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  1. - Top - End - #1111
    Ogre in the Playground
     
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Warforged Octopus


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    HD:d8
    {table=head]Level | BAB | Fort | Ref | Will | Feature
    1 | +0 | +2|+0 |+0| Warforged body, Composite Plating, Tentacles, Fortification, Str+1, Dex+1
    2| +1| +3|+0 |+0 | Damage Reduction, Stealth Build, Str+1, Con+1
    3| +2| +3|+1| +1| Heavy Strike, Str+1, Dex+1
    4| +3| +4| +1|+1 | Enhanced Frame, Str+1, Con+1
    5| +3| +4| +1| +1| Improved Grab, Constrict, Str+1, Dex+1
    6| +4| +5| +2| +2| Defensive Cocoon, Str+1, Con+1
    7| +5| +5| +2| +2| Camouflage, Str+1, Dex+1[/TABLE]

    Skills: 4+int modifier per level, quadruple at first level. Its class skills are climb, hide, jump, swim, intimidate, listen, move silently, spot, tumble.

    Proficiencies: Warforged Octopi are proficient with their own natural weapons. Warforged Octopi are proficient with their plating, but no other armor and not with shields.

    Features:

    Warforged body: the warforged octopus loses all other racial bonuses, and gains living construct traits, medium size, and a base speed of 30 feet.

    Living construct traits:
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    • Immune to poison, sleep, paralysis, nausea, disease, fatigue, exhaustion, sickening, and energy drain.
    • Does not eat, sleep, or breathe.
    • Does not naturally heal. Conjuration (healing) effects only heal 1/2 the normal amount.
    • From -1 to -9 hit points, is inert instead of dying.
    • Can be healed by an 8 hour craft check (DC 15, damage healed equals check - 15) using armorcrafting, blacksmithing, gemcutting, or sculpting.

    Composite Plating: The warforged octopus's plating functions as light armor providing a +2 armor bonus with no maximum Dexterity bonus to AC or armor check penalties but with a 5% arcane spell failure chance. The armor bonus increases by +1 for every 2 hit dice he has. His plating may be magically enhanced as if it was masterwork light armor.

    Advanced Weapons: A warforged octopus gains a slam attack that deals 1d4 damage. For every 4 hit dice that he has, the base damage increases by 1 step. In addition, though the warforged octopus has four tentacles only one is articulate enough to make attacks at first. At every odd level beyond first they gain an additional tentacle up to a maximum of four at 7th level in this class. His natural weapons may be magically enhanced (as two separate weapons) as if they were masterwork manufactured weapons. For this purpose all tentacles are treated as one weapon.

    Fortification: A warforged octopus's plating provides him with light fortification (25% chance to negate sneak attacks or critical hits). When he reaches 5 hit dice, this improves to moderate fortification (75% chance to negate sneak attacks or critical hits). At 10 hit dice, this further improves to heavy fortification (immunity to sneak attacks and critical hits).

    Ability score increase: A warforged octopus gains +1 Str for each level in this class, +1 Con at every level except 3rd and 7th, and +1 Dex at 3rd and 7th level. The end result is +7 Str, +2 Dex, +5 Con

    Damage reduction: Equal to half his HD; the damage reduction is overcome by adamantine.

    Stealth Build: The Warforged Octopus gains a bonus on Hide checks equal to his hit die. In addition, the Warforged Octopus gains a climb speed equal to their base land speed -10ft.

    Heavy Strike: The warforged octopi's slam and tentacle attacks are considered adamantine for the purposes of overcoming damage reduction.

    Enhanced Frame: A Warforged Octopus’s large and powerful structure allows it to function any many ways as a larger creature. Whenever a Warforged Octopus receives a size modifier to a check, such as a grapple or trip check, it is treated as being one size larger if that would be advantageous to it. It is treated as one size larger when determining whether special attacks based on size, such as improved grapple or swallow whole, can affect it. It can use weapons and items made for creatures up to one size larger than it without penalty. Its carrying capacity is determined as if it were one sizes larger. This ability stacks with other effects that would increase a Warforged Octopus’s size.
    At 10HD the Warforged Octupus may, at their option, either gain +1 Strength or grow to Large and lose Powerful Build.
    At 15HD the Warforged Octopus may either gain +1 Strength, become large and lose Powerful Build if they have it, or regain Powerful Build if they are already Large.
    At 20HD the Warforged Octopus may either gain +1 Strength, grow one size category (to a maximum of Huge) and lose powerful build if they have it, or regain Powerful Build if they do not have it.
    Each time the Warforged Octopus gains a size category it gains an additonal +1 to its Armor bonus to AC from Composite Plating.
    His AC, bonus to hit, grapple, base slam damage (which stacks with the normal increases to his Slam ability), and skill modifiers change accordingly when advancing to the next size category, but he doesn't get any ability score bonus or penalties.

    Improved Grab: To use this ability, a Warforged Octopus must hit an enemy of up to their own size category (after Powerful Build) with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

    Constrict: A Warforged Octopus deals automatic tentacle damage with a successful grapple check.

    Defensive Cocoon: When damaged, a Warforged Octopus can enfold itself in a defensive cocoon to recover, wrapping its tentacles around itself to form a thick armored shell. A Warforged Octopus can enter or exit the defensive cocoon as a full-round action. A Warforged Octopus with 50% or less hp may enter the cocoon as a standard action, 25% or less as a move action, and 10% or less as a swift action. While in the cocoon, the octopus’s Dexterity score falls to 0, but it gains a +12 enhancement bonus to AC, a +5 resistance bonus on all saves, and fast healing 1. Its damage reduction increases by an amount equal to half its HD.

    Camouflage: A Warforged Octopus’s armored shell constantly changes its color and texture to match those of its surroundings, it the ability to use the Hide skill even while being observed. It does not need concealment or cover to hide.


    Notes:
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    Based upon The Demented One's Warforged Octopus with the chasis stolen from Duke's Warforged Charger


    Changelog:
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    11/13/2010: Posted
    Never can find my towel...

    So it goes.

    GNU Terry Pratchett
    Forgot who did my avatar, sorry! >.<

  2. - Top - End - #1112
    Ogre in the Playground
     
    mootoall's Avatar

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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Er, I believe we're going to tackle published monsters before homebrew ... Mind, I'm no authority, but I recall this coming up before.
    Avatar by zimmerwald1915

    Quote Originally Posted by Divide by Zero View Post
    Hulking Hurler can get something like (10^83)d6 damage, which is many orders of magnitude greater than the number of particles in the universe.
    Characters:
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    Current characters: None, looking for a game.


    Homebrew!


    Wow, it's been a while. Sorry for the unexplained absence!

  3. - Top - End - #1113
    Titan in the Playground
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Quote Originally Posted by NecroticPunch View Post
    Can someone do a monster class of The Malison Dragon? It would be greatly appreciated.

    Edit: Or of The Death Dragon!
    Malison dragon probably isn't going to happen. It doesn't even have CR to go by which every other class in this thread uses.

    The death dragon is possible but I don't plan on doing it any time soon.

  4. - Top - End - #1114
    Ogre in the Playground
     
    Tacitus's Avatar

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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Aye, like I said before, I'm just tossing it up for a balance perspective and putting it where I know it won't get lost. I don't mind much if it doesn't get included in the project itself.

    Plus, its practice for when I start something difficult. XD
    Never can find my towel...

    So it goes.

    GNU Terry Pratchett
    Forgot who did my avatar, sorry! >.<

  5. - Top - End - #1115
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    RAGEWALKER (MMIII p.132)


    CLASS
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    Hit Die: d10

    RAGEWALKER
    {table=head]Level|
    BAB
    |Fort|Ref|Will|Special

    1st|
    +1
    |
    +0
    |
    +0
    |
    +2
    |Body of Rage, Grafted Armor, +1 Cha

    2nd|
    +2
    |
    +0
    |
    +0
    |
    +3
    |Ability Needed , +1 Str

    3rd|
    +3
    |
    +1
    |
    +1
    |
    +3
    |Blade Magic, Rage Forged, +1 Cha

    4th|
    +4
    |
    +1
    |
    +1
    |
    +4
    |Furious Clarity, Quick Healing, +1 Str

    5th|
    +5
    |
    +1
    |
    +1
    |
    +4
    |Blood Frenzy, +1 Cha

    6th|
    +6/+1
    |
    +2
    |
    +2
    |
    +5
    |Versatile Blade Magic, +1 Str

    7th|
    +7/+2
    |
    +2
    |
    +2
    |
    +5
    |Growth, Greater Blade Magic, +1 Cha

    8th|
    +8/+3
    |
    +2
    |
    +2
    |
    +6
    |Living Spell Companion, +1 Str

    9th|
    +9/+4
    |
    +3
    |
    +3
    |
    +6
    |Induce Blood Frenzy, +1 Cha

    10th|
    +10/+5
    |
    +3
    |
    +3
    |
    +7
    |Weapon Cloud, +1 Str

    11th|
    +11/+6/+1
    |
    +3
    |
    +3
    |
    +7
    |Superior Blade Magic, +1 Cha

    12th|
    +12/+7/+2
    |
    +4
    |
    +4
    |
    +8
    |Repel Missiles, +1 Str

    13th|
    +13/+8/+3
    |
    +4
    |
    +4
    |
    +8
    |Awaken Magic, +1 Cha

    14th|
    +14/+9/+4
    |
    +4
    |
    +4
    |
    +9
    |Blade Storm Master, +1 Str[/table]
    Class Skills: ((4 + Int. Mod.) x 4 at first level) The Ragewalker’s class skills are Balance, Concentration, Craft, Handle Animal, Intimidate, Knowledge (Nature), Martial Lore, Ride, Spellcraft, Survival, Tumble.
    *New skill described on p.20 ToB

    Class Features
    Proficiencies: A Ragewalker is proficient with all simple and martial weapons. It is proficient only with its own grafted armor.

    Body of Rage: Ragewalkers embody the natural forces of war and combat in the same way that a nymph embodies the beauty of nature or a dryad embodies the heart of its tree. At first level, the ragewalker loses all racial bonuses, traits, and abilities and gains fey traits (essentially, lowlight vision.) Ragewalkers begin as medium fey with a base land speed of 40ft. Ragewalkers speak common and sylvan, and may speak an additional language for every point of their intelligence modifier.

    Lastly, Ragewalker levels count as full initiator levels for the purpose of determining the highest level stances and maneuvers the ragewalker can learn.

    Grafted Armor: A ragewalker wears armor it has scavenged from countless battlefields and modified to suit it perfectly. When the ragewalker gains this ability it receives a suit of armor. The Ragewalker cannot benefit from any other suit of armor though it may enchant this armor. This armor provides armor bonus equal to 4 + 1/2 the Ragewalker's HD. It does not reduce movement speed or impose any sort of Armor Check Penalty or Maximum Dexterity Bonus.

    A Ragewalker rebukes and commands living spells in the same way that evil clerics rebuke and control undead. A ragewalker can use this ability a number of times per day equal to 3 + its Charisma bonus (ten times per day for a typical ragewalker). A ragewalker rebukes and commands living spells as a cleric with a level equal to one-half its Hit Dice.

    Ability Increases: At each even numbered level the Ragewalker receives a permanent increase to its Strength and an identical increase to its charisma score at every odd level. At 14th level, assuming the Ragewalker has taken all levels of the Ragewalker monster class, these bonuses come to a total of +7 Strength and +7 Charisma.

    Blade Magic (Sp): As the embodiment of war, the ragewalker is equipped with an arsenal of powers to aid him in glorious combat. At 3rd level, the ragewalker may use Magic Weapon, Inflict Light Wounds, and Cause Fear each once a day for every 2 HD it possesses. The caster level for any of the ragewalker’s spell-like abilities is equal to its HD. The save DC for any of its abilities is equal to 10 + ½ the Ragewalker’s HD + the Ragewalker’s charisma modifier.

    Rage Forged (Ex): At 3rd level, the Ragewalker gains damage reduction equal to half its Hit Dice. This damage reduction is penetrated by cold iron. In addition, the Ragewalker gains spell resistance equal to 11 + its hit dice.

    Furious Clarity (Ex): Though filled with rage, the mind of a Ragewalker is unfettered by any distractions. Beginning at 4th level, the ragewalker adds his charisma modifier to will saves made against mind-affecting spells and abilities and the Ragewalker may also replace it constitution modifier with its charisma modifier for concentration checks.

    Quick Healing (Ex): Beginning at 4th level, the Ragewalker heals 1 hit point of damage each round at the beginning of its turn. The amount of healing each round increases by for every 4 HD the ragewalker gains after the first (fast healing 2 at 8 HD, Fast Healing 3 at 12 HD,...)

    Blood Frenzy (Su): The ragewalker is constantly bombarded with the enraged shrieks of the earth. Starting at 5th level, the ragewalker may channel the rage in it soul and enter the Blood Frenzy stance. This stance is like any other martial stance; requiring a swift action to enter and replacing the effects any previous stances. While this stance is active, the ragewalker receives a +4 bonus to its strength and dexterity scores as well as +10 enhancement bonus to its base land speed. However, while in this frenzied state, the ragewalker cannot focus on anything except its own violent rage and the desire for combat. Therefore, it cannot use Charisma, Dexterity, or Intelligence based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration. The ragewalker cannot cast spells, use spell-like abilities, or activate magic items that require a command word, a spell trigger, or spell completion to function when in the blood frenzy strance. The ragewalker can use any feat it has except Combat Expertise, item creation feats, and metamagic feats.

    Versatile Blade Magic (Su): At 6th level, and every 4 HD gained thereafter, the Ragewalker chooses one of the following abilities. These abilities modifiy the Ragewalker’s spell-like abilities. The Ragewalker may only modify any use of a spell-like ability with one of the abilities. Each ability may only be chosen once.
    Spoiler
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    Empower: All variable, numeric effects of an empowered spell-like ability are increased by one-half. An empowered spell-like ability deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, and so forth, as appropriate. Saving throws and opposed rolls (such as the one you make when you cast dispel magic) are not affected, nor are spell-like abilities without random variables. The Ragewalker may use this ability to modify one of its spell-like abilities once a day for every point of its charisma modifier.

    Extend: An extended spell-like ability lasts twice as long as normal. A spell-like ability with a duration of concentration, instantaneous, or permanent is not affected by this ability. The Ragewalker may use this ability to modify a spell-like ability once a day for every point of its charisma modifier.

    Maximize: All variable, numeric effects of a spell-like modified by this ability are maximized. A maximized spell-like ability deals maximum damage, cures the maximum number of hit points, affects the maximum number of targets, etc., as appropriate. Saving throws and opposed rolls (such as the one you make when you cast dispel magic) are not affected, nor are spells without random variables. The Ragewalker may use this ability once a day for every point of its charisma modifier.

    Quicken: Casting a quickened spell is a free action. The Ragewalker can perform another action, even using another spell-like ability, in the same round as using a quickened spell-like ability. The Ragewalker may use only one quickened spell-like ability per round. A spell whose casting time is more than 1 full-round action cannot be quickened. Using a quickened spell doesn’t provoke an attack of opportunity. The Ragewalker may use this ability modify one of its spell-like abilities once a day for every two points of its charisma modifier (minimum 1.) The Ragewalker must be at last 10th level to choose this ability.

    Widen: The Ragewalker can alter a burst, emanation, line, or spread shaped spell-like ability to increase its area. Any numeric measurements of the spell-like abilities’ area increase by 100%. Spells that do not have an area of one of these four sorts are not affected by this feat. The Ragewalker may use this ability modify one of its spell-like abilities once a day for every point of its charisma modifier.

    Amplify: Any save DC’s for spell-like abilities modified with this ability are increased by 4. In addition, the Ragewalker receives a +4 bonus to caster level checks made to penetrate spell resistance. The Ragewalker may use this ability to modify one of its spell like abilities once a day for every 2 points of its charisma modifier (minimum 1.)

    Growth: At 7th level, the Ragewalker permanently increases one size category. In addition to this, the Ragewalkers base land speed increases by 10ft.

    Greater Blade Magic (Sp): At 7th level, the Ragewalker may use Wall of Fire, Greater Magic Weapon, and Righteous Might each once a day for every 4 HD it possesses.

    Living Spell Companion (Ex): At 8th level, awakens a spell to become a permanent companion. Doing so requires a 24 hour ceremony and uses up magical components that cost 1000 gp per level of the spell awoken. The spell gained must be eligible to gain the template and can be of a level no higher than the Ragewalker's HD divided by 4. Whenever the Ragewalker gains enough HD to increase the level of his living spell companion, he may dismiss his existing companion and undergo a ceremony to summon another. The companion is completely loyal to the Ragewalker and follows his mental commands. The Companion gains bonuses and abilities increase as the Ragewalker advances in HD.
    Spoiler
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    {table="head"]HD|Int|Special
    8|6|Evasion
    10|7|Damage Reduction 5/Magic
    12|8|Spell Immunity
    14|9|Spell Insight
    16|10|Improved Evasion
    18|11|Damage Reduction 10/Magic, Intensity[/table]

    These abilities are determined by the HD of the Ragewalker, not the Living Spell Companion. The caster level of the living spell is equal to the Ragewalker's HD

    Intelligence Score: The Living Spell Companion's intelligence score starts at 6 and increases by one for every 2 HD the Ragewalker gains thereafter. This increase ends at 11 when the Ragewalker reached 18 HD

    Evasion (Ex): If the Ragewalker's living spell companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

    Damage Reduction (Ex): When the ragewalker's HD is 10 or higher, the living spell companion receives damage reduction 5/magic. When the Ragewalker gains its 18th hit die, this damage reduction increases 10/magic.

    Spell Immunity (Ex): At 12 HD, the living spell companion is immune to the effects of the spell from which it was formed.

    Spell Insight (Ex): At 14 HD, the living spell companion gains an insight bonus to its armor class equal to the Ragewalker's charisma modifier.

    Improved Evasion (Ex): At 16 HD, when subjected to an attack that normally allows a Reflex saving throw for half damage, the living spell companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

    Intensity (Su): The save DC for the Living Spell Companion's Spell Effect and Engulf ability is increase by +4.

    In addition, A Ragewalker rebukes and commands living spells in the same way that evil clerics rebuke and control undead. A ragewalker can use this ability a number of times per day equal to 3 + its Charisma bonus (ten times per day for a typical ragewalker). A ragewalker rebukes and commands living spells as a cleric with a level equal to one-half its Hit Dice.

    Induce Blood Frenzy (Ex): Beginning at 9th level, the powerful emotions begin to leak from Ragewalker into the air around it. When the Ragewalker is in the Blood Frenzy stance, he gains a powerful gaze attack. Creatures effected by this gaze attack must make a will save or become enraged and unable to distinguish friend from foe and must make a melee attack against the nearest creature each round (using a full attack if possible, or charging if appropriate). An affected creature is incoherent and cannot talk, cast spells, or otherwise take any action except movement or attacking. It remains in a frenzy for a number of rounds equal to 10 minus its Wisdom modifier (minimum 1 round), even if the Ragewalker is dead or no longer present.
    This is a mind-affecting ability. The save DC for this affect is 10 + ½ the ragewalker’s HD + the ragewalker’s Charisma modifier.

    Weapon Cloud (Su): The ragewalker is surrounded in a swirling cloud of the weapons of fallen enemies. At 10th level, the ragewalker gains access to a new stance. This stance is like any other martial stance; requiring a swift action to enter and replacing the effects any previous stances. While the Ragewalker is in this stance, creatures adjacent to the Ragewalker must succeed on a successful reflex save each round or take 1d6 for every 4 HD. This damage is slashing and piercing and damage reduction applies normally. By spending a use of its Greater Magic Weapon spell-like ability he may make the damage dealt by this ability magic for the purpose of overcoming damage reduction and +1 enhancement bonus to the damage rolls of the weapon cloud for every 4 HD the ragewalker possesses (to a maximum of 5.)

    Superior Blade Magic (Sp): At 11th level, the Ragewalker may use Blade Barrier, Globe of Invulnerability, and Mage’s Sword each once a day for every 5 HD it possesses.

    Repel Missiles (Su): The magic of the Ragewalker gives him power over weapons and arms, including ammunition. Starting at 12th level, whenever the Ragewalker is the target of a ranged attack from a weapon, but not attacks that result from a spell (such as fireball or lightning bolt), the Ragewalker may attempt a will save with DC equal to the attack’s attack roll. If the Ragewalker succeeds the attack is instantly stopped a few inches from the Ragewalker, dealing no damage. The Ragewalker may then immediately return the attack upon the attacker. The weapon of ammunition uses the same original attack roll and if it penetrates the new targets AC then it is affected normally by the attack.

    Awaken Magic (Su): The Ragewalker possess and affinity for magic and can grant the magic temporary life and command it to attack its opponents. At 13th level, whenever a spell or spell-like is cast within 30ft. of the Ragewalker, the Ragewalker may make a concentration check opposed by a caster level check from the original caster (though the caster may willingly allow the spell to be awoken). There is no check if the Ragewalker awakens one of its own spells or spell-like abilities. If the concentration check is successful the spell fails and is still expended, Then the Ragewalker can temporarily create a living spell created from the spell. This spell must meet the requirements to be eligible for the living spell template (any spell with and area or effect, though not a targeted spell or a spell with an effect which already summons a creature.) The living spell follows the mental commands of the Ragewalker and attacks its enemies to the best of its abilities. The living spell exists for a number of rounds equal to the Ragewalker’s charisma modifier. The Ragewalker may use this ability once a day for every 4 HD it possesses.

    Blade Storm Master: At 14th level, the Ragewalker's power over the forces of battle and weaponry reaches its pinnacle. The Ragewalker receives a pool of points. These points represent the cloud of blades and ammunition swirling around the Ragewalker at all times. The Ragewalker can use these points to activate two separate abilities.

    Blade Storm Barrage: As a standard action, the Ragewalker can expend any number of points from its Blade Storm pool and fire a concentrated burst of weapons at any foe within 60ft. as a ranged attack. The damage dealt by this ability is equal to the number of points expended to activate this ability, though the Ragewalker cannot expend more than half its pool at one time with this attack. The blast itself deals both piercing and slashing damage and is subject to damage reduction normally. The barrage threatens a critical on a roll of a natural 20, and has a x2 critical damage multiplier. By expending a use of its Magic Weapon or Greater Magic Weapon spell-like ability as a free action, the Ragewalker can effect its Blade Storm Barrage with the spell-like ability as though it were a normal weapon.

    Blade Storm Barrier: Once a round, whenever the Ragewalker is subject to an attack which deal hit point damage, as an immediate action the Ragewalker can expend any number of points from its Blade Storm pool to prevent an amount of damage dealt by the attack equal to the number of points expended from the pool.


    At the beginning of each encounter the pool fills with an amount of points equal the the Ragewalker's HD multiplied by its Charisma modifier. Expended points to not return until the beginning of the next encounter.

    COMMENTS
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    I requested this awhile back, but it was overlooked. I decided to attempt it myself. It seems crazy overpowered to me. I wanted to give it ToB abilities but I suspect that they most likely be removed or at least reduced.

    The Ragewalker is the physical embodiment of mother mature's own anger at the atrocity of war. It possesses power over weapons of battle and ammunition and for some reason the ability to command living spells. I didn't want the ability to command living spells to go to wast so I through in the ability to create ones out of its own magic and that of other casters around it. I suspect that ability is too strong and I'm considering removing the ability to virtually steal spells.

    I had some other concerns but its late and I'm having trouble remembering them. I'm sure the experts here will point anything out.

    Oh yeah, still need a capstone. Any suggestions?

    Edit: Okay, Living Spell Companion filled out though I don't really like it. Though things I like usually end up being no good; so by using crazy-backwards logic maybe that means the ability will be passable.

    Finally got a capstone up but I thought it up while I was laying down to go to bed and half asleep so I'm not sure about it. I guess we'll see.

    Control Living Spell spliced into the Companion ability.

    Ability Score increases spread out to be +1 at each level, alternating between strength and charisma at even and odd levels respectively.

    Ummm...I need an ability for level two.
    Last edited by AustontheGreat1; 2010-12-22 at 05:09 PM.

  6. - Top - End - #1116
    Library Lovers Contest Winner
     
    Duke of URL's Avatar

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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Quote Originally Posted by Tacitus View Post
    Aye, like I said before, I'm just tossing it up for a balance perspective and putting it where I know it won't get lost. I don't mind much if it doesn't get included in the project itself.

    Plus, its practice for when I start something difficult. XD
    It's also a tad risky using something that is still in review as the basis of a derived class. At last count, the Warforged Charger is still being peer reviewed.


    My Homebrew
    Gronk by dallas-dakota

  7. - Top - End - #1117
    Ogre in the Playground
     
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Tome of Battle isn't OGL material, Auston, therefore we can't use it in the classes. It sucks, I know.
    Dragonborn Gnome avatar by the ever-lovely Derjuin!

  8. - Top - End - #1118
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    *Sigh* I fear you are right. I'll see what everyone thinks first. Then, if necessary, I'll remove it.

  9. - Top - End - #1119
    Ettin in the Playground
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Quote Originally Posted by Niezck View Post
    Tome of Battle isn't OGL material, Auston, therefore we can't use it in the classes. It sucks, I know.
    But there's loads of ToB homebrew, including whole base classes...

  10. - Top - End - #1120
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Quote Originally Posted by Volt View Post
    But there's loads of ToB homebrew, including whole base classes...
    I know, it's fine to homebrew etc, but Gorgon has made it very clear to me (and others) that relying on non-SRD material in monster classes is a no-no.

    My Soulspark, for example, had to have an alternate capstone since the original includes Magic of Incarnum.
    Dragonborn Gnome avatar by the ever-lovely Derjuin!

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    frown Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Quote Originally Posted by Niezck View Post
    I know, it's fine to homebrew etc, but Gorgon has made it very clear to me (and others) that relying on non-SRD material in monster classes is a no-no.

    My Soulspark, for example, had to have an alternate capstone since the original includes Magic of Incarnum.
    Oh yeah. I'm pretty sure that's so people without the books can use it. Didn't think of that.

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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Maybe two versions of the ragewalker could be made. One with ToB And one ToB-Free. I myself like the ragewalker with ToB, it being one of my favorite critters.

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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Anarchic Creature


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    Prerequisite: Any Chaotic aberration, animal, dragon, fey, giant, humanoid,
    magical beast, monstrous humanoid, ooze, plant, or vermin native to a chaotic plane.

    HD: d8
    {table]Level|Bab|Fort|Ref|Will|Feature
    1|+ 0|+0|+2 | + 2| Chaotic body, Smite Law
    2|+ 1|+0|+3 | + 3| Body of Chaos, Chaotic Affinity
    [/table]

    Skills: 4 + Intelligence modifier per level, Class skills are Bluff, Diplomacy, Disguise, Gather Information, Handle Animal, Intimidate, Knowledge (the planes), Listen, Perform, Sense Motive, Sleight of Hand, Spot, Use Rope

    Proficiencies: None

    Features:

    Chaotic Nature:Unlike other monster classes, the Anarchic Creature doesn't lose his racial ability modifiers, and retains his own type, apart from animals, who gain the Magical Beast type. Anarchic creatures encountered on the Material Plane have the extraplanar subtype. It gains darkvision out to 60ft. A

    Smite Law: A number of times per day equal to 1+1/5HD, an Anarchic Creature can make a normal melee attack that deals extra damage equal to its HD against a lawful foe

    Body of Chaos The Anarchic Creature gains DR/magic equal to a third of it's HD, fast healing equal to 1/4 its HD and resistance to acid, cold, electricity, fire and sonic equal to 1/3 its HD. It also has a bonus to saves against polymorph and petrification equal to half its HD.

    Chaotic Affinity: The Anarchic creature casts all spells with the [Chaos] descriptor at +1 CL, increasing by 1 for every 5HD it has. Additionally, at 6HD, the Anarchic Creature gains the Chaotic subtype.

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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Not to be antsy here, but I'd like to pose a balance question to the project.
    Lycanthropes: large at first level?
    Its been done, but so have other things that are unbalanced.

    I stand against them, but I'd like feed back on what you all think.

    My reasoning is that it allows for Large sized at First Level, which no other class allows for. Even Ogres who are strictly 'Big' have to wait until third level to become large sized.

    The reason I ask is because this question is slowing up my 'Chumplike Approval' stamp for Wereelephant.

    Edit: Wereraptor

    I'm going to shamelessly (almost) copy the pulverize ability from the giant XD
    "Los Buenos artistas copian. Los Grandes roban. ~Pablo Picasso"
    Good Artists copy, the great steal.

    Raptor adaptability: Specify what forms this works with, and if manufactured weapons can be used with it. (I think All, and Yes would be fine.)

    After that you sir have a Wereraptor.
    Last edited by AugustNights; 2010-11-14 at 02:12 PM.
    Come with me, time out of mind...

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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    {table=head]Level|
    BAB
    |Fort|Ref|Will|Special|Known|Readied|Stances

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Body of Rage, Adaptive Style|
    2
    |
    1
    |
    1

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Grafted Armor|
    3
    |
    1
    |
    1

    3rd|
    +2
    |
    +1
    |
    +1
    |
    +3
    |Blade Magic|
    4
    |
    2
    |
    1

    4th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Furious Clarity|
    5
    |
    3
    |
    1

    5th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Blood Frenzy|
    6
    |
    3
    |
    1

    6th|
    +4
    |
    +2
    |
    +2
    |
    +5
    |Versatile Blade Magic|
    7
    |
    4
    |
    2

    7th|
    +5
    |
    +2
    |
    +2
    |
    +5
    |Growth, Greater Blade Magic|
    8
    |
    4
    |
    2

    8th|
    +6/+1
    |
    +2
    |
    +2
    |
    +6
    |Control Living Spell|
    9
    |
    5
    |
    2

    9th|
    +6/+1
    |
    +3
    |
    +3
    |
    +6
    |Induce Blood Frenzy|
    10
    |
    5
    |
    2

    10th|
    +7/+2
    |
    +3
    |
    +3
    |
    +7
    |Weapon Cloud|
    11
    |
    6
    |
    3

    11th|
    +8/+3
    |
    +3
    |
    +3
    |
    +7
    |Superior Blade Magic|
    12
    |
    6
    |
    3

    12th|
    +9/+4
    |
    +4
    |
    +4
    |
    +8
    |Repel Missiles|
    13
    |
    7
    |
    3

    13th|
    +9/+4
    |
    +4
    |
    +4
    |
    +8
    |Awaken Magic|
    14
    |
    7
    |
    3

    14th|
    +10/+5
    |
    +4
    |
    +4
    |
    +9
    |Capstone|
    15
    |
    8
    |
    4
    [/table]
    Why no full bab, it dosent get any ability modifiers.

    Class Skills: ((4 + Int. Mod.) x 4 at first level) The Ragewalker’s class skills are Balance, Concentration, Handle Animal, Intimidate, Knowledge (Nature), Martial Lore*, Ride, Spellcraft, Survival, Tumble. In addition, the Ragewalker adds any skills that are key skills for its disciplines to its list of class skills.
    Mayke sure you mention that martial lore comes from TOB.

    Class Features
    Proficiencies: A Ragewalker is proficient with all simple and martial weapons. It is proficient with light and medium armor, as well as shields (though not tower shields.)
    Why armor when it has it's grafted armor? its kinda of strange.

    Body of Rage: Ragewalkers embody the natural forces of war and combat in the same way that a nymph embodies the beauty of nature or a dryad embodies the heart of its tree. At first level, the ragewalker loses all racial bonuses, traits, and abilities and gains fey traits (essentially, lowlight vision.) Ragewalkers begin as medium fey with a base land speed of 30ft. Ragewalkers speak common and sylvan, and may speak an additional language for every point of their intelligence modifier.
    The added language is a nice touch but it isnt nessecary.

    Manuevers: The Ragewalker begins with knowledge of two martial maneuvers. The disciplines available to it are Desert Wind, Diamond Mind, Setting Sun, and Tiger Claw. Once it knows a maneuver, it must ready it before it can use it (see Maneuvers Readied, below). A maneuver usable by ragewalker is considered an extraordinary ability unless otherwise noted in the maneuver’s description. Maneuvers are not affected by spell resistance, and do not provoke attacks of opportunity when initiated. The ragewalker learns additional maneuvers at higher levels, as shown on the table. The ragewalker must meet a maneuver’s prerequisite to learn it. (See Table 3–1, page 39, Tome of Battle to determine the highest-level maneuvers the ragewalker can learn. Upon reaching 4th level, and at every even-numbered ragewalker level after that (6th, 8th, 10th, and so on), the ragewalker can choose to learn a new maneuver in place of one it already knows. In effect, it loses the old maneuver in exchange for the new one. It can choose a new maneuver of any level it likes, as long as the ragewalker observe the restriction on the highest- level maneuvers it may know; the old maneuver need not be replaced with a maneuver of the same level. For example, upon reaching 10th level, the ragewalker could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as it meets the prerequisite of the new maneuver. Only a single maneuver may be swapped at any given level.

    Maneuvers Readied: The ragewalker can ready one of its two maneuvers known at 1st level. As it advances in level and learns more maneuvers, it is able to ready more, but it must still choose which maneuvers to ready. The Ragewalker readies its maneuvers by meditating and exercising for 5 minutes. The maneuvers it chooses remain readied until it decides to meditate again and change them. The ragewalker need not sleep or rest for any long period of time to ready your maneuvers; any time it spends 5 minutes in meditation, it may change its readied maneuvers. The ragewalker begins an encounter with all of its readied maneuvers unexpended, regardless of how many times it might have already used them since it chose them. When the ragewalker initiates a maneuver, it is expended for the current encounter, so each of the readied maneuvers may be used once per.

    Stances Known: The ragewalker begins play with knowledge of one 1st-level stance from any discipline open to it. At 5th, 9th, and 14th level, it can choose additional stances. Unlike maneuvers, stances are not expended, and do not have to be readied. All the stances it knows are available to it at all times, and the ragewalker can change the stance is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the ragewalker cannot learn a new stance at higher levels in place of one it already knows.
    Adaptive Style: The martial prowess comes less from practiced tactical combat ability, and more from the Ragewalkers ability to quickly adapt to situations and change on the fly. At 1st level, the Ragewalker can change it’s readied maneuvers at any time by taking a full-round action to focus on its own inner fury and unleash a powerful rage-filled howl. Doing so provokes an attack of opportunity.
    I really dont think that you should give this to them, it's practacly as strong as a warblade.

    Grafted Armor: A ragewalker wears armor it has scavenged from countless battlefields and modified to suit it perfectly. When the ragewalker gains this ability it receives a suit of armor. This armor grants a +1 armor bonus to the ragewalker’s armor class. This armor provides significant protection in combat, but it imposes no maximum Dexterity bonus, no armor check penalty, no movement penalty, and no arcane spell failure chance. Other creatures, even other ragewalkers, cannot wear a ragewalker’s armor. Whenever the ragewalker finds another suit of armor (from a fallen enemies or from random loot, for example) he may graft that armor onto its own armor. The ragewalker’s own armor now uses that armors bonus but incurs none of the penalties such as arcane spell failure chance, armor check penalties, and maximum dexterity bonuses. Regardless of the armor bonus of the armor grafted, the bonus from the ragewalker’s grafted armor can not exceed half of its hit die. The armor is destroyed in this process. The ragewalker may also graft magical armor onto itself in this way adding any enhancement bonuses and special abilities onto its grafted armor, though doing so requires a gold sacrifice of ¼ the armors market value.
    Can a ragewalker have armor with this on?

    Blade Magic (Sp): As the embodiment of war, the ragewalker is equipped with an arsenal of powers to aid him in glorious combat. At 3rd level, the ragewalker may use Magic Weapon, Inflict Light Wounds, and Cause Fear each once a day for every 2 HD it possesses. The caster level for any of the ragewalker’s spell-like abilities is equal to its HD. The save DC for any of its abilities is equal to 10 + ½ the Ragewalker’s HD + the Ragewalker’s charisma modifier.
    Furious Clarity (Ex): Though filled with rage, the mind of a Ragewalker is unfettered by any distractions. Beginning at 4th level, the ragewalker adds his charisma modifier to will saves made against mind-affecting spells and abilities and the Ragewalker may also replace it constitution modifier with its charisma modifier for concentration checks.
    This makes no sense, you get no ability modifiers to get cha, either give it some ability bonues or take this out.

    Blood Frenzy (Su): The ragewalker is constantly bombarded with the enraged shrieks of the earth. Starting at 5th level, the ragewalker may channel the rage in it soul and enter the Blood Frenzy stance. While this stance is active, the ragewalker receives a +4 bonus to its strength and dexterity scores as well as +10 enhancement bonus to its base land speed. However, while in this frenzied state, the ragewalker cannot focus on anything except its own violent rage and the desire for combat. Therefore, it cannot use Charisma, Dexterity, or Intelligence based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration. The ragewalker cannot cast spells or activate magic items that require a command word, a spell trigger, or spell completion to function when in the blood frenzy strance. The ragewalker can use any feat it has except Combat Expertise, item creation feats, and metamagic feats.
    How long does this last?Does the ragewalker have to get out from anotther stance to do this?

    Versatile Blade Magic (Su): At 6th level, and every 4 HD gained thereafter, the Ragewalker chooses one of the following abilities. These abilities modifiy the Ragewalker’s spell-like abilities. The Ragewalker may only modify any use of a spell-like ability with one of the abilities. Each ability may only be chosen once.
    Spoiler
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    Empower: All variable, numeric effects of an empowered spell-like ability are increased by one-half. An empowered spell-like ability deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, and so forth, as appropriate. Saving throws and opposed rolls (such as the one you make when you cast dispel magic) are not affected, nor are spell-like abilities without random variables. The Ragewalker may use this ability to modify one of its spell-like abilities once a day for every point of its charisma modifier.

    Extend: An extended spell-like ability lasts twice as long as normal. A spell-like ability with a duration of concentration, instantaneous, or permanent is not affected by this ability. The Ragewalker may use this ability to modify a spell-like ability once a day for every point of its charisma modifier.

    Maximize: All variable, numeric effects of a spell-like modified by this ability are maximized. A maximized spell-like ability deals maximum damage, cures the maximum number of hit points, affects the maximum number of targets, etc., as appropriate. Saving throws and opposed rolls (such as the one you make when you cast dispel magic) are not affected, nor are spells without random variables. The Ragewalker may use this ability once a day for every point of its charisma modifier.

    Quicken: Casting a quickened spell is a free action. The Ragewalker can perform another action, even using another spell-like ability, in the same round as using a quickened spell-like ability. The Ragewalker may use only one quickened spell-like ability per round. A spell whose casting time is more than 1 full-round action cannot be quickened. Using a quickened spell doesn’t provoke an attack of opportunity. The Ragewalker may use this ability modify one of its spell-like abilities once a day for every two points of its charisma modifier (minimum 1.) The Ragewalker must be at last 10th level to choose this ability.

    Widen: The Ragewalker can alter a burst, emanation, line, or spread shaped spell-like ability to increase its area. Any numeric measurements of the spell-like abilities’ area increase by 100%. Spells that do not have an area of one of these four sorts are not affected by this feat. The Ragewalker may use this ability modify one of its spell-like abilities once a day for every point of its charisma modifier.

    Amplify: Any save DC’s for spell-like abilities modified with this ability are increased by 4. In addition, the Ragewalker receives a +4 bonus to caster level checks made to penetrate spell resistance. The Ragewalker may use this ability to modify one of its spell like abilities once a day for every 2 points of its charisma modifier (minimum 1.)
    A bit to much, maybe limit it to a number of times per day.

    Greater Blade Magic (Sp): At 7th level, the Ragewalker may use Wall of Fire, Greater Magic Weapon, and Righteous Might each once a day for every 4 HD it possesses.
    Does it lose magic weapon?

    Control Living Spell (Su): Beginning at 8th level, a Ragewalker rebukes and commands living spells in the same way that evil clerics rebuke and control undead. A ragewalker can use this ability a number of times per day equal to 3 + its Charisma bonus (ten times per day for a typical ragewalker). A ragewalker rebukes and commands living spells as a cleric with a level equal to one-half its Hit Dice.
    Does it do both or only one?( if one just say* It can rebuke or command...*)
    I dont think that this is even a bit usefull.

    Induce Blood Frenzy (Ex): Beginning at 9th level, the powerful emotions begin to leak from Ragewalker into the air around it. When the Ragewalker is in the Blood Frenzy stance, any creature that comes within 10 feet of the Ragewalker must make successful will save or gain all penalties and bonuses granted buy the blood frenzy stance. In addition, affected creatures become unable to distinguish friend from foe and must make a melee attack against the nearest creature each round (using a full attack if possible, or charging if appropriate). An affected creature is incoherent and cannot talk, cast spells, or otherwise communicate for the duration of the effect. It remains in a frenzy for a number of rounds equal to 10 minus its Wisdom bonus (minimum 1 round), even if the Ragewalker is dead or no longer present.
    This is a mind-affecting ability. The save DC for this affect is 10 + ½ the ragewalker’s HD + the ragewalker’s Charisma modifier.
    It would really help if you said what it did and would you tell me where dose it come from?Also, from what i understand this gives bonues not penalties.

    Weapon Cloud (Su): The ragewalker is surrounded in a swirling cloud of the weapons of fallen enemies. At 10th level, the ragewalker gains access to a new stance. While the Ragewalker is in this stance, creatures adjacent to the Ragewalker must succeed on a successful reflex save each round or take 1d6/ 5 imitator level. This damage is slashing and piercing and damage reduction applies normally. By spending a use of its Greater Magic Weapon spell-like ability he may make the damage dealt by this ability magic for the purpose of overcoming damage reduction and +1 enhancement bonus to the damage rolls of the weapon cloud for every 4 HD the ragewalker possesses (to a maximum of 5.)
    Is this a stance?Is it always active? Can he turn this off? Can he have this +the blood fury and his normal stance.
    I think that giving it blade barrier would be better but therer would be changes.
    Damage =1d6/3 or 4 initator levels
    it last for as long as the creatures wishes.
    It damage evirone,(even freinds) that are adjancant to the creature
    Area= ragewalker+adjancant squares.

    Superior Blade Magic (Sp): At 11th level, the Ragewalker may use Blade Barrier, Globe of Invulnerability, and Mage’s Sword each once a day for every 5 HD it possesses.
    What and where is mage sword?

    Repel Missiles (Su): The magic of the Ragewalker gives him power over weapons and arms, including ammunition. Starting at 12th level, whenever the Ragewalker is the target of a ranged attack from a weapon, but not attacks that result from a spell (such as fireball or lightning bolt), the Ragewalker may attempt a will save with DC equal to the attack’s attack roll. If the Ragewalker succeeds the attack is instantly stopped a few inches from the Ragewalker, dealing no damage. The Ragewalker may then immediately return the attack upon the attacker. The weapon of ammunition uses the same original attack roll and if it penetrates the new targets AC then it is affected normally by the attack.
    I would give it the ability to dodge missles with a reflex save instead of blocking evirything. This ability isnt even use full, it's practavlly impossible to dogde at higher levels.

    Awaken Magic (Su): The Ragewalker possess and affinity for magic and can grant the magic temporary life and command it to attack its opponents. At 13th level, whenever a spell or spell-like is cast within 30ft. of the Ragewalker, the Ragewalker may make a concentration check opposed by a caster level check from the original caster (though the caster may willingly allow the spell to be awoken). There is no check if the Ragewalker awakens one of its own spells or spell-like abilities. If the concentration check is successful the spell fails and is still expended, Then the Ragewalker can temporarily create a living spell created from the spell. This spell must meet the requirements to be eligible for the living spell template (any spell with and area or effect, though not a targeted spell or a spell with an effect which already summons a creature.) The living spell follows the mental commands of the Ragewalker and attacks its enemies to the best of its abilities. The living spell exists for a number of rounds equal to the Ragewalker’s charisma modifier. The Ragewalker may use this ability once a day for every 4 HD it possesses.
    I dont know about this, Someone else please help me/him.
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    I will not have as much acces to a computer so I will not post as much.

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  16. - Top - End - #1126
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Note that there has already been a maneuver using class, the Reth Dekala. I made it meself!
    However, I see no reason the ragewalker should progress martial maneuvers, and I'm going to have to ask you to remove that. It would be like giving spellcasting to a class that does not have spellcasting- even if it's flavor appropriate, it's really just taking the easy way out instead of giving it unique abilities. The reason this is a problem is we want all of our classes to be, as stated, unique- if you just give it a maneuver progression, it's not much different than a warblade.

    Anarchic Creature: Eh. Worst template ever. First of all, if you're going to do this, I'm going to ask you to make an (X alignment) creature template, as they're all the same.
    Secondly, it really needs to be spiced up. As is, it's a horrible, horrible template. There should be unique abilities to each one representing its alignment. If you don't want to tackle that, I'll do it myself.

    Lycanthropes: Large size at 1st level? No. Follow the same progression as all the other lycanthropes- if you want something that makes it particularly elephant-y, give something like powerful build.

    Otherwise, Chump, I fully agree with you on all other points. You have permission to revise those if you don't get an answer.

    Warforged Charger: Sorry! Sorry, I forgot that... I'm going to grab lunch right now, but I'll read it over as soon as I can.
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    So you made a class that has Tome of Battle content yet I was specifically disallowed from having my class use Magic of Incarnum content because it's non-OGL?

    Wow, hypocrisy at its best.
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    Wereraptor



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    Prerequisites:

    Race: Any Medium, Small or Large humanoid or giant.
    Special: Must have been injured by the natural attack of another wereraptor and contracted lycanthropy

    HD: d8
    {table=head]Level|BAB|Fort|Ref|Will|Special
    1st|+0|+0|+0|+0|Alternate form (Raptor), Raptor empathy, Lunar body, Raptor Traits
    2nd|+1|+1|+0|+0|Alternate form (hybrid), Lunar hide
    3rd|+2|+2|+1|+1|+1 Wis, Raptor teamwork
    4th|+3|+3|+2|+2|Curse of lycantropy, Swift blows[/table]


    Skills: (2+Int modifier) Intimidate (Cha) Spot (Wis) Survival (Wis) Jump (Str) Listen (Wis) Hide (Dex)

    Proficiencies: A wereraptor gains proficiency with their own natural weapons.

    Features:

    Lunar body(ex): Wereraptors retain old racial modifiers and gain the shapechanger subtype. They gain low-light vision if they did not already possess it.
    A wereraptor gains natural armor equal to its con bonus while in raptor or hybrid form. While in humanoid form their natural armor is equal to half their con bonus

    Raptor empathy: A wereraptor can communicate with raptors (and other raptor-like magical beasts) regardless of form and gains a +4 bonus on charisma based checks to influence such animals, however he gains no bonus on influencing magical beasts.

    Alternate Form(su):At first level, a wereraptor can take on a medium raptor form. While in raptor form, a wereraptor cannot use weapons or do anything requiring the use of hands, but gains two talon attacks dealing 1d6+Str damage, moves at a speed of 60 ft and can jump during a charge to get over things.
    His talons scale with each size category.

    A wereraptor can transform 1/day/HD, and can remain transformed indefinitely.

    For every level in wereraptor, or for every two in another class, the wereraptor's alternate form improves as shown below

    {table=head]Wereraptor level +1/2 other levels|Ability Improvements
    1|+1 Dex
    2|+2 Dex
    3|+2 Dex, +1 Str
    4|+2 Dex, +2 Str
    5|+3 Dex, +2 Str
    6|+3 Dex, +3 Str
    7|+4 Dex, +3 Str
    8|+4 Dex, +4 Str
    9|+5 Dex, +4 Str
    10|+6 Dex, +4 Str
    11|+6 Dex, +5 Str
    12|+6 Dex, +6 Str[/table]

    At second level, a wereraptor can assume hybrid form. They can wield any weapons they could use in humanoid form. A wereraptor in alternate form gains a +4 bonus to jump checks.

    Raptor Traits: A wereraptor in raptor form gains scent and gains a bonus on all hide skill checks equal to half his HD. This increases to a hide bounus equal to his full HD if the wereraptor makes a full-round action to hide. At second level his scent ability works regardless of form.

    Lunar hide: At second level, a wereraptor gains DR/Silver equal to their HD/2 while in alternate form.

    Growth: At 3rd level, a wereraptor's raptor form can become Large or Medium. In addition their natural armor improves by 1 while in alternate form.

    A wereraptor of 12 HD or more may choose to become Huge by expending two normal transformations.

    A wereraptor of 16 HD or more may choose to become Gargantuan by expending three normal transformations.

    A wereraptor of 20 HD or more may choose to become Colossal by expending four normal transformations.

    Raptor teamwork: Starting at third level a wereraptor learns how to more successfully work with others. He gains an extra +1 bonus to aid another rolls (added to the normal +2) rolls. He also gains a +3 bonus to attack rolls against an opponent he is flanking. This bonus is also given to the other flankers flanking that opponent.

    Raptor adaptability: At fourth level a wereraptor in hybrid or raptor form learns how to observe effectively and take advantage of weakness. You deal +1d6 damage for every consecutive attack of the same type against the target. For example, if you delivered an attack in the previous round, you would deal +1d6 damage if you struck the foe with an attack in the round after. If you connected in the subsequent round, you would deal +2d6 damage, and so on. This caps at 1d6 per HD (ie. 5d6 at 5HD)

    This increases to 1d8 damage at 10HD, 1d12 at 14HD and 2d8 at 18HD.
    (all credit to hill giant for this ability)


    Curse of lycanthropy: At 4th level a wereraptor can transmit lycanthropy to other creatures. If a medium or large humanoid or giant is hit by their natural attacks while they are in alternate form, the creature must make a fortitude save (DC10+1/2HD+Con modifier) or contract lycanthropy. For more information on lycanthropy, check the lycanthrope entry in the monster manual.


    Changelog:
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    Edited last skill to have two pathways.
    Small grammar edits.
    Made raptor form have abilities hybrid does not.
    Added 6 more levels.
    Balanced stomach damage and spells per day/maw of the titans by HD.
    made con a more important stat.
    Took ChumpLump's advice and balanced stats, saves, HD, and size.
    Took more advice and edited last two skills, removed improved grab, and made a 6/6 perfection on stats.
    made sneak attack need a jump, took out capstone and added a new one, and fixed size adjustments accordingly.
    Edited size, claw damage, and sneak pounce skill to just flanked opponents.
    Re-did last 2 skills.
    Re did them again.
    FINISHED


    Comments:
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    Big. Freakin'. Dino. The simplicity of this class is amusing because it's very narrow, just Charge, Pounce, and tear at a nervous system.


    W00T

    Totally done according to Chumplump! (I think)
    Last edited by Betropper; 2010-11-14 at 04:57 PM.
    Celestia Moon avatar by Dirtytabs. He is now the most awesome thing.

    THIS
    Wins
    My website: Free Raptor Games
    Note: mostly abandoned due to lack of time.

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    Weretrex avatar by Bradakhan


    Bec Noir avatar by Derjuin, thanks! Yes, that sword in his chest is a part of him.

  19. - Top - End - #1129
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Quote Originally Posted by Niezck View Post
    So you made a class that has Tome of Battle content yet I was specifically disallowed from having my class use Magic of Incarnum content because it's non-OGL?

    Wow, hypocrisy at its best.
    Not quite- I didn't give ToB class levels, I gave maneuver use, and every ToB maneuver and the rules to use them are on the wizards website, as is the warblade class. I would disallow anyone to use swordsage or crusader progressions. Are there even incarnum rules on the wizards website, let alone classes? And yet I let you use essentia. And I gave you the option of using incarnum levels so long as you gave another option to those, like me, who don't use it.
    Don't make unfounded accusations at me, Niezck.
    Last edited by Gorgondantess; 2010-11-14 at 05:41 PM.
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Awww, gee Niezck, you made me forget to critique the Charger.

    Anyways.
    Warforged Charger: Well, it looks alright as is. I'd prefer it if you just said "DR/adamantine equal to" under the damage reduction, and then clean up the wording on Forceful Charge. Also might want to state that that bull rush doesn't give AoO's. Also, no reason to give ASF on the armor. Also, slams should be under the "body" ability.
    But then, yeah, it's...
    Boring.
    Needs more spicing up! All of the abilities you grant aside from the forceful charge can pretty much be gotten from a really fancy piece of plate mail and a big weapon. I wouldn't spend any class levels on it- it's not very powerful, and not very interesting. Just one or two more abilities would be great. I remember there's some interesting magical items where the warforged can replace their hands with stuff like toolkits or shovels or claws. Why not give an upgrade system similar to most of the golems, and use those magical items for inspiration? Nothing really powerful, just something to make it more interesting.
    Anyways, that's just a suggestion- if you have something else in mind, please, go ahead! My influence is already far too strong on far too many of these classes already, what with people usually eating my suggestions up. Maybe they're good, but, eh, I'd like to see a little more variety.
    Marceline Abadeer by Gnomish Wanderer

  21. - Top - End - #1131
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Quote Originally Posted by monkman View Post
    Why no full bab, it doesn't get any ability modifiers.

    It didn't get full-bab because it then it would have full-bab and powerful abilities; and that just seemed like a bad idea. Though I will probably bump it up to full bab when I remove its initiating ability.
    Make sure you mention that martial lore comes from TOB.

    Will do. Assuming that the class skill sticks after removing the Non-OGL material.

    Why armor when it has it's grafted armor? its kinda of strange.

    Your right, didn't think about that. My apologies.

    I really dont think that you should give this to them, it's practacly as strong as a warblade.

    Yes, you are right. And Gorgon agrees with you. It will be removed.

    Can a ragewalker have armor with this on?

    No, I will put something stating that the grafted armor does not allow him to wear other armors.

    This makes no sense, you get no ability modifiers to get cha, either give it some ability bonues or take this out.

    It makes plenty sense actually, the Ragewalker fights with raw emotion. Paladins don't get bonuses to charisma yet they still add it to their saves from divine grace (or something) its just an ability which fits the flavor. Why should it be different for the Ragewalker. Not being argumentative, it just doesn't seem that ridiculous to me. I will probably be adding charisma bonuses and strength bonuses soon anyway.

    How long does this last? Does the ragewalker have to get out from another stance to do this?

    It lasts as long as a stance and is treated as a stance, therefore can be assumed as swift action replacing your previous stance. I'll put in soething to try and make it more clear.

    A bit to much, maybe limit it to a number of times per day.

    Each one is already limited to a number of times per day.

    Does it lose magic weapon?

    No, it adds the new spell-like abilities to the old. Once again, I'll clarify.

    Does it do both or only one?( if one just say* It can rebuke or command...*)
    I dont think that this is even a bit useful.

    I agree, the original Ragewalker had this ability, (it is taken almost directly from the original) I'm not sure why it exists but it didn't feel right to just ignore that entire part of the monster.

    It would really help if you said what it did and would you tell me where dose it come from?Also, from what i understand this gives bonues not penalties.

    Once again this ability is almost straight from the original creature. Creates an aura which enrages surrounding enemies (and Allies) causing them potentially attack each other.

    Is this a stance?Is it always active? Can he turn this off? Can he have this +the blood fury and his normal stance.
    I think that giving it blade barrier would be better but therer would be changes.
    Damage =1d6/3 or 4 initator levels
    it last for as long as the creatures wishes.
    It damage evirone,(even freinds) that are adjancant to the creature
    Area= ragewalker+adjancant squares.


    What and where is mage sword?

    Mage's Sword is the SRD inequivalent of Mordenkainen's Sword. Mordenkainen is a copyrighted name. Its the same reason there is no beholder or mindflayer in the SRD.

    I would give it the ability to dodge missles with a reflex save instead of blocking evirything. This ability isnt even use full, it's practavlly impossible to dogde at higher levels.

    This is the original ability from the Ragewalker, I wouldn't want to go around making changes. Thats the ability the creature has, thats the ability the creature should get. (with some exceptions of course)

    I dont know about this, Someone else please help me/him.

    The Ragewalker's flavor gives it power over living spells. I didn't want that to go out the window due to a DM that does not use living spells. Like I said, I assumed it was to powerful and the bit about awakening unwilling magic user's spells will be removed.
    Thanks for the comments, I'll start clearing stuff up now.


    Quote Originally Posted by Gorgondantess View Post
    Note that there has already been a maneuver using class, the Reth Dekala. I made it meself!
    However, I see no reason the ragewalker should progress martial maneuvers, and I'm going to have to ask you to remove that. It would be like giving spellcasting to a class that does not have spellcasting- even if it's flavor appropriate, it's really just taking the easy way out instead of giving it unique abilities. The reason this is a problem is we want all of our classes to be, as stated, unique- if you just give it a maneuver progression, it's not much different than a warblade.
    Okay, Initiating Removed. No problem. I simply thought it would be cool...

    Though, would it be kosher to allow the levels to count as full initiator levels for the purpose of the highest level maneuvers it can learn?

    Changes made,First level is looking weak now, what should I add?

  22. - Top - End - #1132
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Excellent! I'm glad Saint is done.

    I shall post my new and revised version of ChumpLump's Living Spell after I finish making some changes that ChumpLump suggested.


    Unfinished Monsters by Original Post Date
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    Water Elemental3 - 10/02/2010
    Elder Treant3 - 10/03/2010
    Thunderbird3 - 10/05/2010
    Soulspark1 - 10/06/2010
    Malebranche3 - 10/16/2010
    Dwarf Ancestor3 - 10/18/2010
    SHADOWPERSON3 - 10/19/2010
    Black Dragon2 - 10/19/2010
    Lammasu2 - 10/19/2010
    Arcadian Avenger1 - 10/20/2010
    Purple Worm2 - 10/21/2010
    The Bleakborn2 - 10/23/2010
    Giths2 - 10/23/2010
    Brass Golem2 - 10/24/2010
    The WereScorpion2 - 10/27/2010
    Gargoyle2 - 10/27/2010
    Maug1 - 10/29/2010
    Cheshire Cat2 - 10/30/2010
    Wereraptor2 - 10/30/2010
    Death Knight1 - 10/31/2010 [Revised Class]
    Osyluth (Bone Devil)3 - 10/31/2010
    Illurien2 - 11/04/2010
    Shade2 - 11/04/2010
    Half-Elemental1 - 11/07/2010
    Warforged Charger1 - 11/07/2010
    Were-elephant1 - 11/11/2010
    Gerivar3 - 11/12/2010
    Warforged Octopus1 - 11/13/2010
    Ragewalker2 - 11/14/2010
    Anarchic Creature2 - 11/14/2010
    Living Spell1 - 11/14/2010 [Originally By ChumpLump]

    1: Awaiting critique or approval from Gorgondantess, or discussion from everyone.
    2: Has been critiqued by Gorgondantess or other approved members (Hyudra, ChumpLump), and is awaiting the user to make the requested changes or otherwise edit.
    3: Abandoned, either temporarily or permanently.
    Linked Numbers: If the number next to the class is a link, that means that it leads either to the current critique of the class (If the number is a 2) or to a post with the proposed changes by the user (If the number is a 1).
    Last edited by Magicyop; 2010-11-15 at 03:07 PM.
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  23. - Top - End - #1133
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Living Spell
    Originally by ChumpLump
    Base Monster Class
    Monster Manual III

    Spoiler
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    Hit Dice: d6
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|PTM|STM|TTM
    1st|+0|+0|+0|+2|Spell Body, Anima, Spell Slam|1|-|-
    2nd|+1|+0|+0|+3|Engulf, Spells Within, Speed of Magic|1|-|-
    3rd|+2|+1|+1|+3|Arcane Body, +1 Cha|1|-|-
    4th|+3|+1|+1|+4|Track Resistance, Secondary Anima Track, +1 Wis|2|0|-
    5th|+3|+1|+1|+4|Growth (Large), Magesight|2|0|-
    6th|+4|+2|+2|+5|Flight, Track Trick, +1 Cha|2|0|-
    7th|+5|+2|+2|+5|Cast Self|2|1|-
    8th|+6/+1|+2|+2|+6|First Circle, Track Immunity, +1 Wis|3|1|-
    9th|+6/+1|+3|+3|+6|Metasculpt, +1 Cha|3|1|-
    10th|+7/+2|+3|+3|+7|Anima Feedback|3|1|-
    11th|+8/+3|+3|+3|+7|Tertiary Anima Track, Living Metamagic|4|2|0
    12th|+9/+4|+4|+4|+8|Consume Magic(Dispel), +1 Cha, +1 Wis|4|2|0
    13th|+9/+4|+4|+4|+8|Growth (Huge), Living Metamagic|4|2|0
    14th|+10/+5|+4|+4|+9|Second Circle, Split Self(2 spells)|4|3|1
    15th|+11/+6/+1|+5|+5|+9|Living Metamagic, +1 Cha|5|3|1
    16th|+12/+7/+2|+5|+5|+10|Spell Tactics, +1 Wis|5|3|1
    17th|+12/+7/+2|+5|+5|+10|Living Metamagic|5|3|1
    18th|+13/+8/+3|+6|+6|+10|Consume Magic(Greater Dispel), +1 Cha|6|4|2
    19th|+14/+9/+4|+6|+6|+11|Third Circle, Living Metamagic, Split Self(3 spells)|6|4|2
    20th|+15/+10/+5|+6|+6|+12|Amorphous Spell, Grand Track Secret, +1 Wis|6|4|2[/table]
    Skills: 2+Int, Living Spell class skills are Concentration, Balance, Climb, Escape Artist, Intimidate, Knowledge(Arcana), Knowledge(Religion), Search, Spellcraft.

    Proficiencies: A Living spell is proficient with its natural slam attack, but otherwise gains no new proficiencies with weapons or armor.

    Spell Body(Ex): At first level the Living spell loses all other racial traits and features and gains the Ooze type with the following traits:
    • Blind, with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
    • Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
    • Not subject to critical hits, flanking, or precision damage.
    • Oozes eat and breathe, but do not sleep.


    It is Medium size with a land speed of 20ft. It also gains a slam attack that deals 1d4+Str damage. The Living spell also has a deflection armor bonus equal to its Charisma modifier.
    The Living Spell has no eyes, mouth, or brain, but it gains Blindsight with a range of 10 ft. per HD, Blindsense out to 20 ft. per HD, and immunity to mind-affecting effects.
    A Living Spell can speak by making noises based on the spells it is representing(so a fireball would speak in the crackling tongue of flames). Silence based spells cannot speak.

    Living Spells may extend a tendril of energy and use it as a hand which is capable of fine manipulation, but may not wield weapons.(assuming the thing it touches can resist the effects of its Anima.)
    Living Spells may use magic items by engulfing them. It may only absorb a number of items equal to its charisma modifier, further it may not deviate from standard body slots eg. if it absorbed a Cloak of Charisma and then tried to absorb a Cloak of Resistance, the Cloak of Charisma would be dropped out of the Living spell's area.

    Further, Living spells gain a bonus on Knowledge(Arcana) and Spellcraft checks equal to half their HD.

    However, Living Spells have a weakness for Antimagic. A dispel attempt targeted at a Living Spell deals them damage equal to the dispel check, and an Antimagic Field disables their Anima as long as they are within it. A Disjunction or similar effect deals them damage equal to the save DC.

    PTM: Primary Track Maximum Spell Level (See below).

    STM: Secondary Track Maximum Spell Level (See below).

    TTM: Tertiary Track Maximum Spell Level (See below).

    Anima(su): The Living Spell is a sentient incarnation of one or more spells. The manifestation of these spells is called Anima. At first level the Living Spell must choose a Primary Track, to select its anima from. This choice may not be changed once it has been made. A Living Spell also gains some fringe benefits as listed in its Anima Track.
    • The effective caster level of the Anima of a Living spell is equal to its HD + 1.
    • The save against any given Anima effect is the type of save listed in the spell, and has a DC (10+ Spell level + Living Spell's Charisma Modifier)
    • Spell Resistance always applies against an Anima effect.
    • The Living Spell represents the effects of the spell in its Anima, and thus a living Forcecage does not produce a bunch of forcecages, but instead IS a Forcecage.
    • Each spell which is part of your Anima is treated as if it were the level specified in the track, as opposed to the level which any class may have it at.
    • The Living spell may not elect to simultaneously represent two spells from any track. (E.g. a Living spell of 16th level could not use its Primary Track [Maximum Spell Level 4] to represent a 1st and 3rd level spell.)


    At every level the Living Spell may change any of the spells in its Anima for any other spell in the same Anima Track, so long as it is no higher than the highest spell level the Living spell may manifest at that level. A Living Spell must have a Charisma score of 10+Spell level to be able to manifest a spell within its Anima.

    At fourth level, the Living Spell gains a Secondary Anima Track. This cannot be the same Track as its Primary Track. At eleventh level the Living spell gains a Tertiary Anima Track. This Cannot be the same Track as its Primary or Secondary Tracks.

    The Living Spell may elect to have a lower spell from its Track than what is available to it. The extra spell levels may be used to purchase a number of benefits. You may select any given benefit multiple times. You may select a number of these benefits equal to:
    Unused Primary Track Levels + 1/2 Unused Secondary Track Levels + 1/2 Unused Tertiary Track Levels

    For example, a 10th level Living Spell gets to choose two of the tracks below, and chooses Fire as their primary, and Words as their secondary track. This means they receive the third level fire track spell in their Anima (Fireball) and the first level Words spell (Ventriloquism). Any time a target is effected by their Anima through another class feature, they are subject to both spells. That Living Spell may instead choose to take the second level fire track spell (Flaming Sphere) and receive a +1 bonus to the caster level of both Flaming Sphere and Ventriloquism.

    Upgrades
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    • Caster Level: Your caster level for your Anima increases by 1.
    • Space: Your space increases by 5 ft along all dimensions. You do not actually increase a size category, so you gain no benefits or penalties.
    • Speed: Your base movement speed increases by 10 ft.
    • Transfer: The maximum level of any of your tracks increases by one. You may not exceed the maximum level of your primary track at any time, nor may you increase the maximum level of your primary track. The exception to this is if you would be able to increase your primary track with a circle, you may increase your primary track's maximum level to however high you could raise it with the circle. The new maximum does not count towards gaining upgrades or defining your maximum circle level.
    • Double: You may select a second spell from any track while still maintaining your higher level effect. The cost for this upgrade is equal to the level of the spell you want to add + 1. (So adding a cantrip to a track where you are already maintaining a 4th level spell would could only 1 upgrade)



    Tracks
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    Living Hand Track
    To be mage’s hand incarnate.
    {table=head]Spell Level|Spell
    0|Mage Hand
    1|Unseen Servant
    2|Levitate
    3|Fly (item or person flies under your directive)
    4|Black Tentacles (made of force)
    5|Interposing Hand
    6|Forceful Hand
    7|Grasping Hand
    8|Clenched Fist
    9|Crushing Hand
    [/table]
    Track Resistance: Spells with the [Force] Descriptor.
    Consume Magic: Spells with the [Force] Descriptor.
    Track Trick: The Living Hand's slam attack deals a base damage of 3d6 + 1.5 Str modifier and it gains +2 on all grapple checks. Additionally, when it makes a grapple check, it may even affect enemies under a Freedom of Movement or similar effect.
    Track Secret: The Living Hand becomes able to manipulate many things at the same time. In effect, you gain a number of miniature duplicates of yourself. You have a number of these equal to your Wisdom modifier. They may move no more than 10' per point of Charisma modifier from you. Anything that would deal damage to one of them deals damage to you, and they may share your space without penalty. These hands may each pick up and manipulate items as if they were you, though they are two size categories smaller than you. While they may not wield weapons, they may use your slam attack on objects, though their slam attack only deals 1d6 + Str modifier damage. At your option, these hands may either be invisible, or may be visible and look exactly like miniature duplicates of you. They may not perform combat maneuvers like bull rush or trip.
    Note: A Living Spell with the Living Hand as their primary track gains an untyped bonus to strength equal to their Charisma modifier plus their Wisdom modifier. They may attempt to disarm an enemy with their Anima, as long as the item they are disarming is within the weight limits of their current spell.
    Mage Hand: When you effect an opponent with your Anima, you may as a free action make a Disarm attempt on any of their equipment as a free action with a +2 bonus as long as the object weighs less than the spell's weight limit.
    Unseen Servant: As Mage Hand, however the weight limit is determined by your strength score, and the bonus is +5.
    Levitate: You may levitate allies using your Anima, or you may levitate enemies, though they may resist with a will save. They remain levitated until they break free or you release them, at which point they fall, taking falling damage as usual. You may not have more than one enemy levitated at a time.
    Fly: As levitate, but you may fly a number of creatures equal to your charisma modifier. You control their movements and they may move horizontally as well as vertically.
    Hand Spells: When you attack and effect an opponent with your Anima, you may take one action allowed by the spell you are representing, as a free action, using the bonuses of the spell. For all of these, you and everyone within 10 ft. is treated as having cover. If you are an Interposing Hand, when you effect someone with your Anima, this becomes full cover towards them for one round.

    Antimagic Track
    A simple paradox.
    {table=head]Spell Level|Spell
    0|Detect Magic
    1|Magic Aura
    2|Detect Thoughts
    3|Dispel Magic
    4|Globe of Invulnerability, Lesser
    5|Break Enchantment
    6|Antimagic Field
    7|Banishment
    8|Dimensional Lock
    9|Disjunction
    [/table]
    Track Resistance: Choose either Arcane or Divine casting.
    Consume Magic: Whichever type of magic you chose.
    Track Trick: The Living Antimagic no longer reads as magical from a Detect Magic spell. Similar spells that reveal magical nature must be of spell level higher than 1/2 the Living Spell's HD or be unable to recognize the Living Spell’s Magical nature.
    Track Secret: You represent that most powerful form of magic which destroys itself. You become immune to the effects of all forms of magic 9th level or lower. In addition, each time that you absorb a magical effect using your Anima, you heal 1 HP per caster level of the effect, up to your normal maximum health. These are not temporary hit points.
    Note: You no longer have a weakness for dispelling- you take no damage from dispel attempts or Disjunction, and you are not powerless while within an Antimagic Field.
    Detect Magic: Automatic on any object touched by the living spell.
    Magic Aura: The aura of objects you touch is effected.
    Detect Thoughts: Automatic on any creature subject to your Anima.
    Dispel Magic: You yourself count as being the area of the area version of the spell. Any object or creature effected by your Anima each round is subjected to a dispel check.
    Globe of Invulnerability, Lesser: You yourself are immune to the spells excluded by the globe, as is anyone standing inside you.
    Break Enchantment: Effects any creature effected by your Anima.
    Antimagic Field: You are the antimagic field, effecting creatures hit by your Anima as if they are in an Antimagic field for as long as they are within your Anima, plus one round after.
    Banishment: Banishes creatures effected by your Anima.
    Dimensional Lock: Creatures effected by your Anima are dimensionally locked, as the spell.
    Disjunction: Disjunction effects any objects or creatures effected by your Anima. A creature hit by your Anima must make saves for all of their objects, as normal.

    Acid Track
    Dripping with raw destructive power.
    {table=head]Spell Level|Spell
    0|Acid Splash
    1|Burning Hands (acid instead of fire)
    2|Acid Arrow
    3|Fireball (acid instead of fire)
    4|Flame Strike (acid instead of fire)
    5|Cone of Cold (acid instead of cold)
    6|Acid Fog (3d6 damage per round)
    7|Fire Storm (acid instead of fire)
    8|Polar Ray (acid instead of cold)
    9|Meteor Swarm (acid instead of fire, bludgeoning damage and each of the four spheres apply to each target in the area)
    [/table]
    Track Resistance: Spells with the Acid Descriptor.
    Consume Magic: Spells with the Acid or Earth Descriptor.
    Track Trick: The Living spell gains a bonus equal to its charisma modifier when using acid effects against creatures with SR.
    Track Secret: Unlike the other elements, Acid does not disappear after a quick, gaudy flash-- no, Acid seeps in, melting everything around it with a fury that will never end. Whenever you deal acid damage, the target continues to take damage as if you hit them again and again-- they must make the save again each turn, or take half the damage they took in the previous turn. (1/2 damage the turn immediately after, 1/4 damage the turn after that) This lasts for a maximum number of turns equal to your Wisdom modifier. Any successful saves indicates they will not take damage in the next turn, as they have escaped the acid.

    Cold Track
    To chill unto the bone.
    {table=head]Spell Level|Spell
    0|Ray of Frost
    1|Burning Hands (cold instead of fire)
    2|Flaming Sphere (cold instead of fire)
    3|Fireball (cold instead of fire)
    4|Ice Storm
    5|Cone of Cold
    6|Freezing Sphere
    7|Fire Storm (cold instead of fire)
    8|Polar Ray
    9|Meteor Swarm (cold instead of fire, bludgeoning damage and each of the four spheres apply to each target in the area)
    [/table]
    Track Resistance: Spells with the Cold Descriptor.
    Consume Magic: Spells with the Cold or Water Descriptor.
    Track Trick: The freezing numb of a Living Cold spell causes any creature that fails its saving throw against by 5 or more on a cold effect used by the Living Spell immediately suffers 1 point of dexterity damage, taking an additional point of dexterity damage for every 5 more it failed the save.
    Track Secret: Cold is the most sturdy of all the elements, and it chills those who get close to it to the bone. Whenever you deal cold damage through any ability, your foe must make a fortitude save or become stunned for 1 round. This effects even undead and constructs, as the stunning is a result of physically freezing them and preventing their movement.

    Fire Track
    Raw passion given life.
    {table=head]Spell Level|Spell
    0|Ray of Frost (fire instead of cold)
    1|Burning Hands
    2|Flaming Sphere
    3|Fireball
    4|Ice Storm (fire instead of cold)
    5|Cone of Cold (fire instead of cold)
    6|Freezing Sphere (fire instead of cold, boils water instead of freezing it)
    7|Fire Storm
    8|Polar Ray (fire instead of cold)
    9|Meteor Swarm (bludgeoning damage and each of the four spheres apply to each target in the area)
    [/table]
    Track Resistance: Spells with the Fire Descriptor.
    Consume Magic: Spells with the Fire or Chaotic Descriptor.
    Track Trick: The Living Fire sets everything in its path aflame. Any creature or object that fails a saving throw against a fire effect of the Living Spell by 5 or more is now on fire, and suffers 1d6 fire damage per round until a full round action is taken to extinguish the fire. If no such action is taken, the fire will burn for a number of rounds equal to the Living Spell’s Charisma modifier.
    Track Secret: Flame is truly the most primal and most powerful of all of the elements. From now on, when you deal fire damage, your target is disintegrated if they reach 0 HP, and leave only a bit of black ash behind. Your fire damage ignores all fire resistance and hardness, and can even effect those normally immune to fire, though they are treated as if they have fire resistance equal to their hit dice. (not ignored like other fire resistance).

    Electric Track
    Energy Alive.
    {table=head]Spell Level|Spell
    0|Ray of Frost (electricity instead of cold)
    1|Shocking Grasp
    2|Flaming Sphere (electricity instead of fire)
    3|Lightning Bolt
    4|Ice Storm (electricity instead of cold)
    5|Cone of Cold (electricity instead of cold)
    6|Chain Lightning
    7|Fire Storm (electricity instead of fire)
    8|Polar Ray (electricity instead of cold)
    9|Meteor Swarm (electricity instead of fire, bludgeoning damage and each of the four spheres apply to each target in the area)
    [/table]
    Track Resistance: Spells with the Electricity Descriptor.
    Consume Magic: Spells with the Electricity or Air Descriptor.
    Track Trick: Living Lightning becomes a deadly fast force to contend with. Increase all speeds of the Living spell by 10 feet, and any creatures wearing metal armor or composed largely of metal suffer a -2 to their saves against the Living Lightning’s electricity effects, and take 1.5 times as much damage.
    Track Secret: Electricity is the swiftest of the elements, striking with deadly precision and leaving in a heartbeat. Your movement speeds increase by another 10 feet, and whenever you deal electricity damage, you store a static charge in the target with a number of points of damage equal to the damage dealt. You can see out of the target's eyes at all times, and at any time afterwards, you may discharge the static to any target within 15 feet, dealing the pent up damage. The target is aware of the static charge in their body, but not what you may be able to do with it. They may remove the charge with a successful dispel magic. If you like, you may forgo the damage you would normally deal to the target and only give them the static charge. You may have a maximum number of charged targets at one time equal to your wisdom modifier.

    Finally, if you are ever in contact with water or metal, any targets touching that same piece of water or metal are subject to your Anima. For very large pieces of water or metal, you only effect targets within 50 ft. per point of Charisma modifier.

    Death Track
    All things must come to an end.
    {table=head]Spell Level|Spell
    0|Touch of Fatigue
    1|Deathwatch
    2|Shatter
    3|Vampiric Touch
    4|Bestow Curse
    5|Enervation
    6|Eyebite (the HD for each effect is raised by 1/4 of your caster level)
    7|Finger of Death
    8|Symbol of Death
    9|Power Word Kill
    [/table]
    Track Resistance: Spells of the Necromancy school.
    Consume Magic: Spells with the Evil or Death Descriptor.
    Track Trick: At seventh level the Living Death can ruin even creatures which aren't strictly alive. It may affect undead and constructs as if they were living creatures (depending on the spell it uses) once per day per 5 HD it has.
    Track Secret: You are able to destroy people-- permanently. Whenever you kill a target, their soul is completely and utterly destroyed, leaving them unable to be raised or communicated with, or raised as an undead. 5 rounds after their death, their body explodes in a 10 ft. radius burst, dealing 1d6/2 HD untyped damage, and even disintegrating the ground beneath the body. Those reduced to 0 HP by this damage are killed instantly and transformed into a pile of dust.

    In addition, any time you would effect a target with your Anima, you may instead deal them a number of negative levels equal to your Charisma modifier. With a successful fortitude save, they halve the number of negative levels dealt.
    Note:
    Deathwatch: All creatures effected by your Anima blaze their deathwatch status to all creatures who can see them for one round.
    Symbol of Death: You are the symbol itself, and when a creature is effected by your Anima, the burst from the Symbol is triggered and activated.

    Fog Track
    'Is there no sun in your country?!'
    {table=head]Spell Level|Spell
    0|Dancing Lights
    1|Obscuring Mist
    2|Fog Cloud
    3|Stinking Cloud
    4|Solid Cloud
    5|Cloud Kill
    6|Acid Fog
    7|Control Weather (localized in your space)
    8|Incendiary Cloud
    9|Storm of Vengeance (all effects take place each turn)
    [/table]
    Track Resistance: Spells of the Air or Cold Descriptor.
    Consume Magic: Spells with the Air or Cold Descriptor, and spells that directly interact with weather.
    Track Trick: At seventh level the Living Fog can disappear into various skys and landscapes. The Living Fog gains a racial bonus on Hide or Disguise checks when hiding or appearing as clouds, mist over a swamp, or the like, equal to the highest level anima they possess. Creatures inside them also gain this benefit.
    Track Secret: Your space increases by 5' in all dimensions. At all times, vision through you is impossible, granting any target inside you or on the other side of you total concealment. Movement through you slows by 25 ft. Targets gain no reflex save to avoid being engulfed by you, though they still may make any save allowed by your Anima.
    Note:
    All Fog Cloud Spells: You are the cloud of fog or smoke, and creatures effected by your Anima suffer the effects of the fog which you currently are, as if they were standing in the fog. (Which they may be if you triggered your Anima with an Engulf attack.)

    Words Track
    If writing were an entity…
    {table=head]Spell Level|Spell
    0|Arcane Symbol
    1|Ventriloquism
    2|Hideous Laughter
    3|Glyph of Warding
    4|Shout
    5|Symbol of Pain
    6|Symbol of Persuasion
    7|Power Word Blind
    8|Symbol of Insanity [no Hp limit]
    9|Power Word Kill
    [/table]
    Track Resistance: Spells of the Enchantment School.
    Consume Magic: Spells that rely on a sonic or language component. [Powerword X, Bard Spells, Language Specific spells.]
    Track Trick: The Living Words spell becomes quite the linguist. Forgery, Diplomacy, Bluff, and Speak Language all become class skills for the Living Word spell, and it gains a racial bonus on these skills equal to its wisdom modifier. Regardless of what spell it is using in its anima it may write on any non-magical surface with an Arcane symbol like ink.
    Track Secret: You may speak in any language and communicate with all creatures, as if you were under the effects of a Tongues and Speak with Animals/Plants effect simultaneously. You are able to transcribe any normal words instantly on any surface you touch or pass over. Any Anima you have with a HD or HP limit increases by 10 HP or 1 HD per point of your Charisma modifier.
    Arcane Symbol: You may transcribe your mark using your Anima, and you may scry on the object at will, though this shows you only the condition of the object itself.
    Ventriloquism: Works at the normal range of the spell.
    All Symbols and Glyphs: You are the symbol or glyph, and when you effect a target with your Anima, treat it as though they had triggered the symbol which you are manifesting within your Anima, with any effects triggering that symbol normally has.

    Light Track
    If you believe the light is your friend, why don’t you try staring into the sun…
    {table=head]Spell Level|Spell
    0|Flare
    1|Colorspray
    2|Hypnotic Pattern
    3|Searing Light
    4|Rainbow Pattern
    5|Feeblemind (Glowing light)
    6|Sunburst
    7|Prismatic Spray
    8|Scintillating Pattern [1 HD per living spell HD (no cap.)]
    9|Prismatic Sphere
    [/table]
    Track Resistance: Spells of the with the Light or Pattern Descriptor.
    Consume Magic: Spells of the with the Light or Pattern Descriptor
    Track Trick: The Living Light becomes a bright source of Light. It begins to shed light out to 10feet per HD, and low-light 20 feet per HD. This light may be of any color that the Living Light spell chooses and may be suppressed as a move action, however the suppression also surpresses any of the Light spells in its anima. With the light up it suffers a -40 to hide checks. Further it may summon a number of glowing dancing orbs (as per Dancing Lights) equal to half its HD. These lights last indefinitely until dismissed by the Living Light.
    Track Secret: Your corona of light becomes dangerous and powerful. It stretches out to 15 ft. per HD, and low-light out to 30 ft. per HD. Any targets within become dazzled. Any targets within 10 ft. per HD must make a fortitude save or be blinded for 1 minute. Any target who saves against this effect or waits out 1 minute is immune until they leave the effect and then return. You may make the light be any combination of colors that you wish, and any targets inside the bright range become subject to Faerie Fire for 1 minute.

    Draining Track
    All living things were made to feed your hunger.
    {table=head]Spell Level|Spell
    0|Touch of Fatigue
    1|Ray of Enfeeblement
    2|Ghoul Touch
    3|Vampiric Touch
    4|Enervation
    5|Wither
    6|Symbol of Fear
    7|Symbol of Weakness
    8|Horrid Wilting
    9|Energy Drain
    [/table]
    Track Resistance: Spells of the Necromancy School.
    Consume Magic: Spells of the Necromancy School.
    Track Trick: The Living Draining spell becomes more powerful as it drains from its targets. Any time the Living Draining successfully uses one of its spells from this Track, it may choose either to gain a temporary +2 enhancement bonus to any of its Ability Scores, +2 enhancement bonus to Armor Class, +1 enhancement bonus to its one saves, +5 Temporary Hp, or a +2 enhancement bonus to any single skill. None of these bonuses stack with themselves, and all only last for 1 round per Living Spell HD.
    Track Secret: You sap the essence of all targets that you touch. Whenever you touch something, you attempt to absorb the color from it, dealing 1 wisdom damage per point of Wisdom modifier and healing you half of that. A target reduced to 0 wisdom becomes colorless and static. It cannot be changed or repositioned. It may be moved or relocated, but remains in the state it was in when it was drained of color. Unattended nonmagical objects are instantly drained of color, but they do not grant you any healing.
    Note:
    All Symbols and Glyphs: You are the symbol or glyph, and when you effect a target with your Anima, treat it as though they had triggered the symbol which you are manifesting within your Anima, with any effects triggering that symbol normally has.

    Trap Track
    I’ve got your nose.
    {table=head]Spell Level|Spell
    0|Ghost Sound
    1|Entangle
    2|Web
    3|Spike Growth
    4|Crushing Tentacles
    5|Transmute Rock to Mud/Transmute Mud to Rock (you may swap which of these is active as a standard action)
    6|Circle of Death
    7|Forcecage (You may allow creatures in or out at will)
    8|Irresistible Dance
    9|Earthquake
    [/table]
    Track Resistance: Spells and effects that are ignored by ‘Freedom of Movement.’
    Consume Magic: Spells of the Transmutation School.
    Track Trick: Begging at 7th level the Living Trap spell becomes a deadly hunter. It may 'drop' any spell (even not from this track) in its anima, and create a trap with that spell effect. This creates a 5 ft square trap, touch trigger, with a Search and Disable DC equal to (20+spell level), Automatic Reset. Creating this Trap is a full round action that provokes attacks of opportunity. The spell effect remains a trap until 'picked up' by the living spell, or disabled. (Picking up a spell is a move action that provokes an attack of opportunity.) While the spell is dropped from your Anima, you are unable to use it in a Spell Slam or Engulf, however, you may pick it up no matter how far you are from it.
    Track Secret: You may hide yourself totally. This allows you to hide in plain sight, and while you are hiding, your Anima is inactive. As an immediate action, you may cease hiding, and effect any target standing in your square with your anima. They are trapped permanently inside you until your Anima either kills them, or they manage to escape. They may escape only if an ally of theirs casts Dispel Magic and successfully beats your HD. You even trap creatures who would normally be immune due to Freedom of Movement or a similar effect.
    Note:
    Ghost Sound: Works at the spell's normal range.
    Forcecage: Any creature effected by your Anima successfully is trapped inside you, as if you were the solid-force version of Forcecage. If you move, creatures inside you move. Creatures which wouldn't fit in your space may not be trapped.

    Spectacle Track
    A flash of light, a shimmer in the air, I am the mirage and I am everywhere.
    {table=head]Spell Level|Spell
    0|Dancing Lights
    1|Faerie Fire
    2|Glitterdust
    3|Daylight
    4|Hallucinatory Terrain
    5|Mind Fog
    6|Mislead
    7|Project Image
    8|Scintillating Pattern
    9|Weird
    [/table]
    Track Resistance: Spells of the Illusion school.
    Consume Magic: Spells of the Illusion school.
    Track Trick: None of your illusion spells may be disbelieved by targets, as that would require disbelieving your very existence. (In the case of harmful spells, like Weird, they still receive the fortitude save.)
    Track Secret: Any target which passes within 5 ft. per HD is instantly fascinated by you, as if by Rainbow Pattern. They will follow you until they succeed on a will save or something blocks their line of sight.
    Note:
    All Illusion Spells: The area where you are is constantly effected by these illusions, which you have the ability to change as a free action.

    Sleep Track
    Soft, gentle dreamer.
    {table=head]Spell Level|Spell
    0|Lullabye
    1|Sleep (Max HD = Living Spell HD)
    2|Touch of Idiocy
    3|Deep Slumber (Max HD= Living Spell Caster Level * 2, No Cap))
    4|Charm Monster (Subject is trapped in a waking daydream, making them malleable)
    5|Symbol of Sleep (No HP limit)
    6|Geas (Subjects dreams are haunted by the task)
    7|Symbol of Stunning
    8|Temporal Stasis
    9|Dominate Monster
    [/table]
    Track Resistance: Spells of the Enchantment school.
    Consume Magic: Spells and effects that cause Sleep, paralysis, stunned, dazed. and unconscious statuses.
    Track Trick: The Living Sleep may offer deep restful sleep to a single target by resting over it. The target reduces time required to rest by half. Thus an elf would only need to meditate for 2 hours, and Arcane casters would only require 4 hours of uninterrupted rest to regain spells.
    Track Secret: Any target which you touch is effected as though by Sleep, except that there is no HD limit, and the duration is permanent. You may do this 1/day per 5 HD.


    Spell Slam: Any target successfully struck by the Living spell’s slam attack is immediately subjected to the Living Spell’s Anima.

    Ability Increase: The Living Spell gains a +1 to Charisma at 3rd, 6th, 9th, 12th, 15th, and 18th levels, and a +1 to Wisdom at 4th, 8th, 12th, 15th, and 20th levels, for a total of +6 Charisma and +5 Wisdom.

    Engulf(Ex): A Living Spell of second level can simply mow down creatures of its size or smaller as a standard action. It cannot make a slam attack during a round in which it engulfs. The Living Spell merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the Living spell, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a Reflex save (DC 10+1/2HD+Cha Mod) or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the Living spell moves forward. Engulfed creatures are subject to the Living Spell's Anima, and are considered to be grappled and trapped within its body.

    Spells Within: Any creature or object occupying the same space as the Living spell, either a willing creature, an unattended object, or a target subjected to Engulf(See above), is subjected to the Living spell’s Anima.

    Speed of Magic: Starting at second level the base land speed of the Living Spell is effected by its Primary Spell Slot. If its Primary Spell Slot has a range of 'Medium' its base land speed is increased by +20 ft., and 'Long' ranged spells increase its speed by +40 ft. Any other ranges leaves the Living Spell's speed at 20ft, unless it spends upgrades to increase that speed.

    Arcana Body: At third level the Living Spell gains DR/Magic equal to half its HD and SR equal to 11+HD.

    Track Resistance: Starting at fourth level the Living Spell gains a bonus on saves and to SR equal to half its HD on spells with the descriptor listed in its Primary Track. It gains half this bonus against your Secondary Track's descriptor, and one quarter this bonus against your Tertiary Track descriptor.

    Growth: At 5th level the Living spell grows to Large size, and at 13th level the Living spell grows to Huge size.

    Magesight: Beginning at fifth level the Living Spell is always under the effects of a Detect Magic spell-like ability. This may be dispelled as normal, but the Living Spell may reactivate this ability as a free action. Further, this ability also works as a 'Detect Evil' spell, but reveals any creature with any spellcasting or spell-like abilities.

    Flight: At 6th level the Living Spell gains a flight speed equal to its base land speed. Its maneuverability is (Good).

    At level 12, this improves to (Perfect).

    Track Trick: At level 6, you gain access to a special trick, specific to your primary track. You access the track trick of your primary track, listed under its description.

    At level 12 you unlock the track trick of your secondary track, and at level 18 you unlock the track trick of your tertiary track.

    Cast Self: At 7th level the Living Spell may actually tap into its innate arcane power to cast one of the spells represented by its anima. The Living spell makes a ranged touch attack against a single creature within 10 feet per HD of the Living spell. If the touch attack is successful the creature is subjected to that single spell of the Living Spell's Anima.
    The Living spell may use this ability a number of times per day equal to its Charisma modifier.

    First Circle: You may tap into the power lying dormant in you, and increase your power for a short time. Once per day, for a number of rounds equal to your Charisma modifier, you may increase the maximum spell level of your primary track by 1. (Having this ability also qualifies you to permanently increase its level with upgrades.)

    Track Immunity: Beginning at 8th level the Living Spell is immune to all descriptors of its primary track, listed under the track resistance.

    Metasculpt: Starting at 9th level, a Living Spell may change its shape as it wishes. You may rearrange your shape at will, as long as you still occupy the same number of total spaces and all of your spaces are touching. You act as though each of your component squares has your base movement speed and may move as a move action, as long as they remain in contact with the rest of your squares at all times. After two rounds where you do not actively resculpt yourself, you flow back into your natural shape, which is a sphere.

    For example, a Living Spell, which is normally spherical, could choose to rearrange the lower half of its sphere and attach it to the end of its width to double said width, turning it into a long wall of magic as opposed to a sphere of equal length and width.

    Additionally, once per day, you may spend four hours meditating to attempt to change the spell which is active of one of your tracks. You must then succeed on a Spellcraft check, with DC (15 + Desired Spell Level). Failure indicates you take 1d4+1 Charisma damage.

    Anima feedback: Starting at 10th level the Living spell may cause immediate arcane feedback to any creature striking it in melee. 1/day per point of Charisma modifier the Living Spell may subject any target that has successfully struck the Living Spell in Melee to the full effects of its Anima. This is an immediate action that is resolved directly after the target's damage roll.

    Additionally, any target who touches you directly in melee is subject to your anima, whether that be through an unarmed strike, a natural weapon, or a touch attack.

    Living Metamagic: At 11th level the Living Spell learns a single Metamagic effect that it may imitate with one of its anima. Once it has chosen the Metamagic effect to imitate this choice may not be changed. Activating this Metamagic Imitation is a free action, and the Metamagic Imitation lasts for a number of rounds equal to the Living spell’s Charisma modifier. The Living spell may choose any single anima to be effected each time it activates this ability, this choice may change each time it is made. You may use the metamagic imitation a number of times per day equal to 1/X HD, where X is the number of levels that the metamagic feat would normally raise a spell by, + 1.

    At levels 13, 15, 17 and 19 the Living spell may select one more Metamagic effect to be able to imitate.

    You may choose the same metamagic effect more than once, in which case you increase your number of daily uses by however many daily uses you would gain when you first took that metamagic effect.

    If for any reason, you gain 30 uses of any metamagic effect per day (through this ability and ONLY through this ability) then the metamagic effect instead becomes permanent, and all of your Anima is effected by it.

    For example, you could choose to gain Maximize Spell, which normally raises a spell by 3 levels. You could choose to maximize your Anima 1/day/4 HD.

    Consume Magic: Upon reaching 12th level the Living spell may use a full-round action to consume ambient magic and on-going spells. The Living spell may effectively use Dispel Magic in place of its Anima, but only on spells of the descriptor described in its primary track. The Living spell receives 1d6 temporary hp per spell level of the active spell, or for every 2 Caster Levels of a magic item, or 2 HD of the creator of a non-spell effect. These temporary hp fade away after 10 minutes. A Living spell may use this ability a number of times per day equal to its charisma modifier. Upon Reaching 18th level the Living spell may effectively use Greater Dispel Magic on spells of your primary track's descriptor, and Dispel Magic on spells of your secondary and tertiary track's descriptors.

    Second Circle: You may tap into the power lying dormant in you, and increase your power for a short time. Once per day, for a number of rounds equal to your Charisma modifier - 1, you may increase the maximum spell level of your primary track by 2. (Having this ability also qualifies you to permanently increase its level with upgrades.)

    Split Self: Starting at 14th level, 1/day, the Living Spell may divide itself into two Living spell creatures. The Living spell divides both its maximum and current Hp between itself and the new(and temporary) Living Spell. Both can move and act independently of the other, and behave like to separate entities. Both of the Living spells are one size category smaller than the original was. However, the new (and temporary) Living spell exists on borrowed time, after 1 minute per point of Charisma modifier, the new(and temporary) Living Spell collapses, and flows back into the original. The Living Spell's maximum hp returns to normal, and it gains HP equal to the amount its duplicate had when the duration expired, and it grows to its normal size category. The Living Spells may conglomerate at any time before the limit, restoring maximum hp and size, and adding current hp. At 19th level the Living Spell may split itself into 3 Living Spells instead, dividing their hp by 3, and reducing their size category twice.

    Spell Tactics: You gain access to a special move which you can use to defeat targets. You may use this move 1/day. Choose among the following special maneuvers.
    Spoiler
    Show
    • Surround: You may use Metasculpt to surround an opponent, in which case you may flow inwards on them. This disallows them from making a reflex save to avoid the attack and from making an attack of opportunity against you.
    • Condense: You may pour your magical energy into a target. On a successful engulf attack, they must make a fortitude save. If they fail, you enter their body, as per magic jar. While you do not control their actions, you may speak with them telepathically, and they are effected by your Anima each round, without any save. If you wish you may effect them with only one of your available spells instead of all of them. If they die, you take 1/2 of the damage that their killing blow dealt. (So if your host took 10 damage and died, you would emerge and take 5 damage.)
    • Wave: You grow to a massive size, then shrink again. Your space doubles in all directions, making an attempt to engulf any target you touch. Then, you condense back to your normal size, pulling anyone you successfully engulfed into the closest square inside you. This is a full-round action.
    • Blast: You may make a slam attack from a range of 10 ft. per point of Charisma modifier. You extend this full range and punch the target, dealing slam damage and subjecting them to your Anima. They are then thrown backwards 10 ft. per point of Charisma modifier, as long as the attack was successful. This is a standard action.


    Third Circle: You may tap into the power lying dormant in you, and increase your power for a short time. Once per day, for a number of rounds equal to your Charisma modifier - 2, you may increase the maximum spell level of your primary track by 3. (Having this ability also qualifies you to permanently increase its level with upgrades.)

    Amorphous Spell: At 20th level the Living Spell becomes amorphous and can learn to change with relative ease, compared to other spells. It may rearrange its Anima with only 2 hours of concentration, and takes no charisma damage on a failure.

    Grand Track Secret: At level 20, the Living Spell unlocks the greatest knowledge and power it is possible for a Living Spell to have. They gain access to the Track Secret listed for their Primary Track.


    Comments
    Spoiler
    Show
    Well, ChumpLump in general built a fantastic class. In general, I added some more potential for customization, and powered it up slightly. In fact, I'm slightly worried that I powered it up too much. I removed the ability to change what your primary track is, which gives it less potential to adapt to a situation and thus abuse its near limitless power. It gains some at-will abilities, and some relatively high ones, and some different ways to use them. But to be fair, the Warlock gets just about the same thing, and it’s generally considered underpowered.


    Changelog
    Spoiler
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    None yet.
    Last edited by Magicyop; 2010-12-14 at 10:39 AM.
    Full Homebrew List

    New Homebrew:
    Auran Pirate, a sailor who engraves their ship with powerful runes and creates a vessel to be remembered.

    Many thanks to Qwernt for my amazing mind flayer avatar!

  24. - Top - End - #1134
    Ettin in the Playground
     
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Okeliedokelie.
    For the table: Werescorpion has been critiqued by Chumplump, and the changes have not, in fact, been made.
    I already told Niezck what I thought of the current soulspark, but to reiterate it: In retrospect, polymorph was a poor suggestion: alter self would be better.

    Monkman: Did you get my PM?

    Wereraptor: I don't like giving it the pulverize thing. I'm just not a fan of the ability. If you like it, though... well, go ahead.
    Anyways.
    Why not give it a bite attack? At all?
    And... the only reason ever to use animal form is a 60 foot move speed. That's a problem.
    Raptor teamwork is a little underwhelming. It's also poorly worded.


    Quote Originally Posted by Zemro Shivic View Post
    Durr... that's a maths fail on my part, for some reason I thought there wasn't enough HD for another progression before hitting 20... embarrassing.
    I'm sorry, but I am positive I responded to this. And yet, I cannot find the response.



    The EWP feats for Dwarven Waraxe and Bastard Sword have an additional prerequisite of 13 Str. I chose them because they were both one handed slashing weapons.
    Great. Nevertheless, I'd like you to just expand that to any light or one handed exotic weapon of the Avenger's choice.

    The focus on slashing weapons general is a reflection of the actual monster the class is based from. In the entry themselves they can only rend with their longswords, which is noted as their only typical possession. I expanded that to slashing weapons in general for the class for some more flexibility while giving some consideration for the monster itself.

    I have no qualms with expanding Blade Rend to all weapons (though rending with a pair of clubs would be weird).
    It doesn't have to be a rend- just a bonus to damage if both attacks hit. Generally, it's just best to expand the fluff to allow a greater amount of concepts.

    I could get behind straight-up pounce and automatically confirming crits but I feel the capstone should be something a bit more interesting... Maybe retain the morale bonus in some form, granting it whenever she drops of foe in melee? Like a stacking +1 bonus and only if the dropped target is a threat of a high enough CR to award exp for defeating.
    Okay. Let me explain something to you:
    Pounce is interesting. It gives you another option in combat.
    A static, passive bonus is not interesting. All it does is increases your numbers. Have you ever played a one trick pony with really high numbers? I have. It's powerful, but it's boring.
    Remove the +1 bonuses, give special abilities! Also, remember my suggestion for expanding Avenger's Wrath to simply any enemy who is threatening an ally.

    Bleakborn: Ehhhh. Brittle strike... why not add dexterity damage to the attack instead? No save.
    Frost Nova: Uses? Also, same thing as brittle strike.

    Half Elemental: The earth elemental's stability is a bit specific... why not make it, bullrush attempts or to resist being knocked prone?
    Ability increases should be listed at 1st level.
    Most of these heritage template classes have a "ritual" in the prerequisites that allow those without the proper fluff to enter the class.
    Otherwise, looks OK.

    Warforged Octopus: Yeah, you can go ahead and post it in the thread, though I'm likely not going to add it to the list.

    Ragewalker: ohhhhhh boy.
    First of all, grafted armor should be moved to 1st level.
    Secondly... ehhhh. It's far too complicated for such a simple ability. Why not just make it similar to the golem's armor?
    As for initiating: yeah, you can say in the body ability that Ragewalker levels are considered initiating levels.

    Does blood frenzy allow casting SLAs? Also, it's a bit powerful as a stance- it's essentially a permanent free +4 str +4 dex +10' move.

    Versatile blade magic is... far too powerful. Free quicken on all SLAs? Free maximize on all SLAs? Good idea, but it needs to be much more limited. A free quicken 1/day, maybe adding charisma bonus to damage with all SLAs, things along those lines.

    Control Living Spell is far too situational to be given as the only ability for 1 level. What might be better is- now be careful with this one- a living spell companion. Let's see about it once the living spell class is finished.

    Induce Blood Frenzy is potentially a bad thing- for example, if you're fighting a single powerful bruiser enemy, the ragewalker won't want to enter his stance.
    Now, I know I say this a lot, but maybe make it a gaze attack? The mechanics for them are pretty applicable to stuff like this. At least copy them if you're not going to call it a gaze attack- it'd work.
    Other than that... not sure about the awaken magic ability, but I'll leave it alone for now.


    Magicyop: why do you have to make crazy long and complicated classes? I'll get to this one later, though others are free to comment for now.
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Quote Originally Posted by Gorgondantess View Post
    Magicyop: why do you have to make crazy long and complicated classes? I'll get to this one later, though others are free to comment for now.
    Sorry? It's more a new spin on an unfinished crazy long and complicated class, anyway. I ran it through with ChumpLump before I posted it, so I've already had a second opinion and edited accordingly, and I'm sure ChumpLump edited it many times before I picked it up. I don't mean to cause any trouble, it just looked like a cool class that I'd hate to see fall by the wayside.
    Last edited by Magicyop; 2010-11-14 at 09:19 PM.
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Quote Originally Posted by Magicyop View Post
    Sorry? It's more a new spin on an unfinished crazy long and complicated class, anyway. I ran it through with ChumpLump before I posted it, so I've already had a seconded opinion and edited accordingly, and I'm sure ChumpLump edited it many times before I picked it up. I don't mean to cause any trouble, it just looked like a cool class that I'd hate to see fall by the wayside.
    Oh, no trouble, just that it'll be... lengthy to critique it.
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Quote Originally Posted by Gorgondantess View Post
    Oh, no trouble, just that it'll be... lengthy to critique it.
    I don't doubt that, but I'm in no rush, so take your time. I'm willing to settle in and work on this one for a while.
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Okay, added alter self to the soulspark in place of polymorph but kept the ability to change to humanoids and not just its own type.
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    I'd just like to say that the Living Spell looks awesome. Complicated, but awesome. I'd play one in a heartbeat.
    Also, at level twenty you can have everything empowered and maximised.
    8D
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Quote Originally Posted by Lix Lorn View Post
    I'd just like to say that the Living Spell looks awesome. Complicated, but awesome. I'd play one in a heartbeat.
    Also, at level twenty you can have everything empowered and maximised.
    8D
    Thanks for letting me know, I might want to change that...

    I'm glad you like it, I'm so glad to hear that it's not a piece of junk. Thank you.

    EDIT: How is the empowered maximized thing possible? To get at-will maximize, you need to use 4 of your metamagics, and that leaves you with only one, which is enough to get empower 1/day/2 HD.
    Last edited by Magicyop; 2010-11-15 at 08:46 AM.
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