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Cipher Stars
2011-06-27, 10:52 PM
http://2noob.com/wp-content/uploads/2011/03/PrototypeWallpaper.jpg

"Sorry, but did you just try to run?" - En.


Game Rule Information

Abilities: Strength. To hit harder, and be stronger. Or Dexterity, To hit faster, and be quicker.

Alignment: despite belief, tentacle based anyones need not be neither creepy, nor chaotic, nor evil. an Tentacular Knight can be chaotic good, chaotic neutral, true neutral, Lawful neutral, Lawful evil, or neutral evil.

Hit Die: d8

Class Skills: The Knight's class skills are... Balance, Bluff, Climb, Disable Device, Disguise, Escape Artist, Gather Information, Intimidate, Jump, Listen, Move Silently, Sense Motive, Spot, Swim, Tumble, Use Rope

Skill Points at 1st Level: ( 6+ Int Modifier) x 4

Skill Points at Each Additional Level: 6+ Int Modifier

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+2|
+0|Tentacles

2nd|
+2|
+3|
+3|
+0|Appendage, Evasion

3rd|
+3|
+3|
+3|
+1| Uncanny Dodge

4th|
+4|
+4|
+3|
+1|Appendage

5th|
+5|
+4|
+4|
+1|Tentacles, Assimilating Hold

6th|
+6|
+5|
+5|
+2|Appendage

7th|
+7|
+5|
+5|
+2|Tentacles

8th|
+8|
+6|
+6|
+2|Tentacles, Appendage, Grey Dislocation

9th|
+9|
+6|
+6|
+3| Improved Evasion

10th|
+10|
+7|
+7|
+3|Tentacles, Appendage

11th|
+11|
+7|
+7|
+3| Assimilate Skill

12th|
+12|
+8|
+8|
+4|Tentacles, Appendage

13th|
+13|
+8|
+8|
+8|Tentacles, Improved Uncanny Dodge

14th|
+14|
+9|
+9|
+4|Appendage

15th|
+15|
+9|
+9|
+5| Assimilate Feat

16th|
+16|
+10|
+10|
+5|Tentacles, Appendage

17th|
+17|
+10|
+10|
+5| Assimilate Class Feature

18th|
+18|
+11|
+11|
+6|Appendage

19th|
+19|
+11|
+11|
+6| Assimilate Special

20th|
+20|
+12|
+12|
+6|Tentacles, Appendage, Tentacle Of Perfection[/table]

Class Features: All of the following are class features of the Tentacular Knight class.

Weapon and Armor Proficiency:
Tentacular Knights are proficient with Light, and Medium armor. No shields, and simple, and Martial weapons.

Tentacles (Ex):
At each Tentacle level the Tentacular Knight may choose a new Tentacle ability from the given level, At level 1, they select 1 which is then at two uses per day and a level one spell.
At level five, they select a new one, which is then at two uses per day and at level one, the previous Tentacle is now at three uses pre day and at level two.
At level eight, they select another new one, which is then at two uses per day and at level one, the previous tentacle is now at three uses per day and at level two, while the next one is now at four uses per day and at level three.
and so on.
When a Tentacle would reach Six uses per day it instead becomes usable at-will, but at half its level rounded up (9 becomes 5). You can only have one of the same tentacle active at once, so you cannot use an at will tentacle with the same tentacle for a cost per day as it would normally be.

The Tentacles: (http://www.giantitp.com/forums/showpost.php?p=11273859&postcount=17)
Tentacle of Might
Tentacle of Skill
Tentacle of Health
Tentacle of Knowledge
Tentacle of Insight
Tentacle of Presence
Tentacle of Attraction

Appendage (Ex):
The Tentacular Knight gains a new, monstrous arm. Choose its type. At second level you gain the Appendage, and a feature, every Appendage level thereafter you get one new feature.
Normal: Your arm looks perfectly normal, but retains some benefits. +1 str. +1 dex per three class levels.
Claw: a clawed arm. still perfectly capable of manipulation, meanwhile the arm itself has a +2 effective STR per four class levels and deals 1d4 per 2 class levels+str mod damage assuming Medium sized.
Pincer: -4 to using weapons or manipulating objects. +2 Sunder per two class levels, +4 effective STR per five levels and deals 1d6 per two class levels+STR mod damage assuming medium sized.
Tentacle: a tentacled arm. Manipulates more effectively then Pincer. -2 to using weapons or objects. +2 Grapple per two levels, +2 STR per four levels. 1d4 per two class levels+STR mod bludgeoning damage or 1d4 per two class levels+STR mod piercing damage assuming medium size. Tentacle arm can also stretch to reach another 5ft square past normal reach per 4 class levels, and compact itself to fit in small spaces.
Bladearm: A bladed arm. Incapable of manipulating objects with any form of ease or dexterity. maybe push around a bit but thats about all. +4 STR per five class levels, 1d8 per two class levels+STR slashing or piercing damage assuming medium sized.
Every two appendage levels, you can select a new Appendage in addition to the first. Which you can shift to and from as a swift action.

Features:
Armored: DR 2/-, +1 Natural armor.

Damaging: +1 minimum damage per die when attacking with Appendage as natural weapon (including extra features)

Speeding: quicker. +1 dex, slight of hand, use rope, climb. Every three Speedings you get an extra attack per round using that appendage.

Growth: +1 size category. (For every two, you grow one and gain benefits and penalties accordingly. )

Reaching:+5ft reach without size increase, You gain the Constrict ability.

Sticky: Produces a sticky paste at will, +5 grapple, +5 Climb

Strong: +3 extra STR.

Dexterous: +2 extra Dex, can manipulate a little better, -1 penalty if any.

Fusion: Select another Type, and combine them.

Extra: Select another, or the same type. You now have two Appendages. Can optionally not replace an existing limb, but grow a new appendage elsewhere. though it doesn't effect how many actions you get.

Regenerating: You and Your appendage regenerate at a rate of 4 hp per turn. If severed, Limbs grows back in 5 rounds -1 round for every Regeneration feature you get until its instant with five (Granting immunity to Vorpal decapitation killing effects, as a new head pops up as the last one falls)

Disconnecting: Requires regeneration. You can detach your Appendage for various uses, such as throwing it, or doubling your reach with your other arm. Still can deal any damage it can deal normally if thrown, or touched while disconnected. Can reattach as free action.

Exploding: Requires disconnecting and directing. you can detach your appendage and leave it to generate energy until it explodes in a 25ft spread 1d6 rounds later dealing all energy damage it could normally deal x2. The arm is then gone and you need to regenerate another. this effects your whole body in a way. If killed in combat, you deal the Exploding damage, but x4 instead of x2, and to all within 20ft. But you leave no remains, and need a True Resurrection or similar powerful resurrection effect that needs no remains.

Orb: You grow an Eye-like growth that can be used to store up to 1/2 cha mod Eye-based class features, special qualities, or special attacks assimilated. May need other features depending on assimilated ability.

Breathbag: You grow a special organ that can be used to store up to 1/2 cha mod Breath based class features, special qualities, or special attacks assimilated. May need other features depending on assimilated ability.

Poisonsack: You have a poison sack allowing it to take on poison based class features or special qualities/attacks. May need other features depending on assimilated ability.

Stomach: You have a second(+) stomach and can use it to assimilate features needing a stomach.
Superspace: Requires Stomach. The Stomach has its own dimensional space, and doesn't appear engorged or anything should the stomach be full. This space is Charisma mod x 10 feet in radius. Living Creatures while in the Superspace as the owner of the Appendage dies are kicked out to the closest space they can fit.
Hyperspace: Requires Superspace and level ten. As Superspace, but x100
Cityspace: Requires Hyperspace and level fifteen. As Superspace, but miles, not feet.
Wordspace: Requires Cityspace and level twenty. As Cityspace, but x10,000 miles.
Timespace: Requires Superspace and level fifteen. Stomach has its own time flow. 1 round outside = 2 rounds inside, or vice versa.
Temporal Stretch: Requires Timespace and level twenty. As Timespace, but 1 day outside = 2 days inside, or vice versa.
Eternal Hold: Requires level 30 and Temporal Stretch: As Temporal Stretch, but 1 year inside = 1 second outside or vice versa. However, those in the space don't age while in the space.
Creatures in the Stomach cannot get out. And you cannot take them out. They are stuck unless they can Plane Shift to leave, Deity Interruption, or Wish, Miracle, or Reality Revision. In any case, Its a Stomach, you wont be getting any restful sleep anyway.

Acid Pool Requires Stomach and Superspace: You stomach features a vast lake of acid that covers the 'ground'. Creatures take 1d4 acid damage per round they remain in contact with the acid.

Mouth: You have another mouth connecting to the Breathbag, or Stomach. It allows you to make Bite attacks (1d4+ Str mod damage) and other things related to mouths. May need other features depending on assimilated ability, such as Swallow Whole.

Spiked: Spikes. +2d4 piercing damage.

Edged: Edged in an extra hard coating, +2d4 slashing.

Incendiary: Produces a gas that ignites on release, +1d8 fire damage +5 resist fire

Toxic: Produces an acidic paste at will, +1d8 Acid damage. +5 resist acid

Chilling: Produces a gas that freezes the air upon release, +1d8 cold damage +5 resist cold

Shocking: Cells in skin generate lethal static charge. +1d8 electric damage. +5 resist Electricity

Sound: Special layer of skin can generate sonic force as it moves. +1d6 Sonic damage. +4 sonic resistance.

Condensing: The Appendages are capable of producing Pure Water that can leak through the skin at will. +1d8 Water damage. +5 resist Water.

Directing: Requires an energy feature. You can spend a full action in concentration to bundle and release an Energy effect as a ranged attack using your Constitution Modifier to determine range and effect. Deals the energy types damage as listed above +1 die per 2 modifier score. at 10+10ft/Con mod. So a person with +5 con mod, Shocking, and Sounding with Directing can project the energy(s) 60ft, dealing 3d6 sonic and 3d6 electric damage (for example.) Area is only a single target you need to have line of sight, and line of effect to. Due to the build of energy before release, it leaves your energy reserves drained for 1d6 rounds, during which time you cannot perform your energy abilities unless you use a different energy(s) then that used in the Directed fire.

Burst: requires Directing. Your generation deals its effect in a Burst at 1/4th normal range. (60ft range being a 10ft burst (rounded up))

Line: requires Directing. Your generation deals its effect in a Line at full range.

Cone: requires Directing. Your generation deals tis effect in a Cone at half normal range. (60ft becoming 30ft for example. round up)

Spatial: Requires directing. Your generation ignores line of effect, you need only know of someones prescience and have enough range.

Temporal: Requires directing. Your generation can be set static in time, remaining at a range of 0, but once creature enters the same 5ft radius, the energy springs back to life and attacks. The temporal energies fade over time, every 5 rounds you minus one die from the power of the trap until it has a damage of zero, at which time the trap becomes nonexistent.

Energy Spike: Requires level 10. You can Maximize all damage dice for your energy effects, unable to use energy effects of the same spiked energy(s) for 1d10 rounds later.



Features can be taken more then once.

Tentacle of Perfection (Ex):
You gain use of the tentacle of perfection once a day, and it lasts for 24 hours or util you enter the Tentacle of Perfection again.
(see link above)

Assimilating Hold (Ex): To use this ability, a Tentacular must hit a Small, Medium-size, or Large creature with a its Appendage (or a Huge creature if it can reach the creature’s head). They can then make a grapple as a free action without provoking attack of opportunity. If the grab is successful, on its next action the Tentacular may attempt to obtain a specific hold around the creatures head with another grapple check.
Note: When in grapple, you can deal half the damage your Appendage can normally deal as a constant damage throughout the grapple due to contact. Naturally, if your grappling with one hand which isn't the Appendage, you do not deal this damage.

Grey Dislocation (Ex): A tentacular of 12th level or higher that begins its turn with a good grip around an enemies head with her Appendage and makes a successful grapple check to extract the victims brain as a full round action, instantly killing that creature (unless it has multiple brains or can function without its brain). The tentacular can then Assimilate the brain, absorbing it into the Appendage and deconstructing its tissues and receives benefits:
Regardless of the victim surviving or dying, whenever the tentacular assimilates a brain, she absorbs it's memories, greatly invigorating herself. The tentacular gets a bonus on her attacks, skills, and saves equal to the highest mental score modifier of the victim. The tentacular can't gain a bonus bigger than half her own HD with this ability. It lasts for 1 hour for each HD of the victim.
Assimilating a brain takes 1 full action and a concentration check 10+HD of brain attempted to assimilate. On a failed check, the brains information is only scrambled, and henceforth unusable to the tentacular. Should the brain find its way back to the creature somehow (Magics fun), they are under effects of Insanity.
Different bonus from different brains don't stack, they overlap. (If you run out of time on the highest bonus giving brain, it goes away and leaves behind the next highest bonus unless its time also ran out already, and so on)
If you instead have a only a Blade arm, you sever the whole head and assimilate the entire head over 2 full rounds.
if you instead have tentacle arm, you remove the brain with ease, free action. And assimilate it as a movement equivalent action.

Assimilate Skill (Ex): At eleventh level, the tentacular can acquire one skill known by a creature whose brain she has assimilated, chosen at time of assimilation. She permanently gains all of the creature's ranks in that skill (but not racial or ability score bonuses to the skill modifier) even if her new total is more ranks then the tentacular's current character level would normally allow. This skill becomes a class skill for the tentacular, and she may buy more ranks in the skill if new ranks do not cause her to exceed her maximum ranks in the skill. Every two levels hereafter, she may assimilate one additional skill from a brain.

Assimilate Feat (Ex): At fifteenth level, a tentacular permanently acquires one of the feats of an assimilated creature, provided she meets that feats prerequisites. Every two levels hereafter, she may assimilate one additional feat from an assimilated brain.

Assimilate Class Feature (Ex): At seventeenth level, a tentacular permanently gains one class feature of an assimilated brain's owner, as a character of that creature's level in that class. If the former character was a spellcaster, the tentacular is able to cast one spell of each level available to the character (if the victim was a wizard, the tentacular mus still consult a spellbook or learn from scrolls), as well as any bonus spells provided by the tentacular's ability scores. If the tentacular already has spellcasting levels, these spells are in addition to those granted by the tentacular's spellcasting class levels. Every three levels hereafter, the tentacular may assimilate one other class feature from an assimilated brain.

Assimilate Special (Ex): At nineteenth level, the tentacular permanently gains one special attack or special quality of an assimilated brain's owner. The chosen ability mustnot rely on a physical feature that the tentacular does not possess, such as a gaze attack, a breath weapon, flight, or a natural attack with an appendage not possessed by the tentacular. If the ability allows a saving throw, the tentacular uses her own ability score modifier to determine the DC. Every four levels hereafter, the tentacular can assimilate one other special attack or quality.

NeoSeraphi
2011-06-28, 02:54 AM
The class itself looks interesting, but the Growth Feature is a bit unclear. So I take the Growth feature, but I would need to take it twice to gain any benefit? So, I wouldn't gain a Size category until level 10 (2nd to get the limb, 6th to take Growth once, 10th to take Growth twice and receive the benefit?)

Also, what is Fusion? Could you please explain it?

Cipher Stars
2011-06-28, 08:33 PM
Growth grows the size of the arm. For support, it forces you to grow as well once every two levels.

Don't see much to detail with fusion, You have a bladed arm topped with a claw, or a claw on the inside with a big bladearm on the outside... Or pincers with claws. It can be a nice mesh of the two, or it can be horribly weird like three arms that are stuck together, what eva. Point is, you have both a Claw and a Blade, or a Claw and a Tentacle.
Tentacle + Blade would probably be one of the easiest combinations, a long whip like blade.

Owrtho
2011-06-28, 10:32 PM
Does the increased size of the arm affect things like reach, or just damage die? Also does increasing your character size affect stats (as per the table in the monster manual)?

Owrtho

Cipher Stars
2011-06-28, 10:34 PM
Does the increased size of the arm affect things like reach, or just damage die? Also does increasing your character size affect stats (as per the table in the monster manual)?

Owrtho

Why wouldn't it? Your growing in size, not breaking rules.

radmelon
2011-06-29, 01:05 AM
Awesome concept, but too many dead levels.

Cipher Stars
2011-06-29, 05:31 AM
Awesome concept, but too many dead levels.

How about now?

radmelon
2011-06-29, 11:22 AM
Great! But I'm having some trouble understanding the "Features" abilities. A little further elaboration would be very helpful.

Cipher Stars
2011-06-29, 09:26 PM
Great! But I'm having some trouble understanding the "Features" abilities. A little further elaboration would be very helpful.

whats not to get...

radmelon
2011-06-29, 10:20 PM
Mostly the fusion ability. Now that I look back on the rest, however, I see the layout's been changed for the better.

Cipher Stars
2011-06-29, 10:29 PM
Mostly the fusion ability. Now that I look back on the rest, however, I see the layout's been changed for the better.

I already explained the Fusion ability previously. Theres really nothing to get. You have two types of arm at once. Mix it however you wish it doesn't change mechanics. You'd have Clawed Tentacles or Bladed Tentacles, or Pincer Claws, or normal looking arm topped with vicious claws out of the fingers or something. (Just examples).
All you do is take Two (or just add another for multiple Fusions), and add they're stats together.
Anything else?

radmelon
2011-06-29, 11:20 PM
So add ability score modifiers and take best damage? Or add damage as well?
Sorry for taking so much of your time.

Cipher Stars
2011-06-30, 04:08 AM
So add ability score modifiers and take best damage? Or add damage as well?
Sorry for taking so much of your time.

Depends on how you choose to fuse them which is otherwise nothing but fluff. I'll say you can only fit Two at once that deal damage together.

radmelon
2011-06-30, 10:59 AM
That makes more sense. Thanks.

Bhu
2011-07-02, 02:01 AM
i like these lil squid critters you do :smallcool:

Cipher Stars
2011-07-02, 02:24 AM
Glad someone says so.

Necroticplague
2011-07-02, 05:39 AM
It seems like this might be a bit powerful, given how it could end up with similar problems to illithid savant, while also having actual class features.

Cipher Stars
2011-07-02, 06:09 AM
while also having actual class features.

well, it IS a class after all, 'course its got actual class features.

Delegreg
2011-07-02, 01:42 PM
Hi,

subsequent to my critique on your Tentasticular Shadow, i'm taking this one on. I'm also a big fan of Protoype, so be warned.

Once again, i'm trying to build a honest critique, so forgive me if i'm a little rude at times.

First of all, i love the style, but feel like it's lacking a bit of work to make it perfect.

As I see it, the tentacular knight is a fighter, melee based, with some reach, and assimilation capacities.

I'm guessing you took some pointers (or guidelines) from the ozodrin class, well done on that (i love the class and it's a great base for prototype characters), but please, add up some fluff to your features, they feel too mechanic...

Going on the class, good BAB, d8, two good saves, yep, this is a fighter.

Tentacles : nice growing buffs, needs planning to be effective, but nice overall. BTW, there are nine tentacles in your class, what happens when you've taken the seven first ones ?

You don't get more but they keep growing ?

Also,as they grow to level 5, you can use them six times, meaning you get them at will but half level rounded up (3),do they continue growing after that ?

Meaning you end up with tentacles levels 7(at will),6(at will),5(at will),4(at will),3(at will),4(5 times a day),3(4 times) ?

Also i don't understand what you mean by :


You can only have one of the same tentacle active at once, so you cannot use an at will tentacle with the same tentacle for a cost per day as it would normally be.

Appendage : nice, but do you gain a new arm, or does it replace an existing one ? Since you gain only one appendage, i suppose it replaces. You should state in the text.

Edit:i noticed from the text in the features that you can get multiples, and that it replaces by default. Which means at the start,you have 2 arms, one of which clearly points you as an aberration to everyone seeing it, unless you took the weak one or took the hiding feature. Tough choice.

On the list of appendages, why choose one ? Allow the player to switch/reform it with an action type of your choice, that would improve the versatility of the class.

Why didn't you put the whip-arm thinguy from prototype, it's nice and provides reach. The musclemass thing (big stony arm) whith rock throwing and shockwave effects. Of course, reach, rock throwing,etc are covered by features...

On the features, the back of the list is filled with energy things, nice.

On the stomach, the first two time distortions do basically the same (ie:time outside=2x time inside) and are dangerous (think of the casters resting inside to get their spells back in seconds...)

All the features aimed at storing assimilated thinguies, are they required or can you assimilate without them ? The abilities seem to indicate you can, so what are they useful for? Warning, trick question ...

Regenerating and its tree seem useless at worst, unusable at best. Why trade that for an energy thinguy ? I'm wondering...

All other are buffs to combat stats, stacking with the tentacle ones, making for an interesting warrior. Now, some questions.

I take the bladearm, and only "reach" features until lvl20. So i get a 50ft reach bladearm (gasp !) with the constrict ability ??? Since features are permanent, this'll make me popular with the ladies....

Still with my bladearm, i add to it 10 Edged feature, so now it's +20d4 slashing damage every strike, 4 attacks per round mean 80d4 damage if it touches, averaging 200 damage, without strength and other bonuses....

Still with my bladearm, i add to it the 6 energy things + directing, burst, spatial and temporal, and i can at will place land mines doing (don't mind my 30 CON at level 20) = 36d8 + 6d6 to anyone in a 25 (30 if rounded up)ft radius, at a 110 ft range. Did i mention at will AND with no duration ? Give me 5 minutes before you go tickle the dragon into his cave, he'll be dead before he gets out.

You get the idea...

All in all, the fluff is nice, but the cogs need greasing...

Maybe try giving greater importance to your appendage form. IE : allow damage for the bladearm to increase, allow claws to improve criticals, allow tentacle to constrict and gain reach, maybe retract and drag something,or drag you in the air to something.

Maybe think about features specific for each form (ie: maybe only the normal arm can have energy things, or something)

This would allow you finer control over each (much needed) and better fluff at the same time. As it is, it looks like a melting pot of "hey i should add that it's awesome".

Tentacle of perfection is perfect where it's at.

All other abilities allow you to assimilate and keep significants bits from your defeated ennemies, provided your into gruesome style gory bits.
You might want to add some caps so it doesn't get out of hand (look at the discussions about punpun and other exploits based on stealing or replicating badly-worded monster features)
But all in all I like this part and find it quite balanced, well thought and interesting to play.

Reworking the appendages part is probably the priority here, as it is written it raises a lot of questions and potential problems, but the fluff is here and the touch is nice. Well done.

Cipher Stars
2011-07-02, 04:39 PM
Tentacles continue to grow until they're level nine counter parts (eventually, into the epic levels you'd eventually have all seven at level nine).
I thought it was pretty obvious... You can use the at-will 1/2 version, OR the full version with times per day. But not both at once. If you run out of limited full versions, you can keep supporting yourself with the half versions.

Of course you can't assimilate what you don't have the features for it. You can't breath fire if you don't have the special lungs needed, can you. This is just like the Illithid Savent, only differences Is I have features with which you can take to Assimilate special attacks normally unable to copy.


"Still with my bladearm, i add to it the 6 energy things + directing, burst, spatial and temporal, and i can at will place land mines... ...at a 110 ft range. Did i mention at will AND with no duration ? Give me 5 minutes before you go tickle the dragon into his cave, he'll be dead before he gets out. "
"Temporal: Requires directing. Your generation can be set static in time, remaining at a range of 0, but once creature enters the same 5ft radius, the energy springs back to life and attacks."
And I'm sure I added a recharge similar to a dragon's breath attack... hm... guess I didn't.

Delegreg
2011-07-05, 05:22 AM
Sorry, i must have misread again. The important part was the time limit, fixed now.

Yeah, the tentacle powers now make much more sense, the wording was pretty unclear.

The other changes help balancing the whole class, which looks much better now.

You might want to do one final proofreading, i just remarked the "invigorating himself" in a text block where you mention the character as a "she" (ie : replace with "herself"). That block is itself inside a feature where you start by using "it" to mention the character (ergo : "she" becomes "it" and "herself", "itself"). Not a big trouble, but if you're a perfectionnist ...

As usual, I hope that helps, keep up the good work ;-)

Cipher Stars
2011-07-05, 01:42 PM
You might want to do one final proofreading, i just remarked the "invigorating himself" in a text block where you mention the character as a "she" (ie : replace with "herself"). That block is itself inside a feature where you start by using "it" to mention the character (ergo : "she" becomes "it" and "herself", "itself"). Not a big trouble, but if you're a perfectionist ...

Really? Damn. guess LibreOffice missed some. *edits*