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  1. - Top - End - #991

    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Quote Originally Posted by Hyudra View Post
    That leaves me with the question - do we change Vrock a bit so there's less overlap, give Harpy a bit of a buff, or take another tack?
    On second looking, the harpy could indeed use a buff.

    One idea would be to expand the "harpy song" idea. Harpies are credited with all kind of mystical powers and trickery related with their voice so I believe more song powers (like 1 for each level) would make it much more interesting. Make it able to sing while battling (perhaps dependant on a perform check). Some ideas:

    -A disrupting song that can fizzle enemy spells that demand vocal components, as well as SLAs.
    -Demoralizing song to weaken enemies.
    -Inspire mediocrity (negative levels to one oponent).
    -Cursing song (curse that lasts while the harpy sings)

    For counter-balance make it so that if the harpy is damaged she needs to make concentration check or lose the song.
    Last edited by Oslecamo; 2010-07-17 at 02:54 PM.

  2. - Top - End - #992
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Quote Originally Posted by Hyudra View Post
    I get a little frustrated when posting in this thread since I only get feedback from Oslecamo, and s/he's busy enough that I don't generally get more than a 10-or-less word reply. Don't want to come across as rude/petty or anything, but I would've loved to get that feedback re: "Interesting but I'd never play it" earlier, so I could have made changes.

    Source on the Harbinger? A google search is just turning up the miniatures set of the same name, and I don't know enough about the class/creature to refine search results.
    I got it off of crystalkeep... who then proceeded to remove their base class list.
    Sorry about that, by the way: I'll give more feedback in the future.

    Anyways, It has stuff like a replacement for inspire courage that gave -1 to attack/damage rolls and -1 to saves vs. fear/charm, for all enemies within 30 ft., or whatever. Will DC 10+1/2bard level+Cha mod, I believe.

    Really, though, I'd try giving it more skillmonkey-ish abilities. I see the harpy as a sortof flighty bard. (Get it? flighty? Hahahahahahah!)

    Also: What he^ said.
    Last edited by Gorgondantess; 2010-07-17 at 02:50 PM.
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Harpy is touched up to make her more powerful:
    • Broader skill list, 6+int skill points/level.
    • Flap Wings is buffed a bit so she's more upwardly mobile (can treat all jumps as having a running start and isn't as limited by remaining movement when determining jump height)
    • She gets to pick a new song with each level in the class and one song for every 6HD she acquires. Some are similar to captivating song, while others offer more general penalties to the opposition and can't be shrugged off. Finally, she gets one song with some offensive potential for when her party is fighting mindless foes the songs wouldn't affect.
      • Captivating Song is still an option.
      • Eerie Song renders opponents shaken, giving them penalties on rolls.
      • Lullaby attempts to draw opponents into a slumber, first rendering them exhausted, then asleep.
      • Song of Scorn affects foes who fail their will save, forcing them to reroll their next successful skill check or maneuver (such as grapple check). Once an opponent has done their reroll, they'll have to try and save against the song at the start of their next turn or be affected again.
      • Carrion Song attempts to compel opponents to give up and stop fighting their imminent death, making heavily wounded foes & the unconscious more likely to succumb to their demise.
      • Song of Exile offers a general no-save penalty to enemies where they don't get the benefit of flanking or aid another. Opponents who want to target one of their allies with a single-target spell or a skill must make a will save first.
      • Forbidding Song, like Song of Exile, offers a general no-save penalty where opponents move slower.
      • Predatory Song offers the harpy and her allies bonuses on charge damage & attempts to confirm critical hits.
    • Clutch was moved to second level. Aria is the new third level ability.
    • The Harpy gets Aria, which lets her swift-action her songs (and frees her up to attack), but forces her to make concentration checks if she gets hit in combat.
    Last edited by Hyudra; 2010-07-17 at 07:16 PM.

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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Speaking of the Harpy, when you listed possible feats, did you mean Races of the Wild instead of Races of the Wind? I've never heard of the latter.

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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    EARTH ELEMENTAL



    CLASS
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    Hit Die: d12

    Earth Elemental
    {table=head]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[/table]
    Class Skills: (2 + Int. Mod.) x 4 at first level. An Earths Elemental’s class skills are Appraise, Hide, Intimidate, Knowledge (Architecture and Engineering, Dungeoneering, Geography, Nature).

    Class Features
    Proficiencies: An Elemental is proficient with its own natural weapons.

    Body of Stone: At first level, the Elemental loses all racial bonuses, traits, and abilities and gains elemental traits.
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    • Darkvision out to 60 feet.
    • Immunity to poison, sleep effects, paralysis, and stunning.
    • Not subject to critical hits or flanking.
    • Unlike most other living creatures, an elemental does not have a dual nature—its soul and body form one unit. When an elemental is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an elemental. It takes a different magical effect, such as limited wish,wish, miracle, or true resurrection, to restore it to life.
    • Elementals do not eat, sleep, or breathe. Though elementals do not sleep, they still must entire periodic states of dormancy in order replenish daily abilities such as spells.

    The Elemental begins as a small elemental with a land speed of 20ft. Earth Elementals can wear equipment, use weapons, and manipulate objects normally. Earth Elementals have the Earth subtype.

    The Elemental possesses a single slam attack which deals damage according to its size. 1d6 when small, 1d8 when medium, 2d6 when large, 2d8 when huge.

    Finally, an Earth Elemental gains a bonus to its armor class in the form of a natural armor bonus equal to its constitution modifier.

    Push (Ex): An Earth Elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, also apply to the elemental’s opposed Strength checks.

    Earth Mastery (Ex): An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.) Additionally, an Elemental may move across any sort of earth or stone (such as jagged rocks, quicksand, and similar terrain) at its normal speed and without taking damage or suffering any other impairment.

    Bonus Feat: At second level, the Elemental gains Power Attack as a bonus feat. At 5th level, the Elemental gains Improved Bullrush as a bonus feat. At 8th level, the Elemental gains Awesome Blow as a bonus feat. At 11th level the Elemental gains Shock Trooper (p.110 CW) as a bonus feat. The Elemental gains the feats whether or not the Elemental meets the prerequisites. If the Elemental already possesses one of these feats whenever he receives it from the class, he may instead choose another bonus fighter feat. He must meet all prerequisites for the replacement feat.

    Ability Increase: An Elemental is a powerful opponent who wields the immense strength and durability of the earth itself. An Earth Elemental receives a permanent increase to his strength score at 2nd, 4th, 7th, and 9th level. Additionally, the Elemental receives an increase to his constitution score at 3rd, 5th, 8th, and 10th level. These increases total to be +4 to Strength and Constitution and 11th level.

    Stone Skin (Ex): At 4th level, the soft soil that comprises the Elemental’s body hardens into an incredibly dense shell of rock. The elemental gains DR/-, equal its 1/2 HD.

    Growth: An elemental grows quickly after its birth. At 3rd level, the elemental gains the ability to spend a standard action to grow to medium size. It may remain this size for as long as it wishes and may also return to small size at anytime it wishes by spending another standard action. At 7th level, this ability expands allowing to elemental to assume large size. The elemental still changes size as a standard action but the elemental may only change by one size category on any given turn. So, for example, an elemental wishing to change from small to large would need two turns. One to achieve medium size and then another to grow to large. Finally, at 11th level, the elemental gains the ability to assume huge size.

    Shock Wave (Su): With a stomp of his heavy foot, an Earth Elemental can send out a powerful shock wave. At 4th level, the Elemental gains the ability to, as a full round action that does not provoke an attack of opportunity, send out a rippling tide of seismic waves in the form of a 20ft. cone. Any creature in contact with the ground inside this cone, must succeed on a reflex save (DC = 10 + ½ the Elemental’s HD + the Elementals Strength Modifier) or be knocked prone and flung back 5 feet for every point of the elementals strength modifier. If the creature succeeds then he is not knocked prone and is only moved back half the distance.

    Earth Glide (Su): At 5th level, an earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. The elemental glides at a speed of 40ft. and leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save. Each time the elemental increases in size through its growth ability, the speed the elemental travels increases by 10ft.

    Whispering Stone (Ex): Earth Elementals speak with the stone around them to feel its way through the earth while using its earth glide ability. The elemental gains tremorsense while moving through the ground via its earth glide ability. The range of this sense extends 10ft. for every 2 HD the Elemental possesses to a maximum of 100ft. at 20 HD.

    Rolling Stone (Su): Earth Elemental wields the power of the unstoppable avalanche. At 7th level, an Earth Elemental may, as a free action which does not provoke an attack of opportunity, condense its form to that of a spherical boulder. In this form the elementals size decreases by one. While in this form, the elemental can roll at a speed of 40ft. This speed doubles when the elemental travels at a decline and halves when the elemental travels up an incline. In any round the Elemental moves into a space occupied by another creature that creature takes 4d6 + (2x the elemental strength modifier) damage and the Earth Elemental attempts a bullrush as a free action. The creature is allowed to make a reflex save (DC = 10 + ½ the Elemental’s HD + The Elemental's Strength Modifier) to avoid the damage and the bullrush, though by doing to, the creature loses his move action on his next turn. The Elemental may take this form once a day for every 4 HD it possesses, and can maintain this form for a number of rounds equal to its HD. While the Elemental is in this form, he can take no other action accept to move.

    Sweeping Strike (Su): At 8th level, a sweep of the Elemental’s arm can effect multiple targets. As a full-round action, the elemental can choose three squares adjacent to one another (he must threaten all of them). His attack applies to all creatures in those squares. Make one attack roll and apply that roll as an attack against each defender. If the Elemental uses a special attack (such as disarm, trip, or sunder), this special attack affects only the first target; the other creatures are attacked normally. Walls and similar obstacles can block a sweeping strike. Start with one square that the Elemental threatens. Each successive square chosen must be adjacent to the previous square and have line of effect from that square. Two squares separated by a wall, for instance, can’t be chosen as adjacent squares for a sweeping strike. The Elemental may not skip creatures, and must attack all creatures in the designated squares. For example, if there are three creatures in a row—an enemy, an ally, and another enemy—the Elemental must effect all three squares. If a Elemental drops one of his foes with a great sweeping strike, he may make a cleave attack normally. However, he may do so only once for every time he swings, even if he drops more than one foe. At 12 HD, This ability becomes a standard action instead of a full round action, allowing the Elemental to move before using the ability.

    Earth Asunder (Su): Earth Elemental possess ferocious strength. At 9th level, the Elemental can slam the ground with such incredible force that the area around him quakes from his might. Performing this ability is a full round action that does not provoke an attack of opportunity. All creatures within 5ft./HD of the Elemental who are in contact with the ground must make a Balance check (DC 10 + ½ the Elemental’s Hit Die + the Elemental’s Strength modifier) or fall prone. Creatures who fail this save by more than 5 also take 1d10 for every 4 HD the elemental possesses, and those that fail by more than 10 become stunned for 1d4 rounds. Additionally, this tremor causes all the ground within the area to crack and shift, becoming difficult terrain. An Earth Elemental may only use this ability once a day for every 5 HD it possesses.

    Earth’s Embrace (Su): At 10th level, the Earth Elemental can drag his enemies into the ground, dooming them to an early grave of stone. As a standard action, an elemental who occupies the square underneath an opponent who is not aware of his presence may attempt to drag the opponent down into the stone. First, the elemental must succeed on a melee touch attack, the opponent is also considered flat-footed for this attack. If the attack is successful then the opponent is required to make a reflex save, if he fails then he is drawn down and immediately begins to take 1d6 points of nonlethal damage per minute for as long as he remains trapped in this way. If a trapped character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead. The stone or earth around him conforms perfectly to his form, making any type of movement impossible; therefore the trapped creature cannot cast spells or activate abilities which require anything more than mental action. Freedom of movement does not make a creature immune to the effects of this ability, though creatures that have such an effect active receive a +4 bonus to the reflex save to avoid becoming enveloped.

    Elder Elemental (Su): At 11th level, The Earth Elemental has grown to its full strength and is considered to be amongst the grandest of its kind. The Elemental receives a +4 bonus to all bluff, diplomacy, and intimidation check regarding creatures with the earth subtype. Additionally, the Elemental can call the stone to its aid. The Earth Elemental can use summon monster V once a day for every 4 HD it possesses but may only us it to summon earth elementals. At 13th level, and every two levels thereafter, the earth elemental may use this ability to cast the next highest level summon monster spell to the maximum of summon monster IX at 19th level.

    COMMENTS
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    Another attempt at the elementals. The Earth Elemental is the strongest, physically, of the elementals and is supposed to be a bastion of power and durability on the battlefield. The elemental has bonuses to both strength and constitution, and a couple of bonus feats which help him put that strength to good use. I decided to the give him abilities which help him to effect groups of opponents at once. Allowing him to wade into a battlefield and immediately start causing a ruckus.
    Last edited by AustontheGreat1; 2010-10-09 at 07:10 PM.

  6. - Top - End - #996
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Quote Originally Posted by AustontheGreat1 View Post
    Speaking of the Harpy, when you listed possible feats, did you mean Races of the Wild instead of Races of the Wind? I've never heard of the latter.
    I did. Typo.

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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Just one thing I've noticed, and it's only minor - in most of AustionTheGreat1's monster classes it says "natural armour bonus equal to X score" rather than "X modifier".

    That aside, I think this is a great project going on and I'm currently in the process of making a Zern character in a game run by Oslecamo himself
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Quote Originally Posted by Niezck View Post
    Just one thing I've noticed, and it's only minor - in most of AustionTheGreat1's monster classes it says "natural armour bonus equal to X score" rather than "X modifier".

    That aside, I think this is a great project going on and I'm currently in the process of making a Zern character in a game run by Oslecamo himself
    Yeaaaah, that should definitely be fixed.

    Maybe you could post a character diary with thoughts on the class/game? I was playing one of Oslecamo's monster classes in one game (with an unwitting party), but the game kind of fell apart before anything happened. The disastrous party dynamic and generally poor game made for an interesting story, but that story had nothing to do with the monster class.
    Last edited by Hyudra; 2010-07-18 at 01:22 PM.

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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    I've been playing with Oslecamo's Thri-Kreen in a campaign for quite a while, now. He's actually one of only three or so original characters since the campaign started.

    I've noticed very little difference between a Thri-Kreen and a revised Thri-Kreen with to class levels (with the exception of class features). It seems to be doing its job very well, and I have no complaints. Good work, indeed.
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Quote Originally Posted by Lyndworm View Post
    I've been playing with Oslecamo's Thri-Kreen in a campaign for quite a while, now. He's actually one of only three or so original characters since the campaign started.

    I've noticed very little difference between a Thri-Kreen and a revised Thri-Kreen with to class levels (with the exception of class features). It seems to be doing its job very well, and I have no complaints. Good work, indeed.
    Out of curiosity: What level is your group?

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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    3rd level at the moment, but we're getting very close to 4th level.
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Would it be possible for me to request a bulette class?

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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Quote Originally Posted by Edge View Post
    Would it be possible for me to request a bulette class?
    A bulette is kind of... Irrational isn't it?

    Well, I guess one could include Awaken Magical Beast as a homebrew spell to tag along that.
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Its not any more irrational than being the tarrasque which is uder construction.
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Quote Originally Posted by demidracolich View Post
    Its not any more irrational than being the tarrasque which is uder construction.
    True... still, the tarrasque is, well, the tarrasque. And a bulette is, well... a bulette.
    'Sides, they don't have much to offer to spread over 7 levels. Large size, leap attack, burrow speed, and tremorsense: it would be really, really hard to do, and there wouldn't be much reward for doing it.
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Quote Originally Posted by Gorgondantess View Post
    True... still, the tarrasque is, well, the tarrasque. And a bulette is, well... a bulette.
    'Sides, they don't have much to offer to spread over 7 levels. huge size, leap attack, burrow speed, and tremorsense: it would be really, really hard to do, and there wouldn't be much reward for doing it.
    Fixed it for you.

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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Quote Originally Posted by Kyuubi View Post
    Fixed it for you.
    Blugh. Words. I meant large size as in "big", not large size as in large size. Damn gaming terminology...
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Quote Originally Posted by Gorgondantess View Post
    Blugh. Words. I meant large size as in "big", not large size as in large size. Damn gaming terminology...
    Heh. Well, I was thinking of making the Frost worm that has a similar problem.
    Last edited by Mystic Muse; 2010-07-18 at 08:46 PM.

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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Quote Originally Posted by demidracolich View Post
    Its not any more irrational than being the tarrasque which is uder construction.
    I mean literally, the tarrasque has Int 3, which qualifies it as sentient (barely). But if I recall, the bulette has int 2, which means it is just an animal.
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Quote Originally Posted by Lyndworm View Post
    3rd level at the moment, but we're getting very close to 4th level.
    Great to hear feedback! It's good to hear my stuff's being used out there.

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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Quote Originally Posted by Oslecamo View Post
    Great to hear feedback! It's good to hear my stuff's being used out there.
    Just so you know, my group shall be reviewing the Pyroclastic and silver dragons. I'll tell you how it goes.

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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    In Hook Horror, does the blindsight increase with any levels, or just monster class levels?

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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    mm... when does the Earth Elemental increase in size? I assume it would, since you're trying to emulate the monster.

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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    It is listed under growth. He grows to medium at 3rd level, then he may choose to grow to large at 7th level, and may choose to grow again to huge at 11th level. looking at it, he is probably growing too much too fast.

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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    I'm thinking of doing an iron golem class (awaken contruct lol), any suggestions/preemptive advice?
    Last edited by Gorgondantess; 2010-07-21 at 11:18 PM.
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Quote Originally Posted by Gorgondantess View Post
    I'm thinking of doing an iron golem class (awaken contruct lol), any suggestions/preemptive advice?
    Personally, I think an iron golem class would be geared more toward defense than offense. when you think golems you think of a big indestructible juggernaut
    Avatar By Elagune

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    Quote Originally Posted by Ms.Malbolge View Post
    Listen to the Crafy one. He speaks the truth, except when he doesn't which may still be the truth hidden behind a veil of crafty craftiness.

    Or something.

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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Iron Golem

    See the little guy? He's 8 feet tall.

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    HD: d10
    {table=head]
    Level
    |
    BAB
    |
    Fort
    |
    Ref
    |
    Will
    |Features
    1|+0|+0|+0|+0|Iron Incarnate, Metal Bound
    2|+1|+0|+0|+0|Indomitable, Str +1
    3|+2| +1| +1| +1|Iron Plating, Upgrade, Str +1
    4|+3| +1| +1| +1|Magic Resistance, Str +1
    5|+3| +1| +1| +1|Wasting Breath, Str +1
    6|+4| +2| +2| +2|Massive Build, Upgrade, Str +1
    7|+5| +2| +2| +2|Greater Iron Plating, Indomitable Charge, Str +1
    8|+6/+1| +2| +2| +2|Minor Magic Immunity, Str +1
    9|+6/+1| +3| +3| +3|Growth, Upgrade, Str +1
    10|+7/+2| +3| +3| +3|Lesser Magic Immunity, Str +1
    11|+8/+3| +3| +3| +3|Lead Feet, Powerful Slam, Str +1
    12|+9/+4|+4| +4| +4|Greater Magic Immunity, Upgrade, +1 Str
    13|+9/+4|+4| +4| +4|Perfect Magic Immunity, Mirrored Iron, +1 Str[/table]
    Class Skills (2+ Int Modifier): None.

    Proficiencies: The Iron Golem is proficient with his natural weapons, and simple and martial weapons.

    Iron Incarnate: The Iron Golem loses all racial modifiers and receives the Construct type (which grants darkvision 60'), medium size, 20 ft. land speed, and 2 natural slam attacks dealing 1d8+strength modifier damage.
    In addition, the Iron Golem takes +50% damage from electricity damage.

    The Iron Golem has all the characteristics of the construct type (which has been changed from the normal construct type, so it is highly advisable the below is read):
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    • No Constitution score.
    • Darkvision out to 60 feet.
    • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
    • Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
    • Not subject to critical hits, nonlethal damage, ability drain, ability damage, fatigue or exhaustion, or energy drain.
    • Cannot heal damage on its own, although it can be healed. Magical fire damage heals the iron golem 1 point of health per 3 damage it would normally do. An iron golem is otherwise immune to fire.
    • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
    • Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
    • Never being alive to begin with, a construct cannot be raised or resurrected. It can only be revived by a wish, limited wish, miracle, or by reconstructing the Iron Golem's body (requiring 1,000 pounds of iron- or the golem's previous body-, 2,500 gp worth of rare substances, and a DC 16 weaponsmithing or armorsmithing check) and then a reincarnate spell, which will always put the golem's soul into the new effigy.
    • Constructs do not breathe, eat, or sleep.


    Lastly, the Iron Golem gains natural armor bonus equal to his strength modifier. This natural armor bonus increases by 1 when the golem's size increases.
    The Golem also gains +1 HP per HD. This bonus increases to +2 at 8 HD, +3 at 12 HD, +4 at 16 HD, and +5 at 20 HD. The hp increases are retroactive.

    Metal Bound: The Iron Golem's plating gives an armor bonus equal to 4+1/2 HD. This armor can be enchanted. It does not reduce movement speed, though it doesn't allow the golem to run and precludes wearing any other armor.

    Ability Score Increases: The Iron Golem gains a +1 bonus to strength at all levels but 1st.

    Indomitable: The Iron Golem gains a bonus to strength checks equal to his HD, and uses his strength score to determine balance and intimidate checks, as opposed to dexterity and charisma, respectively.

    Iron Plating: The Iron Golem gains DR/adamantine equal to 1/2 HD.

    Upgrade:
    The golem continually tinkers with its own mechanics, and at 3rd level and every 3 levels thereafter, it gains one of the below upgrades. The golem may also spend a feat to instantly gain a new upgrade.
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    Wrist Razors:
    Various retractable spikes, blades and appendages spring out from around and on the golem's hand: its slam attacks now deal piercing, slashing or bludgeoning damage, and are considered adamantine for the purposes of damage reduction.
    All subsequent applications of this upgrade increases the damage dealt by the golem's slam attacks by one step, and increases their threat range to 19-20. This stacks with improved critical. A third application of this upgrade increases the damage dealt by an additional step and increases the critical multiplier to x3. A fourth and final step increases the golem's reach by 5 feet with his natural slam attacks, and increases the damage by an additional step.
    While the spikes are extended, the golem's hand is considered full. It may retract and extend them as a free action.

    Weapon Compartment:
    The golem's arm becomes hollowed out, and a melee weapon the golem is proficient in or a javelin is stored inside: he may release it or retract it as a free action. The weapon cannot be disarmed. It is considered adamantine, and the golem does not have to pay for it, though he does have to pay for any enchantments on it (it can be enchanted normally).
    In the case of the javelin, it is attached by a chain, and the golem can return it to his arm by taking a swift action. He cannot fire the javelin if his hand is full.
    A second application of this upgrade allows him to store 2 weapons, one in either arm.

    Grappling Hook:
    The Golem gains a chain & hook attached to his palm and spooled in his arm, which he can launch up to a distance of 30 feet plus 5 per HD, as a ranged touch attack. If successful, the golem makes a grapple check as if he had the improved grapple feat. If successful, the foe is dragged into the Golem's square or the golem is dragged to the foe's square (golem's choice), and the grapple goes on as normal.
    An additional application of this upgrade allows the golem to deal an additional 1d8+strength modifier (or 2d6+str if large sized) constriction damage each turn of the grapple.

    Wristbows:
    The golem gains a heavy repeating crossbow suitable to his size, which he is considered proficient in, attached to his forearm. He may fire & reload this weapon one handed, as the crank is automatic, and it does not fill up his hand. The bows may be enchanted normally.
    Additional applications of this upgrade improve the wristbow in one of the following ways, chosen when the upgrade is taken:
    Spoiler
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    *Dual Wristbows: The Golem gains a wristbow on each arm. Any other upgrades apply to both wristbows.
    *Steam Powered: The Golem powers the bow by steam heated by internal contraptions, rather than being spring loaded, and it uses bolts of solid iron, rather than wooden bolts: he adds his strength modifier to damage with the bows, and they are considered adamantine.
    *Superheated: The steam heats the bolts to red-hot: he adds fire damage to attacks with the bolts equal to his HD. Requires Steam Powered.
    *Quick Shot: Whenever the Golem succeeds on a slam attack with an arm that has an attached wristbow, he may fire the wristbow as a swift action against whatever he hit. The opponent is considered flat footed against this attack, and the threat range doubles. This does not stack with similar effects.
    *Ballista(e): The wristbow does damage of a crossbow one size greater than normal. This may be taken multiple times, up to colossal.


    Voicebox:
    The golem's vocal systems become more advanced. He gains the effects of a continuous ghost sound ability (as an (ex)), and gains a bonus to bluff, diplomacy & intimidate checks equal to 1/2 his HD.

    Chest Compartment:
    The golem can open up his chest, and store things inside. At medium size, he can store 1 small object, 4 tiny objects, 16 diminutive objects, etc.- at large size, these sizes increase by one step. Finding the chest compartment requires a search check DC (10+1/2 HD+int mod), and opening it against the golem's will requires an opposed strength check against the golem.
    An additional application of this upgrade makes the storage compartment an extradimensional space, ala a bag of holding of a type equal to 1/4 the golem's HD.

    Perfect Hands:
    The golem's slam attacks are considered either magic and the golem's alignment, or cold iron and silver. Two applications of this upgrade allow both.

    Long Legs:
    The Golem gains Run as a bonus feat, gets a bonus to jump checks equal to 1/2 his HD, and gains a +10' bonus to move speed.

    Restorative Metals:
    The golem has a natural healing rate as if he were living, and is healed by positive energy half of what a normal humanoid would be healed.


    Magic Resistance: The Iron Golem gains SR equal to 11+HD.

    Wasting Breath: As a free action once every minute during his turn, the iron golem may breath out a cloud of poisonous gas which fills a 10' cone in front of the golem, plus 5' for every 3 HD beyond 5, up to 35 at 20 HD. Any caught in the gas must make a fortitude save (DC 10+1/2 HD+Cha mod) or take constitution damage equal to 1/2 the golem's HD.

    Massive Build: The Iron Golem gains the powerful build ability, and his natural slam attacks now deal 1d12+strength modifier damage.

    Greater Iron Plating: The Iron Golem's DR increases to equal his HD, as opposed to 1/2 HD.

    Indomitable Charge: The Iron Golem, when making a charge attack against an enemy, may make an intimidation check as a free action against that enemy before hitting: if it succeeds, the enemy is stunned for one round. This is a fear effect.

    Minor Magic Immunity: The Golem becomes immune to any 1st or 2nd level spell that allows SR. The golem may still allow beneficial spells to go through, such as those that deal fire damage.

    Growth: The golem loses his powerful build ability, but gains large size. His natural slam attacks deal 2d8+strength modifier damage.
    To reconstruct the iron golem's body now requires 5,000 pounds of iron- or the golem's previous body-, 10,000 gp worth of rare substances, and a DC 20 weaponsmithing or armorsmithing check.

    Lesser Magic Immunity: As Minor Magic Immunity, but 1st-4th level spells.

    Lead Feet: The Golem, being made of denser stuff than most, automatically succeeds on any attempt to resist bull rush, overrun, grapple or trip attempts from creatures its size or smaller. If the Iron Golem would have to make a saving throw or skill check as a part of a move action against something that would hinder his movement (such as stepping through webs or keeping his balance on ice/grease) he may add his Str bonus to the roll, even if it already adds his strength bonus- in this case, the strength bonus simply doubles.

    Powerful Slam: The Golem's slam damage increases to 2d10+1.5x strength modifier damage, and gains the effects of the awesome blow feat with his slams only. If he already has the awesome blow ability, the save DC increases by 2.

    Greater Magic Immunity: As Minor Magic Immunity, but 1st-6th level spells.

    Perfect Magic Immunity: As Minor Magic Immunity, but all spells 1st-9th level.

    Mirrored Iron: The Golem is affected as if by a permanent spell turning: all spells with the golem specifically as a target are deflected back at the caster.


    Changelog: Added another couple of strength bonuses, added upgrades, added strength-to-intimidate, took away penalties in metal bound.
    Last edited by Gorgondantess; 2010-09-02 at 10:00 PM.
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Being the longest and hardest to make of any monster class I've done, I'd greatly appreciate a good critiquing.
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Force Golem


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    HD: d10
    {table=head]
    Level
    |
    BAB
    |
    Fort
    |
    Ref
    |
    Will
    |Features
    1|+0|+0|+0|+0|Force Incarnate, Force Control, +1 Str, +1 Dex
    2|+1|+0|+0|+0|Force Armor, Alloy Liquidity, +1 Str, +1 Cha
    3|+2| +1| +1| +1|Magic Resistance, Quicksilver, +1 Str, +1 Dex
    4|+3| +1| +1| +1|Powerful Construction, +1 Str, +1 Cha
    [/table]
    Class Skills (2+ Int Modifier): None

    Proficiencies: The Force Golem is proficient with his natural weapons, and simple and martial weapons.

    Force Incarnate: The Force Golem loses all racial modifiers and receives the Construct type (which grants darkvision 60'), medium size, 30 ft. land speed, and 2 natural slam attacks dealing 1d6+strength modifier damage. The Force Golem cannot wear armor.
    In addition, the Force Golem takes +50% damage from force damage.

    The Force Golem has all the characteristics of the construct type (which has been changed from the normal construct type, so it is highly advisable the below is read):
    Spoiler
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    • No Constitution score.
    • Darkvision out to 60 feet.
    • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
    • Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
    • Not subject to critical hits, nonlethal damage, ability drain, ability damage, fatigue or exhaustion, or energy drain.
    • Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Magical sonic damage heals the iron golem 1 point of health per 3 damage it would normally do.
    • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
    • Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
    • Never being alive to begin with, a construct cannot be raised or resurrected. It can only be revived by a wish, limited wish, miracle, or by reconstructing the Force Golem's body (requiring 2,250 gp worth of specially treated alloys- or the golem's previous body-, 2,500 gp worth of rare substances, and a DC 18 weaponsmithing or armorsmithing check) and then a reincarnate spell, which will always put the golem's soul into the new effigy.
    • Constructs does not breathe, eat, or sleep.



    Force Control: At level 1st level, the Force Golem can choose one of the following abilities below, usable at will. Every class level thereafter the golem gains 1 more ability.
    Spoiler
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    *Pulse: As a standard action, the Force Golem may launch a bolt of force at any target within 60' as a ranged touch attack, plus an additional 5 feet for each additional HD thereafter; if he hits, the golem makes an opposed strength check against the target, adding his own charisma modifier. If he succeeds, the opponent is flung 5 feet in a direction of the golem's choice, and is knocked prone. The distance of this ability increases by 5' at 6th level, and by another 5 every 3 levels thereafter, up to 30' at level 18. The golem may also choose the fling the target straight into the air, where they take appropriate falling damage. If the opponent's movement is stopped by a wall or barrier, they take 1d6 damage per 5' they would have normally gone.
    *Reactive Force: Whenever an opponent attacks and misses the Force Golem in melee, the force golem may move the opponent 5 feet to an empty space in any direction as a free action. This movement does not provoke attacks of opportunity.
    *Force Burst: As a standard action, the golem may unleash a 30 ft. radius blast of force centered on itself. Any caught in the blast take 1d6 damage per 3 HD of the Force Golem (up to 6d6 at 18 HD) and are knocked prone. If the opponent succeeds on a reflex save (DC 10+1/2HD+cha mod) they take half damage and are not knocked prone.
    *Force Slam: As a full round action, the golem slams into the enemy, channeling its force abilities: it deals normal slam damage plus charisma modifier; if he hits, he can make a free bull rush attempt, and add his charisma modifier to the strength check. If this succeeds, the opponent is knocked prone.
    At 8 HD the golem can use this ability as a standard action, and at 13 HD as a part of a full round attack.


    Lastly, the Force Golem gains natural armor bonus equal to his strength modifier.
    The Golem also gains +1 HP per HD at 5 HD. This bonus increases to +2 at 10 HD, +3 at 15 HD, and +4 at 20 HD.

    Ability Score Increases: The Force Golem gains +1 Strength at all levels, +1 Charisma at levels 2 & 4, and +1 Dexterity at levels 1 & 3, for a grand total of +4 strength, +2 dexterity, and +2 charisma.

    Force Armor: The force golem adds his charisma modifier to AC as a deflection bonus. In addition, the Force Golem gains DR/adamantine equal to 1/2 HD.

    Alloy Liquidity: The Force Golem gains a bonus to balance, climb, jump, and tumble checks equal to 1/2 its HD.

    Magic Resistance: The Force Golem gains SR 13+HD.

    Quicksilver: The Force Golem gains a bonus to reflex saves equal to its charisma modifier.

    Powerful Construction: The force golem gains the powerful build ability, and his slam attacks deal 1d8+strength modifier damage.


    Changelog/Comments:
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    Okay, so, I spread out force control over the levels, and removed the class skills and good reflex save but added alloy liquidity & Quicksilver (which pretty much makes up for it). I also gave it much, much higher ability scores. Sure, it doesn't get to wear armor... but it gets both strength charisma and dexterity to AC, and gains a +2 bonus to all 3 of them. It's sortof a battlefield control glasscannon type... a lot of immunities, some cool abilities, but low AC & HP.
    The only problem I can see is that it's attribute dependent... but I can live with that.
    Last edited by Gorgondantess; 2011-01-29 at 12:37 AM.
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  30. - Top - End - #1020

    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Vrock added to the list.

    AutonstheGreat1:
    Your earth elemental looks very good but I think it could use a couple of tweaks:
    -Earth embrace ignore freedom of movement.
    -Capstone SM keep increasing with HD so you can use SM IX at 20 HD or something like that. And in restropetective do it for the air elemental as well.

    Volthawk:
    just hook horror levels. If it was HD it would say so.

    Quote Originally Posted by Gorgondantess View Post
    Being the longest and hardest to make of any monster class I've done, I'd greatly appreciate a good critiquing.
    Great take on the golems, but there's some things I disagree:
    -Remove the no swim penalty. Even melee dudes in D&D have the right to bend physics, let alone arcane animated contructs.
    -Remove the skill penalty. The iron golem's plate is suposed to be a literal second skin. And it already has few skill points and no class skills to represent his inaptitude at those fields.
    -Wasting breath with a regular cooldown instead of per ecounter, wich is kinda of an abstract concept and should be limited to ToB stuff. I sugest 5 rounds like the binder strongest abilities.
    -Like undeads all construcsts have poor BAB. Give it +1 Str at all levels to represent his physical prowess.

    Otherwise, it kinda looks like a one trick pony since most of his abilities are defensive, so I would add the following:
    -Intimidate using str.
    -His massive plated body provides cover to smaller nearby allies.
    -Ability to upgrade his fists to exotic materials.
    -Ability to integrate weapons inside his body and draw them as a free action?
    -Ability to hide stuff inside him (including medium or smaller sized humanoids)?
    -Rocket punch? With his low low mobility he really needs some long range attack to deal with pesky flying orbwizards and mounted archers. Firing his fists would be cool and profitable. Retrieve them with an attached chain.

    On the force golem:
    -Constructs don't get good saves or class skills. No exception.
    -It could use a couple more stat increases.
    -Two first levels kinda empty. Make it unlock one force power per level instead of all at 3rd level.

    Otherwise great job! The golems were a very tough challenge to begin with but you're tackling them quite well!

    I specially like the ressurection rebuild method, and I'm totally stealing the HP buff for my inevitable.
    Last edited by Oslecamo; 2010-07-23 at 07:11 AM.

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