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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Quote Originally Posted by un_known View Post
    Oops. Thank you!

    Any critique?
    No additional critique. I'm no expert but it looks good to my eyes.
    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(2.0):adapting creatures for player use-taking reque

    Making a request for a Zeitgeist (from cityscape.)
    Last edited by sciencepanda; 2010-09-16 at 11:17 PM.
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    The Secret of Trottleburg IC OOC

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    #14 of Frenzied Entourage
    Lilen Zheng of Trouble in Tashwell
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    Lilen Avatar by Darwin. The rest by me.

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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Green Hag

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    Hit Dice: d8
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    | Hag Body, Withered Hag, Foul is Fair, Dancing Lights, +1 Con

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    | Earth hath bubbles, Disguise self, Dark Familiar, +1 Str

    3rd|
    +1
    |
    +3
    |
    +1
    |
    +3
    | Invisibility, Pass without trace, +1 Cha

    4th|
    +2
    |
    +4
    |
    +1
    |
    +4
    | Tongues, Water Breathing, Weakening Touch, +1 Cha,

    5th|
    +2
    |
    +4
    |
    +1
    |
    +4
    | Weird Sisters, Dark Augury, +1 Str [/table]
    Skills:4+int per level, class skills are Bluff, Concentration, Craft, Hide, Knowledge (Any), Listen, Spot, and Swim.

    Proficiencies: The Green Hag is proficient with her own natural weapons, she otherwise gains no new weapons or armor proficiencies.

    Features:
    Hag Body: The Green Hag loses all other racial bonuses and gains monstrous humanoid traits. She's a medium sized monstrous humanoid with base land speed of 30', base swim speed of 30’, darkvision 60', two claw attacks dealing 1d4+Str each and a natural armor bonus equal to her Charisma modifier.
    As a creature with a swim speed, the Green Hag gains a +8 to swim checks to avoid natural hazards, and may 10 on swim checks even while under duress.

    Ability Score Increases: The Green Hag gets +1 Con at 1st level +1 Str at 2nd and 5th levels and a +1 Cha at 3rd and 4th levels.

    Withered Hags: The first level Green Hag appears little different than a sickly human, half elven or elven woman who has just reached adulthood, ranging from average to attractive in appearance, that is a bit malnourished and unhealthy. Many have little idea of what they are, having been secreted away in human society. However, her true nature soon asserts herself. The green hag ages prenaturally fast, and accelerates her transformation by engaging in reprehensible acts. At the end of a day that the hag murdered, corrupted or traumatized a good individual, she adds 1d6 months to her current age. A day spent killing for the sake of killing advances her age by 1d4 months, while intentionally killing only evil creatures would only advance her age by 1d3-1 months. DM's discretion of what degree of activity highlighted a given day.

    The hag gains no ability score penalties to her physical statistics as she ages, instead acquiring +1 Strength, Dexterity and Constitution with each increase in age category, to a maximum of +1 per level she has in the Green Hag class. She ages as a human for the purpose of age categories, starting at adulthood (15+1d4 years old) and aging up past venerable age, but she never dies of old age.


    Foul is Fair: The Green hag gains the following Spell Like abilities at the following levels: the Green Hag can use each SLA a certain number of times per day depending on its HD. Saves are 10+1/2HD+Cha mod.
    Level Spell Uses per Day
    1st Dancing Lights 2/day per HD
    1st Ghost Sound* 2/day per HD
    2nd Disguise Self 1/day per HD
    3rd Invisibility 1/day per HD
    3rd Pass without Trace 1/day per HD
    4th Tongues 1/day per HD
    4th Water Breathing 1/day per HD

    *When the Green Hag uses Ghost Sound, she may use it to perfectly imitate the sound of animal that is native to the swamp. (Alternatively the DM may allow for this ability to imitate the sound of any animal from the area where the Green Hag hails from.)

    Further a green Hag levels stack with levels of Sorcerer the green takes for purposes of spells per day, caster level and spells known. So for example a green hag 2 who takes a level of sorcerer would count as having 3 levels of sorcerer(2+1) and gain the spell slots and spell known that a sorcerer gains when leveling from level 2 to 3, but not the spell slots and spell known that a sorcerer gets from level 1 to 2, He would get the familiar ability, but half-dragon levels wouldn't count for it.

    Earth Hath Bubbles: At second level the Green Hag has begun to grow ugly, as her skin begins to discolor with terrible gangrene like rotting and warts. She begins to grow unnaturally tough as a result of the transformation, acquiring SR equal to 11+HD.

    Dark Familiar: At second level the Green Hag gains a familiar like a sorcerer would at first level. For the purposes of this familiar treat the Hag’s effective sorcerer level to her HD. Upon reaching 7HD the Hag’s familiar Improves as per the ‘Improved Familiar’ Feat. The Hag’s current familiar develops into a vile and terrible version of the selected creature, and can assume an alternate from like the Hag’s old familiar. The Hag retains her familiar bonuses, and loses no xp for ‘losing’ a familiar.

    Weakening Touch: At fourth level the Green Hag gains a weakening touch attack. After a successful touch attack an opponent must succeed on a DC (10+1/2 the Hag’s HD+ Charisma score) Fortitude save or suffer 1d4 points of strength damage. The Green Hag may use this ability a number of times per day equal to her HD+ her charisma modifier (min 0).
    At 8HD this damage increases to 2d4 strength damage.

    Weird Sisters: At fifth level, the Green Hag may bond with up to two other spell casters or Hags, creating a strange sistership between The Green Hag and the others. The targets of this binding need not be willing, or aware of it, but the Green Hag must spend 24 hours within 100 feet of the targeted creatures to create this binding. The two or three have been bound they may communicate telepathically over any distance so long as they are on the same plane.

    If the hag has bonded with one creature, or has bonded with two creatures but only one is present, the two bound creatures may work together for the following effects
    As long as the two stand within 5 feet plus 5 feet of each other per 5HD the Green Hag has, both of their caster levels and DCs for spells and spell like abilities gain a +1 circumstance bonus.
    With a full round action they may both focus on casting the following spell like abilities, Caster level is equal to the Green Hag’s HD+1. DC(10+1/2 the Hag’s HD+ Charisma score+1)
    ~ Animate Dead 1/day for each 2HD the Green Hag has
    ~ Bestow curse 1/day for each 2HD the Green Hag has
    ~ Dream 1/day for each 2HD the Green Hag has
    ~ Mind Blank 1/day for each 3HD the Green Hag has

    If the hag has bonded with two creatures who are both present, the three of them may work together for the following effects
    As long as the three stand within 5 feet plus 5 feet of each other per 5HD the Green Hag has, both of their caster levels and DCs for spells and spell like abilities gain a +2 circumstance bonus.
    With a full round action they may both focus on casting the above spell like abilities and the following ones as well, Caster level is equal to the Green Hag’s HD+2. DC(10+1/2 the Hag’s HD+ Charisma score+2)
    ~ Control Weather 1/day for each 2HD the Green Hag has
    ~ Forcecage 1/day for each 3HD the Green Hag has
    ~ Polymorph 1/day for each 3HD the Green Hag has
    ~ Veil 1/day for each 3HD the Green Hag has
    ~ Vision 1/day for each 3HD the Green Hag has

    Dark Augury: At fifth level, the Green Hag may perform a terrifying dark ritual in order to ascertain truths about other’s futures. 1/week per 5HD the Green Hag has she may spend 10 minutes reaching into the depths of foul knowledge’s in order to answer any question passed to her about the Future. This effect works exactly as Augury cast by a Cleric of level equal to the Green Hag’s HD, except as noted. There is a 60%+1% per HD of Green Hag, to a Maximum of 80%, chance that the answer will be accurate. If the answer is inaccurate, the result is ‘Woe,’ and whatever might have been is twisted by the dark implications of the Hag. If the DM is feeling unimaginative this effect may simply mirror an immediate ‘Bestow Curse’ of the DM’s choosing cast upon the person posing the question (Could potentially be the Hag.) At 12HD, this curse effect can instead mirror 'Greater Bestow Curse.'


    Sea Hag

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    Hit Dice: d8

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

    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    | Hag of the Sea, Drowned Most foul, Filthy Air +1 Str

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    | As the Water Does, Evil Eye, +1 Cha

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    | Crystal Eye, +1 Cha

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    | Weakeningly Vile, +1 Str [/table]
    Skills: 4+int per level, class skills are Bluff, Craft, Hide, Knowledge (Any), Listen, Spot, and Swim.

    Proficiencies: The Sea Hag is proficient with her own natural weapons, but she otherwise gains no new weapon or armor proficiencies

    Features:
    Hag of the Sea: The Sea Hag loses all other racial bonuses and gains monstrous humanoid traits. She's a medium sized monstrous humanoid with base land speed of 30', base swim speed of 40’, darkvision 60', two claw attacks dealing 1d4+Str each and a natural armor bonus equal to her Charisma modifier.
    As a creature with a swim speed, the Sea Hag gains a +8 to swim checks to avoid natural hazards, and may 10 on swim checks even while under duress
    Ability Score Increases: The Green Hag gets +1 Con at 1st level +1 Str at 2nd and 5th levels and a +1 Cha at 3rd and 4th levels.

    Drowned Most Foul: The first level Sea Hag appears little better than a long since drowned human, half elven or elven woman who died upon reaching adulthood, Many have little idea of what they are, but are quickly rejected from humanoid societies when this begins to develop. The Sea hag ages and rots prenaturally fast, and accelerates her vile transformation by engaging in reprehensible acts. At the end of a day that the hag murdered, corrupted or traumatized a good individual, she adds 1d6 months to her current age. A day spent killing for the sake of killing advances her age by 1d4 months, while intentionally killing only evil creatures would only advance her age by 1d3-1 months. DM's discretion of what degree of activity highlighted a given day.

    The hag gains no ability score penalties to her physical statistics as she ages, instead acquiring +1 Strength, Dexterity and Constitution with each increase in age category, to a maximum of +1 per level she has in the Green Hag class. She ages as a human for the purpose of age categories, starting at adulthood (15+1d4 years old) and aging up past venerable age, but she never dies of old age.

    As the Water Does: At second level the Sea Hag has begun to become so waterlogged and foul that she seems to become unnaturally tough acquiring SR equal to 11+HD.

    Evil Eye: At second level the Sea Hag can cuase ruin and destruction by simply turning a cruel gaze upon creatures. By turning her wicked gaze upon a target, that need not see her, the Sea Hag may, as a Standard action, require an opponent must succeed on a DC (10+1/2 the Hag’s HD+ Charisma score) will save or become dazed for one round. Evil Eye is a Fear effect. The Sea Hag may use this ability a number of times per day equal to her charisma modifier (min 1).

    Upon reaching 8HD the sea hag may instead show a creature their own death with this effect, the creature now must succeed on a will save of the same DC or be dazed for a number of rounds equal to her charisma modifier.

    Upon reaching 12HD the sea hag's evil eye becomes lethal, and any creature failing the initial save, must succeed on Fortitude save of DC (10+1/2 the Hag’s HD+ Charisma score) or die outright from fear. This is a Fear Effect.

    Weakeningly Vile: At fourth level a Sea Hag is a special king of vile, she is treated as having the willing deformity feat, but she does not gain the normal +2 to intimidate scores. Rather the Sea Hag’s skin is even more foul than a Green or Anis Hags could possibly be, even drowned humans and miserable undead shudder to see a Sea Hag. Any creature (Besides another Hag) that looks upon her must succeed on a DC (10+1/2 the Hag’s HD+ Charisma score) Fortitude save or immediately suffer 1d6 points of strength damage. This cannot reduce a creature’s strength beyond 0, but a creature so reduced to 0 strength is helpless. A creature that succeeds on its save against this effect cannot be effected for another 24 hours. The Sea Hag may use this ability a number of rounds per day equal to her HD+ her charisma modifier (min 0).
    At 8HD this damage increases to 2d6 strength damage.


    Crystal Eye: At third level, the Sea Hag may create a simple magic trinket, that can be used by her, and two other Hags or other spell casters. Any Hags or creatures to be allowed to use the Crystal eye must be involved in the creation of this trinket and must be present at its creation, which requires 24 hours. This trinket requires 50 gold in raw materials. After this the trinket becomes a disembodied eye that any of the three Hags or spell casters may see through whenever it may wish, so long as the creature seeing though it is on the same plane of existence. This Crystal eye has hardness 5 and 10 hit points. If it is destroyed the Sea Hag, and any Hags or Spellcasters involved in it’s creation suffer 1d10 points of damage and the Sea hag is blinded for 24 hours.


    Comments:

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    I figure the Annis Hag provides the Evil Giant Protection, The Green Hag Provides the Convoy spells and the Sea Hag provides the Eye. Complete Coven of witches.

    As for the Green Hag‘s Familiar, and Dark Augury, I’ve always felt that the Hags aren’t nearly Witchy enough. The green Hag, being the most spell-casty of the Convoy ought to have some sort of ‘Macbeth like prophesy’ ability.

    I know most monster classes do not gain familiars, but the very idea of a familiar comes from witches, and their dark avatars of demons. Rather than making the Green Hag terribly vile and horrid, I figured virtual spell casting, a familiar, and a convoy like ability should be enough.

    The Sea Hag’s Evil Eye can kill, but not as easily. One must fail both a Fortitude and a Will save. And it has been reduced to 1/day starting at 12 level.

    Edit ?: Fixed, However There are no real distances to improve by HD, so distances in Convoy are HD improved, but otherwise that alteration is nil.

    I was digging around for the Hags (This project mirrors one rather closely to one I am working on for myself), for a little inspiration, and could only find the Anis Hag on the front page. I then looked up the Sea and Green Hag in the MM, and found that they weren't much more than lesser Anis Hags, so I went ahead and built these two 'Substitution' level variants for the other two Hags of the Convey.

    Edit: Unrelated note, un known, your Werelizard speaks of werewolves in Lunar Body.

    Edit 2: Is there a Kyton kicking around in these two threads?

    Edit 3: Substitution Hags received the kybosh. Will post Sea, and Green Hag when and if completed here.

    Edit 4:Should of done my homework last night.

    Edit 5: Fixed the Hags. Don't want them breeding.
    Last edited by AugustNights; 2010-09-22 at 08:56 PM.
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Quote Originally Posted by un_known View Post
    Oops. Thank you!

    Any critique?
    Monitor lizard should gain a bonus to hide and move silently anywhere even with the original monster, and then a bigger. 1/2HD+level is confusing. Make it equal to HD on forested areas and 1/2 HD on any other area.

    Make horned lizard spines work against any melee attack.

    Also


    Shame on you for not knowing there's already an official werecrocodile with it's own awesome picture.

    ChumpLump:
    Rejected. That breaks several of the 1st post rules.

    First the CR=level rule.

    Then that the green hag as more SLAs than the other two put togheter, but your version doesn't gain anything on that matter.

    Your sea hag cannot swim, but both she and your green hag get DR droped from nowhere.

    The green hag ability is useless on the hands of a player as they won't be fighting humanoids but other stuff.

    The sea hag hability is broken as it's a double save-or-die at 4th level targeting will.

    They each deserve their own classes, as altough they have similar scores their special abilities are very diferent and can't be replicated just by subsitution levels. Go re-make them from scratch.

    Finally check the alphabetic index on the letter K.
    Last edited by Oslecamo; 2010-09-17 at 06:31 AM.

  5. - Top - End - #425
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Hey, speaking of all that stuff Oslecamo: what about my Flind Gnoll prestige class? I'd like to use that myself one of these days. What does it need to make it work?
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  6. - Top - End - #426
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    What are the guidelines for monsters that are usually Int - ?
    Piratebold-Bard by Elder Tsofu | Backer #121 of the Giantitp Kickstarter | My homebrew
    Quote Originally Posted by OverlordJ View Post
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  7. - Top - End - #427
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Quote Originally Posted by Kobold-Bard View Post
    What are the guidelines for monsters that are usually Int - ?
    See monstrous crab. Generally, just call them awakened and be done with it.
    Marceline Abadeer by Gnomish Wanderer

  8. - Top - End - #428

    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Quote Originally Posted by Gorgondantess View Post
    Hey, speaking of all that stuff Oslecamo: what about my Flind Gnoll prestige class? I'd like to use that myself one of these days. What does it need to make it work?
    Making it a base class and a few more tweaks once I have the time to go back to it.

    Kobold-Bard:
    what Gorgon said, give it an Int score, put the awakened tag and call it a day.
    Last edited by Oslecamo; 2010-09-17 at 11:06 AM.

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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    I would like to ask if I could semi-submit/save for future use the Sunwyrm from Fiend Folio [pg164] class a friend in a current monster campaign made for me. Its kinda a rough draft, but I don't want the class to get deleted since it was posted in a game recruitment thread. If somebody could finish detailing/finalizing it I would be most grateful.

    Here's the post with a run down of the class.

    "Words ought to be chosen with greater care then either clothing or weaponry. For they can last much longer than the former, and cut deeper than the latter."

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  10. - Top - End - #430

    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Quote Originally Posted by Igneel View Post
    I would like to ask if I could semi-submit/save for future use the Sunwyrm from Fiend Folio [pg164] class a friend in a current monster campaign made for me. Its kinda a rough draft, but I don't want the class to get deleted since it was posted in a game recruitment thread. If somebody could finish detailing/finalizing it I would be most grateful.
    In case you didn't notice it in this thread we throw LA out of the window and heavily modify the monsters so they fit in a class where you gain HD every level at the expense of high ability scores and at-will abilities, and then throw in some custom abilities to fill in dead levels as needed, so they can be properly used by players.

    Your presented class follows the Savage Species rules where you don't gain HD every level and your bonus scores match those of the monster. It's thus not allowed here, but you can leave a request to make a sunwyrm class if you want. In case of doubt check out the other dragons already made in the first two posts.

    Or did you want me to convert the sunwyrm to the system here from the begginning?

  11. - Top - End - #431
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Quote Originally Posted by Oslecamo View Post
    In case you didn't notice it in this thread we throw LA out of the window and heavily modify the monsters so they fit in a class where you gain HD every level at the expense of high ability scores and at-will abilities, and then throw in some custom abilities to fill in dead levels as needed, so they can be properly used by players.

    Your presented class follows the Savage Species rules where you don't gain HD every level and your bonus scores match those of the monster. It's thus not allowed here, but you can leave a request to make a sunwyrm class if you want. In case of doubt check out the other dragons already made in the first two posts.

    Or did you want me to convert the sunwyrm to the system here from the begginning?
    I was hoping to get it converted towards your system. The way how it is now was just how the DM wanted the monster races set up for some balance. I understand that it isn't up to the rules of this thread and was more or less requesting, but dropping off that 'class' my friend made for some reference so that somebody doesn't work entirely from scratch.

    I apologize for the miss understanding.

    "Words ought to be chosen with greater care then either clothing or weaponry. For they can last much longer than the former, and cut deeper than the latter."

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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Quote Originally Posted by Oslecamo View Post
    Making it a base class and a few more tweaks once I have the time to go back to it.
    So, still not convinced on the illithid>ulitharid=gnoll>flind thing then?
    Really, though, if we're going to do that, then might as well just alter the gnoll class to have a second level, akin to the planetar/solar: one is just the bigger more powerful brother of the other one.
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  13. - Top - End - #433

    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Flind gnoll

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    HD:d8
    {table]Level|Bab|Fort|Ref|Will|Feature
    1|+ 1|+ 2|+ 0| +2 |Flind body, Flind Combat, +2 Str.
    2|+ 2|+ 3|+ 0| +3 | Brutality, +2 Str.
    [/table]
    Skills: 4+int modifier, quadruple at 1st level. Class skills are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate(Cha), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

    Proefeciencies:Simple weapons, light armor, light and heavy shields, one exotic weapon of their choice.

    Features
    Flind body:At 1st level a flind gnoll loses all racial bonus it had and gains humanoid traits. He's a medium humanoid with base speed 30 and darkvision 60 foots.

    It gains a bonus to natural armor equal to his Con modifier.

    Flind combat:
    flind gnolls are specialists at fighting both harder and smarter. Whenever they threaten a critical hit in melee they may perform a disarm atempt against the hit oponent as a free action whitout provoking attacks of oportunity. This atempt may also be used to "disarm" a natural weapon by hiting it in a way that the creature cannot use it to attack untill the begginning of the flind gnoll's next turn.

    Brutality: A flind gnoll gains a number of "Brutality" charges equal to his own HD. As a immediate action the flind gnoll may spend a brutality charge to add his Str bonus to either one of his Saves, two Skills, all Ability checks, or Caster Level(if it gets spellcasting or SLAs from other sources) . This bonus lasts for 1 round and the flind gnolls recover those charges at a rate of 1 every minute.

    Ability increase: the flind gnoll gets a permanent +2 to Str at each level for a total of +4 Str at level 2.



    Comments:

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    Flind gnolls are bigger and stronger cousins of gnolls, and they know how to put that extra strenght to good use.

    First level grants the iconic disarm ability, plus an extra for weaponless oponents. Second level grants the brutality to reflect their bully nature of using gnolls as expendable minions thanks to their superior strenght.

    There's some caster multiclassing potential in there as Str CL can be quite usefull, at the cost of delaying your caster progression by 2.

    Last edited by Oslecamo; 2010-09-17 at 07:38 PM.

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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Ooookayyyyy.... no. I'll posit that flind gnoll is broken.
    Under normal circumstances, you get 10+spell level+casting mod+maybe spell focus to DCs. With the flind gnoll, let's assume a normal 32 PB for, say, a wizard. We have 16 strength, 14 dexterity, 14 constitution, 16 intelligence, 8 wisdom, 8 charisma. This goes up to 20 strength at level 2, then 22 at level 8 from putting your 2 level-up bonuses into DCs. At level 8, you'll be casting level 3 spells, and with no other stat-ups your slow will have a DC of 22.
    Compare this to a grey elf who put 18 into intelligence, then 22 from statups, casting a level 4 spell for a DC of 20.
    Fastforward to level... 11. The grey elf has a +6 headband of intelligence (28) and is casting level 6 spells for DC 25.
    The Flind gnoll for a lesser cost got a +4 belt of strength (26) and +4 headband of intelligence (20). He's casting level 5 spells for a save DC of 28.
    Fastforward all the way to level 20. The flind gnoll now has a +5 tome for strength and +4 for intelligence, 5 points from levels into strength, and a belt of magnificence. This gives him 36 strength and 26 intelligence, and is casting level 9 spells with a whopping DC of 40.
    Our grey elf wizard is also casting level 9 spells, but at a DC of 32. 8 less. Sure, he has a bit more money to spare, some more spells per day, but with his levels in abjurant champion and sacred exorcist our gnoll is kicking ass and taking names with a high BAB and massive strength on top of all that.

    Just give the flind gnoll what you gave the standard gnoll and throw it a caster level. It's less potentially broken and just more playable from all sides (considering thou shalt not lose CL).
    Last edited by Gorgondantess; 2010-09-17 at 06:47 PM.
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Quote Originally Posted by Gorgondantess View Post
    Ooookayyyyy.... no. I'll posit that flind gnoll is broken.
    Our grey elf wizard is also casting level 9 spells, but at a DC of 32. 8 less. Sure, he has a bit more money to spare, some more spells per day, but with his levels in abjurant champion and sacred exorcist our gnoll is kicking ass and taking names with a high BAB and massive strength on top of all that.
    Are you taking in acount the Flind gnoll's ability takes a immediate action to activate, wich means he cannot use quickened stuff and/or immediate action spells? A sorceror would laugh at him and just block his spells with wings of cover while throwing back regular spells with his standard actions.

    Quote Originally Posted by Gorgondantess View Post
    Just give the flind gnoll what you gave the standard gnoll and throw it a caster level. It's less potentially broken and just more playable from all sides (considering thou shalt not lose CL).
    Welll, I could just remove the DC improvement and call it a day, unless you have a problem with Str to CL as well.
    Last edited by Oslecamo; 2010-09-17 at 06:59 PM.

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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Quote Originally Posted by Oslecamo View Post
    Are you taking in acount the Flind gnoll's ability takes a immediate action to activate, wich means he cannot use quickened stuff and/or immediate action spells? A sorceror would laugh at him and just block his spells with wings of cover while throwing back regular spells with his standard actions.
    Wings of cover doesn't block everything (at least I don't believe so, it's a broken spell anyways). However, high DCs can be worth more than an extra lower level spell/level, especially at high level when everything has such high saves.



    Welll, I could just remove the DC improvement and call it a day, unless you have a problem with Str to CL as well.
    Just give it the option to either gain a CL or the brutality thing. Flinds should be better casters than standard gnolls.
    Last edited by Gorgondantess; 2010-09-17 at 07:29 PM.
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Quote Originally Posted by Gorgondantess View Post
    Wings of cover doesn't block everything (at least I don't believe so, it's a broken spell anyways). However, high DCs can be worth more than an extra lower level spell/level, especially at high level when everything has such high saves.
    "Can" being the important word here. Can you properly bypass SR with your inferior CL? Can you keep up your mobility and debuffing with just one spell per turn at higher levels?

    Quote Originally Posted by Gorgondantess View Post
    Just give it the option to either gain a CL or the brutality thing. Flinds should be better casters than standard gnolls.
    Says who? Their love for oversized nunchunks? The fact that they love to get others to do their dirty work by bullying? Their pack combat skillz?

    But well I'll remove the DC boosting thingy since it indeed may be too much for average optimization groups as you're showing.
    Last edited by Oslecamo; 2010-09-17 at 07:40 PM.

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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Quote Originally Posted by Oslecamo View Post
    Says who? Their love for oversized nunchunks? The fact that they love to get others to do their dirty work by bullying? Their pack combat skillz?
    Says their higher mental ability scores.
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Quote Originally Posted by Gorgondantess View Post
    Says their higher mental ability scores.
    Most giants have better and none of them are full spellcasters. As well as most of the monsters here. You'll have to find a better reason than that.
    Last edited by Oslecamo; 2010-09-17 at 08:52 PM.

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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    I updated Werelizard. Added the picture; I vaguely remembered that there was a Werecrocodile picture last night when I was going to bed but didn't have the energy to get up and change it.

    I made the changes you suggested.

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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    here a dracotaur
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    Dracotaur
    HD=d10
    {table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +2
    |
    +0
    |
    +0
    |Dracotaur body, +1 str,+1 con

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +0
    |Spit fire, +1 str,+1 con,

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +1
    |+1 str,+1 con, Growth[/table]
    Skills: 2 skill points +int, quadruple at 1st level Class skills: Balance, Intimidate, jump, Knowledge Arcana, listen, sense motive, spellcraft, spot, survival, swim

    Proefeciencies simple weapons, martial weapons, light armor and light sheilds
    Dracotaur body Dracotaur Body: At 1st level a Dracotaur loses all racial bonus it had and gains monstrous humanoid traits, with the reptilian subtype. He's medium sized with darkvision 60', 2 natural claw attacks dealing 1d4+str modifier damage each as primary natural attacks, and one bite attack dealing 1d6+str modifier damage as a secondary natural attack. he has a base speed of 50. Beacuse of there tails, Dracotaurs gets a bonus to balance ,jump and swim checks.
    At 1 HD it is a +2 bonus,At 3 HD it's a +4 bonus and for every 2 HD it gains a additonal +2.
    In addition, a Dracotaur gains a bonus to natural armor equal to his constitution bonus.

    Spit fire A Dracotaur can spit a glob of fire as a standard action. His spit is a sticky adhesive subsistence similar to alchemist’s fire .After he has spit he cannot spit again for 1 minute. It has a max range of 20 ft at 2HD, every 2HD after the second it's range increase by 10ft. Spit fire is treated as a ranged touch attack. At lv 2 it damages 1d6 and will augment by another 1d6 per 2HD.It last one round per 2 HD,Beacuse of it being a sticky subsatnce its is not able to be tooken off untill it is burnt

    Growth At 3th HD a Dracotaur grows to large size
    His AC, bonus to hit, base damage, grapple and skills change acordingly, but he doesn't get any ability score bonus or penalties

    i need a photo please and some suggestions would help
    Last edited by monkman; 2010-09-18 at 12:24 PM.
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    First of all, Dracotaurs are only CR 3 so they only get 3 levels, not 7. Even then, it doesn't really seem worth taking for those 3 levels right now. It doesn't get anything other than ability boosts. Getting nothing but ability boosts is boring.

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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    that why i need some suggestions
    so should i move growth to lv 3 and what should be the skills and profs?
    Last edited by monkman; 2010-09-17 at 09:38 PM.
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Maybe the third, or second and third level count as Sorcerer levels? It says they commonly become Sorcerers.

    You also need to list it's hit dice and Skill points. I'm not sure on how many skill points per level it should get but its class skills should be Balance, Intimidate, jump, Knowledge Arcana, listen, sense motive, spellcraft, spot, survival, swim, and use magic device according to its entry. Although, maybe I missed something in the guidelines when I say that.

    Growth should come at a certain hit die amount. something like 4, 6, or 8.
    Last edited by Mystic Muse; 2010-09-17 at 09:41 PM.

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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Hd, skills, growth at 5 hd, made it lv 3, Only missing one thing. what should be it's lv 3 ability?
    Last edited by monkman; 2010-09-17 at 09:48 PM.
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Quote Originally Posted by Oslecamo View Post
    Most giants have better and none of them are full spellcasters. As well as most of the monsters here. You'll have to find a better reason than that.
    Okay. Then why are standard gnolls spellcasters and these aren't, when standard gnolls are clearly inferior spellcasters?
    Also, the stone giant has spellcasting multiclassing.
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    I love the Flind's Flind combat. Very ninja like to disarm a natural attack.

  28. - Top - End - #448

    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    un_known:Good, but now I remember lychantropes are suposed to get lunar hide (DR/silver equal to half HD) at some point, normally 2nd level.

    Also needs some cleaning up, still refers to wolves here and there.

    monkman:
    Dracotaur missing proefeciencies, also third level kinda empty. Moving growth to third level should be ok, reduce skill points to 2 per level, clarify spit fire (does it keep burning after the first turn, can it be scrapped off?), make it's range increase with level, and make skill bonus scale with HD.

    Image:

    Quote Originally Posted by Gorgondantess View Post
    Okay. Then why are standard gnolls spellcasters and these aren't, when standard gnolls are clearly inferior spellcasters?
    That's the funny thing, they aren't! Thanks to the nonassociated levels rule, a MM gnoll/fullcaster 2 is CR 2, but a MM flind gnoll/fullcaster 2 is CR 3, wich as you always claim it's heresy as he's falling behind, mental score bonus be damned!

    Yes, being weaker actualy helps you becoming a caster because you have a bigger motivation to learn magic when your base abilities aren't that shiny to begin with. That's why the feeble humans and elves and gnomes are so damn good spellcasters!

    The Flind Gnoll is both bigger level and with better abilities so they have less motivation to become casters. Point. Mind you they can still get a better caster level with brutality.

    Quote Originally Posted by Gorgondantess View Post
    Also, the stone giant has spellcasting multiclassing.
    Because he has base SLAs to support a magic theme.

    The cloud giant draft made by Hyudra also has pseudo-spellcaster because cloud giants have SLAs of their own as well.
    Last edited by Oslecamo; 2010-09-18 at 05:54 AM.

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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    I'm assuming, as that there is no Kyton listed in the Alphabetic area, and not in the other list, that there is indeed nary a Kyton kicking around in these two threads.

    As for the Hags, it would be fantastic to find the time to build them from the ground up, and when I do, I will. For now I am more than happy to remove the substitution levels.
    Last edited by AugustNights; 2010-09-18 at 10:49 AM.
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Last edited by demidracolich; 2010-09-18 at 10:49 AM.
    Really really really awesome avatar thanks to neoseph7

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