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  1. - Top - End - #121
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    Default Ettin [3.5 Monster Class]

    Ettin
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    Hit Die: d8

    Class Skills
    The ettin's class skills (and the key ability for each skill) are Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Search (Int), and Spot (Wis).

    Skill Points at 1st Level: (2 + Int modifier) x 4
    Skill Points at Each Additional Level: 2 + Int modifier

    ETTIN
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st +0 +2 +0 +0 Ettin body, double sight, Str +1
    2nd +1 +3 +0 +0 Two versus one, Str +1, Con +1
    3rd +2 +3 +1 +1 Superior two-weapon fighting, enhanced sight, Str +1
    4th +3 +4 +1 +1 Growth, Str +1
    5th +3 +4 +1 +1 Ubiquitous vision, Str +1
    6th +4 +5 +2 +2 Brain spread, Str +1, Con +1

    Weapon and Armor Proficiencies: An ettin is proficient with all simple and martial weapons, and with light and medium armor and shields.

    Ettin Body: An ettin loses all racial features and gains low-light vision. It is medium-sized, with a natural slam attack dealing 1d6 + 1.5 x Str modifier damage, as well as natural armor equal to its Con modifier. Its base land speed is 40 feet.

    An ettin has two heads, each with a brain separate, though running on a similar frequency, from the other. Due to this, for the purposes of being subject to ability damage, ability drain, and ability burn to mental ability scores (Intelligence, Wisdom, and Charisma), the ettin has two "pools" of ability scores. Subtract the damage, drain, or burn from the ettin's ability score as usual, but if it would normally fall unconscious due to their abilities falling to 0, they instead are only able to take a single standard or move action every round. The ettin stays conscious. Similarly, blindness, confusion, dazing, dazzling, deafness, fascination, and fear effects that normally target a single creature primarily affect only one brain, reducing the duration of each effect by 1 round, to a minimum of 1 round. If the effect would be permanent, it instead lasts for 24 hours.

    Double Sight (Ex): An ettin's heads provide greater awareness, granting a +2 bonus to Listen, Search, and Spot checks.

    At 5 Hit Dice, and at every 5 Hit Dice after, this bonus increases by 2.

    If an ettin would be blinded or deafened by a spell or similar effect, only one head loses its senses, causing the ettin to lose their bonus to Listen, Search, and Spot.

    Ability Score Increase: The ettin gains a +1 bonus to their Strength score at every level, and a +1 bonus to Constitution at every even level except 4th.

    Two Versus One (Ex): Whenever the ettin attacks a creature one or more size categories smaller than itself, it is considered to be flanking that creature.

    Superior Two-Weapon Fighting (Ex): An ettin often fights with a weapon in each hand. Because each of its two heads controls an arm, the ettin does not take a penalty on attack or damage rolls for attacking with two weapons.

    Enhanced Sight (Ex): An ettin gains superior low-light vision and darkvision out to 60 feet, reflecting the ettin's improving ability to be aware with both of its heads at the same time, as well as its improving senses that go along with that.

    Growth: The ettin grows to large size.

    Its AC, bonus to hit, base damage, grapple checks, and skills change accordingly, but it doesn't gain any ability score bonuses or penalties.

    Ubiquitous Vision (Ex): The ettin's two heads allow it to look behind and to the sides at all times, as well as to the front. The ettin cannot be flanked.

    Brain Spread (Ex): When the ettin would be subject to a mind-affecting spell or effect, only one head is affected. A second mind-affecting spell or effect targeted during the duration of the first effect affects the ettin normally.

    Since only one head is affected, so, too, is only one arm affected. The rest of the body is unaffected. Mind-affecting spells and effects act normally, otherwise.

    Effects that are described under the ettin body feature that are mind-affecting with durations have those durations reduced by 1 round, as normal. However, only one side of the body is affected. For example, a dazing effect would daze only one side, leaving the other unaffected and ready to combat danger while the other is out of commission.


    Comments:
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    The ettin in the Monster Manual doesn't leave much for a class to be made, so there are quite a few abilities here that aren't in the entry. However, each one fits pretty well into the fluff of the ettin.

    Surprisingly, the ettin has some nice synergy with the rogue. Its two versus one ability can be maximized by a friendly caster reducing enemies or enlarging the ettin. Ubiquitous vision combined with uncanny dodge (and improved uncanny dodge) provides a nigh-unstoppable defense against sneak attacks, and superior two-weapon fighting helps greatly in getting more sneak attacks off against enemies.
    Last edited by Temotei; 2014-04-09 at 08:56 PM.
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    Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).

  2. - Top - End - #122
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    So I'm not sure if it was intentional, but I finally noticed something. The Zern has Alter Self, where the original duplicates Alter Self but also allows for taking Humanoid shapes as well as Monstrous Humanoid (or I suppose whatever it would be if it got typechanged by a template). Does anyone know if this was intentional or if was simply overlooked?

    Its nothing major (and can probably be handwaved I guess), but I was looking it over thoroughly (okay, obsessing) and that little tidbit kinda stuck to me. >.>

    Also, I'd like to request a Battle Dragon and the Winged Creature template. Not together, obviously, cause thats silly.
    Never can find my towel...

    So it goes.

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    Forgot who did my avatar, sorry! >.<

  3. - Top - End - #123
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    Default Nimblewright [3.5 Monster Class]

    Nimblewright
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    Hit Die: d10

    Class Skills
    The nimblewright has no class skills.

    Skill Points at 1st Level: (2 + Int modifier) x 4
    Skill Points at Each Additional Level: 2 + Int modifier

    NIMBLEWRIGHT
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st +1 +0 +0 +0 Nimblewright body, weapon grafts, nimble tongue of arcana, inner energies
    2nd +2 +0 +0 +0 Augmented critical, rapid recovery, Dex +1, Cha +1
    3rd +3 +1 +1 +1 Tripping thrust, Dex +1
    4th +4 +1 +1 +1 Body of alacrity, evasion, Dex +1
    5th +5 +1 +1 +1 Reflective armor, liquid armor, Dex +1
    6th +6/+1 +2 +2 +2 Liquid grafts, no escape, Dex +1, Cha +1
    7th +7/+2 +2 +2 +2 Nimble defense, Dex +1

    Weapon and Armor Proficiencies: A nimblewright is proficient with its weapon grafts, but no armor or shields.

    Nimblewright Body: A nimblewright loses all racial features and replaces them with the following traits:
    Spoiler
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    • No Constitution score.
    • Low-light vision.
    • Darkvision out to 60 feet.
    • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
    • Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
    • Cannot heal damage on its own. Sonic damage heals the nimblewright for half the damage it would normally deal.
    • Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
    • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
    • Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
    • Since it was never alive, a construct cannot be raised or resurrected. It can only be revived by a wish, limited wish, miracle, or by reconstructing the nimblewright's body (requiring 1,500 gp worth of specially treated alloys (or the nimblewright's previous body), 2,000 gp worth of rare substances, and a DC 17 Craft (weaponsmithing) or Craft (armorsmithing) check) and then a reincarnate spell, which will always put the nimblewright's soul into the new effigy.
    • Constructs do not eat, sleep, or breathe.

    The nimblewright is medium-sized with natural armor equal to its Str modifier. Its base land speed is 40 feet. The nimblewright also gains an additional hit point per HD at 5 HD, 10 HD, 15 HD, and 20 HD.

    Weapon Grafts (Ex): A nimblewright has weapons grafted into its arms. These weapons are treated as natural weapons, and can be readied as a free action. At any time, these weapons can be switched out for different ones by having someone with at least 8 ranks in Craft (weaponsmithing) work on the nimblewright's arms for a time equal to the time it would take to craft masterwork versions of the weapons normally. While the new weapons are being grafted, the nimblewright cannot use their old weapons--they are effectively gone. If the nimblewright wants a two-handed weapon grafted into their arms, it must have only that weapon (or, in the case of a bow or crossbow, arrows and bolts as well) grafted.

    Unlike most natural weapons, the nimblewright's weapon grafts gain iterative attacks, just like normal weapons.

    Nimble Tongue of Arcana (Sp): A nimblewright has access to a number of spell-like abilities, starting with entropic shield and feather fall at 1st level. It can use these abilities a total of 3 + Cha modifier times per day.

    At 4th level, the nimblewright gains access to cat's grace and alter self.

    At 7th level, the nimblewright gains access to haste.

    Inner Energies: A nimblewright is vulnerable to cold and fire attacks, taking an additional 50% damage from them. However, any sonic attack heals the nimblewright for half the damage it would normally deal.

    Ability Score Increase: The nimblewright gains a +1 bonus to their Dexterity score at every level except 1st, and a +1 bonus to Charisma at every even level except 4th.

    Augmented Critical (Ex): The nimblewright's critical threat range doubles with its weapon grafts. On a successful critical hit, its foe is subject to a tripping thrust attack, if the nimblewright possesses such an attack.

    At 3rd level, the nimblewright's critical threat range with weapon grafts that normally threaten on a natural attack roll of 18-20 increases by 1.

    At 5th level, the nimblewright's critical threat range with weapon grafts that normally threaten on a natural attack roll of 18-20 or 19-20 increases by 1.

    At 7th level, the nimblewright's critical threat range with weapon grafts increases by 1.

    Increases in critical threat range apply after the initial doubling, and all of these increases stack with each other, as well as with other sources of critical threat range increases, such as from the Improved Critical feat.

    Rapid Recovery (Ex): If the nimblewright is prone, it may stand as a free action that doesn't provoke attacks of opportunity. In addition, the nimblewright can make attacks of opportunity even while flat-footed.

    Tripping Thrust (Ex): A nimblewright's weapon grafts are powerful enough to push over enemies its own size or smaller. An opponent who is the target of a successful critical hit from a nimblewright must make a DC 10 + 1/2 HD + Dex modifier Reflex save or be knocked prone as if tripped. Opponents immune to critical hits are still subject to tripping thrust.

    Body of Alacrity (Ex): The nimblewright is able to avoid even the most well-aimed blows. Once per encounter, it may automatically negate a single melee or ranged weapon attack as an immediate action.

    At 7th level, the nimblewright can automatically negate a single melee or ranged weapon attack twice per encounter. This still requires an immediate action.

    Evasion (Ex): A nimblewright can avoid even magical and unusual attacks with great agility. If it makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. A helpless nimblewright does not gain the benefit of evasion.

    Reflective Armor (Ex): At 5th level, a nimblewright's natural armor becomes strengthened against spells, granting spell resistance equal to 11 + the nimblewright's HD.

    Liquid Armor (Ex): The nimblewright's natural armor strengthens, becoming closer to the elemental plane of water's spirit. The nimblewright gains their Charisma modifier to initiative and Reflex saving throws. In addition, the nimblewright can act in water normally, as if on land. This allows normal movement, as well as normal attacking, damaging, skill checks, and the like.

    Liquid Grafts (Ex): The nimblewright's grafts become liquid-like, bonding more closely with the elemental plane of water's spirit. The nimblewright gains their Charisma modifier to attack rolls, and every weapon grafted is considered a light weapon for the purposes of attacking while grappling.

    No Escape (Ex): A nimblewright may take a 5-foot step as an immediate action to follow an enemy that takes a 5-foot step within its threatened area.

    Nimble Defense (Ex): Whenever a nimblewright is attacked and missed, it may make an attack of opportunity. It may only make one attack of opportunity per round in this way.

    If the nimblewright uses an attack of opportunity granted by nimble defense to make a disarm attempt, it may add its Charisma modifier to the opposed attack roll.


    Comments:
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    The nimblewright's abilities cover many of the levels of the class, but some were left blank. To fill in these dead levels, I added rapid recovery, body of alacrity, evasion, no escape, liquid grafts, liquid armor, and nimble defense.

    The weapon grafts are to provide more versatility for the nimblewright, and to give more freedom to the players. The ability to change grafts is very different than what the nimblewright originally had, but I think it's a good choice.

    A nimblewright can use a fairly simple strategy in combat, taking out enemies with critical hits combined with trips. It's elegant and powerful, but not too powerful, I think.
    Last edited by Temotei; 2014-04-09 at 08:57 PM.
    Homebrew
    Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).

  4. - Top - End - #124
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    SolithKnightGuy

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

    I have a request for this thread:

    Mineral Warrior template
    Feral Template.

    If they are allready made somewhere I would like to get the link.
    “Beware the Jabberwock, my son!
    The jaws that bite, the claws that catch!
    Beware the Jubjub bird, and shun
    The frumious Bandersnatch!”

    Lewis Carroll

  5. - Top - End - #125
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Winged



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    Prerequisites:

    Must not have a fly speed.

    HD: d8
    {table=head]Level|BAB|Fort|Ref|Will|Class Features
    1|+0|+0|+2|+0|Winged Body, +1 Dex[/table]

    Skills: 4 + Int mod (Balance, Hide, Listen, Move Silently, Search, Spot and Tumble)

    Weapon and Armour Proficiencies: A Winged creature gains no weapon or armour proficiencies.

    Winged Body: Unlike other monster classes, the Winged creature doesn't lose its racial ability modifiers. If the original creature was an animal, it now becomes a magical animal. If the original creature was a humanoid, it now becomes a monstrous humanoid. Otherwise its type remains the same.

    The Winged creature gains a +1 bonus to its natural armour.

    The winged creature gains the use of two wings that are to weak too do anything with initially.

    At 4 HD, the Winged creature is able to fly with their wings at a speed of 10ft / 2 HD with maneuverability based on their HD, as shown below.

    {table=head]Maneuverability|HD
    Perfect|17+
    Good|13-16
    Average|9-12
    Poor|5-8
    Clumsy|4[/table]

    At 8 HD the Winged creature is able to deliver a single slam attack with each wing dealing 1d4 + 1/2 Str modifier damage, based on medium size. This is a secondary attack.

    Ability Bonus: At 1st level, the Winged creature gains a permanent +1 bonus to their dexterity.


    Thoughts?
    Last edited by Niezck; 2010-10-03 at 04:03 PM.
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  6. - Top - End - #126
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    SolithKnightGuy

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

    Quote Originally Posted by Niezck View Post

    Spoiler
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    Prerequisites:

    Must have at least 4 HD and lack a fly speed.

    {table=head]Level|BAB|Fort|Ref|Will|Class Features
    1|+0|+0|+2|+0|Winged Body, +1 Dex[/table]

    Skills: 4 + Int mod (Balance, Hide, Listen, Move Silently, Search, Spot and Tumble)

    Weapon and Armour Proficiencies: A Winged creature gains no weapon or armour proficiencies.

    Winged Body: Unlike other monster classes, the Winged creature doesn't lose its racial ability modifiers. If the original creature was an animal, it now becomes a magical animal. Otherwise it's type remains the same.

    The winged creature gains the use of two wings that are to weak to do anything with initially.

    At 4 HD, the Winged creature is able to fly with their wings at a speed of 10ft / 2 HD with maneuverability based on their dexterity, as shown below.

    {table=head]Maneuverability|Dexterity
    Perfect|17+
    Good|15-16
    Average|11-14
    Poor|7-10
    Clumsy|6 or below[[/table]

    At 8 HD the Winged creature is able to deliver a single slam attack with each wing dealing 1d4 + 1/2 Str modifier damage, based on medium size.

    Additionally, the Winged creature gains a +1 bonus to its natural armour.

    Ability Bonus: At 1st level, the Winged creature gains a permanent +1 bonus to their dexterity.


    Thoughts?
    Maybe make the maneuverability linked to HD of, not of dex.

    And wingslam is secondary right?

    The prerequisites seem a bit off, since first you say: The winged creature gains the use of two wings that are to weak to do anything with initially.

    And after that in the prerequisites that you need 4 HD to take the template.

    That's my look on it.
    “Beware the Jabberwock, my son!
    The jaws that bite, the claws that catch!
    Beware the Jubjub bird, and shun
    The frumious Bandersnatch!”

    Lewis Carroll

  7. - Top - End - #127
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Quote Originally Posted by Duskranger View Post
    Maybe make the maneuverability linked to HD of, not of dex.
    I was thinking that, since 17 Dex is far too easy to get. How would you suggest I do it? Having it directly linked to HD makes it pretty weak at lower levels but really really good at higher levels, so I dunno.

    And wingslam is secondary right?
    Yup, hence the 1/2 Str.

    The prerequisites seem a bit off, since first you say: The winged creature gains the use of two wings that are to weak to do anything with initially.

    And after that in the prerequisites that you need 4 HD to take the template.

    That's my look on it.
    D'oh! I knew I forgot something. I was originally gonna make it 4 HD requirement, then figured I'd just let it be taken from second level but only unlock things later. I'll edit that now.
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  8. - Top - End - #128
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    SolithKnightGuy

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

    Quote Originally Posted by Niezck View Post
    I was thinking that, since 17 Dex is far too easy to get. How would you suggest I do it? Having it directly linked to HD makes it pretty weak at lower levels but really really good at higher levels, so I dunno.



    Yup, hence the 1/2 Str.



    D'oh! I knew I forgot something. I was originally gonna make it 4 HD requirement, then figured I'd just let it be taken from second level but only unlock things later. I'll edit that now.
    It would be, but look at the VoP fix of Drolyt, and do not forget that if something has a flyspeed you can take feats to improve the maneuvrability at earlier levels. Let it start at Poor at HD 4 and build it up every 4 levels or so.

    And maybe state it's a secondary. I do understand it now, but it's better to make it clear.

    And give it under the 4 HD maybe a glide ability like with dragonborn.
    “Beware the Jabberwock, my son!
    The jaws that bite, the claws that catch!
    Beware the Jubjub bird, and shun
    The frumious Bandersnatch!”

    Lewis Carroll

  9. - Top - End - #129
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    I was gonna go for 4 Clumsy, 5-8 Poor, 9-12 Average, 13-16 Good, 17-20 Perfect.

    Seem alright?

    I'm gonna leave off glide and whatnot, it's not desperately required at lower levels and I'd rather stick to the original template as much as possible.
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  10. - Top - End - #130
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    SolithKnightGuy

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

    Quote Originally Posted by Niezck View Post
    I was gonna go for 4 Clumsy, 5-8 Poor, 9-12 Average, 13-16 Good, 17-20 Perfect.

    Seem alright?

    I'm gonna leave off glide and whatnot, it's not desperately required at lower levels and I'd rather stick to the original template as much as possible.
    Yes, that's actually what I should've proposed if I had remembered that poor is not the lowest
    “Beware the Jabberwock, my son!
    The jaws that bite, the claws that catch!
    Beware the Jubjub bird, and shun
    The frumious Bandersnatch!”

    Lewis Carroll

  11. - Top - End - #131
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Reposting what I had done of my Elder Treant; any suggestions are appreciated!

    Elder Treant



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    Prerequesites:
    To become an Elder Treant, a creature must fulfil the following requirements:

    • 8 levels in the Treant monster class


    HD: D8

    Skills: 2 + Int mod
    Class Skills: None
    Weapon and Armour Proficiencies: You are proficient only with your natural weapons.

    {table=head]Level|Base Attack Bonus|Fort|Ref|Will|
    Class Features

    1|+0|+0|+0|+0|+1 Str, Elder Treant Body
    2|+1|+0|+0|+0|+1 Str, +1 Con, Improved Entangle
    3|+1|+1|+1|+1|+1 Str, Plant Domain
    4|+2|+1|+1|+1|+1 Str, +1 Con, Growth
    5|+2|+1|+1|+1|+1 Str, Mighty Slam
    6|+3|+2|+2|+2|+1 Str, +1 Con, Resistive Bark
    7|+3|+2|+2|+2|+1 Str, Fertile Step
    8|+4|+2|+2|+2|+1 Str, +1 Con, Growth
    9|+4|+3|+3|+3|+1 Str, Improved Trample
    10|+5|+3|+3|+3|+1 Str, +1 Con, Mighty Slam
    11|+5|+3|+3|+3|+1 Str, Keeper of the Forest
    12|+6|+4|+4|+4|+1 Str, +1 Con, Force of Nature
    13|+6|+4|+4|+4|+1 Str,
    14|+7|+4|+4|+4|+1 Str, +1 Con,
    15|+7|+5|+5|+5|+1 Str,
    16|+8|+5|+5|+5|+1 Str, +1 Con,
    17|+8|+5|+5|+5|+1 Str,
    [/table]

    Elder Treant Body: Unlike other monster classes, the creature's original racial traits are retained.

    The Elder Treant's natural armour bonus increases by ˝ its HD. Additionally, every time it grows in size it increases by a further +1.

    Improved Entangle:
    At 2nd level, the Elder Treant's Entangle attack becomes significantly stronger. The range doubles and each target successfully hit by the roots take a penalty to all move speeds equal to 5ft/2HD for HD rounds. Additionally, if they have a fly speed they cannot use it for the duration of this effect.

    Finally, each opponent held in a grapple by a root is dealt damage equal to a slam attack from the Elder Treant for each round the grapple is maintained.

    Plant Domain:
    At 3rd level, the Elder Treant gains the ability to use each spell from the Plant Domain as a spell-like ability a number of times per day equal to its HD divided by the spell level (rounded down, minimum 1).

    To use each spell-like ability the Elder Treant must have a number of HD equal to at least twice the spell level.

    The save DCs for the spell-like abilities is equal to 10 + ˝ HD + Wis modifier. The caster level is equal to the Elder Treant's HD where applicable.

    Growth:
    At 4th and 8th levels, the Elder Treant increases in size by one category. It gains all the benefits and penalties associated with that but does no receive any stat modifications.

    Mighty Slam:
    At 5th and 10th levels, the Elder Treant's slam attack improves by two steps of damage.

    Additionally, at 5th level the Elder Treant deals triple damage against objects instead of double.

    Resistive Bark:
    At 6th level, the Elder Treant gains Spell Resistance equal to 10 + HD + Con Modifier.

    Fertile Step:
    At 7th level, the Elder Treant gains an aura out to 5ft + 5ft/HD. This area is under the effect of a Plant Growth spell. The Elder Treant may select which version of this spell is affecting the area. This aura can be turned on and off as a free action.

    Additionally, the Elder Treant is no longer hindered by difficult terrain caused by an organic feature. This includes, but is not limited to, features caused by overgrown plants, trees, vines or bushes.

    Improved Trample:
    At 9th level, the Elder Treant's trample attack gains a +5 bonus to DC and deals extra damage equal to ˝ its Str modifier, bringing the total damage to that of a slam attack + 2x Str modifier.

    Keeper of the Forest:
    At 11th level, the Elder Treant gains the permanent service and companionship of a small enclave of Treants. Whenever the Elder Treant uses its Animate Trees ability, the Treants they create can begin to take levels in the Elder Treant class if their HD would exceed 8. They are permanent once created.

    The number of Treants the Elder Treant can animate (and control) improves by 1.

    Force of Nature:
    At 12th level, the Elder Treant become nature's wrath incarnate. Its DR increases by 5 and changes to DR/-, its Spell Resistance increases by 5, it receives a permanent +2 bonus to any one mental stat and gains the Outsider type with the Augmented subtype.

    Additionally, the Elder Treant gains the Frightful Presence ability out to 100ft + 10ft/HD. Whenever it makes an aggressive action (as judged by the DM), all creature with fewer HD within this range must make a Will save (DC 10 + 1/2 HD + Cha modifier) or become frightened for 5d6 rounds.


    Comments:
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    Still got to fill the last 5 levels, but I'll work on that as I go along. All suggestions are welcome for abilities for these levels!
    Last edited by Niezck; 2010-10-03 at 08:36 AM.
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  12. - Top - End - #132
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Sorry for the double post, but moar content!

    Feral Creature



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    Prerequisites:

    Humanoid or Monstrous Humanoid.

    Must live in the wilds for a number of months equal to your HD.

    or

    Must be born as a Feral.

    HD: d8
    {table=head]Level|BAB|Fort|Ref|Will|Class Features
    1|+0|+2|+0|+0|Feral Body, Improved Grab, +1 Str
    2|+1|+3|+0|+0|Rend, +1 Con
    3|+2|+3|+0|+0|Natural Speed, Rake, +1 Str
    4|+3|+4|+1|+1|Regenerative, Pounce, +1 Con[/table]

    Skills: 4 + Int (Balance, Hide, Knowledge (Nature, Geography), Listen, Move Silently, Search, Spot, Survival and Tumble)

    Weapon and Armour Proficiencies: A Feral creature is proficient only with its natural weapons.

    Feral Body: Unlike other monster classes, the Feral creature doesn't lose its racial ability modifiers. If the original creature was a humanoid, it now becomes a monstrous humanoid. Otherwise its type remains the same.

    A Feral creature gains two primary claw attacks that deal 1d8 + Str modifier damage, based on a medium creature. If the Feral creature already has claw attacks from another source, they gain increased damage as if a size larger.

    A Feral creature gains Darkvision out to 10ft / 2HD.

    A Feral creature's natural armour bonus increases by +2.

    Ability Increases:
    At 1st and 3rd level, the Feral creature gains a permanent +1 to Strength. At 2nd and 4th level, the Feral creature gains a permanent +1 to Constitution.

    Improved Grab: (Ex)
    At 1st level, the Feral creature gains the Improved Grab ability.

    Rend: (Ex)
    At 2nd level, the Feral creature gains the Rend ability. Whenever it successfully hits an opponent with both claws, it deals double damage exactly as if it had scored a critical hit.

    Natural Speed: (Ex)
    At 3rd level, the Feral creature gains a +10ft enhancement to all its movement speeds. This increases by a further 10ft for every 5 HD after this point.

    Rake: (Ex)
    At 3rd level, the Feral creature gains a Rake attack. While grappling, it can make two claw attacks against its grappler (or grapplee) at its full normal attack bonus.

    Pounce: (Ex)
    At 4th level, the Feral creature gains the Pounce ability.

    Regenerative: (Ex)
    At 4th level, the Feral creature gains Fast Healing equal to 1/2 HD.



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    Trying to fit all of the Feral creature stuff into 4 levels is pretty difficult, since it gives a lot of abilities, score increases, fast healing, claw attacks, etc. Hopefully it isn't too unbalanced.
    Last edited by Niezck; 2010-10-04 at 08:56 PM.
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    write that there templates. what happens if the creature is already monstrous humanoid,a demon, a devil ,etc? Winged
    also i wonder what going to happen if my goristro put's a lv in that
    *thinks about flying Colossal gorsitro*

    both class have to get 2 +intel modifier

    feral should get +1 to con or str on all lvs

    also for the ettin the table should be like
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    Quote Originally Posted by Temotei View Post
    Ettin
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    Hit Die: d8

    Class Skills
    The ettin's class skills (and the key ability for each skill) are Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Search (Int), and Spot (Wis).

    Skill Points at 1st Level: (2 + Int modifier) x 4
    Skill Points at Each Additional Level: 2 + Int modifier
    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+0|+2|+0|+0|Ettin body, double sight, favored size, Str +1
    2|+1|+3|+0|+0|Pain spread, two versus one, Con +1
    3|+2|+3|+1|+1|Durability, favored size, Str +1
    4|+3|+4|+1|+1|Superior two-weapon fighting, enhanced sight, Con +1
    5|+3|+4|+1|+1|Growth, Str +1
    6|+4|+5|+2|+2|Ubiquitous vision, favored size, Con +1[/table]

    Weapon and Armor Proficiencies: An ettin is proficient with all simple and martial weapons, and with light and medium armor and shields.

    Ettin Body: An ettin loses all racial features and gains low-light vision. It is medium-sized, with a natural slam attack dealing 1d6 + 1.5 x Str modifier damage, as well as natural armor equal to its Con modifier. Its base land speed is 40 feet.

    Double Sight (Ex): An ettin's heads provide greater awareness, granting a +2 bonus to Listen, Search, and Spot checks.

    At 5 Hit Dice, and at every 5 Hit Dice after, this bonus increases by 2.

    If an ettin would be blinded or deafened by a spell or similar effect that only affects a single creature, only one head loses its senses, causing the ettin to lose their bonus to Listen, Search, and Spot.

    Favored Size (Ex): An ettin can choose a single size category from fine to large at 1st level. The ettin gains a +2 bonus on Intimidate, Listen, Search, and Spot checks when using these skills against creatures of this size. Likewise, the ettin gets a +2 bonus on weapon damage rolls, as well as a +2 bonus on bull rush, grapple, overrun, and trip attempts against such creatures.

    At 3rd level and 6th level, the ettin may select an additional favored size. In addition, at each such interval, the bonus against any one favored size (including the one just selected, if so desired) increases by 2.

    Ability Score Increase: The ettin gains a +1 bonus to their Strength score at every odd level, and a +1 bonus to Constitution at every even level.

    Pain Spread (Ex): When the ettin would be subject to a pain effect that targets only a single creature, only one of the ettin's heads is affected.

    Two Versus One (Ex): Whenever the ettin attacks a creature two size categories smaller than itself, it is considered to be flanking that creature.

    Durability (Ex): At 3rd level, the ettin gains damage reduction. Subtract 1/2 the ettin's Hit Dice from the damage the ettin takes each time it is dealt damage from a weapon or a natural attack. Damage reduction can reduce damage to 0 but not below 0.

    Superior Two-Weapon Fighting (Ex): An ettin often fights with a weapon in each hand. Because each of its two heads controls an arm, the ettin does not take a penalty on attack or damage rolls for attacking with two weapons.

    Enhanced Sight (Ex): An ettin gains superior low-light vision and darkvision out to 60 feet, reflecting the ettin's improving ability to be aware with both of its heads at the same time, as well as its improving senses that go along with that.

    Growth: At 5th level, the ettin grows to large size.

    Its AC, bonus to hit, base damage, grapple checks, and skills change accordingly, but it doesn't gain any ability score bonuses or penalties.

    Ubiquitous Vision (Ex): The ettin's two heads allow it to look behind and to the sides at all times, as well as to the front. The ettin cannot be flanked.


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    The ettin in the Monster Manual doesn't leave much for a class to be made, so there are quite a few abilities here that aren't in the entry. However, each one fits pretty well into the fluff of the ettin.

    Ubiquitous vision is an awesome defense against sneak attacking rogues and strategic fighters, though they can still be caught flat-footed.

    Surprisingly, the ettin has great synergy with the rogue. Its two versus one ability can be maximized by a friendly caster reducing enemies or enlarging the ettin. Ubiquitous vision combined with uncanny dodge (and improved uncanny dodge) provides a nigh-unstoppable defense against sneak attacks, and superior two-weapon fighting helps greatly in getting more sneak attacks off against enemies.
    Last edited by monkman; 2010-10-03 at 09:58 AM.
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    It's clearly a template as it doesn't automatically change type and has requirements. Both of them do, in fact. And really, I was gonna give 'em 2 + Int skill points, then I figured they could actually use a fair few skills, so 4 + Int was more appropriate. Especially considering neither has full BAB and each only hsa a single save.

    And again, I was gonna give Feral +1 at each level, but it already has quite a lot going for it, so I thought I'd leave it as-is. After all, I don't wanna cram 4 good special abilities, claws, fast healing, nat armour and +4 str/con onto 4 levels.
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    i said +1 con Or str a lv
    odd=+1 str
    equal=+1 con
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Sorry to ask again, but is anyone willing to do Gravetouched Ghoul?

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

    Niezck nest please dont post 2-3 creature at a time, do one at a time
    i saw nothing wrong with winged but make sure you cant have undead winged unless they dont want to fly
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    I fail to see why I can't post more than one at a time?

    Anyway, the Elder Treant was from the last thread, I was just re-posting the work in progress to ask for ideas.
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    Found a slightly larger nimblewright pic;

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

    I think the higher levels of the feral monster class are a bit plain. maybe you could add a 10ft speed boost or something to increase its toughness.
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    Quote Originally Posted by Ms.Malbolge View Post
    Listen to the Crafy one. He speaks the truth, except when he doesn't which may still be the truth hidden behind a veil of crafty craftiness.

    Or something.

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    Quote Originally Posted by Crafty Cultist View Post
    I think the higher levels of the feral monster class are a bit plain. maybe you could add a 10ft speed boost or something to increase its toughness.
    Added an increasing move speed bonus along with additional stat boosts as monkman suggested.

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

    Quote Originally Posted by Niezck View Post
    I fail to see why I can't post more than one at a time?

    Anyway, the Elder Treant was from the last thread, I was just re-posting the work in progress to ask for ideas.
    beacuse it's harder for us to think about things, we might forget the other post, *cough* CHRONOTYRYN,ettin, winged*cough* and we might not rate them.
    Last edited by monkman; 2010-10-03 at 12:19 PM.
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Quote Originally Posted by monkman View Post
    also for the ettin the table should be like
    I don't like that as much. In my first one, I said I played around with the formatting a bit so it looked more standard/professional.

    Thanks, Tygre. Good picture.
    Last edited by Temotei; 2010-10-03 at 12:53 PM.
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    Quote Originally Posted by Niezck View Post
    Added an increasing move speed bonus along with additional stat boosts as monkman suggested.

    Anything else?
    How about diehard as a bonus feat at 4th level. it fits the "savage, tenacious monster" image and I think just gaining rend is a little weak for a capstone ability.
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    Quote Originally Posted by Ms.Malbolge View Post
    Listen to the Crafy one. He speaks the truth, except when he doesn't which may still be the truth hidden behind a veil of crafty craftiness.

    Or something.

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    Titan



    Class:
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    Hit Dice: d8
    {table]Level|BAB|Fort|Ref|Will|Special
    1|+0|+2|+0|+0|Titanic Body, Titanic Strength, Titanic Magic, +1 Str
    2|+1|+3|+0|+0|Brute Force, +1 Str, +1 Con
    3|+2|+3|+1|+1|Titan Battle Style (SLA), +1 Str
    4|+3|+4|+1|+1|Skin of the Titan (DR/Magic), +1 Con, +1 Cha
    5|+3|+4|+1|+1|Growth (Large), +1 Str
    6|+4|+5|+2|+2|Skin of the Titan (SR), +1 Str, +1 Con
    7|+5|+5|+2|+2|Bonus Feat, +1 Str
    8|+6|+6|+2|+2|Change Shape, +1 Con, +1 Cha
    9|+6|+6|+3|+3|Titan Battle Style (Full Attack), +1 Str
    10|+7|+7|+3|+3|Growth (Huge), +1 Str, +1 Con
    11|+8|+7|+3|+3|Unstoppable, +1 Str
    12|+9|+8|+4|+4|Skin of the Titan (DR/Lawful), +1 Con, +1 Cha
    13|+9|+8|+4|+4|Swat, +1 Str
    14|+10|+9|+4|+4|Bonus Feat, +1 Str, +1 Con
    15|+11|+9|+5|+5|Skin of the Titan (SR+Cha), +1 Str
    16|+12|+10|+5|+5|+1 Con, +1 Cha
    17|+12|+10|+5|+5|I'll be back!, +1 Str
    18|+13|+11|+6|+6|Titan Battle Style (Overcome DR), +1 Str, +1 Con
    19|+14|+11|+6|+6|Hasta La Vista Baby!, +1 Str
    20|+15|+12|+6|+6|Skin of the Titan (DR/Epic & Lawful), +1 Con, +1 Cha
    21|+15|+12|+7|+7|Bonus Feat, Supreme Titanic Magic, +1 Str[/table]

    Class Skills: 4+Int Mod (x4 at first level) Bluff, Climb, Concentration, Craft, Heal, Intimidate, Jump, Knowledge (any one), Listen, Perform, Sense Motive, Search, Spellcraft, Spot, Swim.

    Proficiencies: Titans are proficient with their own natural attacks, as well as all simple and martial weapons. They are proficient with light, medium & heavy armour but not shields.

    Class Features:

    Titanic Body (Ex): At first level the Titan loses all racial traits and features and gains the Outsider traits. It gains the Chaotic subtype, as well as the Native subtype when on a Chaos aligned Plane and the Extraplanar subtype when anywhere else.
    It is medium sized and has a base land speed of 40ft.
    It gains a primary Slam attack that deals 1d4+Str Mod damage, and a natural armour bonus equal to it's Con Mod.

    Titanic Strength (Ex): Titans have the Powerful Build quality. When they increase in size via the abilities of this class (but not from any other means) Powerful Build increases too.

    Titanic Magic (Sp): Magic flows in the blood of Titans, and as such they can utilise many spell-like abilities. Spell-likes are gained at the Titan level shown in the below spoiler and may be used as often as shown.

    Brute Force (Ex): A Titan's raw strength is their biggest asset. Titans may make a Str check and add 1/2 their Titan Level as a racial bonus vs. the DC of a Disable Device and Open Lock checks. If the check beats DC then the Titan demolishes the lock/device, ruining them beyond use or repair.

    Titan Battle Style (Ex): Titans train from birth with weapons far bigger than normal for most races. Thanks to their Powerful Build they can use weapons of this size without penalty, and only when using a masterwork weapon (excluding natural weapons) one size bigger than themselves do they gain the benefits of this ability.
    - At third level when a Titan threatens a Critical Hit they may use one of their SLAs as a Swift action, provided they haven't used their Swift/Immediate action for that round already.
    - At ninth level they may make a full-attack as a standard action.
    - At eighteenth level they may overcome 1 point of DR per Titan level, regardless of what would normally overcome it (if it is DR/- then they ignore 1 point/2 Titan levels).

    Skin of the Titan (Ex): The magic inherent within Titans grants them potent protection.
    - At fourth level they gain DR/Magic equal to half their HD.
    - At sixth level they gain Spell Resistance equal to 10+HD.
    - At twelfth level their DR becomes DR/Lawful.
    - At fifteenth level they gain +Cha Mod to their Spell Resistance.
    - At twentieth level their DR becomes DR/Epic & Lawful.

    Growth (Ex): At fifth level the Titan grows to Large Size, it's Slam attack increases to 1d6+Str damage and it gains +10ft to it's land speed. It's natural armour bonus increases by one.

    At tenth level they grow again to huge size. Their Slam now deals 1d8+Str damage and gains another +10ft to it's land speed. Their natural armour again increases by one.

    Bonus Feat (Ex): At levels 7, 14 & 21 Titans gain a bonus feat. This feat must be either a Fighter bonus feat or a spell-like metamagic feat.

    Change Shape (Su): From eighth level Titans may assume the form of any small or medium humanoid for 1 hour/day for each Titan level it possesses.

    Changing shape is a move equivalent action that may be done at will, but no more than 1/round.

    Unstoppable (Ex): Titans are born to battle, and over the generations they have learned techniques that mean they may continue in the fray long after others have fallen. From now on the Titan may use his Cure Critical Wounds SLA on himself as a Swift action. He may still use the SLA on others, but it takes it's normal casting time when doing so.

    Swat (Ex): At second level, the Titan may turn his strength to knocking enemies around rather than simply harming them. A Swat is a standard-action, touch based attack delivered with the Titan's slam attack. Enemies take standard slam damage, but the Titan does not add his Str to damage. Instead, enemies are knocked 5' in the direction of the Titan's choice (excepting movement into the Titan's occupied area), plus 5' for every size category the giant has over them. Increase the distance increment by 5' for every 5HD of the Titan.

    Enemies who are knocked into obstacles must make a balance test (DC is 10 + the damage dealt + the Titan's Str modifier) or fall prone. If an enemy is knocked into another enemy's square, both foes must make balance tests.

    Flying enemies must pass the same balance test or lose flying for 1 round per size category the Giant has over them.

    I'll be back (Su): Titans are unbelievably difficult to keep down. As a free action 1/week a Titan may utter the name of this ability whilst engaged in combat (initiative has been rolled, must have made at least one melee attack or used one of his SLAs against an enemy since initiative was rolled). This effect lasts for 1 round/HD.

    If the Titan is killed during that duration, anyone attempting to resurrect him at any point after that may forgo any material or XP costs involved. Alternatively the Titan may forgo this power and instead revive automatically 1 hour after death with 1HP and no level loss, assuming there is at least some of his original body remaining.

    If killed whilst under the effects of this ability the Titan's soul may also not be trapped or bound in any way.

    The power of this effect only works once, and must be renewed after the Titan is raised if they wish to benefit from it again. The week delay before it is usable again begins the day after the previous use expires, unless he is killed whilst under it's effect in which case it begins the day after he is revived.

    Hasta La Vista Baby! (Ex): Once per day, the Titan may utter a pithy comment before attacking as a standard action. For the purposes of that attack, he gains his charisma bonus as an Awesome bonus to attack and damage. The DM should feel free to add a bonus or penalty to this number, depending on how clever and pithy the one-liner is. The attack pierces all damage reduction. All threatened criticals are automatically confirmed.

    If the enemy is hit, they are sent flying back a number of feet equal to half the damage the Titan dealt with the attack, rounded to the nearest 5. If they are blocked by a wall or obstacle, they take 1d6 damage per 5 feet they would've gone beyond that. Either way, when they land, they fall prone and are shaken for the duration of the encounter. This shaken status will affect creatures immune to fear or mind-affecting, but not mindless creatures.
    This ability cannot be used on the first round of a battle.

    Supreme Titanic Magic (Su): At level 21 Titans become masters of their magical abilities. From now on any spell-like abilities they gained from the Titan class that could previously be used 1/HD each day may now be used at will. This has no effect on other spell-like abilities either from other sources or from the Titan class that can only be used less than 1/round.

    Titanic Magic:
    Spoiler
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    Level 1
    - Cure Light Wounds 1/HD each day.
    -- Upgrades to Cure Moderate Wounds at Level 4.
    -- Upgrades to Cure Serious Wounds at Level 8.
    -- Upgrades to Cure Critical wounds at Level 11.

    Level 2
    - Summon Monster I 1/day.
    -- Upgrades to Summon Monster II etc. as a Sorcerer would gain access to that level of spells (II at Level 4, III at Level 6 ... IX at Level 18).
    -- Gain an additional use at Level 10 and a third use at Level 19.

    - Silent Image 1/HD each day.
    -- Upgrades to Major Image at Level 8.
    -- Upgrades to Persistent Image at Level 13.

    Level 3
    - Invisibility 1/HD each day.

    Level 4
    - Levitate 1/HD each day.
    -- Upgrades to Fly at Level 12.

    Level 5
    - Lightning Bolt 1/HD each day.
    -- Upgrades to Chain Lightning at Level 12.

    Level 6
    - Dispel Magic 1/HD each day.
    -- Upgrades to Greater Dispel Magic at Level 13.

    - Daylight [Good] or Deeper Darkness [Evil] 1/HD each day.

    Level 7
    - Hold Person 1/HD each day.
    -- Upgrades to Hold Monster at Level 10.

    - Invisibility Purge 1/HD each day.

    Level 8
    -

    Level 9
    - Charm Monster 1/HD each day.

    - Remove Curse [Good] or Bestow Curse [Evil] 1/2HD each day.
    -- Remove Curse upgrades to Break Enchantment at Level 14. Bestow Curse does not upgrade.

    Level 10
    -

    Level 11
    - Holy Smite [Good] or Unholy Blight [Evil] 1/HD each day.

    Level 12
    -

    Level 13
    -

    Level 14
    - Fire Storm 1/4HD each day.

    Level 15
    - Word of Chaos [Chaos] or Dictum [Law] 2/day.
    -- Gain a third use at 19HD.

    Level 16
    - Maze 1/5HD each day.

    Level 17
    - Meteor Swarm 1/5HD each day.

    - Greater Restoration [Good] or Crushing Hand [Evil] 1/5HD each day.

    Level 18
    - Gate 1/7HD each day.
    -- If the Titan wishes to use the Calling option of this SLA he must pay the XP cost as usual.

    Level 19
    - Etherealness 3/day.

    ---------------------------------
    Titans receive the SLAs that correspond with their alignment. Neutral aligned Titans may choose at Level 1 whether they wish to gain the [Good] or [Evil] & [Chaos] or [Law] SLAs, and this decision cannot be changed once made.

    If the Titan's alignment changes they may not use these alignment based SLAs until they receive an Atonement spell from a creature of their new alignment.


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    There's my Titan. Not really that much to put in here, everything should be pretty self explanatory (the capstone is in epic levels, so it shouldn't be too bad, but maybe I should limit it to a certain amount of it's spell-likes). Basically it's a Battle Sorcerer except it's on a restricted spell list. Is it too much?
    Last edited by Kobold-Bard; 2010-10-09 at 05:27 PM.
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    Quote Originally Posted by Kobold-Bard View Post
    Titan Hammer Technique (Ex): Thanks to their Powerful Build they can use weapons of this size without penalty, but only when using a Warhammer one size bigger than themselves do they gain the benefits of this ability.
    It would be easier to say: "Thanks to their powerful build, they can use warhammers of one size larger than themselves without penalty."
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    Why limit it to warhammers? That seems kind of unfair to other build concepts. I'm aware the original version specifies warhammers but limiting it when we're supposed to not limit the monsters to one specific role seems odd.
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  28. - Top - End - #148
    Ogre in the Playground
     
    SolithKnightGuy

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

    Quote Originally Posted by Kyuubi View Post
    Why limit it to warhammers? That seems kind of unfair to other build concepts. I'm aware the original version specifies warhammers but limiting it when we're supposed to not limit the monsters to one specific role seems odd.
    This does not limit it to a role only to a weapon. It can still be any role it wants to be.
    “Beware the Jabberwock, my son!
    The jaws that bite, the claws that catch!
    Beware the Jubjub bird, and shun
    The frumious Bandersnatch!”

    Lewis Carroll

  29. - Top - End - #149
    Titan in the Playground
     
    Kobold-Bard's Avatar

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

    Quote Originally Posted by Kyuubi View Post
    Why limit it to warhammers? That seems kind of unfair to other build concepts. I'm aware the original version specifies warhammers but limiting it when we're supposed to not limit the monsters to one specific role seems odd.
    I did think of that, but I wanted to keep the hammer thing since Powerful Build overlapped the ability to weild the big hammers in general.

    I'll change it if people want.
    Piratebold-Bard by Elder Tsofu | Backer #121 of the Giantitp Kickstarter | My homebrew
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  30. - Top - End - #150
    Titan in the Playground
     
    Mystic Muse's Avatar

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    Mar 2009

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

    Quote Originally Posted by Duskranger View Post
    This does not limit it to a role only to a weapon. It can still be any role it wants to be.
    And several roles are based upon weapons. What if I want to do sword and board or dual wield instead? I have to spend a feat or something to get the higher sized versions of those weapons.

    There are also people (me for instance) who simply find warhammers aesthetically unpleasing.

    it just seems arbitrary to me.
    Last edited by Mystic Muse; 2010-10-03 at 01:40 PM.
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