an already existing mechanic and working from there would probably be safer yes. I'm not saying you can't make abilities completely from scratch, but you should make them clear.
Caiphon[url]http://www.google.com[/url] becomes http://www.google.com (http://www.google.com)
* sorry if there's a problem with the links, i'm new to the forum and I don't know if there's some specific format for them, so please bare with me :)
Hello!Well right now there's tecnically no waiting list, but I'm kinda busy in RL so I'll take some time to make that request.
First of all, you're doing an awesome job here! Your monster classes are almost an every-day need to most of the homebrewers and players of DND, so congratulations! :D
I would like to know if there's a waiting list or something like that. Otherwise, I would like to gently request for a roper (http://www.d20srd.org/srd/monsters/roper.htm) or bone devil (http://www.d20srd.org/srd/monsters/devil.htm#boneDevilOsyluth) monster class, because they're really cool and iconic monsters; and thus would be fun to play *
Also, even though I'm pretty new to the 3.5 edition of the game and to homebrewing, I would really like to help if there's something I could do.Well if you want to help with other stuff than homebrewing there's some things you can do:
Well, thanks in advance and I'll bookmark this thread because you're doing and excellent job ;)Thanks! Always good to hear my work is being usefull!
-A good simple homebrew contribution would make monster feats, be them specific or general. Like the feat that allows the Leshay to turn his special melee weapons into a ranged one, or the monster multiclass feats in the third post. I don't particularly enjoy doing feats myself, but most people out there seem to love them. COUGH Prime32 had promised to do some but seems to have forgoten it. He still offers quite a bit of other suport mind you.COUGH:p
Level | BAB | Fort | Ref | Will | Feature |
1 | +1 | +2 | +0 | +2 | Bone Devil body, Hate, +1 Cha |
2 | +2 | +3 | +0 | +3 | Devil, Secrecy Initiate |
3 | +3 | +3 | +1 | +3 | Bone Skin, Hell Inquisitor, Fear Aura |
4 | +4 | +4 | +1 | +4 | Secrecy Agent, Summon Grunts,+1 Str |
5 | +5 | +4 | +1 | +4 | Growth, Poison, +1 Con |
6 | +6 | +5 | +2 | +5 | Cunning Hate, +1 Cha |
7 | +7 | +5 | +2 | +5 | Secrecy Adept, +1 Str |
8 | +8 | +6 | +2 | +5 | Nobody Expects the Inquisition, Dark Hunch, +1 Con |
9 | +9 | +6 | +3 | +6 | Secrecy Master, Focused Hate, +1 Str, +1 Con, +1 Cha |
Level | Bab | Fort | Ref | Will | Feature |
1 | +1 | + 0 | +0 | +2 | Astral body, Astral Miracle, Change Shape, +1 Str, +1 Cha |
2 | +2 | + 0 | +0 | +3 | Angel, Astral Mace |
3 | +3 | + 1 | +1 | +3 | Celestial Skin, +1 Str |
4 | +4 | + 1 | +1 | +4 | Lesser Protective Aura, Rise to the Challenge, +1 Cha |
5 | +5 | + 1 | +1 | +4 | Wings, +1 Str |
6 | +6 | + 2 | +2 | +5 | Uncanny Dodge, Stun, +1 Cha |
7 | +7 | + 2 | +2 | +5 | Astral Assault, +1 Str |
8 | +8 | + 2 | +2 | +6 | Greater Protective aura, Cleansing Blow, +1 Cha |
9 | +9 | + 3 | +3 | +6 | Improved Uncanny Dodge, Speed Increase,+1 Str |
10 | +10 | +3 | +3 | +7 | Find the Lost, Heaven's Honor, +1 Str, +1 Cha |
11 | +11 | +3 | +3 | +7 | Protect the Weak, +1 Str,+1 Cha |
12 | +12 | +4 | +4 | +8 | Astral Pride, Prophetic Warning, +1 Str, +1 Cha |
13 | +13 | +4 | +4 | +8 | Message From Heavens, +1 Str, +1 Cha |
14 | +14 | +4 | +4 | +9 | Judgement Mace, Divine Fervor, +1 Str, +1 Cha |
(pretty cool picture tough)that was the first thing I saw too :D And its got the same type of casting as the solar of equivalent power I think... been awhile since I looked at the Pathfinder bestiary.
Level | Bab | Fort | Ref | Will | Feature |
1 | +1 | + 0 | +0 | +2 | Pleroma body, Void Soul, Flux Power, Envisaging, Disrupting Touch |
2 | +2 | + 0 | +0 | +3 | Aeon, +1 Wis |
3 | +3 | + 1 | +1 | +3 | +1 Con |
4 | +4 | + 1 | +1 | +4 | Void Essence |
5 | +5 | + 1 | +1 | +4 | Extension of All |
6 | +6 | + 2 | +2 | +5 | Disregard the Earth |
7 | +7 | + 2 | +2 | +5 | +1 Cha |
8 | +8 | + 2 | +2 | +6 | Void Form |
9 | +9 | + 3 | +3 | +6 | +1 Wis |
10 | +10 | +3 | +3 | +7 | Growth |
11 | +11 | +3 | +3 | +7 | +1 Con, +1 Cha |
12 | +12 | +4 | +4 | +8 | Void Sight, +1 Wis |
13 | +13 | +4 | +4 | +8 | +1 Con, +1 Cha |
14 | +14 | +4 | +4 | +9 | Sphere of creation, Sphere of Oblivion |
15 | +15 | +5 | +5 | +9 | Opposition Mastery, +1 Wis |
16 | +16 | +5 | +5 | +10 | Advanced Sphere of Creation, Advanced Sphere of Oblivion |
17 | +17 | +5 | +5 | +10 | Creation from Destruction, +1 Con |
18 | +18 | +6 | +6 | +11 | Greater Sphere of Creation, Greater Sphere of Oblivion |
19 | +19 | +6 | +6 | +11 | Balance the Scales, +1 Cha |
20 | +20 | +6 | +6 | +12 | Eternal Cycle, +1 Wis, +1 Con +1 Cha |
1d100 Roll | Result |
1-20 | Negation |
21-40 | Omni Sphere |
41-60 | Out of control |
61-80 | Big Bang |
81-95 | Void Ascension |
96-100 | Aeon Gate |
I'd say give them abilities which let them affect an area with all their attacks (everything within reach?). Because obviously if you're rolling upwards of 200 dice per turn the other players will try to kill you. :p
And either a weapon duplication ability or an organ which can be enchanted and passes it on to every weapon you wield.
I'd say give them abilities which let them affect an area with all their attacks (everything within reach?). Because obviously if you're rolling upwards of 200 dice per turn the other players will try to kill you. :p
And either a weapon duplication ability or an organ which can be enchanted and passes it on to every weapon you wield.
I also think oslecamo makes each class according to cr, so in this case I'll suggest cutting it up, because a 57 level class is odd ;)It's a matter of honor by now. I did the Xixecal with 36 levels, this is just 21 more. Altough really the hecatoncheires shall have most of its main abilities by level 20 (even if some still not at full power), then by levels 30+ I just start to make up big flashy stuff that I couldn't really safely put in non-epic levels. The hecatoncheires are suposed to stomp gods for breakfast after all. :P
I'd say give them abilities which let them affect an area with all their attacks (everything within reach?). Because obviously if you're rolling upwards of 200 dice per turn the other players will try to kill you. :p
And either a weapon duplication ability or an organ which can be enchanted and passes it on to every weapon you wield.
A strong point. Since the main stick of the hecatoncheires is a hundred arms and fifty heads, I can't just wait untill level 57 to grant them all. So I guess area attacks and combining multiple attacks in a single big one are the way to go.
Caiphon:Thanks for the report, good to hear my work is performing well! :DI also think oslecamo makes each class according to cr, so in this case I'll suggest cutting it up, because a 57 level class is odd ;)It's a matter of honor by now. I did the Xixecal with 36 levels, this is just 21 more. Altough really the hecatoncheires shall have most of its main abilities by level 20 (even if some still not at full power), then by levels 30+ I just start to make up big flashy stuff that I couldn't really safely put in non-epic levels. The hecatoncheires are suposed to stomp gods for breakfast after all. :P
The hecatoncheires are suposed to stomp gods for breakfast after all. :PYeah... and the official writeup is so far from being able to do that that it isn't even funny... They need a LOT more powerful abilities, like the ability to ignore all SDAs and divine spells, or something that would actually let them not die instantly to even a moderately powerful deity. Heck, maybe just give them some kind of insanely powerful magic immunity like the 3.0 Demiliches, and also let it apply to SDAs...
Depends upon the god matchup.The hecatoncheires are suposed to stomp gods for breakfast after all. :PYeah... and the official writeup is so far from being able to do that that it isn't even funny... They need a LOT more powerful abilities, like the ability to ignore all SDAs and divine spells, or something that would actually let them not die instantly to even a moderately powerful deity. Heck, maybe just give them some kind of insanely powerful magic immunity like the 3.0 Demiliches, and also let it apply to SDAs...
Os! You're still alive! And so are the monster classes! Hell, they're thriving! How ya' been, buddy?
Meh, they're still horrible for their level. They don't even have HD equal to their CR, no way to actualy move and unleash their lunatic full attack (even a quickened dimensional door shuts off their remaining actions for the turn), just huge sized and some basic SLAs, and most of their attacks don't even count as magic. I'll have to apply them a lot of custom powerful abilities to make them the god-slayers they're meant to be if you actualy reach lv 57.Depends upon the god matchup.The hecatoncheires are suposed to stomp gods for breakfast after all. :PYeah... and the official writeup is so far from being able to do that that it isn't even funny... They need a LOT more powerful abilities, like the ability to ignore all SDAs and divine spells, or something that would actually let them not die instantly to even a moderately powerful deity. Heck, maybe just give them some kind of insanely powerful magic immunity like the 3.0 Demiliches, and also let it apply to SDAs...
Hecatonchires is so underoptimized it's not even funny, just sad. If it had multiweapon fighting feats all the way up to perfect it would actually make 400 attacks on a full round, since it's using all manufactured weapons. To name a few. (The multiweapon version of two weapon pounce, multiweapon pounce, would let it get off 100 attacks on a charge, at least).The Hecatonchires just needs to take a level in lion spirit totem barbarian to get pounce, and then 3 levels of the defiant prestige class and get immunity to divine damage :D
On hecatoncheires, maybe give it the power to absorb things by consuming them. At first it can only have one creature absorbed at a time (taking on its appearance), but that increases as it gains levels, culminating in the mass of 50 people. Absorbing a creature prevents it from being rezzed and lets the hec use some of its abilities exactly once (similar to Metamorphic Transfer). Including divine abilities.
Troll
That should've been immunity to exhaustion at level 10. Corrected, thanks for pointing it out!
How does the caster level bonus interact with manifesters? Since I don't want tiers 1&2 in my game I will probably houserule it as just a manifester level bonus and nothing else, but I do wonder how it's supposed to work.
How does the caster level bonus interact with manifesters? Since I don't want tiers 1&2 in my game I will probably houserule it as just a manifester level bonus and nothing else, but I do wonder how it's supposed to work.
Ok, let's say you take 8 levels of the mindflayer class and then pick psion 1. You would get manifester level 9, be able to learn 5th level powers (the same as a 9th level psion), and get 14 power points base instead of 2 (72 minus 58, the diference between a 8th level psion and a 9th level psion).
Altough I must point out that manifesters have a lot more to gain from improved manifester level than vancian casters have to gain from improved caster level.
Altough I must point out that manifesters have a lot more to gain from improved manifester level than vancian casters have to gain from improved caster level.
Yeah my main concern is with how they pick up powers since not every psionic class gets new powers known every level. Also many psionic powers scale well with higher manifester level, so only knowing low level powers shouldn't be as big of a problem.You simply check if the respective psionic class would gain a new power on the respective level-up.
It's also a problem how it interacts with half-manifester classes, such as the Divine Mind or some of my own home-brew.You'll just have to pick one base psionic class level before entering the prc.
Also your method has a problem with prestige classes, say I took mindflayer and entered warmind, I might already be off the scale. The same applies to prestige class casters too though.See above.
Which is why I'm thinking of limiting it to a manifester level boost.And what will you do about arcane/divine ones? Spells don't get super scaling from just increased caster level.
Which is why I'm thinking of limiting it to a manifester level boost.And what will you do about arcane/divine ones? Spells don't get super scaling from just increased caster level.
I have a question about Deceptively Innocent Form: I want to play a cheshire cat(small sized). My Deceptive Form will be Medium sized. It says that my NATURAL weapons still count as small... but makes no indication of whether I need to wield a small or medium sized weapon(since the form allows me to wield weapons).Since the feat only mentions natural weapons, manufactured weapons fit your new size.
Hurry up with the Hecatoncares or however you spell it :P Its only 55 levels :lmao love the work man :clap
I'm on vacation on a village with around just 2 hours of computer availability per day (can't exactly take it to the beach or to night activities), which must be split between keeping check on two online campaigns, making a Xixecal character for Catty's campaign (which includes the above customer suport), satisfying gaming addiction, keeping tabs on my other online projects, and advancing the one-hundred-arm thingy. Currently on 23th level, but progress should go faster now that I entered epic and can make wilder and wilder stuff.Ah I love those vacations :D I've made up one of your Xixical's for an endboss in a campaign :evillaugh was a fun few hours :plotting Ah epicness :lol best part of making uber villains 0:)
Level | Bab | Fort | Ref | Will | Feature |
1 | +0 | +2 | +0 | +0 | Proto Body, Undefined Essence |
2 | +1 | +3 | +0 | +0 | Proto Skin, MultiWeapon Fighting, +1 Str |
3 | +2 | +3 | +1 | +1 | Combined Essence(2) |
4 | +3 | +4 | +1 | +1 | Insane Skill, Shield, +1 Con |
5 | +3 | +4 | +1 | +1 | Proto Magic, Boulder Throw, +1 Str |
6 | +4 | +5 | +2 | +2 | Combined Essence(3), Fast Healing |
7 | +5 | +5 | +2 | +2 | Proto Endurance, Growth, +1 Con |
8 | +6 | +6 | +2 | +2 | Untamed Flesh, Insane Skill, +1 Str |
9 | +6 | +6 | +3 | +3 | Combined Essence(4),Unmaking Blow, +1 Con |
10 | +7 | +7 | +3 | +3 | Greater Insane Skill, +1 Str, +1 Con |
11 | +8 | +7 | +3 | +3 | Oldest Toughts, +1 Str, +1 Con |
12 | +9 | +8 | +4 | +4 | Combined Essence(5), Regeneration, +1 Str |
13 | +9 | +8 | +4 | +4 | True Sight, Oldest Skin, Living Pit, +1 Con |
14 | +10 | +9 | +4 | +4 | Growth, Primal Consume, +1 Str, +1 Con |
15 | +11 | + 9 | +5 | +5 | Combined Essence(6), Greater Insane Skill |
16 | +12 | +10 | +5 | +5 | Superior Multiweapon Fighting, Proto Fission |
17 | +12 | +10 | +5 | +5 | First Shield,+1 Str, +1 Con |
18 | +13 | +11 | +6 | +6 | Combined Essence(7), Proto Fusion, +1 Str, +1 Con |
19 | +14 | +11 | +6 | +6 | Ancient Revenge, +1 Str, +1 Con |
20 | +15 | +12 | +6 | +6 | Unbounded Essence (8), Abomination, +1 Str, +1 Con |
21 | +15 | +12 | +6 | +6 | Unbounded Essence (9), Early Power, +1 Str |
22 | +16 | +13 | +7 | +7 | Unbounded Essence (10), Insanity Master, +1 Con |
23 | +16 | +13 | +7 | +7 | Unbounded Essence (11), Essence Heart, +1 Str |
24 | +17 | + 14 | +8 | +8 | Unbounded Essence (12), Sacrificial Flesh, +1 Con |
25 | +17 | + 14 | +8 | +8 | Unbounded Essence (13), Greater Insanity Master, +1 Str |
26 | +18 | + 15 | +9 | +9 | Unbounded Essence (14), Brutal Visage, +1 Con |
27 | +18 | + 15 | +9 | +9 | Unbounded Essence (15), Meteor Smash, +1 Str |
28 | +19 | + 16 | +10 | +10 | Unbounded Essence (16), God Ender, +1 Con |
29 | +19 | + 16 | +10 | +10 | Unbounded Essence (17), Proto Flashback, +1 Str |
30 | +20 | + 17 | +11 | +11 | Unlimited Essence (20)+1 Str, +1 Con |
31 | +20 | + 17 | +11 | +11 | Unlimited Essence (23), Martial Purge, +1 Str, +1 Con |
32 | +21 | + 18 | +12 | +12 | Unlimited Essence (26), Rend Essence, +1 Str, +1 Con |
33 | +21 | + 18 | +12 | +12 | Unlimited Essence (29), Battle Trough, +1 Str, +1 Con |
34 | +22 | + 19 | +13 | +13 | Unlimited Essence (32), Multiweapon Pin, +1 Str, +1 Con |
35 | +22 | + 19 | +13 | +13 | Unlimited Essence (35), Great Avalanche, +1 Str, +1 Con |
36 | +23 | + 20 | +14 | +14 | Unlimited Essence (38), Monstruous Form, +1 Str, +1 Con |
37 | +23 | + 20 | +14 | +14 | Unlimited Essence (41), Oldest Abomination, +1 Str, +1 Con |
38 | +24 | + 21 | +15 | +15 | Unlimited Essence (44), Impossible Fusion, +1 Str, +1 Con |
39 | +24 | + 21 | +15 | +15 | Unlimited Essence (47), Ancient Flashback, +1 Str, +1 Con |
40 | +25 | + 22 | +16 | +16 | Unlmited Essence (50),Hundred-Handed One, +1 Str, +1 Con |
41 | +25 | + 22 | +16 | +16 | Proto Aegis, +1 Str, +1 Con |
42 | +26 | + 23 | +17 | +17 | Shred Essence, +1 Str, +1 Con |
43 | +26 | + 23 | +17 | +17 | Apocalypse rock, +1 Str, +1 Con |
44 | +27 | + 24 | +18 | +18 | Tri Fission, +1 Str, +1 Con |
45 | +27 | + 24 | +18 | +18 | One Hundred Fates, +1 Str, +1 Con |
46 | +28 | + 25 | +19 | +19 | Slash the Heavens, +1 Str, +1 Con |
47 | +28 | + 25 | +19 | +19 | One Hundred Blades Works, +1 Str, +1 Con |
48 | +29 | + 26 | +20 | +20 | Insane Fusion, +1 Str, +1 Con |
49 | +29 | + 26 | +20 | +20 | Eons Flashback, +1 Str, +1 Con |
50 | +30 | + 27 | +21 | +21 | All Things Possible, +1 Str, +1 Con |
51 | +30 | + 27 | +21 | +21 | Too Horrible to Die, +1 Str, +1 Con |
52 | +31 | + 28 | +22 | +22 | Tear Essence, +1 Str, +1 Con |
53 | +31 | + 28 | +22 | +22 | Ragna Rock, +1 Str, +1 Con |
54 | +32 | + 29 | +23 | +23 | Heaven's Fall, +1 Str, +1 Con |
55 | +32 | + 29 | +23 | +23 | One Hundred Trinities, +1 Str, +1 Con |
56 | +33 | + 30 | +24 | +24 | Zelretch's Doom, +1 Str, +1 Con |
57 | +33 | + 30 | +24 | +24 | One Hundred Arms, Fifty Heads, One Heart, +1 Str, +1 Con |
Hecantoncheires...Nietzsche would be proud. :p
*snip*
Level | BAB | Fort | Ref | Will | Feature |
1 | +1 | +2 | +0 | +2 | Brass Dragon body, Flame Breath, Alternate form |
2 | +2 | +3 | +0 | +3 | Keen senses, Arcane Blood |
3 | +3 | +3 | +1 | +3 | Blindsense 60 feets , Burrowing, Lesser Brass Magic |
4 | +4 | +4 | +1 | +4 | Wings |
5 | +5 | +4 | +1 | +4 | Sleep breath |
6 | +6 | +5 | +2 | +5 | Fine Art of Conversation, +1 Str, +1 Cha |
7 | +7 | +5 | +2 | +5 | Domain, +1 Con |
8 | +8 | +6 | +2 | +5 | Non-stop Talker |
9 | +9 | +6 | +3 | +6 | Melodramatic Speech, +1 Str, +1 Cha |
10 | +10 | +7 | +3 | +7 | Tail slap, Growth |
11 | +11 | +7 | +3 | +7 | Brass Magic , +1 Con |
12 | +12 | +8 | +4 | +8 | Arcane Skin, Iron Scales, +1 Cha |
13 | +13 | +8 | +4 | +8 | Brass Speed, +1 Cha |
14 | +14 | +9 | +4 | +9 | Genie Servant, +1 Str, +1 Con |
15 | +15 | +9 | +5 | +9 | Frightfull presence, Growth, crush. |
16 | +16 | +10 | +5 | +10 | Domain, +1 Str, +1 Cha |
17 | +17 | +10 | +5 | +10 | Grand Speech +1 Con, +1 Cha |
18 | +18 | +11 | +6 | +11 | Shut up and Listen, +1 Cha |
19 | +19 | +11 | +6 | +11 | Grandious Tale, +1 Str, +1 Con |
20 | +20 | +12 | +6 | +12 | Free Speech, +1 Str, +1 Con, +1 Cha |
Dragon level | Sorceror casting |
1 | - |
2 | 1 |
3 | 2 |
4 | 2 |
5 | 3 |
6 | 4 |
7 | 4 |
8 | 5 |
9 | 6 |
10 | 6 |
11 | 7 |
12 | 8 |
13 | 8 |
14 | 9 |
15 | 10 |
16 | 10 |
17 | 11 |
18 | 12 |
19 | 12 |
20 | 13 |
Level | Bonus gained |
6 | +1 Str, +1 Cha |
7 | +1 Con. |
9 | +1 Str, +1 Cha |
11 | +1 Con |
12 | +1 Cha |
13 | +1 Cha |
14 | +1 Str, +1 Con |
16 | +1 Str, +1 Cha |
17 | +1 Con, +1 Cha |
18 | +1 Cha |
19 | +1 Str, +1 Con |
20 | +1 Str, +1 Con, +1 Cha |
As I tempted as I am to say "yes", my sane side tells me to put a clause to prevent that, lest the rest of the multiverse hunt them down to extinction or go mad from their non-stop speechesBut that would make for an epic quest idea... and a morals question for good players, keep it :D
As I tempted as I am to say "yes", my sane side tells me to put a clause to prevent that, lest the rest of the multiverse hunt them down to extinction or go mad from their non-stop speechesBut that would make for an epic quest idea... and a morals question for good players, keep it :D
I'm wondering, oslecamo, if you'd be willing to listen to a few comments, concerns, and criticisms about your work. Me, being the silly person I am, did not write them down so I have the joyous task of looking them all over again... but I just wanted to make some remarks about the racial classes. To be honest, I love almost every one I've seen! But still, some things nag at me, some quirks make me question a few things, and others (very few) feel just a tad bit boring (though, that doesn't mean they're not effective/powerful enough).Yes. I'm always asking for people to critisize my work every other page and point out what they like and don't like.
I ask this because I am a relative newcomer to these forums and especially to utilizing homebrew material of others. I've come up with several ideas of my own and would be willing to share them if I feel confident enough to get laughed at.
First, how about having a generic HD-increasing class for each of the types of creatures (outsider/magical beast/etc.). This is not for PC use but more for monster advancement :) I see QUITE a few uses of these monsters as foes for the PCs and can work with a level-by-level adjustment of these creatures to be mighty enemies for the party to face... even the lowly goblin or kobold can see high-level play (of course, class levels can come into play as well; I just thought that perhaps even the monsters with levels can still be deadly without being Monster X/Class Y). Maybe something along the lines of "For every 2 HD, pick an ability from the following list" or "Swap one SLA with another higher level one."That's for what one has templates, which here are done as prcs. Monster of legend, celestial, half-X, death knight, those are your stronger monsters. One thing I've been looking forwards in this matter is converting the Paragon template from the Epic level handbook.
Also, the typos can really throw off the... I guess "immersion" would be the word I'm looking for. I love to read these classes. Misspellings unfortunately cause me to stop and either figure out what word you were looking for or make it feel less like an actual class. For example, using "feets" instead of "feet." "Foots" was present as well. "A" instead of "At" is another one that rather broke my concentration on the monsters. Bold and italic formatting can be weird when they go from one to another.English isn't my original language, and I'm not up to go pick an english grammar manual every time I want to make a new class. If you want, post more correct versions and I'll edit them in. Otherwise this is just something I can't be bothered with. I'll clean up some stuff here and there when I notice them, but a full grammar revision just isn't worth my time unless someone's paying me.
One big thing that has me confused is whether the listed abilities are Extraordinary or Supernatural. This can make or break a monster (in an overpowered kind of way) whenever there are anti-magic fields present, dispel magic, and any other abjurative type of power that could render them useless. As it stands now, they're typeless. This means that their powers WILL work anywhere and everywhere. This may be your intention, which is fine, but consider those as part of its power level. You said you were looking for high-tier 3/low-tier 2 in power level, so I figured I'd point out some things that may "curb stomp a wizard", as you so succinctly put it ;)You got me there. I intentationally ommit that detail most of the time because most of the time I simply don't know if something should be Ex or Su. That's something really unstable in D&D. Singing really well is Su, but IRON HEART SURGE that shatters cages of force is Ex. Lolwhut? So I leave that hot potato to the player and DMs. :P
[Edit]Another thing I forgot to mention is listing the levels that abilities are gained. Anything above level 1 should probably mention what level it's gained, as it helps to avoid confusion/getting lost as you jump up to the chart to look. Also, abilities listed out of order make one rather confused at times (ie. Nycaloth, Hook Horror).Oh for the love of Vecna, use the Index! The Nycaloth got a whole overhaul some pages go. The Hook Horror... I'll fix it now, ok. But I do strive to at least put the abilities in the right order.
And also... You had mentioned that you were thinking of giving monsters an ability name to indicate that spellcasting levels stack with the monster levels. Mayhaps something pseudo-latin or the like: Magicae Arcanis (for arcane stacking), Magicae Divinae (for divine stacking), Magicae Naturalis (for druid-specific stacking), Vis Animus (for psionic stacking), and so forth. Only suggestions! Call them "Arcane Stacking" if you feel like it, just as long as they are recognizable.[/Edit]
Oh for the love of Vecna, use the Index!Vecna == Pelor. Perfect truth :sparta
Level | BAB | Fort | Ref | Will | Feature |
1 | +1 | +2 | +0 | +2 | Copper Dragon body, Acid Breath, Alternate form |
2 | +2 | +3 | +0 | +3 | Keen senses, Arcane Blood |
3 | +3 | +3 | +1 | +3 | Blindsense 60 feets, Stone Climb, Lesser Copper Magic, +1 Cha |
4 | +4 | +4 | +1 | +4 | Wings |
5 | +5 | +4 | +1 | +4 | Slow breath, +1 Str |
6 | +6 | +5 | +2 | +5 | Copper Feint, +1 Con, +1 Cha |
7 | +7 | +5 | +2 | +5 | Domain, +1 Str |
8 | +8 | +6 | +2 | +5 | Prankster |
9 | +9 | +6 | +3 | +6 | Copper Magic, +1 Con, +1 Cha |
10 | +10 | +7 | +3 | +7 | Vitriolic Taunt |
11 | +11 | +7 | +3 | +7 | Tail slap, Growth, +1 Str |
12 | +12 | +8 | +4 | +8 | Arcane Skin, Iron Scales, +1 Cha |
13 | +13 | +8 | +4 | +8 | Greater Copper Magic, +1 Con |
14 | +14 | +9 | +4 | +9 | Inpatient, +1 Str |
15 | +15 | +9 | +5 | +9 | Domain, +1 Cha |
16 | +16 | +10 | +5 | +10 | Frightfull presence, Growth, Crush, +1 Con, +1 Cha |
17 | +17 | +10 | +5 | +10 | Take the Stage, +1 Str, +1 Cha |
18 | +18 | +11 | +6 | +11 | Just Kidding, +1 Con |
19 | +19 | +11 | +6 | +11 | Outrageous Humor, +1 Str, +1 Cha |
20 | +20 | +12 | +6 | +12 | Incorregible, +1 Str, +1 Con, +1 Cha |
Dragon level | Sorceror casting |
1 | - |
2 | 1 |
3 | 2 |
4 | 2 |
5 | 3 |
6 | 4 |
7 | 4 |
8 | 5 |
9 | 6 |
10 | 6 |
11 | 7 |
12 | 8 |
13 | 8 |
14 | 9 |
15 | 10 |
16 | 10 |
17 | 11 |
18 | 12 |
19 | 12 |
20 | 13 |
Level | Bonus gained |
3 | +1 Cha |
5 | +1 Str |
6 | +1 Con, +1 Cha |
7 | +1 Str |
9 | +1 Con, +1 Cha |
11 | +1 Str |
12 | +1 Cha |
13 | +1 Con |
14 | +1 Str |
15 | +1 Cha |
16 | +1 Con, +1 Cha |
17 | +1 Str, +1 Cha |
18 | +1 Con |
19 | +1 Str, +1 Cha |
20 | +1 Str, +1 Con, +1 Cha |
I'm not certain if this is front-loading or not, but as you said, it's a one-level class that burns through its daylight usage quickly.I want each class to feel unique. The aasimar, being just 1 level long, did end with somewhat too much cramping, but I believe that's balanced by the fact the stronger abilities will burn trough uses very quickly.
[Edit]Can Raise Dead's (and other like spells, such as Resurrection and Restoration) "limit" defined by caster levels be bypassed by the uncapped-ness of Light Soul?[/Edit]You didn't understand that one right. The uncapped clause is meant for spells like sunbeam, that cap their effects at a certain amount of caster level.
Regarding the 4 HD usage of Lightbringer, Light Ray, can multiple rays be utilized over the course of a round? Assuming, of course, a high enough BAB to provide multiple attacks. Also, when utilizing the ability with a touch range spell, does this mean that the spell becomes a ray instead of touch (or, rather, that the spell simply gains a range)? I pity the person who pisses off the aasimar druid with Poison cast...Clairified that it combines with iterative attacks. And yes touch spells become rays.
Rising Star and Heaven('s?) Touch mention that they can be continued by spending "an extra use." Is that one Lightbringer use or two/four respectively? I'm fine either way, as maintaining something that you've done can be easier or just as difficult as the first expenditure. I believe Star Blessing is also an ability that utilizes the "maintain for an extra use.""Uses" always refer to Daylight uses.
Star-Reach blows the "largest range increment possible" thread out of the water. Quite seriously. Then again, this IS homebrew material and the ability is made of pure awesome. Can line of sight be obtained via scrying? Physical sight? What about sight enhancers? Does the "light projected from the weapon" provide light as a light spell as if it were a ray (aka, attacking in total darkness)? What about mirrors for LOS (admittedly, this one is me not knowing the answer to a basic D&D question regarding LOS)?You need LoS before you activate the ability. Scrying would work as long as you had line of effect.
Also, why does Purify cause the aasimar to be affected by his own MDJ? It already costs 7 uses of something that he's probably going to get one more use of over the course of his day/night.[/spoiler]Because even a single use of MDJ is already pretty brutal striping all your oponents buffs and disabling their gear for a few rounds. Specially when you just needed 1 level to get it.
Can the aboleth's land speed perhaps start off at 10 ft and increase with more tentacles? It uses them to drag itself along the ground, after all. Mayhap +5 ft per tentacle?The problem with that it's that it would quickly end up faster on land than most other monsters out there! :P
With the aboleth's tentacles being incapable of fine manipulation, how does it utilize spell components? Can it wear gear of any sort?It specifically can use them for spell components in the class description. And yes it can wear gear, consult SS for item slots of unusual creatures.
Knowledge (eons) really seems powerful... Exceptionally so. You beat the bard flat out and probably curb stomp the wizard and archivist a la knowledges (not necessarily in battle though). 'Tis difficult for me to think of a good way to make that ability more suited for PC's.Well, the aboleths are suposed to have the best memories around after all.
The Slime ability seems a little fast. Did you mean 1d4+1 minutes just as the MM states? Or did you want the person being immediately affected for battle purposes? It actually feels far more deadly than the MM version and is on an at-will basis (with a full attack of 8 tentacles, the creature has a very good chance of failing at least one save against the slime; this means death to the creature eventually). Especially early on (levels 5-8), fights can be a breeze by just outlasting your opponent.Well that's the idea. If it took minutes to start, then the battle would probably be long over before it mattered. If the aboleth can outlast the enemy, then it deserves to win.
I like that you kept the SLA's in as a gradual growth thing, with increased uses (rather than unlimited) per day per HD instead of a "I spam illusions!!!11!?" The True Seeing was total icing on the cake. Isn't Enslave a bit powerful though? Especially when combined with Overwhelming Intellect.[/spoiler]Yes it is powerful, but Enchantment effects are also quite easy to block. As you level up eventually every damn thing is immune to mind control.
With the aboleth's tentacles being incapable of fine manipulation, how does it utilize spell components? Can it wear gear of any sort?It specifically can use them for spell components in the class description. And yes it can wear gear, consult SS for item slots of unusual creatures.
Hecantoncheires
(http://ghostknight.net/dndrealm/monster/special/monster/image/hecatoncheires.jpg)
Level | BAB | Fort | Ref | Will | Feature |
1 | +0 | +0 | +2 | +2 | Merfolk Body, Amphibious, Water Path, +1 Con |
Mission acomplished then! :) :D
This is the most goddamn beautiful thing I have ever seen. That is beautiful. That is a fucking work of art. It's a testament, nay, a monument to Epic. In the end, man shall die and return to loam, civilization will crumble into dust, but this, -this- will be eternal. The neuromancers wandering the Capital Wasteland will hold this as a standard. Exalted and Nobilis will be called 'low-magic settings' before this monstrosity's might. There will be legends founded on this monster class. DMs will whisper of it in hushed darkness, and PCs will call it an optimization legend. This is the heart of Epic. This is its point. It's not supposed to be practical or within reason. It stares common sense in the face so it can sucker-punch it in the scrote. -With atomic fire-.
Heh, that would work for some of the weaker spells. Unfortunately, a bit higher up, they start getting costly. Very costly. I might recommend something along the lines of an aboleth being able to consume up to X cubic meters/pounds of material (X being related to its current size) which acts as a bag of holding for material components. Something similar to a gullet that doesn't actually digest anything. Chipmunk cheek pouches are a close example.
[Edit]I think I left out the important part of that post. Whenever it casts spells, if it has the material components in its gullet (and focuses), it uses them. This might not work for but a few spells that require specifically pointing at a target or flinging said object.[/Edit]
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Anima |
1 | +0 | +0 | +0 | +2 | Spell Body, Anima, Spell Slam | 2 |
2 | +2 | +0 | +0 | +3 | Engulf, Spell Within, Speed of Magic | 4 |
3 | +2 | +1 | +1 | +3 | Arcana body, +1 Cha | 6 |
4 | +3 | +1 | +1 | +4 | Descriptor Resistance, +1 Cha | 8 |
5 | +3 | +1 | +1 | +4 | Flight, +1 Con | 10 |
6 | +4 | +2 | +2 | +5 | Living Arcana, +1 Str | 12 |
7 | +5 | +2 | +2 | +5 | Growth, +1 Cha | 14 |
8 | +6 | +2 | +2 | +6 | Arcane Grasp, +1 Con | 16 |
9 | +6 | +3 | +3 | +6 | Living Metamagic, +1 Str | 18 |
10 | +7 | +3 | +3 | +7 | Cast Self, Reshape, +1 Cha | 20 |
11 | +8 | +3 | +3 | +7 | Spell Evolution, +1 Con | 22 |
12 | +9 | +4 | +4 | +8 | Living Spark, +1 Str | 24 |
13 | +9 | +4 | +4 | +8 | Growth, +1 Cha | 26 |
14 | +10 | +4 | +4 | +9 | Spell Feed, +1 Con | 28 |
15 | +11 | +5 | +5 | +9 | Magic Mirror, +1 Str | 30 |
16 | +12 | +5 | +5 | +10 | Living Doom, +1 Cha | 32 |
17 | +12 | +5 | +5 | +10 | Spreading Arcana (twins), +1 Con | 34 |
18 | +13 | +6 | +6 | +10 | Anima Feedback, +1 Cha | 36 |
19 | +14 | +6 | +6 | +11 | Spreading Arcana(triplets), +1 Str, +1 Con | 38 |
20 | +15 | +6 | +6 | +12 | Mournland Legacy, +1 Cha, +1 Str, +1 Con | 40 |
The lantern archon can wear more magic equipment by having it crafted in the form of orbs that float around him like ioun stones, but said custom equipment costs double the normal market price.
Merfolk
Sea Song: A Siren can use Baric Music as a 1st level Bard. This stacks with actual Bardic Music. The
More details please?Merfolk
The various paths could use more work
Was suposed to be a clause to specifically allow them to sing underwater fixed.
Siren:Sea Song: A Siren can use Baric Music as a 1st level Bard. This stacks with actual Bardic Music. The
The what?
Ocean SageThe problem it's that I don't really believe in "suck now, get benefit later". The gnoll has a similar path in that it gets 1st level spellcasting.
Ocean Magic: "At 1st level the Ocean Sage gains 1st level spellcasting of a class of his choice." No, just no. The other bonuses this path gets are more then enough.
Sea Legionaire: a bit weakBuffed up by granting extra attacks of oportinity per round.
Sea Champion: needs a lot of clarification, seems way to strong.Clarified and limited, how is it now?
Hows the living spell PC deal with equipment?
Spell Body : At first level the Living Spell loses its racial traits and features and gains the Ooze type and the following Ooze traits:
...
Oozes lack fine manipulation, but can partially meld objects into their own body to carry them and perform simple actions like pulling levers and pressing buttons.
Oozes can use their body as either head+neck slot or body+belt slot. The living spell can wear more magic equipment by having it crafted in the form of orbs that float around him like ioun stones, but said custom equipment costs double the normal market price.
The various paths could use more workMore details please?
Ocean SageThe problem it's that I don't really believe in "suck now, get benefit later". The gnoll has a similar path in that it gets 1st level spellcasting.
Ocean Magic: "At 1st level the Ocean Sage gains 1st level spellcasting of a class of his choice." No, just no. The other bonuses this path gets are more then enough.
I don't like the pick any class spellcasting in particular, if it was just caster-level stacking(with or without level skipping) as you do with many of your monsters it would be fine, but as it is it's a 1'st level wizard with a bigger hit die, more skillpoints, and a second good save, along with multiple movement modes, and the ability to cast underwater without a problem, among other goodies.
Level | Bab | Fort | Ref | Will | Feature |
1 | +1 | + 2 | +2 | +0 | Keeper Body, Eyeless, Mimic Weapon (simple) |
2 | +2 | + 3 | +3 | +0 | Keeper Skin, Scent , +1 Str |
3 | +3 | + 3 | +3 | +1 | Impossible Joints, Mimic Weapon(martial), +1 Int |
4 | +4 | + 4 | +4 | +1 | Alien Physiology, Venomous Spit |
5 | +5 | + 4 | +4 | +1 | Dissolution, Mimic Weapon(exotic), Strange Flesh +1 Str |
6 | +6 | + 5 | +5 | +2 | Hive Mind, +1 Int |
7 | +7 | + 5 | +5 | +2 | Body Switch, Pattern Assault, Artificial Flesh, +1 Str, +1 Int |
I've already made some of the non-core dragons, but on a single/double request basis. However since the gem dragons are 100 levels worth of classes, I'll do them one by one. When I feel like it unless you ask for a specific kind. Because "do all dragons" or "do all outsiders" isn't exactly very motivating. I work better when I see you're specifically interested in a particular monster. ;)I know my wife is planning on having a crystal dragon as a companion. She's running a campaign in which evil dragons have attacked the world, hidden themselves within it, and the good dragons were nearly wiped out by them. The party has good dragon companions. She has found an egg that will eventually hatch into a crystal dragon. My character, being the bard, ended up with a song dragon (gee, how conVEEENient). The rest of the party is currently working with metallic dragons, which they are now converting to these custom monster classes.
But before that it's the Keeper Catty requested. And then there's a personal experiment I want to try out here before any other monster class.
Trivia, infernals managed to be just as popular around here untill now.
The achaierai should be a simple creature with simple wants. The bird looks and acts as a normal "bird of prey" and, again, doesn't feel very PC-like. Perhaps as a mount of sorts or a trained beast for a druid. Unfortunately, the MM portrays them quite differently. They are agile, intelligent creatures, much like the raptors of Jurassic Park but with the mind of a cat (chase after it, knock it down, gore it up a bit and play with it before finally consuming).Heh, I admit I wasn't very inspired when making that one and it ended up somewhat bland. But I just can't take the official fluff seriously when I look at the picture and it reminds me of a four-legged chicken!
The Hit and Run ability feels a little weak when compared with, say, the Anthropomorphic Animal which can "pounce" during a spring attack. Maybe allow its bite to start a grapple. Then, while it has a creature of one size or more smaller grappled, it flees with its prey (its beak maintains the grapple without the achaierai itself having to). This is especially effective if the creature moves in groups/flocks.Hit and Run is gained at 2nd level. The AA ability is gained at 5th level. Of course the AA ability is stronger!
Long Legs is kind of a necessity for that creature's build. They have an ostrich-type feel to them. Disrupting Feathers would feel a bit on the tacked-on side, but they are outsiders. Outsiders seem to have this penchant of being resistant to magic (and, again, it matches with the MM version). Do the multiple legs grant a bonus on stability? Possible grapple bonuses?Continue...
Regarding Black Cloud, is the cloud considered to be "poisonous"/Poison? It is important to know for the sake of defending against its attack. Druids, for example, would be immune once past ninth level. The improved Maddening Cloud is a nice touch, though Will Saves are usually on the lower end as levels rise, making it rather powerful on its own.Isn't put as a poison effect, so isn't poison. Specially because almost everything at mid-high levels ends up immune to poison
Ability increases seem standard. One thing, though, that always got me was the defined "Lawful Evil" of the creature. If the creature were somehow of another alignment, would its natural/manufactured weapons count as the new alignment or STILL of the old alignment? Remember, there are always exceptions to a given alignment. I'm assuming you prefer to not look at alternate alignments as a possibility for simplicity sake. I can't say I fully disagree with you, but I think a simple clause could fix it right up.[/spoiler]Wotc already took care (http://www.wizards.com/default.asp?x=dnd/fc/20050824a) of that one for me. Creatures with alignment subtypes (the only ones whose attacks count as a subtype) keep said subtypes even when they change their alignments.
The achaierai should be a simple creature with simple wants. The bird looks and acts as a normal "bird of prey" and, again, doesn't feel very PC-like. Perhaps as a mount of sorts or a trained beast for a druid. Unfortunately, the MM portrays them quite differently. They are agile, intelligent creatures, much like the raptors of Jurassic Park but with the mind of a cat (chase after it, knock it down, gore it up a bit and play with it before finally consuming).Heh, I admit I wasn't very inspired when making that one and it ended up somewhat bland. But I just can't take the official fluff seriously when I look at the picture and it reminds me of a four-legged chicken!The Hit and Run ability feels a little weak when compared with, say, the Anthropomorphic Animal which can "pounce" during a spring attack. Maybe allow its bite to start a grapple. Then, while it has a creature of one size or more smaller grappled, it flees with its prey (its beak maintains the grapple without the achaierai itself having to). This is especially effective if the creature moves in groups/flocks.Hit and Run is gained at 2nd level. The AA ability is gained at 5th level. Of course the AA ability is stronger!Long Legs is kind of a necessity for that creature's build. They have an ostrich-type feel to them. Disrupting Feathers would feel a bit on the tacked-on side, but they are outsiders. Outsiders seem to have this penchant of being resistant to magic (and, again, it matches with the MM version). Do the multiple legs grant a bonus on stability? Possible grapple bonuses?Continue...Regarding Black Cloud, is the cloud considered to be "poisonous"/Poison? It is important to know for the sake of defending against its attack. Druids, for example, would be immune once past ninth level. The improved Maddening Cloud is a nice touch, though Will Saves are usually on the lower end as levels rise, making it rather powerful on its own.Isn't put as a poison effect, so isn't poison. Specially because almost everything at mid-high levels ends up immune to poisonAbility increases seem standard. One thing, though, that always got me was the defined "Lawful Evil" of the creature. If the creature were somehow of another alignment, would its natural/manufactured weapons count as the new alignment or STILL of the old alignment? Remember, there are always exceptions to a given alignment. I'm assuming you prefer to not look at alternate alignments as a possibility for simplicity sake. I can't say I fully disagree with you, but I think a simple clause could fix it right up.[/spoiler]Wotc already took care (http://www.wizards.com/default.asp?x=dnd/fc/20050824a) of that one for me. Creatures with alignment subtypes (the only ones whose attacks count as a subtype) keep said subtypes even when they change their alignments.
Anyway, gonna make a quick spiffing up of the Achaierai.
Regarding the Hit and Run, I realize that's at 2nd level. Perhaps a certain hit die will enable the beast to make multiple attacks or perform previously mentioned grapple? (8+ HD or so)I already made some modifications, check it out.
Also... "Continue..."?That just means I was liking your train of tought. :P
Regarding the alignment thing, I guess WotC did cover that... strange. However, that's for redeemed monsters. What of those born under good circumstances? Should I just assume the same thing?That's an heavily debated topic. I'll just let it to DMs to decide.
As far as poison, I really think that the cloud should have a type so that it can be defended against. Maybe make it such that creatures normally immune to poison can still be affected, but with a +5 to their saves? Creatures that require no fortitude saves are still immune (undead/construct).It's simple damage! 6d6 damage at 18 HD! Even as an immediate action, that's pretty far from broken. Even acounting for the insanity, considering that it targets Fort and is based on a secondary stat, most things out there can easily shrugg it off, and constructs/undeads still gain the +5 save because they're immune to mind-affecting.
All just thoughts on ways to keep it viable even at higher levels without necessarily breaking the game.
Regarding the Hit and Run, I realize that's at 2nd level. Perhaps a certain hit die will enable the beast to make multiple attacks or perform previously mentioned grapple? (8+ HD or so)I already made some modifications, check it out.
Also... "Continue..."?That just means I was liking your train of tought. :P
Regarding the alignment thing, I guess WotC did cover that... strange. However, that's for redeemed monsters. What of those born under good circumstances? Should I just assume the same thing?That's an heavily debated topic. I'll just let it to DMs to decide.
As far as poison, I really think that the cloud should have a type so that it can be defended against. Maybe make it such that creatures normally immune to poison can still be affected, but with a +5 to their saves? Creatures that require no fortitude saves are still immune (undead/construct).It's simple damage! 6d6 damage at 18 HD! Even as an immediate action, that's pretty far from broken. Even acounting for the insanity, considering that it targets Fort and is based on a secondary stat, most things out there can easily shrugg it off, and constructs/undeads still gain the +5 save because they're immune to mind-affecting.
All just thoughts on ways to keep it viable even at higher levels without necessarily breaking the game.
Keeper Skin: At 2nd level the Keeper gains Resistance to Acid, Cold, Electrecity, Fire and Sonic equal to his HD, DR/magic equal to half its HD, and SR equal to 11+HD. It may rise or lower its SR at any time as a free action even if it isn't its turn.
Alien Physiology
Eyeless
Done.Keeper Skin: At 2nd level the Keeper gains Resistance to Acid, Cold, Electrecity, Fire and Sonic equal to his HD, DR/magic equal to half its HD, and SR equal to 11+HD. It may rise or lower its SR at any time as a free action even if it isn't its turn.
Electricity, raise
I wondered about how to best distribute the immunities quite a bit. Moved.Alien PhysiologyThis seems like a very fat list of immunities to give at once, 5'th and 7'th level are a little underwhelming, you might want to move a few immunities there.
Well, the monster says it's blind, so clarified that part on the class.EyelessPlease clarify if it still has normal vision (like say a Myrdal who is also eye-less), or if it just has darkvision and sonar. The original monster is also not clear about it...
About the Hive Mind and Body Switch, the special companions should probably count as keepers for both abilities.Ouch, can't believe I forgot to add that! Done.
Pattern Assault seems a little underwhelming for a capstone, also since the keeper uses natural weapons it will fall behind regular fighters with it's lack of iterative attacks, unless it picks up levels in monk (or monk-like).
Again, I'm not saying that the pleroma isn't powerful. It just feels like it's lacking, even with that resurrection ability. Have you considered, perhaps, what would happen if two level 3 orbs (one creation, one destruction) were to be combined? Do they negate? Or do they enhance one another to be insanely powerful? Can the pleroma control it at that point? Would it have the effect of a staff of the magi? Maybe automatic application of any number of metamagics to the creature's spells. Maybe a gate is created and other pleromas of the same level are brought in. The orbs still have their duration, after all.Now there's an interesting idea. Behold the new Aeon capstone (http://brilliantgameologists.com/boards/index.php?topic=9557.msg425562#msg425562)!
It just feels like the orbs should've been the highlight of the creature, not spellcasting/SLA's.
Also, be careful with the creature's disrupting touch at the end of a charge. One level of Barbarian makes this creature a monster (Lion totem for pounce). With a full BAB, that's four touch attacks.Pft, already took care of that. The disruptive touch isn't an attack action, thus you don't get iterative attacks with it! :P
Pattern assault now adds Int mod to damage rolls, all the time. How about this way? Remember that the Keeper's also geting a bunch of immunities and the body switch at 7th level.
Also please don't forget the merfolk! WinkBut the Keeper is so much more interesting. :P
First, the Keeper now adds his Int mod to Mimic Weapon damage rolls all the time.
Gifted:At 3rd level the Succubus can use tongues on herself as a SLA 1/day for each HD she has. She also gains a bonus to listen and spot checks equal to her HD.
So I was looking over the Succubus, and I had a few comments.You're right, changed.Gifted:At 3rd level the Succubus can use tongues on herself as a SLA 1/day for each HD she has. She also gains a bonus to listen and spot checks equal to her HD.
Honestly, since it starts out as 3*30 minutes you might as well make it a permanent effect since in a level or two at most that's what it'll amount to, and that reduces book keeping.
Also why is it not proficient with the Whip? :smirkWell, I had given it Use Rope for that kind of stuff, but since whips aren't that useful whitout investment, and it's quite flavourful, added! :p
Also it's very powerful race, I'll stat some up to check for balance.Sure.
Level | Bab | Fort | Ref | Will | Feature |
1 | +1 | +2 | +0 | +0 | Pawleader, Scavenge Pile |
2 | +2 | +3 | +0 | +0 | Clawleader, Verminous Honor |
3 | +3 | +3 | +1 | +1 | Stormvermin, Verminous Standard, +1 Str |
4 | +4 | +4 | +1 | +1 | Fangleader, Cornered Rats, +1 Con |
5 | +5 | +4 | +1 | +1 | Rat Chieftain, +1 Str |
6 | +6 | +5 | +2 | +2 | Rat General, Tools of Supremacy, +1 Con |
Level | Bab | Fort | Ref | Will | Feature |
1 | +0 | +0 | +0 | +2 | Grey Magic, Mark of the Horned Rat, Plague and Ruin |
2 | +1 | +0 | +0 | +3 | Rat Familiar |
3 | +1 | +1 | +1 | +3 | Warpstone Tokens |
4 | +2 | +1 | +1 | +4 | Warpstone Orb |
5 | +2 | +1 | +1 | +4 | Sacavenge Pile |
6 | +3 | +2 | +2 | +5 | Screaming Bell |
That said, let's look at this puppy. Starting off at small is fine, though I will admit that it has some amazing movement for its size. It is wind, however, so I'll give it the benefit of the doubt. I always thought it was strange that air elementals had a slam attack instead of a bull rush maneuver. The mostly-physical body does work to some degree, but I half wonder what happens to the creature's equipment when it goes into whirlwind mode (possibly meld?). Speaking of...Nothing special happens. If the air elemental can hold equipment normally, the air elemental can hold it while in whirlwind.
Whirlwind is a staple for most elementals. Sometimes known by other names (vortex anyone?), it is the classic example of one of nature's elements at war with the world. It really feels just a smidgen too early for whirlwind at first level though. It just barely learned to hold itself together and then suddenly it can focus its air into a spiral pattern of nearly chaotic nature? Mayhaps closer to 2nd or even 3rd level. Also, 2 rounds per HD? The MM lists it as 1 round per 2 HD. Is that a typo or something that's really meant to last the entire battle?You only have 1 HD at first level, and the whirlwind is a staple air elemental ability so I wanted it to be useable at first level. Plus the actual monster has inflated HD (2 HD at CR 1, 8 HD at CR 5, 16 HD at CR 7).
It feels very standard for the creature, though I feel that it could use a little pizzazz or something. Maybe after it exits its whirlwind mode, it can be any size it can turn into? Maybe it adds its dexterity modifier to any damage dealt in the whirlwind?I believe you're seriously understimating the whirlwind. Its big advantage is capturing creatures and taking them to wherever you want (like, say, up and away and then droping them). The damage is just a bonus. Altough I guess the 8th level is a little empty, so I could squeeze Dex to damage there (it would be too good at 1st level).
And that's another thing I was curious about. Instead of a natural armor bonus, should the elemental maybe get a dodge bonus equal to its dexterity? The air elemental is all about swirling winds and barely controlled chaos. Or maybe a dodge bonus to its AC equal to its dexterity mod up to a maximum of its air elemental levels. Just trying to focus on the whole winds aspect of the creature and the fact that its dexterity is what seems to rule its features.Because the natural armor is there to represent the "consistency" of the air elemental. It's still a solid creature.
Air Mastery is standard. Maybe remove it in favor of the aforementioned dodge bonus? The feats you granted are definitely nice for a skirmisher of sorts. What are the stars in the replacement feat list for?Air mastery stays. If you look closer, you'll notice the stars are for feats which have their prerequisite feats just above them.
I rather like the growth being on a choose-your-size basis rather than a given large-to-huge and beyond! Makes adventuring much better for the elemental, although I would imagine the elemental would never take any penalties for squeezing. It has a body like that of an ooze at times. Hence Dancing Wind. It's a fun feature that says "I'm my own gran--I mean flanker!" With the dexterity modifier through the roof, it will get several of those per encounter.Trust me, air gets pressured up all the time in narrow passages. That's what leads to air currents in cities and buildings.
Now, immaterial is something that gets me. It has a natural armor bonus (a hard outer shell), followed by a DR for being light and fluffy? Not saying that DR is an issue, but I think the theme of dodge bonus fits better than natural armor. Flight is decent at the time you get it. This character is already an awesome rogue and with some of the later abilities, it becomes a nasty assassin or brute.Wind isn't light and fluffy. Just try to get out there in a wind storm and try to hold an umbrella straight. Heck, it makes windmills rotate and it made ships with tons of cargo move faster than anything else back in the day!
Regarding Wake, is the elemental actively pushing people out of its way? Can it travel through others' squares (it IS wind, after all)? If it is actively pushing people out of the way, strength mod is fine. If it's simply letting the winds of its body push people, dexterity modifier might be better.You're right, it should be able to move over others, and Dex makes more sense here. Changed and added clause against airborne oponents.
For Hurricane Shroud, you might want to clarify what can and cannot hit the elemental. Any ranged weapon attack (with the stipulation of size category difference) or spell requiring a ranged touch attack maybe? It sounds like spells with an area of effect can still affect the elemental, but what of things that are... well, a little conditional. Like a glitterdust spell. A sunbeam. Scorching rays. Things like that. It's very difficult to assume how they would interact with the body of an elemental, let alone how they would remain swirling about.Clarified to not affect spells that don't demand attack rolls. As for the exact interactions, a wizard failed to do it. :P
The 7th level ability choice is nice, and goes with my previous statement about being either an assassin or a brute. The first ability, force of nature, is a brute ability. Mayhap whirlwind attack would have been a good feat to add as part of that bonus feat list. That could be particularly nasty :) Wind reach is a bit confusing, however. Can it really reach things within Medium range? Despite being 100, 150, or even 200 feet away from them? Well, "reach" is in the name so I suppose... It just feels a bit strong. "Oh, we need that necklace off the king over there!" "Not a problem, I'll get it... and I don't even need a spell to do it! I'll just float by the window here..." Telekinesis is particularly powerful and has an even longer range. Is this how you intended the ability to work? Does it need line of effect or just line of sight? Standard action/move action/swift action? Please clarify these few things and I can make a better decision. It feels very assassin-based, at least.They all work like the respective spell. What more clarifications do you need? Well, put in that it needs a stadard action to activate, but otherwise just works like the spell. Noncasters can also get nice things!
For the level 9 abilities, specifically tempest breath, why not let it act like force of nature? Basically, those in the breath weapon make two saves: First to avoid the effect entirely and the other to determine how far they're knocked back as if hit by a slam attack. The breath weapon is subpar to the slam attack in many ways, least of all dealing damage. It also becomes a controller effect rather than a brutish damaging type. The falling prone is more like icing.Breath weapon affects multiple targets, slam only one and you need to actualy hit them. Anyway changed the saves from both to reflex saves, since looking back now Fort saves don't really make much sense here.
Suffocate is nasty--I like it. Very assassin-esque and VERY much save-or-die. 'Tis a good thing that you made it a full-round action. How long can the air elemental sustain the Suffocate ability? Just three rounds? There is no cap on it currently. Can it use it an unlimited number of times per day?If it doesn't say anything, then it's at will. Clarified what happens if the oponent suceeds on one of the saves.
At level 10, things get complex and even deadlier. Once again, the first ability feels more controller-based. Is that a 5-ft radius beyond the elemental's space per HD? That can reach huge proportions. Decent duration, nice limitation of once per encounter (given the length of it, you probably only need one anyhow).And again, tanking is the brute's control.
Whispering winds is another nice assassin-esque ability. Is there a limit? It's insanely powerful. Does the spell See Invisibility work against the elemental? True Seeing? All important to know.Again, if it says it works like a spell, it indeed works like the spell. Greater Invisibility already answers all of those.
Finally, the 11th level ability is decent for a capstone. Makes you somewhat of an elemental duke or the like. An upgrading summon is nice and can be quite powerful. Might make it a bit more sparse (1/day per 5 HD or more).Why exactly? Summon monster isn't that strong of a spell.
That said, let's look at this puppy. Starting off at small is fine, though I will admit that it has some amazing movement for its size. It is wind, however, so I'll give it the benefit of the doubt. I always thought it was strange that air elementals had a slam attack instead of a bull rush maneuver. The mostly-physical body does work to some degree, but I half wonder what happens to the creature's equipment when it goes into whirlwind mode (possibly meld?). Speaking of...Nothing special happens. If the air elemental can hold equipment normally, the air elemental can hold it while in whirlwind.
Whirlwind is a staple for most elementals. Sometimes known by other names (vortex anyone?), it is the classic example of one of nature's elements at war with the world. It really feels just a smidgen too early for whirlwind at first level though. It just barely learned to hold itself together and then suddenly it can focus its air into a spiral pattern of nearly chaotic nature? Mayhaps closer to 2nd or even 3rd level. Also, 2 rounds per HD? The MM lists it as 1 round per 2 HD. Is that a typo or something that's really meant to last the entire battle?You only have 1 HD at first level, and the whirlwind is a staple air elemental ability so I wanted it to be useable at first level. Plus the actual monster has inflated HD (2 HD at CR 1, 8 HD at CR 5, 16 HD at CR 7).
It feels very standard for the creature, though I feel that it could use a little pizzazz or something. Maybe after it exits its whirlwind mode, it can be any size it can turn into? Maybe it adds its dexterity modifier to any damage dealt in the whirlwind?I believe you're seriously understimating the whirlwind. Its big advantage is capturing creatures and taking them to wherever you want (like, say, up and away and then droping them). The damage is just a bonus. Altough I guess the 8th level is a little empty, so I could squeeze Dex to damage there (it would be too good at 1st level).
And that's another thing I was curious about. Instead of a natural armor bonus, should the elemental maybe get a dodge bonus equal to its dexterity? The air elemental is all about swirling winds and barely controlled chaos. Or maybe a dodge bonus to its AC equal to its dexterity mod up to a maximum of its air elemental levels. Just trying to focus on the whole winds aspect of the creature and the fact that its dexterity is what seems to rule its features.Because the natural armor is there to represent the "consistency" of the air elemental. It's still a solid creature.
Air Mastery is standard. Maybe remove it in favor of the aforementioned dodge bonus? The feats you granted are definitely nice for a skirmisher of sorts. What are the stars in the replacement feat list for?Air mastery stays. If you look closer, you'll notice the stars are for feats which have their prerequisite feats just above them.
I rather like the growth being on a choose-your-size basis rather than a given large-to-huge and beyond! Makes adventuring much better for the elemental, although I would imagine the elemental would never take any penalties for squeezing. It has a body like that of an ooze at times. Hence Dancing Wind. It's a fun feature that says "I'm my own gran--I mean flanker!" With the dexterity modifier through the roof, it will get several of those per encounter.Trust me, air gets pressured up all the time in narrow passages. That's what leads to air currents in cities and buildings.
Now, immaterial is something that gets me. It has a natural armor bonus (a hard outer shell), followed by a DR for being light and fluffy? Not saying that DR is an issue, but I think the theme of dodge bonus fits better than natural armor. Flight is decent at the time you get it. This character is already an awesome rogue and with some of the later abilities, it becomes a nasty assassin or brute.Wind isn't light and fluffy. Just try to get out there in a wind storm and try to hold an umbrella straight. Heck, it makes windmills rotate and it made ships with tons of cargo move faster than anything else back in the day!
Regarding Wake, is the elemental actively pushing people out of its way? Can it travel through others' squares (it IS wind, after all)? If it is actively pushing people out of the way, strength mod is fine. If it's simply letting the winds of its body push people, dexterity modifier might be better.You're right, it should be able to move over others, and Dex makes more sense here. Changed and added clause against airborne oponents.
For Hurricane Shroud, you might want to clarify what can and cannot hit the elemental. Any ranged weapon attack (with the stipulation of size category difference) or spell requiring a ranged touch attack maybe? It sounds like spells with an area of effect can still affect the elemental, but what of things that are... well, a little conditional. Like a glitterdust spell. A sunbeam. Scorching rays. Things like that. It's very difficult to assume how they would interact with the body of an elemental, let alone how they would remain swirling about.Clarified to not affect spells that don't demand attack rolls. As for the exact interactions, a wizard failed to do it. :P
The 7th level ability choice is nice, and goes with my previous statement about being either an assassin or a brute. The first ability, force of nature, is a brute ability. Mayhap whirlwind attack would have been a good feat to add as part of that bonus feat list. That could be particularly nasty :) Wind reach is a bit confusing, however. Can it really reach things within Medium range? Despite being 100, 150, or even 200 feet away from them? Well, "reach" is in the name so I suppose... It just feels a bit strong. "Oh, we need that necklace off the king over there!" "Not a problem, I'll get it... and I don't even need a spell to do it! I'll just float by the window here..." Telekinesis is particularly powerful and has an even longer range. Is this how you intended the ability to work? Does it need line of effect or just line of sight? Standard action/move action/swift action? Please clarify these few things and I can make a better decision. It feels very assassin-based, at least.They all work like the respective spell. What more clarifications do you need? Well, put in that it needs a stadard action to activate, but otherwise just works like the spell. Noncasters can also get nice things!
For the level 9 abilities, specifically tempest breath, why not let it act like force of nature? Basically, those in the breath weapon make two saves: First to avoid the effect entirely and the other to determine how far they're knocked back as if hit by a slam attack. The breath weapon is subpar to the slam attack in many ways, least of all dealing damage. It also becomes a controller effect rather than a brutish damaging type. The falling prone is more like icing.Breath weapon affects multiple targets, slam only one and you need to actualy hit them. Anyway changed the saves from both to reflex saves, since looking back now Fort saves don't really make much sense here.
Also brutish and controler aren't mutually exclusive. Combined they produce a tankish character that keeps enemies busy while the party lays down the hurt.
Suffocate is nasty--I like it. Very assassin-esque and VERY much save-or-die. 'Tis a good thing that you made it a full-round action. How long can the air elemental sustain the Suffocate ability? Just three rounds? There is no cap on it currently. Can it use it an unlimited number of times per day?If it doesn't say anything, then it's at will. Clarified what happens if the oponent suceeds on one of the saves.
At level 10, things get complex and even deadlier. Once again, the first ability feels more controller-based. Is that a 5-ft radius beyond the elemental's space per HD? That can reach huge proportions. Decent duration, nice limitation of once per encounter (given the length of it, you probably only need one anyhow).And again, tanking is the brute's control.
Whispering winds is another nice assassin-esque ability. Is there a limit? It's insanely powerful. Does the spell See Invisibility work against the elemental? True Seeing? All important to know.Again, if it says it works like a spell, it indeed works like the spell. Greater Invisibility already answers all of those.
Finally, the 11th level ability is decent for a capstone. Makes you somewhat of an elemental duke or the like. An upgrading summon is nice and can be quite powerful. Might make it a bit more sparse (1/day per 5 HD or more).Why exactly? Summon monster isn't that strong of a spell.
Thanks for another detailed review! :)
Level | BAB | Fort | Ref | Will | Feature |
1 | +1 | +2 | +0 | +2 | Song Dragon body, Flame Breath, Alternate form |
2 | +2 | +3 | +0 | +3 | Keen senses, Arcane Blood |
3 | +3 | +3 | +1 | +3 | Blindsense 60 feets, Twilight Tune |
4 | +4 | +4 | +1 | +4 | Wings |
5 | +5 | +4 | +1 | +4 | Draconic Song |
6 | +6 | +5 | +2 | +5 | Lesser Song Magic, +1 Cha |
7 | +7 | +5 | +2 | +5 | Domain, +1 Str |
8 | +8 | +6 | +2 | +5 | Consumate Actor |
9 | +9 | +6 | +3 | +6 | Song Magic, +1 Cha |
10 | +10 | +7 | +3 | +7 | Full Awareness |
11 | +11 | +7 | +3 | +7 | Arcane Skin , +1 Str |
12 | +12 | +8 | +4 | +8 | Iron Scales, +1 Cha |
13 | +13 | +8 | +4 | +8 | Greater Song Magic, +1 Cha |
14 | +14 | +9 | +4 | +9 | Growth, Tail Slap, +1 Str +1 Con |
15 | +15 | +9 | +5 | +9 | Greater Song Magic |
16 | +16 | +10 | +5 | +10 | Domain, +1 Str, +1 Cha |
17 | +17 | +10 | +5 | +10 | Grand Song Magic, +1 Con, +1 Cha |
18 | +18 | +11 | +6 | +11 | Battleground Music, +1 Cha |
19 | +19 | +11 | +6 | +11 | Frightfull presence, Growth, crush, +1 Str, +1 Con, +1 Cha |
20 | +20 | +12 | +6 | +12 | Preserving Song of Renewal, +1 Str, +1 Con, +1 Cha |
Dragon level | Sorceror casting |
1 | - |
2 | 1 |
3 | 2 |
4 | 2 |
5 | 3 |
6 | 4 |
7 | 4 |
8 | 5 |
9 | 6 |
10 | 6 |
11 | 7 |
12 | 8 |
13 | 8 |
14 | 9 |
15 | 10 |
16 | 10 |
17 | 11 |
18 | 12 |
19 | 12 |
20 | 13 |
Level | Bonus gained |
6 | +1 Cha |
7 | +1 Con. |
9 | +1 Cha |
11 | +1 Con |
12 | +1 Cha |
13 | +1 Cha |
14 | +1 Str, +1 Con |
16 | +1 Str, +1 Cha |
17 | +1 Con, +1 Cha |
18 | +1 Cha |
19 | +1 Str, +1 Con, +1 Cha |
20 | +1 Str, +1 Con, +1 Cha |
Definetely not intentional, because it said strenght score, not bonus. That would make for some sick DCs even if Str was your third stat! :PThat said, let's look at this puppy. Starting off at small is fine, though I will admit that it has some amazing movement for its size. It is wind, however, so I'll give it the benefit of the doubt. I always thought it was strange that air elementals had a slam attack instead of a bull rush maneuver. The mostly-physical body does work to some degree, but I half wonder what happens to the creature's equipment when it goes into whirlwind mode (possibly meld?). Speaking of...Nothing special happens. If the air elemental can hold equipment normally, the air elemental can hold it while in whirlwind.
I suppose that makes sense. Then the equipment just flows around the body. Is it still "in use/being worn?" Could be important to know if those monsters inside attacking the elemental get any special bonuses while this is happening. Remember, creatures "caught in the whirlwind can otherwise act normally" and can still swing those vorpal scytes, get their full round of damaging natural attacks in, etc.
Oh, I noticed one more thing: The DC for the whirlwind is based on strength. Was this intentional? I know you changed one of them to dexterity down below.
It feels very standard for the creature, though I feel that it could use a little pizzazz or something. Maybe after it exits its whirlwind mode, it can be any size it can turn into? Maybe it adds its dexterity modifier to any damage dealt in the whirlwind?I believe you're seriously understimating the whirlwind. Its big advantage is capturing creatures and taking them to wherever you want (like, say, up and away and then droping them). The damage is just a bonus. Altough I guess the 8th level is a little empty, so I could squeeze Dex to damage there (it would be too good at 1st level).
No. Don't you see the two defined eyes on the picture? :pI rather like the growth being on a choose-your-size basis rather than a given large-to-huge and beyond! Makes adventuring much better for the elemental, although I would imagine the elemental would never take any penalties for squeezing. It has a body like that of an ooze at times. Hence Dancing Wind. It's a fun feature that says "I'm my own gran--I mean flanker!" With the dexterity modifier through the roof, it will get several of those per encounter.Trust me, air gets pressured up all the time in narrow passages. That's what leads to air currents in cities and buildings.
Yes, but the air is living now. It can direct itself such that it won't be hitting the buildings. That makes me think... does this creature have all-around vision?
Whatever the player/DM thinks its best. I don't see the need to limit myself here. Also added the DCs formula, good catch.The 7th level ability choice is nice, and goes with my previous statement about being either an assassin or a brute. The first ability, force of nature, is a brute ability. Mayhap whirlwind attack would have been a good feat to add as part of that bonus feat list. That could be particularly nasty :) Wind reach is a bit confusing, however. Can it really reach things within Medium range? Despite being 100, 150, or even 200 feet away from them? Well, "reach" is in the name so I suppose... It just feels a bit strong. "Oh, we need that necklace off the king over there!" "Not a problem, I'll get it... and I don't even need a spell to do it! I'll just float by the window here..." Telekinesis is particularly powerful and has an even longer range. Is this how you intended the ability to work? Does it need line of effect or just line of sight? Standard action/move action/swift action? Please clarify these few things and I can make a better decision. It feels very assassin-based, at least.They all work like the respective spell. What more clarifications do you need? Well, put in that it needs a stadard action to activate, but otherwise just works like the spell. Noncasters can also get nice things!
Alright. DC = 10 + 1/2 HD + ? I'm assuming dexterity for maximum advantage. Is it the winds that is causing the effects or do they act exactly as the spell-like ability (a sourceless, telekinetic pull/thrust)? 'Tis only a flavor question ^^
Why? A push can be just as effective at keeping enemies away, puting them further away from the party. Or sending them towards the wizard's area damages and fighter's Aoo spiked chain machine. In particular because the air elemental isn't really prepared to pull a bunch of enemies and then eat all their full attacks to the face.For the level 9 abilities, specifically tempest breath, why not let it act like force of nature? Basically, those in the breath weapon make two saves: First to avoid the effect entirely and the other to determine how far they're knocked back as if hit by a slam attack. The breath weapon is subpar to the slam attack in many ways, least of all dealing damage. It also becomes a controller effect rather than a brutish damaging type. The falling prone is more like icing.Breath weapon affects multiple targets, slam only one and you need to actualy hit them. Anyway changed the saves from both to reflex saves, since looking back now Fort saves don't really make much sense here.
Also brutish and controler aren't mutually exclusive. Combined they produce a tankish character that keeps enemies busy while the party lays down the hurt.
True about the tankish, but the tanks usually work in a localized area surrounding them, depending mostly on the reach of their weapons. Also, tanks want to keep enemies near them and away from the party. They control not out of self preservation but out of party preservation. The more enemies targeting them and not their party members, the better off the party is. Maybe a gust of wind type effect from somewhere within range with the breath weapon rules you posted? A pull rather than a push, basically.
You're right there, added clause to exclude allies.Suffocate is nasty--I like it. Very assassin-esque and VERY much save-or-die. 'Tis a good thing that you made it a full-round action. How long can the air elemental sustain the Suffocate ability? Just three rounds? There is no cap on it currently. Can it use it an unlimited number of times per day?If it doesn't say anything, then it's at will. Clarified what happens if the oponent suceeds on one of the saves.
Okay, definitely powerful. I presume, then, that three rounds are still necessary to fully suffocate a character, despite his current hit point total.At level 10, things get complex and even deadlier. Once again, the first ability feels more controller-based. Is that a 5-ft radius beyond the elemental's space per HD? That can reach huge proportions. Decent duration, nice limitation of once per encounter (given the length of it, you probably only need one anyhow).And again, tanking is the brute's control.
Made my comments about tanking above. This ability, however, isn't as controllery as the previous breath weapon. It applies a few negatives to an area surrounding the elemental, including allies. Might not be uber useful if you have ranged characters in the party.
The djinni is an outsider with the Air subtype, not an elemental. The storm elemental is cool, but not exactly OP. Also most summoning combos usually involve a good bunch of feats to raise the summon's power. And hey, capstone ability! :pFinally, the 11th level ability is decent for a capstone. Makes you somewhat of an elemental duke or the like. An upgrading summon is nice and can be quite powerful. Might make it a bit more sparse (1/day per 5 HD or more).Why exactly? Summon monster isn't that strong of a spell.
Oh, you silly person you :) There are threads dedicated to summoning. Even when limited to air elementals, they can still be extremely powerful. Check out the storm elemental from MM3 (considered an air elemental). I believe that the Djinni counts as an air elemental as well. Wishes? Chance of a noble five times per day currently.
Yeah, that was my main focus when starting this project.Thanks for another detailed review! :)
Happy to. I enjoy reviewing these (even if RL doesn't give me all the time that I'd like to write them up). I also like the fact that these creatures are being given justice as playable characters. Powerful, yes, but sacrifice is required for them to be so (in the form of race and levels)!
Level | BAB | Fort | Ref | Will | Feature |
1 | +0 | +0 | +0 | +2 | Defacer Body, Steal Face, Frightful Keening, +1 Str |
2 | +1 | +0 | +0 | +3 | Defiled Skin, Tremorsense +1 Str |
3 | +1 | +1 | +1 | +3 | Stunning Possession, +1 Str |
4 | +2 | +1 | +1 | +4 | The Masquerade, +1 Str |
5 | +2 | +1 | +1 | +4 | Face Possession, +1 Str |
6 | +3 | +2 | +2 | +5 | Earth Glide, Cruel Deceiver, +1 Str |
Proefeciencies: a wing dragon isn't
proefecient with any armor or weapons, besides his own natural weapons.
Wing dragon Body: The blue dragon loses all other racial bonuses, and gains Dragon traits, fire subtype, bite .... (snip)
Level | BAB | Fort | Ref | Will | Feature |
1 | +0 | +0 | +0 | +2 | Demilich Body, Perfect Magic, Phylactery Transference , +1 Int, +1 Wis, +1 Cha |
2 | +1 | +0 | +0 | +3 | Warded Bone, Endless Library, Dark Immunity, +1 Int, +1 Wis, +1 Cha |
3 | +1 | +1 | +1 | +3 | Fell Senses, Harvest Touch, Dark Immunity, +1 Int, +1 Wis, +1 Cha |
4 | +2 | +1 | +1 | +4 | Essence of Terror, Fell Insight, Dark Immunity, +1 Int, +1 Wis, +1 Cha |
5 | +2 | +1 | +1 | +4 | Beyond the Material, Magi Supremacy, Dark Immunity, +1 Int, +1 Wis, +1 Cha |
6 | +3 | +2 | +2 | +5 | Capture the Soul, Tenacious Magic, Dark Immunity, +1 Str |
Now I would really like to see a Demilich pretending it is some kind of artifact while leting itself be "wielded" by a group of adventurers.Funny you should say this... In a campaign I was in once, our party wizard (personality of a stereotypical old man in anime) got himself trapped inside his staff for 3 sessions. He was the most... interesting intelligent item :lol
Level | BAB | Fort | Ref | Will | Features |
1 | +1 | +2 | +2 | +0 | Ankheg Body, Mandible Grab, Tremorsense, Spit Acid, +1 Str, +1 Con |
2 | +2 | +3 | +3 | +0 | Death From Below, Winding Tunnel, Hit and Dig, +1 Str, +1 Con |
3 | +3 | +3 | +3 | +1 | Growth, Instinctive Vomit, +1 Str, +1 Con |
A blinkdog is proficient with its own natural weapons.
(DC 10 + demilich’s HD + demilich’s highest Mental Stat modifier).This is the save for the demilich's trap the soul ability, just wanted to make sure it's correct, since almost every other ability for it, and all other monsters :D, is 1/2 HD.
If the demilich is overcome before the soul is eaten, crushing the gem releases the soul, after which time it is free to seek the afterlife or be returned to its body by the use of either resurrection, true resurrection, clone, or miracle. If the demilich is overcome before the soul is eaten, crushing the gem releases the soul, after which time it is free to seek the afterlife or be returned to its body by the use of either resurrection, true resurrection, clone, or miracle.a little redundant there :o
It's suposed to be like that. It's how the original monster works and I agree, by this level everybody will have so many random boosts to saves that DCs need some extra hiting power.(DC 10 + demilich’s HD + demilich’s highest Mental Stat modifier).This is the save for the demilich's trap the soul ability, just wanted to make sure it's correct, since almost every other ability for it, and all other monsters :D, is 1/2 HD.
alsoDon't blame me, that's the original text. :pIf the demilich is overcome before the soul is eaten, crushing the gem releases the soul, after which time it is free to seek the afterlife or be returned to its body by the use of either resurrection, true resurrection, clone, or miracle. If the demilich is overcome before the soul is eaten, crushing the gem releases the soul, after which time it is free to seek the afterlife or be returned to its body by the use of either resurrection, true resurrection, clone, or miracle.a little redundant there :o
It's suposed to be like that. It's how the original monster works and I agree, by this level everybody will have so many random boosts to saves that DCs need some extra hiting power.I checked the original text, and your right on both :D Now to roll up my xixecal/wizard/lich/demilich endboss :devil
Just wanted to let you know that I will be getting more questions/comments/concerns/criticisms for the monsters, but my weeks have been hectic. What little free time I have have been used trying to relax :) Will get to that anaxim very soon. It's going to prove a little more difficult as it's the first epic monster I've reviewed.try reviewing things like the xyxycal :lmao
Level | BAB | Fort | Ref | Will | Feature |
1 | +1 | +2 | +0 | +2 | Hellfire Wyrm body, Lesser Fiendish Form, Faint Fiendish Magic, +1 Cha |
2 | +2 | +3 | +0 | +3 | Keen senses, Hellfire Breath |
3 | +3 | +3 | +1 | +3 | Blindsense 60 feets, Lesser Fiendish Magic |
4 | +4 | +4 | +1 | +4 | Wings, +1 Str |
5 | +5 | +4 | +1 | +4 | Developed Fiendish Magic, +1 Con |
6 | +6 | +5 | +2 | +5 | Growth, Tail Slap, +1 Cha |
7 | +7 | +5 | +2 | +5 | Intriguist Fiendish Magic, +1 Str |
8 | +8 | +6 | +2 | +5 | Fiendish Form, Summon Baatezu |
9 | +9 | +6 | +3 | +6 | Corrupt Fiendish Magic, +1 Con, +1 Cha |
10 | +10 | +7 | +3 | +7 | Hellfire Scales, Infernal Aura |
11 | +11 | +7 | +3 | +7 | Greater Fiendish Magic, +1 Str |
12 | +12 | +8 | +4 | +8 | Growth, Frightfull Presence, Crush, +1 Con |
13 | +13 | +8 | +4 | +8 | Master Fiendish Magic, +1 Cha |
14 | +14 | +9 | +4 | +9 | Power broker, +1 Str, +1 Con |
15 | +15 | +9 | +5 | +9 | Overwhelming Fiendish Magic, +1 Cha |
16 | +16 | +10 | +5 | +10 | Unholy Alliance, +1 Str, +1 Con |
17 | +17 | +10 | +5 | +10 | Greater Infernal Power, +1 Cha, +1 Str |
18 | +18 | +11 | +6 | +11 | Justice is Just a Word, +1 Con, +1 Cha |
19 | +19 | +11 | +6 | +11 | Foul Agenda,+1 Str +1 Con, +1 Cha |
20 | +20 | +12 | +6 | +12 | Baator Agent, +1 Str, +1 Con, +1 Cha |
21 | +20 | +12 | +6 | +12 | Hellfire Power, +1 Str, +1 Con, +1 Cha |
22 | +21 | +13 | +7 | +13 | Hellfire Diplomacy, +1 Str, +1 Con, +1 Cha |
23 | +21 | +13 | +7 | +13 | Breed Despotism Baator Ambassador, +1 Str, +1 Con, +1 Cha |
24 | +22 | +14 | +8 | +14 | Baator Ambassador, +1 Str, +1 Con, +1 Cha |
25 | +22 | +14 | +8 | +14 | Let no Good Deed go Unpunished, +1 Str, +1 Con, +1 Cha |
26 | +23 | +15 | +9 | +15 | Let no Evil Deed go Unrewarded, +1 Str, +1 Con, +1 Cha |
Level | Bonus gained |
1 | +1 Cha |
4 | +1 Str |
5 | +1 Con |
6 | +1 Cha |
7 | +1 Str |
9 | +1 Con, +1 Cha |
11 | +1 Str |
12 | +1 Con |
13 | +1 Cha |
14 | +1 Str, +1 Con |
15 | +1 Cha |
16 | +1 Str, +1 Con |
17 | +1 Cha, +1 Str |
18 | +1 Con, +1 Cha |
19 | +1 Str, +1 Con, +1 Cha |
20 | +1 Str, +1 Con, +1 Cha |
21 | +1 Str, +1 Con, +1 Cha |
22 | +1 Str, +1 Con, +1 Cha |
23 | +1 Str, +1 Con, +1 Cha |
24 | +1 Str, +1 Con, +1 Cha |
25 | +1 Str, +1 Con, +1 Cha |
26 | +1 Str, +1 Con, +1 Cha |
Level | BAB | Fort | Ref | Will | Features |
1 | +1 | +0 | +0 | +2 | Abeil Body, Drone, Poison |
2 | +2 | +0 | +0 | +3 | Hive Mind, Flight of the Bumble Bee, Insect Grab |
3 | +3 | +1 | +1 | +3 | Abeil Soldier, Gut Suspicion, +1 Str, +1 Con |
4 | +4 | +1 | +1 | +4 | Special Enemy, Enfeebling Poison, +1 Str |
5 | +5 | +1 | +1 | +4 | Growth, Better to Die for the Hive than to Live for Yourself, +1 Str |
6 | +6 | +2 | +2 | +5 | Stormwing, Swift Response, +1 Str, +1 Con |
Abeil body:At 1st level an Abeil loses all racial bonuses it had and gains monstruous humanoid traits(basically darvision 60 foot) and has a base speed 30 ft. An antropormhopic animal is a medium monstruous humanoid with two natural claw attacks dealing 1d4+Str mod damage each and a Sting natural attack dealing 1d6+1/2 Str mod damage.
Level | BAB | Fort | Ref | Will | Features |
1 | +1 | +2 | +0 | +2 | Basilisk Body, Hardening Gaze, Unique Gaze, +1 Con |
2 | +2 | +3 | +0 | +3 | Unique Gaze, Hectability, +1 Str |
3 | +3 | +3 | +1 | +3 | Nature Petrification, Hide in Plain View, +1 Con |
4 | +4 | +4 | +1 | +4 | Unique Gaze, Rock Guts, +1 Str |
5 | +5 | +4 | +1 | +4 | Stone Gaze, Rock Chomp, +1 Str, +1 Con |
Sorry for the time-Out, its been some time since I last logged In.
I just wanted to tell you how well both the bone devil, phleroma and grey seer's are working at our current campaign, i'll give you a more complete review later on, though I'll be missing next friday's session cause I got hit by a car today and I'm stuck at the hospital. :banghead
Level | BAB | Fort | Ref | Will | Feature |
1 | +1 | +2 | +0 | +2 | Crystal Dragon body, Brilliant Breath |
2 | +2 | +3 | +0 | +3 | Keen senses, Gem Blood |
3 | +3 | +3 | +1 | +3 | Blindsense 60 feets, Lesser Crystal Psionics |
4 | +4 | +4 | +1 | +4 | Wings, +1 Str |
5 | +5 | +4 | +1 | +4 | Advanced Crystal Psionics, +1 Con |
6 | +6 | +5 | +2 | +5 | Innocent Curiosity, +1 Cha |
7 | +7 | +5 | +2 | +5 | Growth, Tail Slap, +1 Str |
8 | +8 | +6 | +2 | +5 | Crystal Mind |
9 | +9 | +6 | +3 | +6 | Greater Crystal Psionics, +1 Con |
10 | +10 | +7 | +3 | +7 | Psionic Skin, +1 Cha |
11 | +11 | +7 | +3 | +7 | Gem Scales, +1 Str |
12 | +12 | +8 | +4 | +8 | Frightfull Presence, Growth, Crush |
13 | +13 | +8 | +4 | +8 | Planar Travel, +1 Con |
14 | +14 | +9 | +4 | +9 | Mind Lord, +1 Cha |
15 | +15 | +9 | +5 | +9 | Dazzling Brilliance |
16 | +16 | +10 | +5 | +10 | Crystal Mind, +1 Str |
17 | +17 | +10 | +5 | +10 | Crystal Redemption, +1 Con, +1 Cha |
18 | +18 | +11 | +6 | +11 | Take to the Air,+1 Str +1 Con |
19 | +19 | +11 | +6 | +11 | Ice Palace+1 Cha, +1 Str |
20 | +20 | +12 | +6 | +12 | Growth, Tail Sweep, Supreme Crystal Psionics, +1 Con, +1 Cha |
Dragon level | Psion Manifesting |
1 | - |
2 | 1 |
3 | 2 |
4 | 2 |
5 | 3 |
6 | 4 |
7 | 4 |
8 | 5 |
9 | 6 |
10 | 6 |
11 | 7 |
12 | 8 |
13 | 8 |
14 | 9 |
15 | 10 |
16 | 10 |
17 | 11 |
18 | 12 |
19 | 12 |
20 | 13 |
Level | Bonus gained |
4 | +1 Str |
5 | +1 Con |
6 | +1 Cha |
7 | +1 Str. |
9 | +1 Con |
10 | +1 Cha |
11 | +1 Str |
13 | +1 Con |
14 | +1 Cha |
16 | +1 Str |
17 | +1 Con, +1 Cha |
18 | +1 Str, +1 Con |
19 | +1 Cha, +1 Str |
20 | +1 Con |
Gem Blood:A Crystal Dragon receives powers known and powers per day as a Psion of 2/3 his level with the Telepath primary discipline, except he may choose to use Int as his main manifesting stat instead of Int.
Level | BAB | Fort | Ref | Will | Feature |
1 | +1 | +2 | +0 | +2 | Obsidian Dragon body, Brilliant Breath |
2 | +2 | +3 | +0 | +3 | Keen senses, Gem Blood |
3 | +3 | +3 | +1 | +3 | Blindsense 60 feets, Burrow, Lesser Obsidian Psionics |
4 | +4 | +4 | +1 | +4 | Wings |
5 | +5 | +4 | +1 | +4 | Advanced Obsidian Psionics, +1 Str |
6 | +6 | +5 | +2 | +5 | Haughty, +1 Con |
7 | +7 | +5 | +2 | +5 | Adept Obsidian Psionics, +1 Cha |
8 | +8 | +6 | +2 | +5 | Obsidian Mind, +1 Str |
9 | +9 | +6 | +3 | +6 | Growth, Tail Slap, +1 Con |
10 | +10 | +7 | +3 | +7 | Psionic Skin, +1 Cha |
11 | +11 | +7 | +3 | +7 | Gem Scales, +1 Str |
12 | +12 | +8 | +4 | +8 | Greater Obsidian Psionics |
13 | +13 | +8 | +4 | +8 | Planar Travel, +1 Con |
14 | +14 | +9 | +4 | +9 | Frightfull Presence, Growth, Crush, +1 Cha |
15 | +15 | +9 | +5 | +9 | Mind Store, +1 Str, +1 Con |
16 | +16 | +10 | +5 | +10 | Obsidian Mind, +1 Cha |
17 | +17 | +10 | +5 | +10 | Supreme Obsidian Psionics, +1 Str, +1 Con |
18 | +18 | +11 | +6 | +11 | Vicious Obsidian,+1 Cha |
19 | +19 | +11 | +6 | +11 | Firey Shift, +1 Str, +1 Con |
20 | +20 | +12 | +6 | +12 | Obsidian Growth, +1 Str, +1 Con, +1 Cha |
Dragon level | Psion Manifesting |
1 | - |
2 | 1 |
3 | 2 |
4 | 2 |
5 | 3 |
6 | 4 |
7 | 4 |
8 | 5 |
9 | 6 |
10 | 6 |
11 | 7 |
12 | 8 |
13 | 8 |
14 | 9 |
15 | 10 |
16 | 10 |
17 | 11 |
18 | 12 |
19 | 12 |
20 | 13 |
Level | Bonus gained |
5 | +1 Str |
6 | +1 Con |
7 | +1 Cha |
8 | +1 Str |
9 | +1 Con |
10 | +1 Cha |
11 | +1 Str |
13 | +1 Con |
14 | +1 Cha |
15 | +1 Str, +1 Con |
16 | +1 Cha |
17 | +1 Str, +1 Con |
18 | +1 Cha |
19 | +1 Str, +1 Con |
20 | +1 Str, +1 Con, +1 Cha |
Level | Bab | Fort | Ref | Will | Feature |
1 | + 0 | +0 | +0 | + 2 | Mummy body, +1 Str |
2 | + 1 | +0 | +0 | + 3 | Tomb Heritage, +1 Str |
3 | + 1 | +1 | +1 | + 3 | Frighten, +1 Cha, +1 Wis, +1 Str |
4 | + 2 | +1 | +1 | + 4 | Mummy Rot, Tomb Curse +1 Cha, +1 Wis, +1 Str |
5 | + 2 | +1 | +1 | + 4 | Despair, +1 Cha, +1 Wis, +1 Str |
May I request the Shadow Dragon? It's a personal favorite of mine.
1-Kobolds get three natural weapons base. And kobolds are a race, not even a class. As for PCs, they're usually using a manufactured weapon, that will hit harder than any of the troll's natural ones. Also I don't see where you're geting 3 attacks on a charge, it doesn't have pounce. It can unleash 4 attacks on a fullattack, but will be drawing an Aoo.The kobold isn't really a good example, in part because its a variant and because the design notes explain why they could be granted to that one race. IE: The troll does not start with -4 Str.
2-Taking a standard action is already punitive enough, at least from what I saw of the troll player. You're spending a turn for healing when your oponent is still bashing you. And if you were already in melee, you can't really get away whitout drawing an Aoo.Indeed. Though drawing an AoO shouldn't be something it would be particularly afraid of considering it triggers automatically if he drops to 0 (should be a daily limit on that, by the way, or the Troll can avoid death CON mod times per day). There are clever ways around those issues but I am mostly pointing at the ability by comparing it to Lay on Hands or the Monk's Wholeness of body. This is a lot of healing. When it gets its regeneration it will heal both its nonlethal and lethal damage. Using it in battle should be more penalizing.
3-Hunter leap is part of a charge. Charges are in a straight line and nothing on the ability contradicts that (you get to ignore difficult terrain and a hole in the ground, but you wouldn't be able to leap over a large boulder that blocked movement for example).You're right, but there are ways to make turns during a charge (items, skill trick, maneuvers...) that would be weird if applied during a jump.
5-Rend demands you to get a fullattack off and hit with both claws. Yes, when it does happen it can easily shred low level enemies, but then, a raging barbarian with a greatsword will also 1-hit kill pretty much anything at this level, and can do it in a charge as well.Assuming they both have a Str score of 20, at third level a raging barbarian can still only do one attack per round. Average of 17 damage if the attack lands (not counting feats like power attack the troll could also get).
1-Yes, one of the goals of this project is for the monster abilities to don't become irrelevant as they grow up.I don't see how Hide in Plain Sight becomes irrelevant at higher levels. Rogues even get it a level 10.
2-It's not just sacrificing familiar progression, it's also locking itself into having around half his spells known being illusion spells, hands, and picking a race like human for extra feat and skill points.The point was that is isn't really sacrificing anything as far as the familiar is concerned. It gets Cat Skills, more skill points than a Sorcerer and a wider class skill selection, and the hands are well taken care of with a certain Innocent Form feat, instead of spending it in Eschew Materials, which it is given (though Alter Self could take care of that too; its a sorcerer). The limit on spellcasting isn't such a bother considering everything illusions (shadow conjuration/evocation) and enchantments can do. Its abilities give it so much synergy with those two schools that it probably would abide to that limit even if it wasn't there.
3-And yes I left the DR out because it was more than filled with good abilies. However I'm a much more bigger fan of limiting spellcasting in some way than slowed caster progression, because if you're playing a magic being, you better have some magic at first level.I perfectly agree. In this instance though I feel the cat is simply getting way too much for only 3 levels. Cheshire cat taking 2 sorcerer levels before entering a Prc would lose nothing over any core race taking 5 levels of sorcerer before prestige.
3-Maybe. But so far besides your jumping trick, it really hasn't done much so far. Will keep an eye on that.In our specific situation, indeed. A tarrasque facing wizards using long range spells will appreciate quadruple land speed this early a tad too much though.
6-MM monsters can afford themselves to have high scores in everything. Players cannot. Monster SLAs will always be based on something the player can afford. Also I'll admit it may be a bit early, but it's still unreliable transportation, so what's the worst that can happen?The problem is not about whether or not a player can afford it. Its just the rule. SLA abilities use Charisma.
7-Freedom of movement fully blocking grapple is something that should've never existed. And even if it catches the oponent, low str enemies usually have some kind of teleportation trick.It ticks me a little too but there has to be something at least giving a significant bonus. At least its a spell, and those can be dispelled or ignored if the grappler is within an AMF. Its probably on almost every spell lists for a reason. A PC grappler could be helped by the party's caster if he dispelled it. Grappling is not really a problem for DM encounters since he chooses what the PC fights anyhow. Teleportations can sure screw a grapple but they have their own counter; not every casting classes can teleport and not every low Str characters are casters (rogue-types/dex-based damage warriors/most swordsages/etc).
8-It's a huge bulging monster charging at you recklessly. That isn't charisma.So is the Frightful Presence of a dragon. Yet its still Charisma based. Its imposing a Fear effect. The fact the thing is huge and very dangerous and coming straight for you is already reason enough to instill the logical idea of escape if you do not have the ability to fight it like any other massive monsters. Looking like an avatar of destruction being the reason the fear is imposed seems like a charisma based effect as well.
9-The tarrasque's main weakness it's its short range. If you try to keep away and pelt it with arrows, you better bring a lot of them.I meant to say that Carapace had received a big nerf since the original ability worked at any distance. I'll note that Carapace offers no protection against arrows, seeing how arrows aren't rays, lines, cones or a magic missile spell. But neither did the original ability. Rush is meant to counter the range issue.
I didn't give the tarrasque those immunities because it will already have godly Fort saves and I don't see why it should particularly be resistant to fire.1-Being hard to kill is the Tarrasque's main selling point.
2-Eeerr, the hounds don't get companion abilities, and they already get Wild Hunt abilities. Also it's not even like they have actual abilities, they're just HP chunks with a single attack per round. They hardly can make up for a party besides being meat shields.I meant that the hound should work like an animal companion does for a ranger, progressing in power at a similar speed. Although they'd work like animal companions they'd acquire some wild hunt abilities instead of the powers gained by animal companions.
3-All classes have to be playable using only net-available material, so Phantom Stag is out.Alright. I mostly wanted to point out that the Phantom Steed spell already improves as the Wild Hunt rises in levels, and cannot become useless at higher levels.
6-Well, what's the worst that can happen here? It doesn't actualy help you kill the monsters. It's more of a flavor ability actually.Put yourself in a DM's shoes. Two examples:
8-Moon depandant is just too situational. Changed it to be based on spot ranks (don't complain, casters usually boost their own CLs).You're right. Limiting it to see only in non-enclosed areas might be more thematic without being too situational. There would be synergy with the ability to throw a storm at his found targets and appear nearby to pursue the hunt.
9-Remember that they get 2 ghost levels that count towards your control cap, so it can't get that many minions. Also again, ressurection-preventing is more of a flavor thing than anything else. How many enemies you meet you think will worry about that?Oh, its fine. I just didn't really like the ability because its such a huge table turner that can be activated with only a single round (compare to the 1 hour casting time of Create Undead). I don't like the anti-rez property for the same reason as #6 except it can be done even if the Wild Hunt isn't the one doing the killing blow.
10-That's the kind of "epic" abilities that aren't that bad at this level. You're level 18, you should be geting to do extra badass stuff by now!Those abilities are just worth around a million gp that won't be increasing the worth of his bow's abilities further. I think that falls under high epic level badass, actually. Like level 30.
11-Remember that enanchment bonus don't stack, and by this level the Wild Hunt certainly already has better weapons from normal treasure. This is more of a "emergency" button, and also makes secondary weapons more viable, since I picture the Wild Hunt as wielding a wide variety of weaponry.I remember. But enhancement bonuses are hardly an issue. What you mention is exactly the problem: they get better weapons at that level.
12-Immortality won't save him from disabling effects like temporal stasis and Flesh to Stone.But not everything else. Which is a massive load of things. His pets could always kill him to save him but I don't think having an Achilles' Heel justifies this ability. Which the original monster didn't have either.
13-I must ask you in how many epic games have you been. I'll admit I'm no specialist on them, but I've played over 20th level, and by then players usually have stacked multiple prcs and will be able to pull out some pretty crazy stuff.If you must, about 4 or so, not counting those that failed to launch properly. Reached level 35 and 40 in two of them. To make Epic level manageable a DM must be very strict because a game is easily broken at that level.
More importantly, everybody worth their salt will have their saves boosted to the sky between cloaks of resistance, spells, paladin dips and whatnot, or being monsters with butloads of HD on top of massive stats, so even with the DC being Dex based, most enemies should still be able to shrugg it off in anything but a 1 by now.
1-It's still just DR 1 by then, so even if nobody has the right weapon, it hardly makes a diference.Tell that to the barbarian who gets it at level 7. Don't forget the SR that is always good at an equal level CR. I remember the barbarian players I played with being pretty happy to get it.
3-It's an abomination, one of their key traits being massive blindsight/telepathy ranges.Its also a PC, and thus has a PC's power curve to follow. Its not an encounter meant to solo an entire party on his own anymore.
5-Yes, the Xixecal's suposed to have a pretty good movement speed.See #3. Its all about balance. It already begins with a good movement speed and gets Haste to improve it further. Note that even the monk's massive movement speed is mostly an enhancement one that doesn't stack with Haste.
6-This! Is! Homebrew!And this is a bad excuse to illegitimate min/maxed power. It is also unfit to be played as a PC among other characters that aren't Xixecals. Even the original Xixecal deals with its SLA with Cha. There are many other options for this: increasing Str, Con and Cha in turn instead of only Str and Con; the choice of not giving it SLAs at all since it doesn't have the big Cha increases to use them better than anyone else and give it something else instead, among other things.
7-Well, a caster by then could Slow multiple targets, and wouldn't even need to hit them in melee. A dragonfire adept could do it whitout even allowing a save.And would need to spend a standard action, a spell slot, use a DC that doesn't scale with his HD and a single attempt at slowing. A dragonfire adept's slows doesn't deal damage and they hardly lasts as long. Xixecal can force a saving throw each attack every round all day and more than once with a full attack.
8-Meh, tradition of mine by now, as well as all other monsters with dispel SLA so far.Haha. Its fine. I just meant that you should call it Greater Dispel Magic to begin with to avoid redundancy.
9-Abomination traits, gained little by little. I would expect you to like that since you insisted on that kinda of idea early on.Oh, I don't mind them! I'm just saying that it acquires them fairly early.
10-Even if it's drain, even if it's in every hit, it's still just 1 point at a time. Your oponent will die of regular damage much before being drained to 0. But I'll agree 10 HP may be too much, changed it to 5 HP.I agree. They will die of regular damage before that happens because every 2 Con points lost reduces the hp of the target by an amount equal to its HD. Along with making its fort saves worse against all its save-or-die effects.
11-A Xixecal player can't really afford to pump Charisma unlike the original monster.As said in the Tarrasque entry, with all the gains in Str and Con a Xixecal can certainly afford a decent Charisma score if it wanted to do great in those class abilities or simply ignore them to focus on brawling melee damage. The Xixecal has a wide array of ways it can act in battle and choosing what it wants to be best at is a form of balance.
12-Dire winter isn't that hot cold. It's automatic minimal damage, and dimensional-lock mostly screws casters, noncasters really won't be bothered by it.Dimensional Lock is also a level 8 spell with a small and static area of effect. The range of dire winter is HUGE. You also made a deal out of casters using nasty teleportation tricks to avoid grapples. And casters are the foes to really watch out for, especially with a vulnerability to fire.
14-Clarified right at the start of the class, it has Cold subtype and takes extra damage from fire, the usual.Yes. 50% more. This is double damage now.
15-Like the others before, they're purely offensive and aren't super-utility stuff.I fail to see why it being a save-or-lose SLA is a justification to acquiring it early.
16-You still need to hit them first. The Xixecal may be fast, but can't fly, and even with invsibility by now is taking a massive penalty to hide from size alone.The question of "will it miss" doesn't dismiss the result. High Str and many attacks in a fullround action has good odds to accomplish this, either way.
17-Power attack. Sneak attack. Stone dragon maneuvers. Transmuting weapons. Attacks that don't care about DR to begin with.Power attack decreases the odds of hitting the thing along with dealing additional damage that would had gone into its HP instead of being wasted in the DR; same for Sneak Attacks.
18-Still only a 1/5 chance.I know its not huge advantage on its own until it gets ridiculous at the later levels. Its kind of like Concealment, but special senses and Blind-Fight doesn't help you against it.
19-And most of them are Fort-based. Even with the DCs being based on Str, enemies on this level should have an excellent chance of passing them. An adult red dragon (CR 5) for example gets +18 on Fort saves base, so if the Xixecal had 16 starting Str, +17 from being monster, that's a +11 modifier, DC 29, the red dragon passes it half the time despite being two levels lower. Now you could find extra Str buffs for the Xixecal, but the red dragon would also certainly have some gear and defensive spells of its own.I must say that dying half the time against a creature's constant barrage of save-or-die abilities is not something it will have the opportunity to do very often.
20-If it needed a swift action, then it would be useless against imobilizing effects.Immobilizing effects do not prevent mental actions. If Iron Heart Surge, one of the most broken maneuvers there is, can afford a standard action for the awesomeness of cleansing oneself from a status effect. I don't see why this ability cannot.
21-Touch attacks need a target. Sometimes you just want to blast an area. Also the Xixecal has it, and I found the idea of the living glaciar liking to throw massive balls of fire too amusing to keep out.I didn't say it should be removed. You can in fact make touch attacks in empty spaces with 50% chance of hitting if something is actually there and you beat the touch AC.
22-It's 19th level, there's really not much fairness around.Only if the DM has no control over his campaign and over his players and/or has no balls.
23-Check the original Xixecal, it has a freaking 50/50 face/reach. I expect a player wanting to play a Xixecal to expect to at least be bigger than everything else by epic levels. Also the Xixecal still can't use all its abilities with just two swift actions.Indeed, but its size modifiers aren't changing past Colossal. Only the space reach should be improved, to respect the original creature. Else, one virtual size bigger, at most, just to make a point.
24-This is epic levels now. All bets are off. Things are suposed to be geting crazy by now.Yes. But not that kind of crazy. See #22.
And for the record, 1 mile/5 HD is hardly covering the whole planet. A big city perhaps.I wasn't being literal. Its an aura of death affecting a very very large surface. No epic spells can achieve something similar and be cast at level 26. Hardly at even double that level.
2-It's a hide check, it has no duration.Okay. Just wanted to make sure. You make a new hide check every time you move, so having a duration would maybe had been too good at that level.
I wasn't being literal. Its an aura of death affecting a very very large surface. No epic spells can achieve something similar and be cast at level 26. Hardly at even double that level.At level 21 as a wizard you can have every stat be arbitrarily high forever, have permanent emanations miles wide dealing arbitrarily high amounts of every type of damage, be immune to spells and damage forever, etc. Once you hit epic shit just gets silly naturally :love Before epic is where you need to be concerned about balancing issues. And to be fair iirc these things aren't meant to be balanced towards barbarians and the like, more towards the sorcerer end of the power scale in non epic levels.
At level 21 as a wizard you can have every stat be arbitrarily high forever, have permanent emanations miles wide dealing arbitrarily high amounts of every type of damage, be immune to spells and damage forever, etc. Once you hit epic shit just gets silly naturally Before epic is where you need to be concerned about balancing issues. And to be fair iirc these things aren't meant to be balanced towards barbarians and the like, more towards the sorcerer end of the power scale in non epic levels.What can be done at epic levels goes as silly as a DM lets it be. What can be done by the cheesiest wizards is not a standard to be applied to everything epic.
What can be done at epic levels goes as silly as a DM lets it be. What can be done by the cheesiest wizards is not a standard to be applied to everything epic.Depends on how sneaky your players are, I've had an epic campaign where nothign cheesy happened... mainly because the players were too interested in random things, like improved death attack, or being a half celestial half fiend monk who could get his AC to unhittable totals but do nothing else... and an epic healer :bigeye. And then there was the campaign where we won it before it started because the DM said do whatever you want I dont care ... us :evillaugh him :hide
Unless you want your game to end early.
Holding the DM's rule 0, such sneaks could, and should, see their characters die very fast as a lesson.
Killing characters off for playing within the rules is such a dick move I struggle to find words to express it.
Nothing wrong with that as the Sarrukh is probably much smarter and far more devious then the player character, and if you summon something and don't expect it to come back and try and get free from your chains :nononoKilling characters off for playing within the rules is such a dick move I struggle to find words to express it.
Counterpoint: The fifth level kobold player summons a Sarruhk. At this point, as the DM, for the good of the game I have no problem with having the Sarruhk slip it's bindings and do something horrible to the PC.
Request: Gray Shiver (Dragon 343).
It's a CR9 monster, the result of a spider making its home in the skull of a destroyed lich and inheriting some of its power and all of its ego.
1-Well at first level good luck geting a 20 on Str even with the racial modifier. So we're looking at more of a 18-19 Str with 3d4+9 vs 2d6+6. And if you need to move to get in melee, it's 1d4+4 (or 2d4+8 causing an aoo) vs 2d6+6. The troll gets ahead on full attacks but back in charges.The starting strength score of an example seems pointless to argue. But okay. Let's not assume the Troll begins with a +2 to all stats given by the DM.
2-The monk and paladin healing aren't that good of a comparison point. Those guys aren't low tiers by chance. Also the troll won't get to heal both nonlethal and normal damage at the same time because it's natural healing, not a magic or spell effect.There aren't many other comparisons of non-spell abilities giving self healing to compare it with. If there are, its probably still not better than Troll self-healing. It heals too much/too often/too fast.
3-Well it could be the troll twisting itself before jumping to create a basebal/boomerang-like effect where something turns in mid-air, or cartoon-style of flailing its arms to change direction mid-air, or anime-style of super kung-fu, take your pick. And as long as the whole movevement it's in a straight lineand whitin your speed you can get anywhere.I'll go with the troll fart. Thank you very much.
5-Any self-respecting rogue will be tumbling trough the battlefield to avoid reprisal full attacks from monsters with lots of teeths and claws. Or can just hit the aoo to stop the full extra claw attacks. But good point on multiple rends, that was not intended. Will put a clause that the extra claw attacks can't trigger rend....it was just an example of damage output in rebuttal to you stating a barbarian could 1 hit everything. The rogue could be a commoner, a fighter or whatever. Its not about what they can do to evade damage but what happens to them when they receive it. The point was: Troll damage potential is a whole lot bigger than a barbarian of its level with one of the best weapons.[/spoiler]
1-Hide In plain Sight becomes irrelevant when enemies get blindsight and mindsight and tremorsense and whateversight. But I feel like waiting and see how the cat player that is sacrificing caster levels and our dear DM deal with this.Is your definition of useless being something that can still be countered past a specific level? Hide in Plain Sight is ALWAYS useful if only because not everything got some supernatural sense. If something needs to cast a spell to gain such a sense, its probably in response to realizing the presence of an invisible creature at which point usefulness has already been acquired in going at least one round undetected to mess them up and in having the caster waste an action getting the special sense. If a character really wanted to improve its HiPS, it could just invest a feat in Darkstalker and acquire anti-detection magical items. Even the spell superior invisibility is vulnerable to True Seeing.
2-It's still a sorceror, whose main weakness is low level of spells known, for every illusion/enchantment it picks, is one less Polymorph/teleport/binding/hax dragon spell spell he knows.A sorcerer doesn't need more than one spell per level to accomplish each of those kinds of effects. Worst case scenario, it uses its badass enchantments to take ownership of some wizards to cast all that stuff for him or purchase/scribe scrolls, rods, runestaves, staves or wands of those spells if it feels a need to cast them (if especially nasty, use dominated wizards with the craft feats to make it all that stuff). I don't see the weakness.
3-But on the other hand, it also means a player can be tempted to play a sorceror and "gasp" lose caster levels! What was the last time you saw someone pick sorceror and plan a build that only goes to 6th level spells until 20th level?Oh yes. Probably a few but the one example that strikes me was a gish swiftblade. Could fight like a monster and fly as Ex abilities to waltz around the battlefield in an antimagic field. A real mofo.
6-It's still something I do for every monster with SLAs here, and you're the first one to complain about it. It being a basic rule is no problem, I'm freaking rewriting whole monsters here! And yes I do strive for the abilities to be synergetic. Now some base classes do offer multiple paths, and so do some of my monster classes, but that's lots of extra work on my side of the field. Making a "pretty tarrasque" a viable and interesting path is just something I don't have the free time to do. Finally cha is the dump stat in D&D. It would feel bad if a 1st level tarrasque has to burn points in Cha that will only be useful when it actually starts geting Cha-based abilities.I am not surprised. People rarely complain when its to their advantage.
7-Dispel and AMF are "dun-dun-DUN" spells themselves! No wonder the best grapplers are casters (usually with some polymorph/wildshape help). High dex dudes have escape artist, or at least a cheap anklet of translocation (dispel and AMF items are much harder to come by). Now I guess I could make freedom of movement grant a bonus... But I won't because I'm personally offended from that rule, in particular because it's a 3.5 rule, whereas in 3.0 FoM only worked against magic effects, as it's suposed to.*Slams table* Objection! *taps a character sheet* The best grapplers are dedicated grapplers (often a psychic warrior, though) modified with a polymorph type spell cast by their caster buddy.
8-There's more than one way to instil fear. Dragons scare you not only by being big but also by being shiny/colourful and very self-confident. There's a reason why ancient warriors liked to make themselves look as outrageous as possible before the whole "camouphlage" thing set in.Self confidence = force of personality = charisma. That ancient warrior thing feels a lot like an intimidation check with some kind of make-up giving it a circumstance bonus. Intimidation is charisma based. My previous point stands; its based out of Frightful Presence, which is Cha fueled. Another use for Charisma that is being ignored to make the ability score worthless.
9-Ah yes it's indeed suposed to be most of an anti-magic effect. And do notice that the original blocked a much more limited selection of spells, meaning a caster could snipe it from a distance much easier. Plus this way it works as bait. If the caster aproaches enough to try to get trough your carapace, it's possibly in your natural weapons range!I notice no difference. Your revised Carapace is doing the very exact same thing as the original. It doesn't block anything new and is only giving a gap for stuff sent at it within 30ft. Now the Tarrasque is a bait for moronic casters! Now they can just send their illusion selves within range and cast their spells through them instead going there themselves to make their spells land. How is having a flaw in something that didn't have any making it better? If it wants them in reach, it'll just Rush at them, attack and grapple.
10-But I wanted that effect whitout needing to resort to non-srd feats.Make it at least cost an immediate action. Or just say that whenever they attack it they provoke an AoO, that way only one counter can be done without Combat Reflexes and it doesn't cheapen out everything.
1-Neither do energy drain or ability damage spell instant death, they just weaken you. And with mindblank, regeneration and carapace, giving it death ward as well would be kinda too much. You can still get it trough items and spellcaster allies as you sugested.Or just remove some of the offensive abilities that are too much and replace them with that. Being hard to kill is the Tarrasque's main selling point, after all, and those debuffs can actually be quite deadly. Ability drain/damage is not covered by deathward either, by the way.
6-Players screwing over the DM's plot is inevitable. But even then the wild hunt can't stop a lich from regenerating. It's not coming back to life, it's already dead! Some other monsters to prevent the lich, like the Tarrasque that stops them from coming back into existence, not just back to life. As for the DM side, it's expected he has some responsability and doesn't throw things the players cannot deal with. Several monsters out there could prevent ressurection as well (cough Barghest). Heck, below lv 7, good luck bringing dead players back to life!That's arguable. Killing an undead creature puts it back to being dead. While unlike the working of Gather the Death, that ability specifically to returning to life (thus still allowing people to be raised back as undead creatures), I would say that a phylactery returns a dead lich to unlife, so only Gather the Dead stops it form coming back.
12-The Wild Hunt is a myth of life and death, destruction and renewal. And even if he comes back to life, if he runs for 1 hour, he's lost the battle. The evil wizard will finish his evil ritual, the dark general will butcher the capital, etc, etcI'm not reading that in its MM entry. If you're basing that on folklore then pretty much all the Feys are invincible. It should have some kind of flaw, like that not happening when its killed by a cold iron weapon or something like that since the metal is anathema to feykind. Even a lich doesn't come back if you destroy the phylactery, or a vampire when you do the whole vampire death ritual thing. Like the anti-rez thing at level 14, it can be used against the players and stuff returning to life has a lot of frustration potential.
And yes, a DM needs to optimize monsters against well optimized players. Most things straight out from the MM will only really challenge newbie players. Even Catty commented she needed to start pimping up her monster, despite admiting the party being pretty much all tier 3.I agree, if a DM actually wants to manage an optimized party. I'll note that Catty had to pimp our monsters in response to a party filled by your creatures. Will every DM need to do that to keep things remotely challenging if they accept your stuff into their campaign?[/spoiler]
1-Barbarian is tier 4. And altough DR never hurts, let's be honest, what does it matter DR 1 at 7th level?You're dodging the issue. Its not about whether or not DR1 is cool at level 7th (and it is). The Xixecal gets it a level 2. It makes a much larger difference at that level.
6-Look, one of the things many people complain in D&D it's that you can use mental scores to enanche your martial capacity, but it seems like you can never use your physical scores for enanching mystical abilities. Well no more. Monsters should be allowed to use magic with their muscles and/or life force instead of needing to be pretty.Its pretty much covered in the Tarrasque section.
10-Yeah that's called synergy.Which brings me back to the original problem: Now every attack slows and drains Con. It should be doing one or the other. It shouldn't bypass Con damage/drain immunity seeing how those kinds of attacks are way too dangerous to bypass some form of surefire protection. Even 1 or 2 at a time, especially considering all the synergy. Perhaps a swift action to make all its natural attacks inflict Slow or a swift action to make them deal Con damage/drain would be a balancing factor.
11-See the same argument with the Tarrasque. Also there's no such thing as too high main stats.Not as valid now considering all the good stuff a healthy charisma score could do to a Xixecal if it was built more in line with the original monster.
12-I'm kinda lost here. If casters are the thing to watch out for, what's the problem with defensive measures against them?Dimensional Lock: level 8th spell.
15-Because it's already over lv10 and there's much worse stuff out there by then.Hearing you, there will always be worse, and that justifies every little injustices like a creature receiving a few uses of a spell inaccessible to any caster its level.
16-Ok, it's good at killing stuff. Adventurers are suposed to kill stuff.Most are. But they don't all get an infinite number of Quicken Spell-like ability feats.
19-That's what you get for being two levels lower than your oponent.Or two level higher, no doubt.
20-Because IRON HEART SURGE cannot be used if you're immobilized. All maneuvers need you able to physically act as base rule.Exactly. I never said otherwise. Only that it cleanses the user of status effects.
22-You may not have the balls to deal with high power D&D, but I assure you it exists and can be quite a good experience. My longest running PbP has no less than an abrupt jaunt wizard filled with prcs, a psionic archmage, and a rainbow mage servant war weaver, among others, and all I restrict are endless loops and minion combos. Yes sometimes it breaks down in a player-DM duel, but competitive gaming is still gaming, and pretty good if you know what you're doing. Now I'm not making this classes to stand toe to toe with abrupt jaunt wizards and whatnot, but so that at least they won't fall to a simple quickened spell.Woah there. Getting personal now?