Results 991 to 1,020 of 1491
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2010-11-07, 08:26 PM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
Not that I don't understand that you folks are all of the busy persuasion, but might I put in a request for Half-Celestial?
SpoilerMy Characters
According to this test, I am a LN Half-Orc Cleric, Lvl.2.
"And in the layer of the Deep Ones, we shall dwell amidst wonder and glory forever." - H.P. Lovecraft
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2010-11-07, 08:56 PM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
Never can find my towel...Forgot who did my avatar, sorry! >.<
So it goes.
GNU Terry Pratchett
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2010-11-07, 09:47 PM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
Huh, must've overlooked it. Right then, never mind.
SpoilerMy Characters
According to this test, I am a LN Half-Orc Cleric, Lvl.2.
"And in the layer of the Deep Ones, we shall dwell amidst wonder and glory forever." - H.P. Lovecraft
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2010-11-08, 12:20 AM (ISO 8601)
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- Aug 2008
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
We have two bright, shiny new editions to the list!
Water Elemental: At 2nd glance, it looks okay. I think. Anyone have any comments?
Wereraptor: Looks like the size increases sorta... skips one. It can't become gargantuan, but it can become colossal?
Alpha of the pack... the way CR works, this is a very powerful ability when you get it at level 4. It becomes significantly worse every level- by level 20, they're pretty much useless, even if you do have 5 of them. 20 would still be (largely) useless. I'd scrap it and go for something else entirely.
Also, "Ambush Sucker!" is a little vanilla. Sure, sneak attack is fun, but you can be a little more creative than that, eh?
Saint: Why does it get wisdom? Where does it use wisdom?
Also, you need to state how any save DC's are calculated. I know at least calming touch uses it.
2. First, i'll give the Cheshire Cat someDex at each level, Handle Humanoid was just a laugh but that can go, and as for immunity to SDA's at Lv30.....yuck. Most games don't last that long, but I'll settle for Lv25.
Also, too much dex. You should be handing out maybe +1 charisma at level 2 and +1 dex at level 3, or something along those lines. No more than +1 to a single ability score every level, and for this class, no more than +2 total.
Actually, it might be fitting just to grant a total of +2 charisma, no dex.
Assuming the request line is still open, I'd like to ask for Ultroloth, please.
Wouldnt just giving a limit of 2 or 3 creatures stop that prombleme?
Also animate dead does no equal the abilty.
You can have zombies and skeletons but your arent able to have anything that's really strong. With the first ability you can have a vampire, a lich, a wraith,etc.Also with Hd worth undead, You wont be able to do much.
Even if you don't include extraneous templates, you can still have a vampire wizard or lich wizard or something like that with a level equal to the death knight's and thus a higher CR than the death knight, once the template is included. Your ability is broken.
Bleakborn: Wwwweelll... you have a similar creature in the marraenoloth. They both have resistances and such. The marraenoloth has a similar touch attack damage, but it's a more powerful damage type, does a little bit more damage, and also does ability score damage. They both have at-will no-action abilities, but the marraenoloth's is a save-or-lose, while the bleakborn is just a little damage. The bleakborn gets animate dead; the marraenoloth gets animate dead plus a handful of other worthy SLAs.
To round it all off, the bleakborn gets some cool staying power abilities, but the marraenoloth gets some pretty impressive maneuverability- in the end, the marraenoloth is significantly superior. The bleakborn could use some spicing up.
Being able to make these comparisons is an important skill to learn in making homebrew.
Evolved undead:
Lix Lorn: Good call.
Geckoking: If anything, the capstone is underpowered. By level 9, unless you're a turning focused cleric, turning becomes a pretty pitiful choice- it's more for crowds of weaker undead than powerful undead. Meanwhile, as the undead probably has fast healing by now, more healing options isn't all that important, and if you're using positive energy on a level 9+ undead, you're doing something wrong.
Illurien: Well, it's still not finished. Though, for starters, SR should come earlier than level 9.Marceline Abadeer by Gnomish Wanderer
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2010-11-08, 12:26 AM (ISO 8601)
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- Mar 2009
Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
Last edited by Mystic Muse; 2010-11-08 at 12:26 AM.
Avatar by the wonderful BeckyPages. My OC Curtain Call.
My Twitter account, where I will mainly post images of minis I've painted.
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2010-11-08, 12:29 AM (ISO 8601)
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2010-11-08, 06:51 AM (ISO 8601)
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- Mar 2010
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
Cheers! My first monster class, finished!
Thank you all for helping me through it, despite my stupidity in picking my first class.
Well... the original template gets wisdom, for one thing. Also, an unwise Saint doesn't really make sense. Maybe not smart, that I could see, but becoming a Saint seems like a process that would make you wiser. If nothing else it helps with... will saves?
Also, you need to state how any save DC's are calculated. I know at least calming touch uses it.
Unfinished Monsters by Original Post Date
Spoiler
Water Elemental2 - 10/02/2010
Elder Treant3 - 10/03/2010
Soulspark2 - 10/06/2010
Living Spell3 - 10/10/2010
Malebranche2 - 10/16/2010
Dwarf Ancestor2 - 10/18/2010
SHADOWPERSON2 - 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
Maug2 - 10/29/2010
Saint1 - 10/29/2010
Cheshire Cat2 - 10/30/2010
Wereraptor2 - 10/30/2010
Death Knight2 - 10/31/2010 [Revised Class]
Osyluth (Bone Devil)2 - 10/31/2010
Illurien2 - 11/04/2010
Shade2 - 11/04/2010
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; 2010-11-08 at 08:05 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!
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2010-11-08, 07:42 AM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
Took the critique, I don't know if the 3rd level skill is too complex or if the 4rth level one gets useless at higher levels.
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.
Spoiler
Spoiler
Weretrex avatar by Bradakhan
Bec Noir avatar by Derjuin, thanks! Yes, that sword in his chest is a part of him.
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2010-11-08, 07:42 AM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
First of all: I love this.
Spoiler
Second: Agreeing that Links are superior to quotes, it makes things much easier for me as well.
Now on to my thoughts:
Comments, still, are in Bold
I want to make it clear that all of my comments are open to discussion, and comments that have a question mark at the end of them are doubly so. That said, what Dinosaur is this based on? I'm having a rather hard time figuring out where this guy is coming from. Balance wise he's coming along nicely. Keep it up.
Werescorpion
Is the daily uses for poison standard for Lycanthropes? If not, don't use it.
It is standard, but if you don't like it, it doesn't have to be. I can easily edit it out of Weresnake and Werespider. I was simply following suit of the Thri-Kreen.
Also, just gaining a flat bonus to attacks & damage is not good.
Yes.
Entomanothropes tend to get Darkvision instead of Low-light Vision. I pointed this out in my last look-over, and you seem to have missed it. I don't mind the difference, but I would like to know why.
Posion: When I said that the poison can scale, I meant the damage die can increase with HD. As it stands I'm not terribly fond of the 1d4 initial and 2d4 secondary.
Funny Note, unrelated of course, but the Scorpionfolk have Dex poison in their tail while the Monstrous scorpion has Con poison.
Improved Grab A WereScorpion may make a grapple attempt whenever he makes an attack with his claws and does not cause an AoO from the person being grappled.He may hold a creature no more than his size category.This part last sentence, I think, is unnecessary. Grapple already has rules about What size of creature you may and may not grapple.Greater Scorpion: A WereScorpion gains benefits from his powers. He may replace his Str mod with Dex for damage with his tail (and may add it to his claws at 12 HD). He gains a bonus to Jump and Climb equal to his HD. Also, he gains a bonus attack and damage equal to 1/4 his HD (Min= +1).
Look at the Lycans already made.
Werewolves gain no 'slight bonus' while weasels gain arguably the strongest of all 'slight bonuses' with a significant increase to Initiative.
As for the Sharpened tail... perhaps a better name than 'Sharpened.' I like the ability, because it maximizes out like a whip would. If I were you, and I'm not, I'd go ahead and at this point give the tail these bonuses as well:
A werescorpion can make trip attacks with its tail. It cannot be tripped during its own trip attempt.
When using its Tail, the werescorpion gains a bonus on opposed attack rolls made to disarm an opponents equal to half its HD.
All feats and abilities that apply to whips also apply to the Werescorpion's tail.
Then again, you may hate the whip and everything to do with it, and not want your beastie to have a whip-tail. Either way is fine with me, but as a player I'd push this on my DM so fast and hard it'd make his head spin. And then I'd push the Lasher PrC... But I loves me some Lasher PrC.
Changelog...Please actually list all changes.
Saying you took my advice is not helpful to me when I am re-going over your class. I would love to think that I have a perfect memory, and could even manage looking at the two different commentaries I've made, and be able to tell what I've said and what it meant, but to be honest, I don't. And sometimes I give bum advice.
Please, please, please Log your changes in your changelog, elsewise why have it?
And now for a quick...offering of thoughts on the Evolved Undead
Increased Natural/Deflection armor. I like it.
Evolved Flight: While the wording specifically states that something happens when it is selected twice... you may still specify how many times it may be selected. (I assume only twice for creatures without flight, and only once for creatures with. If this is wrong, you may specify whether or not doubling a double turns into a tripple here, because distance is a 'real' number, and according to the SRD, as I remember it, real numbers don't normally Double-Double into a Triple.)
I hope that all makes sense...
Evolved Physical Resistance:DR/Silver or Magic seems weaker to me than DR/Silver and Magic.
Or implies that only one is needed, whereas and implies both are needed.
Or Does DR work differently than that?
Advancement of Grave-Magic might be easier to read if it were in the table, across from their respectively enhanced SLAs.
But I love Grave-Magic.
Skill Evolution Players will either choose Rogue, or a class that offers the few skills that rogue does not. Why not say offer a number of skills to be class skills. Or all, because the ability is loosely enough defined that it wouldn't be much of a power-jump. Maybe better to phrase it like the Expert, selecting a list of class skills? I don't know, but as it stands it is really just a bit more complicated than 'All.'
Pinnacle of Evolution: I cannot explain how much I love and rejoice this ability. This capstone makes me want to play an undead so terribly bad, I might get back into Play by Post. (And believe you me, this is no small accomplishment.)
Honestly all in all the Evolved undead seems to be a sturdy vessel-and could sail in any game I'm running, and would be pushed on players who chose to be undead.
Again everything in this post is solely my two wooden pieces painted copper.Come with me, time out of mind...
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2010-11-08, 12:13 PM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
Eh, I don't think it's that pertinent. The worst misinterpretation I can see is if they get quadruple land speed and perfect maneuverability out of no fly speed at all... and if they REALLY want to spend 3 out of their 4 evolved abilities on that, then they can go right ahead and do that.
Evolved Physical Resistance:DR/Silver or Magic seems weaker to me than DR/Silver and Magic.
Or implies that only one is needed, whereas and implies both are needed.
Or Does DR work differently than that?
Advancement of Grave-Magic might be easier to read if it were in the table, across from their respectively enhanced SLAs.
But I love Grave-Magic.
Skill Evolution Players will either choose Rogue, or a class that offers the few skills that rogue does not. Why not say offer a number of skills to be class skills. Or all, because the ability is loosely enough defined that it wouldn't be much of a power-jump. Maybe better to phrase it like the Expert, selecting a list of class skills? I don't know, but as it stands it is really just a bit more complicated than 'All.'
Pinnacle of Evolution: I cannot explain how much I love and rejoice this ability. This capstone makes me want to play an undead so terribly bad, I might get back into Play by Post. (And believe you me, this is no small accomplishment.)
Well... the original template gets wisdom, for one thing. Also, an unwise Saint doesn't really make sense. Maybe not smart, that I could see, but becoming a Saint seems like a process that would make you wiser. If nothing else it helps with... will saves?
If you have SLAs based on wisdom? Give a wisdom bonus. But we don't give ability score bonuses unless the class actually uses that ability score.Marceline Abadeer by Gnomish Wanderer
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2010-11-08, 01:38 PM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
Last edited by Magicyop; 2010-11-09 at 03:03 PM.
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!
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2010-11-08, 01:48 PM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
Note to self: Never use a Tier 1 class to prove a point.
Now, how is that cat and dragon of mine? No major critique, just could someone have a look?
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2010-11-08, 02:08 PM (ISO 8601)
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2010-11-08, 03:33 PM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
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.
Spoiler
Spoiler
Weretrex avatar by Bradakhan
Bec Noir avatar by Derjuin, thanks! Yes, that sword in his chest is a part of him.
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2010-11-08, 04:25 PM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
Hey all. I was reading through the Phoelarch and noticed that it says that it gets a natural armor bonus equal to its constitution score. Is that a typo? Or do they really get a bonus equal to their con score and not just the modifier?
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2010-11-08, 04:26 PM (ISO 8601)
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2010-11-08, 05:32 PM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
Undead followers: A death knight gains Undead creature that follow him, He gains his HD or ECL in undead followers, A undead creature with class levels must be calculated in ECL*.If an undead creature has no class levels then it must be calculated with HD.
* effective character level
I think that should do it.awesome avatar made by Trazoi
Totem Cleric:A divine fighter that uses a totem which empowers him.
I will not have as much acces to a computer so I will not post as much.
Spoiler
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2010-11-08, 07:02 PM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
No, it shouldn't. That's still not any good. First of all, it's too powerful. Do you understand that, with this ability, you could get an infinite death knight loop by having your first follower be a death knight, then his follower is a death knight, then his follower is a death knight, and so on and so forth forever? At least a leadership chain has an end.
Beyond that, it's significantly more powerful than what is considered the most powerful feat in the game (leadership), as you get a character just as powerful as you are, as opposed to one less powerful than you are.
Do you understand what I'm trying to say?Last edited by Gorgondantess; 2010-11-08 at 07:02 PM.
Marceline Abadeer by Gnomish Wanderer
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2010-11-08, 07:15 PM (ISO 8601)
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- Mar 2009
Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
While I can't and don't want to make a new class until Illurien is finished anyway, I have to ask. If you don't have access to the source material (In this case a dragon magazine) would you still be allowed to make the class?
I only ask because I can't find which issue has the Platinum dragon race in it. Otherwise I'd just buy the darn thing.Last edited by Mystic Muse; 2010-11-08 at 07:16 PM.
Avatar by the wonderful BeckyPages. My OC Curtain Call.
My Twitter account, where I will mainly post images of minis I've painted.
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2010-11-08, 07:20 PM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
Half Elemental Template (Manual of the Planes p.189)
Class
Spoiler
Prerequisites:
Special: Heritage tracing to the appropriate elemental plane.
HD: d8
{table]Level|BAB|Fort|Ref|Will|Feature
1|+ 0|+0*|+0*|+0*| Elemental Body, Elemental Power, Ability Increases
2|+ 1|+0*|+0*|+0*| Elemental Magic [/table]
Class Skills: (4 + Int. Mod.) x4 at first level. The Half Elemental’s class skills are Balance, Climb, Concentration, Knowledge (Nature), Knowledge (the Planes), and Survival.
In addition to these, Half Elemental may add additional skills to there class skills list depending on their type.
Air: a half Air Elemental adds Jump and Tumble to its list of class skills.
Earth: a half Earth Elemental adds Appraise and Balance to its list of class skills.
Fire: a half Fire Elemental adds Bluff and Intimidate to its list of class skills
Water: a half Water Elemental adds Escape Artist and Swim to its list of class skills.
Class Features
Proficiencies: the half elemental is proficient with simple and martial weapons, as will as light armor; but not shields.
Elemental Body: Unlike other monster classes, the creature's original racial traits are retained. The Half Elemental’s type is changed to outsider, and he gains all traits and abilities associated with the type. All half elementals receive +4 racial to fortitude saves made to resist poison. All half elemental also receive a bonus it its armor class in the form of a natural armor bonus equal to its constitution modifier.
In addition, each Half Elemental receives additional bonuses depending on its type.
Air: Half Air Elementals have the [Air] subtype and are immune to electricity damage and damage taken as a result of falling. In addition to this, at 6 HD, the air elemental gains the ability to fly as a speed of 60ft. with average maneuverability.
Earth: Half Earth Elementals have the [Earth] subtype and are immune to acid damage. In addition, half earth elementals have a burrow speed of 10ft. This speed increases by 10 additional feet for every 2 HD the elemental gains after the first two.
Fire: Half Fire Elementals have the [Fire] subtype and are immune to fire damage. In addition, at 4 HD, and for every 4 HD thereafter, the half fire elemental's base land speed increases by 10ft.
Water: Half Water Elementals have the [Water] subtype and are immune to cold damage. Half Water Elementals have swim speeds equal to their base land speed and can breathe underwater as well as on land. In addition, Half Water Elementals receive a +8 racial bonus to swim checks and may always take 10 on swim check, even if rushed or threatened.
Lastly, Each Half Elemental has improved base saving throw scores depending on its type.
Air: The reflex save progression granted by the Half Elemental Monster Class increases to good.
Earth: The fortitude save progression granted by the Half Elemental Monster Class increases to good.
Fire: The will save progression granted by the Half Elemental Monster Class increases to good.
Water: The reflex save progression granted by the Half Elemental Monster Class increases to good.
Elemental Power (Su): Half Elementals have great powers granted by their elemental heritages. Each half elemental receives a one of the following abilities depending on its type.
Air: Force of Nature (Su): Blows made by the Half Air Elemental carry the awesome force of raging winds. Whenever the air elemental deals damage with a melee attack to a target no more than one size category larger than the Half Air Elemental must make a successful balance check (DC = 10 = Damage dealt) or be moved back 5ft. Movement forced in this way does not provoke an attack of opportunity.
Earth: Stability (Ex): Half Earth Elementals are as stable and immovable as the earth itself. All half earth elementals receive a bonus to rolls made to resist Bullrush and being knocked prone equal to 5 + ½ their HD.
Fire: Burn (Su): The body of the half fire elemental radiate incredible heat. Creatures struck by a melee attack from a half fire elemental take an additional amount of fire damage equal to the half fire elemental’s charisma modifier.
Water: Flowing Form (Ex): Half-Water Elementals can make their body fluid and amorphous, allowing them to squeeze through tight spaces. Half-Water Elementals receive a bonus to escape artist checks equal to 5 + 1/2 their HD. This bonus doubles for checks made to squeeze through a tight area.
Ability Increases: Each half elemental gains a bonus to its ability scores depending on its type.
Air: Half Air Elementals receive a permanent increase of +1 to their dexterity score at each level.
Earth: Half Earth Elementals receive a permanent increase of +1 to their strength score at each level.
Fire: Half Fire Elementals receive a permanent increase of +1 to their charisma score at each level.
Water: Half Water Elementals receive a permanent increase of +1 to their constitution score at each level.
Elemental Magic (Sp): Each Half Elemental possesses powerful magic, allowing it control the forces of its elemental. The half elemental gains a set of spell-like abilities granted as it increases in HD. These spell like abilities vary depending on its element. The save DC for these abilities are 10 + 1/2 the Half Elemental's HD + the Half Elemental's Charisma modifier.
HALF AIR ELEMENTAL
{table=head]HD |Spell-like Ability|Uses Per Day
1|Obscuring Mist|1/day/2 HD (minimum 1)
3|Wind Wall|1/day/2 HD
5|Gaseous Form|1/day/4 HD
7|Air Walk|1/day/4 HD
9|Control Winds|1/day/5 HD
11|Chain Lightning|1/day/6 HD
13|Control Weather|1/day/6 HD
15|Whirlwind|1/day/6 HD
17|Elemental Swarm*|1/day/10 HD
19|Plane Shift|1/day/10 HD[/table]
*Cast as Air spell only.
HALF EARTH ELEMENTAL
{table=head]HD |Spell-like Ability|Uses Per Day
1|Magic Stone|1/day/2 HD (minimum 1)
3|Soften Stone and Earth|1/day/2 HD
5|Stone Shape|1/day/4 HD
7|Spike Stones|1/day/4 HD
9|Wall of Stone|1/day/5 HD
11|Stoneskin|1/day/6 HD
13|Earthquake|1/day/6 HD
15|Iron Body|1/day/6 HD
17|Elemental Swarm*|1/day/10 HD
19|Plane Shift|1/day/10 HD[/table]
*Cast as Earth spell only.
HALF FIRE ELEMENTAL
{table=head]HD |Spell-like Ability|Uses Per Day
1|Burning Hands|1/day/2 HD (minimum 1)
3|Produce Flames|1/day/2 HD
5|Flaming Sphere|1/day/4 HD
7|Wall of Fire|1/day/4 HD
9|Fire Shield|1/day/5 HD
11|Fire Seeds|1/day/6 HD
13|Firestorm|1/day/6 HD
15|Incendiary Cloud|1/day/6 HD
17|Elemental Swarm*|1/day/10 HD
19|Plane Shift|1/day/10 HD[/table]
*Cast as Fire spell only.
HALF WATER ELEMENTAL
{table=head]HD |Spell-like Ability|Uses Per Day
1|Obscuring Mist|1/day/2 HD (minimum 1)
3|Fog Cloud|1/day/2 HD
5|Water Breathing|1/day/4 HD
7|Control Water|1/day/4 HD
9|Ice Storm|1/day/5 HD
11|Cone of Cold|1/day/6 HD
13|Acid Fog|1/day/6 HD
15|Horrid Wilting|1/day/6 HD
17|Elemental Swarm*|1/day/10 HD
19|Plane Shift|1/day/10 HD[/table]
*Cast as Water spell only.
Comments
Spoiler
Still Incomplete.
Saw that the fire body was a little weak, removed the vulnerability and gave them a bonus to land speed to help them out.
Water elementals now get dex and wis. and good save switched to reflex.
Drench changed to water spout. Deals small amount of bludgeoning damage and extinguishes flames.
Last edited by AustontheGreat1; 2010-11-29 at 04:25 PM.
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2010-11-08, 07:42 PM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
HD: d8Maybe a d10 or d12 for earth elementals
Are undead/construct/ooze/ I dont know what are able to take this class?
{table]Level|BAB|Fort|Ref|Will|Feature
1|+ 0|+0*|+0*|+0*| Elemental Body, Elemental Power
2|+ 1|+0*|+0*|+0*| Ability Increases, Elemental Magic [/table]
Class Skills: (4 + Int. Mod.) x4 at first level. The Half Elemental’s class skills are Concentration, Intimidate, and Knowledge (the Planes).
In addition to these, Half Elemental may add additional skills to there class skills list depending on their type.
Air: a half Air Elemental adds Jump and Tumble to its list of class skills.
Earth: a half Earth Elemental adds Appraise and Balance to its list of class skills.
Fire: a half Fire Elemental adds Bluff and Survival to its list of class skills
Water: a half Water Elemental adds Escape Artist and Swim to its list of class skills.
Class Features
Proficiencies: the half elemental is proficient with simple and martial weapons, as will as light armor; but not shields.
Maybe for earth they should get heavy armor
Elemental Body: Unlike other monster classes, the creature's original racial traits are retained. The Half Elemental’s type is changed to outsider, and he gains all traits and abilities associated with the type. All half elementals receive +4 racial to fortitude saves made to resist poison. All half elemental also receive a bonus it its armor class in the form of a natural armor bonus equal to its constitution modifier.
In addition, each Half Elemental receives additional bonuses depending on its type.
Air: Half Air Elementals have the [Air] subtype and are immune to electricity damage and damage taken as a result of falling. In addition to this, at 6 HD, the air elemental gains the ability to fly as a speed of 60ft. with perfect maneuverability.
Earth: Half Earth Elementals have the [Earth] subtype and are immune to acid damage. In addition, half earth elementals have a burrow speed of 10ft.
This should scale with HD. 5ft/HD
Fire: Half Fire Elementals have the [Fire] subtype and are immune to fire damage, though they are also vulnerable to cold damage (meaning they take an additional +50% damage from attack dealing this type of damage.
This one is the weakest one, It has actually has a negative, in my opinion you should take out the vunerablity.
Water: Half Water Elementals have the [Water] subtype and are immune to cold damage. Half Water Elementals have swim speeds equal to their base land speed and can breathe underwater as well as on land. In addition, Half Water Elementals receive a +8 racial bonus to swim checks and may always take 10 on swim check, even if rushed or threatened.
Lastly, Each Half Elemental has improved base saving throw scores depending on its type.
Air: The reflex save progression granted by the Half Elemental Monster Class increases to good.
Earth: The fortitude save progression granted by the Half Elemental Monster Class increases to good.
Fire: The will save progression granted by the Half Elemental Monster Class increases to good.
Water: The fortitude save progression granted by the Half Elemental Monster Class increases to good.
earth should have good Fort, Air+fire should get reflex and water should get either will or reflex.
Elemental Power (Su): Half Elementals have great powers granted by their elemental heritages. Each half elemental receives a one of the following abilities depending on its type.
Air: Force of Nature (Su): Blows made by the Half Air Elemental carry the awesome force of raging winds. Whenever the air elemental deals damage with a melee attack to a target nor more than one size category larger than the Half Air Elemental must make a successful balance check (DC = 10 = Damage dealt) or be moved back 5ft. Movement forced in this way does not provoke an attack of opportunity.
Earth: Stability (Ex): Half Earth Elementals are as stable and immovable as the earth itself. All half earth elementals receive bonus to rolls made to resist Bullrush and Trip attempts equal to 5 + ½ their HD.
Fire: Burn (Su): The body of the half fire elemental radiate incredible heat. Creatures struck by a melee attack from a half fire elemental take an additional amount of fire damage equal to the half fire elemental’s charisma modifier.
Water: Drench (Ex): The half water elemental’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. It can can dispel magical fire it touches as dispel magic (caster level equals the half water elemental’s HD).
This aint to usefull, Dosent really do much,If it was me, i would allow each 1d4 or 1d6 rounds to use a blast or stream of water doing 1d4 or 1d6/2Hd
Ability Increases: Each half elemental gains a bonus to its ability scores depending on its type.
Air: +2 Dex, +2 Wis
Earth: +2 Str, +2 Con
Fire: +2 Dex, +2 Cha
Water: +2 Con, +2 Wis
Say that 1 abity score is got at level 1 and the other one at lv 2.
I think that water should get +2dex,+2wis.
Elemental Magic (Sp): Each Half Elemental possesses powerful magic, allowing it control the forces of its elemental. The half elemental gains a set of spell-like abilities granted as it increases in HD. These spell like abilities vary depending on its element.Last edited by monkman; 2010-11-08 at 07:42 PM.
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
Maug
Spoiler
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+0|+0|+0| Construct Body,Pulverize,+1Str
2nd|+2|+0|+0|+0|Graft,+1Str
3rd|+3|+1|+1|+1|Rapid Repair,Growth +1str
[/table]
HD=D10
Skills 2+int modifier(x4 at first lv)
Class skills Craft,Intimidate,Knowledge(architecture andengineering),Listen,Profession (siege engineer and soldier),Spot, Survival
Proficiencies: A maug gains proficiency with all armor,all sheild(including tower shields) simple and martial weapons
Construct Body :The Maug loses all racial modifiers and receives the Construct type (which grants darkvision 60'), medium size, 40 ft. land speed, and 2 natural slam attacks dealing 1d8+strength modifier damage.A maug is able to wear armor.
Spoiler- No Constitution score.
- Darkvision out to 60 feet.
- Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
- Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
- Not subject to critical hits, nonlethal damage, ability drain, ability damage, fatigue or exhaustion, or energy drain
- Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
- Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed
- Never being alive to begin with, a construct cannot be raised or resurrected. It can only be revived by a wish, limited wish, miracle, or by reconstructing the Maug's body (requiring 10000 gp worth of specially treated alloys- or the golem's previous body, and a DC 18 Stonecrafting check) and then a reincarnate spell, which will always put the Maug's soul into the new effigy.
- Constructs does not breathe, eat, or sleep.
A maug also gains natural armor equal to it’s strength modifier
The maugs also get a +4 bonus to Craft (stonemasonry) and Knowledge (architecture and engineering) checks.
The Maug also gains 1 HP per HD.For every 5 Hd that it has the bonus increase by 1.
Pulverize:As a free action,1 time per Hd per day, A maug is able to overcome any DR and hardness of an object or creature with all it's attack for 1 round.
Rapid Repair: A Maug gains fast healing equal to half his HD.
Growth: A muag grows to large size.
Grafts:Grafts are upgrades for the maug,He may choose one graft at level 2.
SpoilerShoving arm
The shoving arm is attached to the waist of a maug. This arm allows the maug to make a bull rushed attack with no attack of oppertunity each round.It also gives a bonus to bull rush attemps equal to the maug's HD.
Shudder plate
A maug with a shudder plate gains the tremorsense ability with a range of 5ft/2HD.The shudder plate takes no item slot and it still permits the wear of armor.
Wrist Razors:
Various retractable spikes, blades and appendages spring out from around and on the maug's hand: its slam attacks now deal piercing and slashing.The damage of the maug's slam also increase by one step.
Long Legs:
The Maug gains Run as a bonus feat, gets a bonus to jump checks equal to 1/2 his HD, and gains a +10' bonus to move speed.
Stone Spiliter
With the stone spilter graft a maug is now able to fire bullets that damage 1d6 (for a medium sized maug) with a critical of 19/20X2. A maug is able to fire 1 bullet,as a free action,a round.It can hold up to 50 sling bullets.This graft reloads automaticly.
Grappling Hook:
The Maug gains a chain & hook attached to his palm and spooled in his arm, which he can launch up to a distance of 30 feet plus 5 per HD, as a ranged touch attack. If successful, the Maug makes a grapple check as if he had the improved grapple feat. If successful, the foe is dragged into the Maug's square or the Maug is dragged to the foe's square (Maug's choice), and the grapple goes on as normal.
An additional application of this upgrade allows the Maug to deal an additional 1d8+strength modifier (or 2d6+str if large sized) constriction damage each turn of the grapple.
Death knight(Template)
Spoiler
Prerequisite: Need to be evil and at least lv 6, Cannot be a construct or an ooze.
{table=head]Level|BAB|Fort|Ref |Will|Special
1st|+1|+0|+0|+2|Undying Body, Death touch, Abyssal blast
2nd|+2|+0|+0|+3|Immunities, Damage Reduction, Spell Resistance
3rd|+3|+1|+1|+3|Fear Aura, Undead Followers Or Mount, Bonus Against Turning, Deadly Weapons[/table]
HD:D12
Skills : 2+int mod. A death knight has no class skills.
Proficiencies : A death knight gains proficiency with all armor, and shield(including tower shield) all simple weapons and all martial weapons.
Undying Body:Unlike other monster classes, the death knight doesn't lose his racial ability modifiers, but he does gain undead traits:
Spoiler
* No Constitution score.
* Darkvision out to 60 feet.
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
* Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
* Heals naturally.
* Immunity to any effect that requires a Fortitude saves (unless the effect also works on objects or is harmless).
* Uses its Charisma modifier for Concentration checks.
* Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed, unless it has activated it's fast healing ability.
* Not affected by Raise Dead and reincarnate spells or abilities. Resurrection and True Resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
* Death knights don't need to breath, eat, or sleep. However, a death knight may do any of the three if desired.
Any previously gained HD are changed to d12, and any new HD gained are also changed to d12.
A death knight gains a natural armour bonus equal to its strength modifier. Creatures who had natural armour before becoming a death knight loose that and instead gain a natural armour bonus of 2+strength modifier.
Death TouchThe death knight’s touch attack uses negative energy to deal damage equal to 1d8 + the death knight’s Charisma bonus to living creatures. Each successful touch attack also deals 1 point of Constitution damage per 4 HD.
Abyssal blast A death knight can use fireball as a SLA 1 time per 4 HD per day. Half the damage of the fireball is divine, the other half is fire.
Immunities : Death knights gains resistances to electricity, cold and a bonus save to polymorph effects equal to it’s HD
Damage ReductionAt 2nd level, a death knight gains damage reduction equal to 1/2 its HD, This is DR/bludgeoning and magic
Spell resistance::Death Knights gain spell resistance equal to 11+HD
Fear Aura Death knights are shrouded in a dreadful aura of death and evil. All Creatures within 5ft/2HD of a death knight aura must succeed at a Will save (DC 10 +1/2 death knight’s HD + death knight’s Charisma modifier).If the enemy has less than half the death knight HD, and if the person fail's the will save he is panicked, if they succeed the will save , they are shaken. If a person has more then half the death knight's HD fails the will save, they are shaken, If they succeed nothing happens. This only affect's enemies
Undead Followers or mount: Death knights gains The animate dead spell as a Sla.The Death knight's HD is the caster level.
Instead of having undead followers a death knight can chose a mount form the blackguard list. The mount has a HD of -1 compared to the death knight HD.
If the mount is destroyed, new ones appear in a week.
Bonus against turning : A death knight gains a bonus against turning. He is considered 3 levels higher for a turning check made by an enemy.
Deadly Weapons
A death knight's weapon now carry the power of his touch, his weapons now do a bonus 1d8 Vs living creatures.
Anything else to do?Last edited by monkman; 2010-12-10 at 07:40 AM.
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2010-11-09, 02:38 AM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
Saw that the fire body was a little weak, removed the vulnerability and gave them a bonus to land speed to help them out.
Water elementals now get dex and wis. and good save switched to reflex.
Drench changed to water spout. Deals small amount of bludgeoning damage and extinguishes flames.
I wouldn't know what prerequisites to require. What would you suggest.
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Half Elemental
First off, you could really use some more class skills. Imagine a half-elemental human with Int 12. Someone with Int 12 shouldn't be running out of class skills, right?
And... why is it an outsider and not an elemental?
The Air ability far outstrips the others. Getting a perfect fly speed is Difficult, and you can do it with one level.
What's more, it seems to be the standard thing to give +1 to one ability score per level with these classes-these give nothing on first level and +4 on second.
It also bugs me that none of them get an Int boost, purely for symmetry, but I guess that's cause +int +dex would be way too good a caster.
I like the ideas though. Maybe spread them out over a couple more levels?Recent Homebrew: The Socialite | The Crystalline: Memory Altering Construct Race | Sanguine Hand, a ToB Discipline of blood and cruelty
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Okay I've updated the Soulspark to include some of the suggestions along with a totally revamped Soul Shroud ability which should make it more versatile.
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I agree whole-heartedly. Whats skills would you suggest I add?
The original template turns them into an outsider. There is a line stating that due to the fact that they have solid bodies, they can't be elementals.
Maneuverability reduced to average.
Done
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
Umm... spot/listen? Maybe Knowledge (Arcana), or Knowledge (Nature)? Survival, and give the Fire Diplomacy to make up for it?
Fair enough.
Probably a good idea.
Still might be a little strong, but better. Although, you ought to change the table to reflect that.Recent Homebrew: The Socialite | The Crystalline: Memory Altering Construct Race | Sanguine Hand, a ToB Discipline of blood and cruelty
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2010-11-09, 01:24 PM (ISO 8601)
Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
Let's give this a try...
Warforged Charger
SpoilerHD:d8
{TABLE]Level | BAB | Fort | Ref | Will | Feature
1 | +0 | +2|+0 |+0| Warforged body, Composite Plating, Slam, Fortification, Str+1, Con+1
2| +1| +3|+0 |+0 | Damage Reduction, Str+1, Con+1
3| +2| +3|+1| +1| Heavy Strike, Str+1, Con+1
4| +3| +4| +1|+1 | Growth, Str+1, Con+1
5| +3| +4| +1| +1| Forceful Charge, Str+1, Con+1[/TABLE]
Skills: 4+int modifier per level, quadruple at first level. Its class skills are spot, listen, climb, jump, swim, intimidate, tumble.
Proficiencies: Warforged chargers are proficient with their own natural weapons. Warforged chargers are proficient with their plating, but no other armor and not with shields.
Features:
Warforged body: the warforged charger loses all other racial bonuses, and gains living construct traits, medium size, and a base speed of 30 feet.
Living construct traits:Spoiler
- 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 charger'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.
Slam: A warforged charger gains two slam attacks that deal 1d4 damage. For every 4 hit dice that he has, the base damage increases by 1 step. His slams may be magically enhanced (as two separate weapons) as if they were masterwork manufactured weapons.
Fortification: A warforged charger'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 charger gains +1 Str and +1 Con for each level in this class.
Damage reduction: Equal to half his HD; the damage reduction is overcome by adamantine.
Heavy Strike: The warforged charger's slam attacks are considered adamantine for the purposes of overcoming damage reduction.
Growth:The warforged charger grows to large size. His AC, bonus to hit, grapple, base slam damage (which stacks with the normal increases to his Slam ability), and skill modifiers change accordingly, but he doesn't get any ability score bonus or penalties.
Forceful Charge: When taking a charge action, a warforged charger may make attack a single creature with both of his slam attacks. If both slams hit the target, he may make a bull rush attempt against that opponent as a free action (and a continuation of the charge, if he has movement left and wishes to move with the opponent).
Notes:
SpoilerLevel 1 is essentially a standard warforged, with different ability modifiers. By level 5, it has all of the warforged charger qualities, but again with different ability modifiers.
From a "fluff" standpoint, a level 1 warforged charger is a "fresh" creation that is still growing -- not only does it increase in size and strength, but its plating continues to harden over time.
Changelog:
Spoiler
2010-11-10- Changed armor to scale with level, but more slowly, and removed additional ACP, max Dex, and ASF restrictions; explicitly noted that plating may be enhanced.
- Changed slam attacks to simply grow by HD
- Fortification scales by HD, not class level
- Removed Powerful Charge feat
- Added Forceful Charge ability
Last edited by Duke of URL; 2010-11-10 at 12:39 PM.