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Anomander
2017-01-25, 05:25 PM
Shadesteel Golem (MM2 72)
54d10 HD Huge Shadesteel Golem Awaken Construct
S/D/C: 24/16/--
I/W/C: 10/11/10
Ability Boosts: +9 to any, +16 Str, -4 Dex, +8 Con
F/R/W: 18/18/18 (before applying ability changes)
NatArm: 25
Damage: x2 Slam 3d10
BAB: 32
Feats: 18 (6 normal, 12 epic)
Market Price: 710,000 gp
Construction: 370,000 gp (30,000 gp materials) and 27,200 xp
Immune to Magic. Haste 2d4 rounds from Light. Healed from Shadow 1 pt per spell level.
30' fly (perfect). Shadow Blend. Negative Pulse Wave 12d6 DC 37.

Scouring Stanchion (MM5 145)
60d10 HD Gargantuan Scouring Stanchion Awaken Construct
S/D/C: 34/10/--
I/W/C: 10/11/10
Ability Boosts: +8 to any, +8 Str, -2 Dex, +4 Con
F/R/W: 26/26/26 (before applying ability changes)
Nat Arm AC: 14
Deflect AC: 20
Damage: x2 Slam 3d6
BAB: 35
Feats: 20 (6 normal, 14 epic)
Market Price: 235,000 gp
Construction: 117,500 gp ("materials" is a willing treant) and 8200 xp
Adds Cha to HP. Shares HP pool with other Scouring beings within 100'.

Scouring Slinger (MM5 144)
84d10 HD Gargantuan Scouring Slinger Awaken Construct
S/D/C: 26/18/--
I/W/C: 10/11/10
Ability Boosts: +11 to any, +8 Str, -2 Dex, +4 Con
F/R/W: 28/28/28 (before applying ability changes)
Nat Arm: 26
Damage: x2 Slam 2d6
BAB: 47
Feats: 28 (6 normal, 22 epic)
Market Price: 158,400 gp
Construction: 79,200 gp (no materials) and 4656 xp
Shares HP pool with other Scouring beings within 100'. Throws up to six 'scorpions' per round.



Arcane Slayer
http://i277.photobucket.com/albums/kk42/magician2wenty6/Evil.jpg


Level
BAB
Fort
Ref
Will
Special


1
+1
+2
+0
+2
Arcane Vulnerability, Magical Resistance


2
+2
+3
+0
+3
Magic Eye


3
+3
+3
+1
+3
Disruptive Fighter


4
+4
+4
+1
+4
Magical Delivery


5
+5
+4
+1
+4
Bypass Magical Protection I


6
+6/+1
+5
+2
+5
Dispelling Strike


7
+7/+2
+5
+2
+5
Dimensional Eye


8
+8/+3
+6
+2
+6
Teleportation Reaction


9
+9/+4
+6
+3
+6
Magical Escape


10
+10/+5
+7
+3
+7
Bypass Magical Protection II


11
+11/+6/+1
+7
+3
+7



12
+12/+7/+2
+8
+4
+8
Arcana Eye


13
+13/+8/+3
+8
+4
+8
Teleportation Followup


14
+14/+9/+4
+9
+4
+9
Magical Denial


15
+15/+10/+5
+9
+5
+9
Bypass Magical Protection III


16
+16/+11/+6/+1
+10
+5
+10
Greater Arcane Exploitation


17
+17/+12/+7/+2
+10
+5
+10
Perfect Eye


18
+18/+13/+8/+3
+11
+6
+11
Teleportation Lockdown


19
+19/+14/+9/+4
+11
+6
+11
Magical Freedom


20
+20/+15/+10/+5
+12
+6
+12
Bypass Magical Protection IV, Total Magical Domination



Alignment: Any
Hit Die: d8
Class Skills (and the key ability for each skill): Climb (Dex), Craft (Int), Decipher Script (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge(arcana) (Int), Knowledge(religion) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis) and Use Magic Device (Cha).

Skill Points at 1st Level
(4 + Int modifier) ×4.

Skill Points at Each Additional Level
4 + Int modifier.

Weapon and Armor Proficiency
An Arcane Slayer is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Special Abilities

Arcane Exploitation
The Arcane Slayer studies all forms of magic for their weaknesses, and then exploits them viciously. The Arcane Slayer gains a +1 to attack, damage, and special attack rolls for each Spell-Like Ability, Supernatural Ability, and prepared spell (for prepared casters) or unused spell slot (for spontaneous casters), up to the class level of the Arcane Slayer.

Magical Resistance
The Arcane Slayer gains a +1 bonus on Saves to resist magical effects. This bonus increases to +2 at the third level and by one at every third level afterwards to a maximum of +7 at level 18.

Magic Eye
The Arcane Slayer knows the subtle clues magic leaves. At the 2nd level the Arcane Slayer gains his class level to checks to notice or realize magical effects. This can help a Slayer spot an Invisible being, or notice that he is dealing with someone using a Disguise Self spell, and other similar things. This does not boost rolls to resist magical effects, but it does help in situations where the Arcane Slayer needs to realize he is dealing with Illusion effects.

Disruptive Fighter
The Arcane Slayer is an expert at disrupting the casting of spells with his attacks. At the third level, his class level is added to the DC of a caster's Concentration Check while the caster is casting defensively. If the Concentration Check fails, the Arcane Slayer can make an Attack of Opportunity.

Magical Delivery
The Arcane Slayer can throw off magical effects. At 4th level the Mage Hunter can roll two d20s when saving against magical effects and choose the higher roll. The Arcane Slayer no longer automatically fails when rolling a 1 on a Save against a magical effect.

Bypass Magical Protection I
Magical protective effects are incredibly powerful, but they're magic, and the Arcane Slayer can bypass it. At level 5, the Mage Hunter bypasses armor and shield special abilities with a +1 equivalent. For special abilities without enhancement equivalents, it bypasses special abilities that add 1000 gp or less to the value of the armor. The Arcane Slayer also bypasses non-AC protections cast by spells of 2nd level or lower.

Dispelling Strike
At 6th level the Arcane Slayer can destroy magical effects. When damaging a target with a melee or ranged attack, the target it also hit with a targeted Dispel Magic effect, as the spell with the Arcane Slayer's class level used as the caster level. At 11th level this improves to a targeted Greater Dispel Magic effect.

Dimensional Eye
At 7th level the Arcane Slayer can notice beings on coterminous planes, such as the ethereal or shadow planes (or the material plane if the Slayer is on one of those other planes). The Arcane Slayer can make this check once per day per point of Wisdom bonus. To spot such beings, the Arcane Slayer must make a Spot check of DC 20 + the HD of the being. Beings which are also invisible while on the coterminous plane cannot be spotted this way. If used against a being with a Blink spell active, the Arcane Slayer does not suffer a miss chance.

Teleportation Reaction
The Mage Hunter recognizes the magic of teleportations and can react to them instantly. At 8th level, any Teleportation effects happening within the Mage Hunter's threatened area, either 'incoming' or 'outgoing', can trigger an Attack of Opportunity from the Mage Hunter. The target of this Attack of Opportunity is considered flat-footed.

Magical Escape
At 9th level the Arcane Slayer's ability to throw off magical effects improves. He gains the Evasion ability. Also, for a number of rounds per day equal to her Wisdom modifier, the Arcane Slayer can operate as if magical effects hindering movement, such as Solid Fog, Slow, and Entangle, do not affect her. If the Arcane Slayer is still within or under the effect when the rounds are used up, the magical effects resume their effects on her.

Bypass Magical Protection II
At 10th level the Arcane Slayer can bypass even greater magical protections. The Arcane Slayer now bypasses armor special abilities with a +2 equivalent or lower. For special abilities without enhancement equivalents, it bypasses special abilities that add 4000 gp or less to the value of the armor. The Arcane Slayer also bypasses non-AC protections cast by spells of 4th level or lower.

Arcana Eye
At 12th level the Arcane Slayer can see magic of all types as clear as day. He can see magic and invisible beings as if he were under the effects of Arcane Sight and See Invisible. This is an Ex ability.

Teleportation Followup
By the 13th level, the Arcane Slayer doesn't let his enemies get away, and can follow their attempts to do so. Teleportation effects within twice the Arcane Slayer's threatened area allow the Arcane Slayer to grab onto the teleportation and appear next to the teleporting being when it appears. This allows the Arcane Slayer to use his Teleportation Reaction ability upon arrival as well. If multiple beings are involved in the teleport, the Arcane Slayer appears next to the caster.

Magical Rejection
At 14th level, the Arcane Slayer gains Spell Resistance equal to her class level + 15. Additionally, as an immediate action once per day per point of Wisdom bonus, the Arcane Slayer gains Immunity to Magic for one round, becoming immune to any spell or spell-like ability that allows spell resistance.

Bypass Magical Protection III
At 15th level the Arcane Slayer can bypass even greater magical protections. The Arcane Slayer now bypasses armor special abilities with a +3 equivalent or lower. For special abilities without enhancement equivalents, it bypasses special abilities that add 9000 gp or less to the value of the armor. The Arcane Slayer also bypasses non-AC protections cast by spells of 6th level or lower.

Greater Arcane Exploitation
At 16th level the Arcane Slayer's ability to fight and harm magical beings improves with the more magic his enemy has. The Arcane Slayer gains +2 to attack, damage, and special attack rolls for each Spell-Like Ability, Supernatural Ability, and prepared spell (for prepared casters) or unused spell slot (for spontaneous casters), up to twice the class level of the Arcane Slayer. This ability replaces the Arcane Exploitation ability.

Perfect Eye
At 17th level the Arcane Slayer can see all magical effects. The Arcane Slayer can see as if under the effect of True Seeing. This is an Ex ability.

Teleportation Lockdown
By the 18th level the Arcane Slayer can not only follow along when his enemies teleport away, but dazes them when they try. Incoming Teleportation effects within twice the Arcane Slayer's threatened range leave the being(s) dazed for 2 rounds after arriving as well as triggering the Teleportation Followup ability. Outgoing Teleportation effects within twice the Arcane Slayer's threatened range dazes the the being(s) for 2 rounds after teleporting away as well as triggering the Teleportation Followup ability.

Magical Freedom
At 19th level as a swift action once per day per point of Wisdom bonus, the Arcane Slayer may select one magical effect or condition currently affecting her and with a duration of 1 or more rounds. That effect stops for 1 round per class level and then resumes if its duration has not yet expired.

Bypass Magical Protection IV
At 20th level the Arcane Slayer can bypass all but the greatest magical protections. The Arcane Slayer now bypasses armor special abilities with a +4 equivalent or lower. For special abilities without enhancement equivalents, it bypasses special abilities that add 16000 gp or less to the value of the armor. The Arcane Slayer also bypasses non-AC protections cast by spells of 8th level or lower.

Total Magical Domination
At 20th level the Arcane Slayer's strikes destroy a caster's very ability to cast spells at all. Each strike by a Arcane Slayer which causes damage also removes a prepared spell (for prepared casters) or an available spell slot (for spontaneous casters). Beings with SLA or Su abilities lose their ability to use one ability instead of a spell slot. Spells and abilities removed in this way are removed in order from the highest to the lowest levels. Such spells and abilities may be recovered after 8 hours of rest.



Homebrew Compendium I (http://www.giantitp.com/forums/showsinglepost.php?p=4589069&postcount=50)
BelGareth's Compendium (http://www.giantitp.com/forums/showthread.php?233739-Game-Character-Compendium)
Community Monster Classes IV (http://www.giantitp.com/forums/showthread.php?182724-Community-Based-Monster-Classes-VI)
The Demented One's Homebrew Compendium (http://www.giantitp.com/forums/showsinglepost.php?p=7315805&postcount=52)
Admiral Squish Homebrew (http://www.giantitp.com/forums/showsinglepost.php?p=9070651&postcount=72)



A "Titanic" template that doesn't make my head hurt.

Occasionally you want a creature to challenge your party that's a bit 'more' than a typical creature. Something that you can describe visually as truly immense. The Earth Elemental ruler of the Plane of Earth towers hundreds of feet into the sky! You find the immortal lord of the depths of the sea, and the Kraken-like beak just bit a blue whale in half as a snack.

But then you start trying to figure out how that would work and it becomes a headache of nonsense and bizarreness, with scaling just being a headache of either insanely overpowered or underpowered.

1000' tall!
40' reach and speed 40. Hmmm.

A single claw is as big as your Huge fighter!
He deals enough damage to kill it in one strike. Hmmm.

So, I've come up with some homebrew that I've been using in my games, and it seems to work well enough. With the HD increases that come with the template, it's probably not likely to be used by players. This doesn't even attempt to handle the craziness of something like the Immortals Handbook scaling that has size rules for things the size of solar systems - this template is "just" up to about a half mile in size. (twice the size of an aircraft carrier) Beyond that, things aren't creatures so much as they are mobile terrain.

This very quickly becomes Epic-level according to HD. Epic is pretty easy to break, and this doesn't even attempt to try to keep up with CR. If you want these to be a challenge for your Epic level game, then take this and also add on 20 levels of some class. This is just to create some really big creatures with some rules for how they work.

Colossal Plus Template

"Colossal Plus" is a template that can be applied to any creature that is permanently colossal, magic increases in size don't count. It can be applied more than once, with increases applying and stacking as shown below.

Type: animals and vermin become Magical Beasts with the appropriate subtype. Their stats don't change beyond what the template applies.

Size and Reach: size and reach beyond colossal become what is entered in Table 1-1. (while the other entries stack, size, space, reach, and size modifier do not stack)

HD: increases according to Table 1.

CR: +4 per application of the template. (very rough guide)

Table 1-1


SizeSize in ftSpace/ReachStr/Dex*/ConSRHDF.H.SpeedNat ArmSize Mod


Colossal +1128' - 200'60'/40'+12/ -2 /+6+5+5+2+10+5-8


Colossal +2
201' - 300'
120'/60'
+18/ -2 /+10
+5
+5
+5
+15
+10
-12



Colossal +3
301' - 500'
200'/100'
+22/ -2 /+16
+5
+5
+10
+25
+15
-18


Colossal +4
501' - 800'
360'/150'
+30/ -2 /+24
+7
+7
+15
+40
+20
-26


Colossal +5
801' - 1200'
600'/300'
+40/ -2 /+34
+7
+7
+20
+60
+30
-40


Colossal +6
1201'- 1800'
1000'/500'
+56/ -2 /+46
+7
+7
+30
+90
+40
-60


Colossal +7
1801'- 2600'
1500'/800'
+80/ -2 /+60
+10
+10
+40
+135
+50
-90


* Dex will never go below 10 because of this adjustment.

Special Attacks: All Colossal Plus creatures larger than Colossal gain the following attacks.

Area Attack: the limbs of a Colossal Plus creature are so large that they hit entire areas around targets. The physical attacks of a Colossal Plus creature are resolved normally, but the attack also hits the entire area around the target as well, even if it misses the primary target. Table 2 Shows the size of the strike. In extreme circumstances, the radius of the strike could be larger than the movement range of the target, if this is the case, then the target is treated as flat-footed and immobile, though not helpless.

The attack is done against each target in the area of the attack. If the attack misses someone in the area, they still take half damage unless they pass a Reflex save with DC 10 + HD/2 + StrMod/2. If they succeed, they move to the nearest area that is not in the attack area and take no damage. This movement can trigger an AoO from beings other than the attacker. However, if there is no area that would not be hit by the attack within their movement range, then they do not make a Reflex save and just take half damage.

Table 2


Size
Attack Radius


Colossal +1
5'


Colossal +2
10'


Colossal +3
20'


Colossal +4
30'


Colossal +5
45'


Colossal +6
60'


Colossal +7
80'



Body Crush: a titanic creature can destroy just by flopping down or rolling over something. A Colossal Plus creature can make an area attack with his body. The attack is resolved as an area attack except that it affects an area equal to the Colossal Plus creature's space. It deals the number times the Colossal Plus template has been applied to the creature * its Strength Modifier. It can Body Crush anything two size categories or smaller than itself.

Trample: a Colossal Plus creature can trample over huge areas. As part of a move action, it can crample everything in the area it covers. This is resolved as a normal trample attack. The damage is its natural weapon damage + Strength Modifier.

Greater Breath: any breath attacks a Colossal Plus creature may have is increased in size, doubling in size for each time Colossal Plus was selected.

Massive Grapple: a creature of this size doesn't really "grapple" so much as compress someone in a fold of skin or scale the size of a house. When a Colossal Plus creature grapples another creature four or more sizes smaller than itself, it ignores any Freedom of Movement or similar effects. Likewise against those creatures, it takes no penalty for grappling with a single limb and can act normally even while grappling.

Swallow Whole: a Colossal Plus creature can swallow a grappled creature whole. This also ignores Freedom of Movement. While swallowed, creatures take the Colossal Plus creature's natural weapon damage plus half the Strength modifier as crushing damage, and acid damage of Constitution Modifier. Creatures can cut their way out by dealing HD/2 + Constitution Modifier damage. Muscular action closes the hole as soon as they escape. The Colossal Plus creature can hold one creatures two sizes smaller, or more of smaller creatures, twice as many as the next size larger.

Even Larger Weapons: a tentacle or sword two hundred feet long does more damage than one two feet long. Duh. Damage increases according to Table 3

Table 3


Colossal Dam:
1d8
2d6
3d6
3d8
4d6
6d6
8d6


Colossal +1
2d8
3d6
4d6
4d8
6d6
8d6
12d6


Colossal +2
3d8
4d6
6d6
6d8
8d6
12d6
18d6


4d8 6d6 8d6 8d8 12d6 18d6 30d6
Colossal +3
4d8
6d6
8d6
8d8
12d6
18d6
30d6


Colossal +4
6d8
8d6
12d6
12d8
18d6
30d6
45d6


Colossal +5
8d8
12d6
18d6
18d8
30d6
45d6
65d6


Colossal +6
12d8
18d6
30d6
30d8
45d6
65d6
90d6


Colossal +7
18d8
30d6
45d6
45d8
65d6
90d6
130d6



Special Abilities:
Massive Damage Reduction: a Colossal Plus creature is so huge that attacks against it do minimal damage just because of the comparative size. All damage, whether it is hit point, ability damage, ability drain, or any other type, is divided by the number of times the Colossal Plus template has been taken. This division is applied before other resistances are applied.

Mega Magic: All spells cast by a Colossal Plus creature can be widened and enlarged. This can stack on top of the regular Widen Spell and Enlarge Spell metamagic feats.

Ignore Hardness: a creature of massive size must be able to withstand his own weight with hardened skin, bones, claws, and teeth. This also lets him ignore the hardness of any object less than 30.

Trouble With Tiny Things: beyond smashing them, there's not much of anything a creature can do to manipulate something it can barely see. As a speck of dust is to a human, so is a human to a Colossal Plus creature. A Colossal Plus creature cannot do any sort of fine manipulation with objects that are too small for it. Objects sized for creatures five or more size categories smaller cannot be manipulated by the Colossal Plus creature beyond just picking it up. Such wands, staves, etc cannot be activated. Magic items cannot be worn. Weapons and armor cannot be used.

Flexible Space: most creatures don't take up their entire Space, and with Colossal Plus creatures this becomes even more apparent. A Colossal Plus creature's Space can be decreased by up to 25% in one direction while increasing it 25% in the other. Likewise, just as a mouse can scurry between the feet of a person without bothering either, so can a human scurry among the feet of those so much larger. Creatures five or more size categories smaller than the Colossal Plus creatures can freely move and operate in the Space, keeping in mind that there could be a claw fifty feet long to run around. However, if the Colossal Plus creature makes any physical attacks, or is attacked, any such creatures in its space are hit with a Trample attack as the Colossal Plus creature moves or is moved.

So for example let's say you wanted to make a massive monstrosity of a Monstrous Colossal Centipede that is terrorizing the countryside. How big? Five or six hundred feet long. So we need to crank it up to Colossal +4.

Apply the template four more times to get it to Colossal +4.

Add on 22 HD, giving it 46.

Add 80 Strength, -8 Dex (which only takes it down from 13 to 10), and 56 Constitution.
Str 103, Dex 10, Con 68, Int Ø, Wis 10, Cha 2
HP: 46d8+1334 = 1541

It is around 500' long-ish, and its D&D Space is 360'. It's an especially long creature, so we will decrease its space's width by 25% and increase its space's length by 25%, so its space is 270 x 450.

It has a reach of 150 feet.

It has spell resistance 22.

Divide any damage it takes by 4.

It has Fast Healing 32.

It has speed 130. (about 15 mph, just strolling along)

It gains 50 natural armor, giving it 66 natural armor.
50 (-26 size, +66 natural), touch 0, flat-footed 50

Its Size modifier is -26.

Its Bite attack (+80 to hit) will deal 18d6+46 damage. Vs an epic character it probably won't hit directly, but will also hit a 30' radius for half damage with a DC 49 Reflex save to avoid all the damage by diving out of the way.

Its challenge rating would be "25". Compare with the Devastation Centipede - this is much larger than the Devapede (3-4x larger), has slightly lower attack but hits big areas. It's harder to kill via HP damage, but it has no Spell Resistance and fewer attack capabilities like grapple and poison. The Devastation Centipede's CR 39 is ridiculously inflated, anyway.

Lateral
2017-01-25, 08:14 PM
So... what's the purpose of this thread?