New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Page 36 of 50 FirstFirst ... 11262728293031323334353637383940414243444546 ... LastLast
Results 1,051 to 1,080 of 1491
  1. - Top - End - #1051
    Barbarian in the Playground
     
    monkman's Avatar

    Join Date
    Aug 2010
    Location
    the land of the french
    Gender
    Male

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

    Its reach, grapple modifiers, skills change accordingly, but it doesn't gain any ability score bonuses or penalties.

    I think that it would be better if you included that,The way you wrote make it seem like you get evirthing including the ability scores bonues or penalties. I know that the daeva wont get it but maybe some one who has never been on this thread might not know that they dont get 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
    Show

  2. - Top - End - #1052
    Ogre in the Playground
     
    WolfInSheepsClothing

    Join Date
    Aug 2007
    Location
    The Serpent's Throne
    Gender
    Male

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

    Quote Originally Posted by Kyuubi View Post
    would you prefer the truth or a lie?
    Lies make the world run smoother.
    Spoiler
    Show
    My 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

  3. - Top - End - #1053
    Barbarian in the Playground
     
    Magicyop's Avatar

    Join Date
    Mar 2010
    Location
    No.

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

    Quote Originally Posted by The Tygre View Post
    ...

    Yes. Yes it apparently is.

    ...

    WHAT THE HELL IS WRONG WITH ME?!
    It's called non vultus ferreus sati* disorder.

    *Latin for "Not looking hard enough"
    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!

  4. - Top - End - #1054
    Titan in the Playground
     
    Mystic Muse's Avatar

    Join Date
    Mar 2009

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

    Quote Originally Posted by The Tygre View Post
    Lies make the world run smoother.
    Tigers are notoriously bad at spotting homebrew classes that they're looking for.

  5. - Top - End - #1055
    Ettin in the Playground
     
    Gorgondantess's Avatar

    Join Date
    Aug 2008
    Location
    Not in a human colon

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

    Quote Originally Posted by monkman View Post
    Its reach, grapple modifiers, skills change accordingly, but it doesn't gain any ability score bonuses or penalties.

    I think that it would be better if you included that,The way you wrote make it seem like you get evirthing including the ability scores bonues or penalties. I know that the daeva wont get it but maybe some one who has never been on this thread might not know that they dont get it.
    Then they obviously didn't read the first page.
    Marceline Abadeer by Gnomish Wanderer

  6. - Top - End - #1056
    Barbarian in the Playground
    Join Date
    Feb 2010
    Location
    Enosburg VT
    Gender
    Male

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

    Were-Elephant

    Spoiler
    Show

    Were-Elephant Prerequisites
    To become a Were-Elephant, the character must meet the following requirements:

    Race: Any Small or Medium humanoid or giant.
    Special: Must have been injured by the natural attack of another Were-Elephant and contracted lycanthropy.

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

    1st|
    +1
    |
    +2
    |
    +0
    |
    +0
    |Alternate form(Elephant), Elephant empathy, Lunar body, Elephant's Scent, Powerful Build.

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +0
    | Alternate form(hybrid), Lunar hide

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +1
    |+1 Con, Growth, Elephantine Memory

    4th|
    +4
    |
    +4
    |
    +1
    |
    +1
    |Curse of lycantropy, Elephant Graveyard[/table]
    Skills (2+Int Modifier): Intimidate (Cha), Listen (Wis), Spot (Wis), Survival (Wis)

    Proficiencies: A Were-Elephant gains proficiency with their own natural weapons.

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

    Elephant Empathy: A Were-Elephant can communicate with Elephants and Elephant-like magical beasts regardless of form and gains a +4 bonus on charisma based checks to influence such animals, though they do not gain this bonus in regards to magical beasts.

    Alternate Form(su): At first level a Were-Elephant can become a Large Elephant. While in Elephant form, a Were-Elephant cannot use weapons or do anything requiring the use of hands but gains a Slam attack dealing 1d8+Str bludgeoning damage. A Were-Elephant also gains two Stomp attacks which deal 1d8+.5Str bludgeoning damage each. A Were-Elephant's base land speed is 40ft. A Were-Elephant in Elephant form does not provoke an attack of opportunity when attempting an overrun special attack.

    A Were-Elephant can transform 1/day/HD, and can remain transformed indefinitely.

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

    {table=head] Were-Elephant level+1/2 other levels | Ability Improvements

    1
    |
    +1str

    2
    |
    +1str, +1con

    3
    |
    +2str, +1con

    4
    |
    +3str, +1con

    5
    |
    +3str, +2con

    6
    |
    +4str, +2con

    7
    |
    +5str, +2con

    8
    |
    +5str, +3con

    9
    |
    +6str, +3con

    10
    |
    +6str, +4con

    11
    |
    +7str, +4con

    12
    |
    +8str, +4con
    [/table]

    At second level, a Were-Elephant can assume hybrid form. While in hybrid form, a Were-Elephant gains the same attacks it gained from its animal form with appropriate damage based on its size. They can wield any weapons they could use in humanoid form. Before 3rd level a Were-Elephant’s hybrid or animal forms are always Medium. A Were-Elephant in alternate form gains a +4bonus to Spot.

    Elephant Scent: A Were-Elephant in Elephant form gains the scent extraordinary ability and gains a bonus on all Listen checks equal to his HD. At second level this ability works regardless of form.

    Powerful Build: The physical stature of Were-Elephants lets them function in many ways as if they were one size category larger. Whenever a Were-Elephant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Were-Elephant is treated as one size larger if doing so is advantageous. Were-Elephants are also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect them. Were-Elephants can use weapons designed for a creature one size larger without penalty. However, thier space and reach remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

    Lunar Hide: At second level, a Were-Elephant gains DR/Silver equal to half their HD while in alternate form.

    Growth:At 3rd level, a Were-Elephant loses Powerfu Build and thier alternate forms become Large and their natural armor improves by 1 while in alternate form.

    A Were-Elephant of 12 HD or more may choose to become Large by expending two normal transformations.

    A Were-Elephant of 16 HD or more may choose to become Huge by expending three normal transformations.

    A Were-Elephant of 20 HD may choose to become Colossal by expending four normal transformations.

    Elephantine Memory: An Elephant never forgest...[In progress]

    Elephant Graveyard: [In progress]

    Curse of lycanthropy: At 4th level a Were-Elephant can transmit lycanthropy to other creatures. If a medium or large humanoid or giant is hit by a Were-Elephant’s gore attack the creature must make a fortitude save (DC10+1/2HD+Con modifier) or contract lycanthropy. For more information on lycanthropy, check the lycanthrope entry in the monster manual.

    Change log:
    Spoiler
    Show
    Nov. 11, 2010: Created, HD changed to D8, Elephant-like magical beast added, Changed special abilities.



    Comments:
    Spoiler
    Show
    I think I may have over done it a bit in my excitement. Though it could have been worse. I was tempted to put something for spellcasters in based on the old "an elephant never forgets" thing. Something like being able to recover a certain number of prepared spells/spell slots per day, with the exact number and level based on HD. But that seemed a bit much and only tangentially related at best.

    I also kinda want to work in something involving an elephant graveyard, but I can't think of what.




    Oh, and the Babar pic is just a place holder until I can find something I like better. I couldn't resist
    Last edited by Ishcumbeebeeda; 2010-11-12 at 12:52 PM.

  7. - Top - End - #1057
    Titan in the Playground
     
    Mystic Muse's Avatar

    Join Date
    Mar 2009

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

    Quote Originally Posted by Gorgondantess View Post
    Then they obviously didn't read the first page.
    First page nothing, they didn't read the first post.

    If you aren't going to read the first post of a thread explaining several reasons why these monsters are playable, you deserve it when your DM bans them for being overpowered.

  8. - Top - End - #1058
    Titan in the Playground
     
    Heliomance's Avatar

    Join Date
    Jan 2007
    Gender
    Female

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

    Would it be possible to request a remake of the Dryad/volunteer to do it myself? The one currently in the list is strange, gaining an odd amount of charisma and having a truly bizarre mechanic for spellcasters.
    Quotebox
    Spoiler
    Show
    Quote Originally Posted by Kalirren View Post
    The only person in the past two pages who has known what (s)he has been talking about is Heliomance.
    Quote Originally Posted by golentan View Post
    I just don't want to have long romantic conversations or any sort of drama with my computer, okay? It knows what kind of porn I watch. I don't want to mess that up by allowing it to judge any of my choices in romance.

    Avatar by Rain Dragon

    Wish building characters for D&D 3.5 was simpler? Try HeroForge Anew! An Excel-based, highly automated character builder. v7.4 now out!

  9. - Top - End - #1059
    Orc in the Playground
     
    Betropper's Avatar

    Join Date
    Oct 2010
    Location
    Sun and Moon
    Gender
    Male

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

    Quote Originally Posted by Ishcumbeebeeda View Post
    Hello everyone. I've been lurking about, making a comment/request or two and using the classes here for a little while now and I decided I'd try my hand at actually contributing. A little. I'm not usually very good at this sort of thing, so I tried something I think is a bit easier since ChumpLump was kind enough to provide a template. That's right, another lucan *lycan. Okay, it's my first time so be genlte

    Were-Elephant

    Spoiler
    Show

    Were-Elephant Prerequisites
    To become a Were-Elephant, the character must meet the following requirements:

    Race: Any Medium or Large humanoid or giant.
    Special: Must have been injured by the Gore attack of another Were-Elephant and contracted lycanthropy.
    Why just the gore attack?

    HD:d10
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +2
    |
    +0
    |
    +0
    |Alternate form(Elephant), Elephant empathy, Lunar body, Elephant's Scent

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +0
    | Alternate form(hybrid), Lunar hide

    3rd|
    +2
    |
    +3
    |
    +1
    |
    +1
    |+1 Con, Prehensile Trunk, Growth

    4th|
    +3
    |
    +4
    |
    +1
    |
    +1
    |Curse of lycantropy, Devastating Blow[/table]
    Skills (4+Int Modifier): Intimidate (Cha), Listen (Wis), Spot (Wis), Survival (Wis)

    Proficiencies: A Were-Elephant gains proficiency with their own natural weapons

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

    Elephant empathy: A Were-Elephant can communicate with Elephants regardless of form and gains a +4 bonus on charisma based checks to influence such animals.
    Might want to include elephant-like creatures.

    Alternate Form(su): At first level a Were-Elephant can become an Elephant. While in Elephant form, a Were-Elephant cannot use weapons or do anything requiring the use of hands but gains a Slam attack dealing 2d6+Str bludgeoning damage. No. 2d6 at level one is a bit too much, It increases with size. In hybrid form a Were-Elephant’s trunk is weaker, and only deals 1d6+Str damage. What?A Were-Elephant also gains two Stomp attacks which deal 2d6+.5Str bludgeoning damage eachAgain, too mutch damage and way too many attacks. When a Were-Elephant gains its fourth level in this class they have finished maturing and have grown tusks. They and gain a Gore attack which deals 2d8+1.5Str piercing damageToo many attacks. They also gain the Trample extraordinary ability. On a successful trample the Were-Elephant deals 2d8+1.5Str bludgeoning damage, Reflex (10+1/2HD+Str) for half. Their base land speed is 40ft. A Were-Elephant in Elephant form does not provoke an attack of opportunity when attempting an overrun special attack. Upon attaining the fourth level of this class the target(s) of your overrun attempt may not choose to avoid you.

    A Were-Elephant can transform 1/day/HD, and can remain transformed indefinitely.

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

    {table=head] Were-Elephant level+1/2 other levels | Ability Improvements

    1
    |
    +1Str

    2
    |
    +1Str +1Con

    3
    |
    +2Str +1Con

    4
    |
    + 2Str +2Con

    5
    |
    + 3Str +2Con

    6
    |
    + 4Str +2Con

    7
    |
    + 5Str +2Con

    8
    |
    + 6Str +2Con

    9
    |
    + 7Str +2Con

    10
    |
    + 8Str +2Con

    11
    |
    + 9Str +2Con

    12
    |
    + 10Str +2Con
    [/table]

    Too much focus on Str. Make it some thing like 6/6 or 7/5 instead of 10/2

    At second level, a Were-Elephant can assume hybrid form. While in hybrid form, a Were-Elephant gains the same attacks it gained from its animal form with appropriate damage based on its new size. They can wield any weapons they could use in humanoid form. Before 3rd level a Were-Elephant’s hybrid or animal forms are always Large. A Were-Elephant in alternate form gains a +4 bonus to Spot.'
    I made this mistake too. Large at start is too much, so go with medium.

    Elephant Scent: A Were-Elephant in Elephant form gains the scent extraordinary ability and gains a bonus on all Listen checks equal to his HD. At second level this ability works regardless of form.

    Lunar Hide: At second level, a Were-Elephant gains DR/Silver equal to half their HD while in alternate form.

    Size:At 3rd level, a Were-Elephant’s alternate forms become Huge and their natural armor improves by 1 while in alternate form.

    Huge at third level? I think not.

    A Were-Elephant of 12 HD or more may choose to become Gargantuan by expending two normal transformations.

    A Were-Elephant of 16 HD or more may choose to become Colossal by expending three normal transformations.

    A Were-Elephant of 20 HD may expend 1 transformation to become Gargantuan and two to become Colossal.
    fix this after you have fixed the normal size

    Prehensile Trunk At third level a Were-Elephant’s trunk is no longer a simple flesh club while in Hybrid form. It is now able to perform some manipulation as adjudicated by your DM. (Examples of appropriate manipulations would be the lifting of simple objects, such as logs, or the operation of a lever.) The Were-Elephant’s slam attack while in hybrid form is now equal to it’s damage in Elephant form. Hmmm. I don't know. The slam attack should deal the same damage from the start, but this is a pretty useless ability. Hybrid form was supposed to be the only one with manipulation and it only takes a turn to change.

    Devastating Blow: Starting at fourth level a Were-Elephant can deal a particularly vicious blow to an enemy. 1/day/HD a Were-Elephant can make a melee attack as a full-round action with a two handed weapon at its highest base attack bonus. If this attack hits multiply the Str bonus to damage by 2.5.[/i]
    Ask others on this one, I don't know.

    Curse of lycanthropy: At 4th level a Were-Elephant can transmit lycanthropy to other creatures. If a medium or large humanoid or giant is hit by a Were-Elephant’s gore attack the creature must make a fortitude save (DC10+1/2HD+Con modifier) or contract lycanthropy. For more information on lycanthropy, check the lycanthrope entry in the monster manual.

    Change log:
    Spoiler
    Show
    Created Nov. 11, 2010.


    Comments:
    Spoiler
    Show
    I think I may have over done it a bit in my excitement. Though it could have been worse. I was tempted to put something for spellcasters in based on the old "an elephant never forgets" thing. Something like being able to recover a certain number of prepared spells/spell slots per day, with the exact number and level based on HD. But that seemed a bit much and only tangentially related at best.

    I also kinda want to work in something involving an elephant graveyard, but I can't think of what.




    Oh, and the Babar pic is just a place holder until I can find something I like better. I couldn't resist
    I'm just gonna go ahead and grade this since most of the problems here were ones I had.

    Comments are in the quote and are in Red.
    Last edited by Betropper; 2010-11-11 at 07:23 AM.
    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
    Show


    Spoiler
    Show


    Weretrex avatar by Bradakhan


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

  10. - Top - End - #1060
    Barbarian in the Playground
    Join Date
    Feb 2010
    Location
    Enosburg VT
    Gender
    Male

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

    Quote Originally Posted by Betropper View Post
    I'm just gonna go ahead and grade this since most of the problems here were ones I had.

    Comments are in the quote and are in Red.
    Let's see, I decided to make it just the gore attack because it's the only natural attack that an elephant has that's thematically appropriate. That is to say that it's the only one that breaks the skin and has a part of the elephant entering you. Plus elephants have a lot of natural attacks.

    Speaking of, I thought it was a lot of attacks too, but that's what a plain old elephant gets. I can ditch a couple if it's a problem though.

    I wanted the focus on Str, but I suppose evening it out a bit would be reasonable. Though I don't think it should go any lower than the Wererhino, since elephants are significantly larger and stronger than a rhino.

    As for starting at large, huge at third level and the rest I actually took that right from the Werelizard's monitor lizard option. And unless I missed something an Elephant, even a young one, is a lot bigger than a monitor lizard. But if people think it's a problem I guess it could be changed... though in fairness if the Elephant can't start at large I think the lizard should be changed too.

    The slam attack thing is a little contrived I suppose, but the concept of the prehensile trunk was meant to be used in Hybrid form, since an actual elephant's trunk already is. I thought that having an extra appendage capable of holding something or even some manipulation could be a pretty big advantage, depending on what your DM would let you do. For instance, you could, idk, use both arms to hold up a portcullis while reaching around the wall and securing the latching mechanism with your trunk. IDK, that was just off the top of my head. I also had this image of a badass enforcer type holding up two guys in his hands and then slowly lifting the third by his neck with his trunk. IDK, maybe it isn't as cool as I though.

  11. - Top - End - #1061
    Ettin in the Playground
     
    Gorgondantess's Avatar

    Join Date
    Aug 2008
    Location
    Not in a human colon

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

    Quote Originally Posted by Heliomance View Post
    Would it be possible to request a remake of the Dryad/volunteer to do it myself? The one currently in the list is strange, gaining an odd amount of charisma and having a truly bizarre mechanic for spellcasters.
    Why don't you join in the pseudonatural creature picture contest and request that as your prize!
    Yeah, it definitely needs to be remade, but it's also definitely not my top priority right now.

    As for the were-elephant, I'll leave that one for Chumplump.
    Marceline Abadeer by Gnomish Wanderer

  12. - Top - End - #1062
    Bugbear in the Playground
     
    Daemon

    Join Date
    Apr 2010

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

    Brass Golem has had its changes made. It's on p29.
    Homebrew: Ghost Rider, a 3.5e Base Class inspired by Marvel's Comics.


    So guys, the new Iron Man trailer, huh?

    Spoiler
    Show


  13. - Top - End - #1063
    Barbarian in the Playground
     
    AugustNights's Avatar

    Join Date
    Aug 2006
    Location
    Portland, OR
    Gender
    Female

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

    Quote Originally Posted by Betropper View Post
    Wereraptor

    Flank attacks: At third level a wereraptor in hybrid form begins to learn how to hit vital spots on a target when occupied. He does 1d6 extra damage for every 3 HD he has against an opponent he is flanking. This is ignored if the creature is immune to sneak attacks and functions as a rouge's sneak attack in every other way.

    Still a bit much. Think of the Implications of a Wereraptor Rogue Getting SA ontop of SA. Also, no reason to limit this to flanking, unless you want to. I do like the idea that the Wereraptor's SA should be somehow 'Different,' keep plugging at it.

    Raptor analysis: Starting at fourth level a wereraptor can study an opponent for 3 rounds to gain a bonus against that creature. The wereraptor can do nothing but study, but when the studying is over he gains a +1 bonus to attack and damage rolls on that creature per HD for 24 hours. Then, 3 more rounds of study are needed.

    This is balanced, but boring. It's worse than Death Attack, and makes a melee monster stand outside of combat. While I have no issue with the ability besides it's lack of power, I'd recommend finding something more fun that waiting for three rounds of combat
    Closer, just a few more swings and I think you'll have it.

    Edit:
    Quote Originally Posted by The Tygre View Post
    ...

    Yes. Yes it apparently is.

    ...

    WHAT THE HELL IS WRONG WITH ME?!
    It is a well known fact that the Svirfneblin are great at hiding.


    Edit: Elephant Review
    Hm, you know I was so done with Lycanthrope based creatures after I got done with whatever one I did last I never looked over the Werelizard.
    I have no idea what that has, and I don't think it should have access to large at first level... but it has been accepted. For now I'll critique you're Wereelephant, and go back to go over the Werelizard to see what has been considered cannon. or Kosher. Or a better word.

    Quote Originally Posted by Ishcumbeebeeda View Post
    Were-Elephant Prerequisites
    To become a Were-Elephant, the character must meet the following requirements:

    Race: Any Medium or Large humanoid or giant.
    Special: Must have been injured by the Gore attack of another Were-Elephant and contracted lycanthropy.

    Natural Attack is pretty standard here.


    HD:d10
    If I recall correctly and I may not be, standard is D8


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

    1st|
    +0
    |
    +2
    |
    +0
    |
    +0
    |Alternate form(Elephant), Elephant empathy, Lunar body, Elephant's Scent

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +0
    | Alternate form(hybrid), Lunar hide

    3rd|
    +2
    |
    +3
    |
    +1
    |
    +1
    |+1 Con, Prehensile Trunk, Growth

    4th|
    +3
    |
    +4
    |
    +1
    |
    +1
    |Curse of lycantropy, Devastating Blow[/table]
    Skills (4+Int Modifier): Intimidate (Cha), Listen (Wis), Spot (Wis), Survival (Wis)

    Proficiencies: A Were-Elephant gains proficiency with their own natural weapons

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

    Elephant empathy: A Were-Elephant can communicate with Elephants regardless of form and gains a +4 bonus on charisma based checks to influence such animals.

    Elephante like Magical Beasts is usually included, if you dig on it.

    Alternate Form(su): At first level a Were-Elephant can become an Size here usually Elephant. While in Elephant form, a Were-Elephant cannot use weapons or do anything requiring the use of hands but gains a Slam attack dealing 2d6+Str bludgeoning damage. Slam should be sized for creature. Right now it is sized for gargantuan.

    In hybrid form a Were-Elephant’s trunk is weaker, and only deals 1d6+Str damage. Trunk? Where did this come from? No previous mention of Trunks. Also leave Hybrid until you're done with Basic Alternate form, it's easier to understand.

    A Were-Elephant also gains two Stomp attacks which deal 2d6+.5Str bludgeoning damage each.
    This guys dishing out a lot of damage for a one level dip.

    When a Were-Elephant gains its fourth level in this class they have finished maturing and have grown tusks. They and gain a Gore attack which deals 2d8+1.5Str piercing damage. This should be an ability of its own

    They also gain the Trample extraordinary ability. On a successful trample the Were-Elephant deals 2d8+1.5Str bludgeoning damage, Reflex (10+1/2HD+Str) for half. Their base land speed is 40ft. A Were-Elephant in Elephant form does not provoke an attack of opportunity when attempting an overrun special attack. Upon attaining the fourth level of this class the target(s) of your overrun attempt may not choose to avoid you.
    This does not belong in Alternate form

    A Were-Elephant can transform 1/day/HD, and can remain transformed indefinitely.

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

    {table=head] Were-Elephant level+1/2 other levels | Ability Improvements

    1
    |
    +1Str

    2
    |
    +1Str +1Con

    3
    |
    +2Str +1Con

    4
    |
    + 2Str +2Con

    5
    |
    + 3Str +2Con

    6
    |
    + 4Str +2Con

    7
    |
    + 5Str +2Con

    8
    |
    + 6Str +2Con

    9
    |
    + 7Str +2Con

    10
    |
    + 8Str +2Con

    11
    |
    + 9Str +2Con

    12
    |
    + 10Str +2Con
    [/table]

    That's a bit weighted. Why not 6/4?

    At second level, a Were-Elephant can assume hybrid form. While in hybrid form, a Were-Elephant gains the same attacks it gained from its animal form with appropriate damage based on its new size.What new size? They can wield any weapons they could use in humanoid form. Before 3rd level a Were-Elephant’s hybrid or animal forms are always Large. This belongs in 'Alternate form' and also is a powerful one level dip. I don't like Large Sized creatures at first level, even on templates.
    A Were-Elephant in alternate form gains a +4 bonus to Spot.

    Elephant Scent: A Were-Elephant in Elephant form gains the scent extraordinary ability and gains a bonus on all Listen checks equal to his HD. At second level this ability works regardless of form.

    Solid

    Lunar Hide: At second level, a Were-Elephant gains DR/Silver equal to half their HD while in alternate form.
    Solid


    Size:At 3rd level, a Were-Elephant’s alternate forms become Huge and their natural armor improves by 1 while in alternate form.
    For now this is FAR too much. Let me get back to sizes when I've done some Lycolizard research

    A Were-Elephant of 12 HD or more may choose to become Gargantuan by expending two normal transformations.

    A Were-Elephant of 16 HD or more may choose to become Colossal by expending three normal transformations.

    A Were-Elephant of 20 HD may expend 1 transformation to become Gargantuan and two to become Colossal.

    Prehensile Trunk At third level a Were-Elephant’s trunk is no longer a simple flesh club while in Hybrid form. It is now able to perform some manipulation as adjudicated by your DM. (Examples of appropriate manipulations would be the lifting of simple objects, such as logs, or the operation of a lever.) The Were-Elephant’s slam attack while in hybrid form is now equal to it’s damage in Elephant form.

    I think this goes at fourth level. Less DM Fiat more details.

    Devastating Blow: Starting at fourth level a Were-Elephant can deal a particularly vicious blow to an enemy. 1/day/HD a Were-Elephant can make a melee attack as a full-round action with a two handed weapon at its highest base attack bonus. If this attack hits multiply the Str bonus to damage by 2.5.[/i]

    I don't like this. It depends on weapons. Manufactured weapons. Totally not Lycanthropish. You have some other abilities squashed into Alternate form that could go better here.


    Curse of lycanthropy: At 4th level a Were-Elephant can transmit lycanthropy to other creatures. If a medium or large humanoid or giant is hit by a Were-Elephant’s gore attack the creature must make a fortitude save (DC10+1/2HD+Con modifier) or contract lycanthropy. For more information on lycanthropy, check the lycanthrope entry in the monster manual.

    Change log:
    Spoiler
    Show
    Created Nov. 11, 2010.


    Comments:
    Spoiler
    Show
    I think I may have over done it a bit in my excitement. Though it could have been worse. I was tempted to put something for spellcasters in based on the old "an elephant never forgets" thing.
    I like the idea, but not 'Just for Spellcasters' part.


    Something like being able to recover a certain number of prepared spells/spell slots per day, with the exact number and level based on HD. But that seemed a bit much and only tangentially related at best.

    I also kinda want to work in something involving an elephant graveyard, but I can't think of what.
    Another fun idea

    [/spoiler]
    Painfully quick review I have a play to catch!
    Last edited by AugustNights; 2010-11-11 at 01:03 PM.
    Come with me, time out of mind...

  14. - Top - End - #1064
    Orc in the Playground
     
    Betropper's Avatar

    Join Date
    Oct 2010
    Location
    Sun and Moon
    Gender
    Male

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

    Wereraptor fixed.
    the PG. 29 one, I don't know if I posted it other times.
    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
    Show


    Spoiler
    Show


    Weretrex avatar by Bradakhan


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

  15. - Top - End - #1065
    Barbarian in the Playground
     
    Magicyop's Avatar

    Join Date
    Mar 2010
    Location
    No.

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

    Well, with the Saint hopefully nearing completion, (I think-- I made all changes Gorgon requested, and it seems to be mostly polished off to me. Maybe not, but anyway) I've been thinking about what monster I'd like to try next. I really loved ChumpLump's ideas for the Living Spell, and it'd be very fun to play.

    ChumpLump, as you've abandoned the Living Spell, is it possible I could get permission to pick up the class and work on it? I'd make sure to note that the class is yours and not mine, and I would be taking your class posted earlier in the thread and editing it. It's obvious that you've put a lot of hard work into it, and I really don't want to step on your toes, but picking up abandoned monster classes doesn't seem like too bad a bit of poor etiquette (Monkman recently picked up the Elder Treant, for example.) If you're offended by this, forget I ever asked, I have lots of other ideas for classes I'd like to try making, it's just a cool class that I'd like to see completed at some point.
    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!

  16. - Top - End - #1066
    Ogre in the Playground
     
    Niezck's Avatar

    Join Date
    May 2009

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

    I'm gonna call the Valkyrie for when the Soulspark's added to the list. Probably gonna do a similar capstone to the Soulspark in that it can choose something "SRD-friendly" or get effective initiator levels.
    Dragonborn Gnome avatar by the ever-lovely Derjuin!

  17. - Top - End - #1067
    Barbarian in the Playground
    Join Date
    Feb 2010
    Location
    Enosburg VT
    Gender
    Male

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

    Quote Originally Posted by ChumpLump View Post
    Painfully quick review I have a play to catch!
    Okay, most changes made. I'd had the HD set to d10 to help out with HP since I didn't give much in the way of Con with alternate form, but if everybody thinks that's really that bad I'll lower it down to what the the Wererhino has, 8/4, but I really don't think it should go any lower than that. An elephant is a great deal stronger than a rhinoceros.

    Attack damage fixed; I was looking at the elephant entry for it not realizing that elephant's are huge and not large.

    I also had an idea as to the large at first level issue; What if I change the "medium or large" part of the requirement to just "large," or maybe "large or huge." That way you're not gaining large at first level, you're just not losing it.

    Also, I scrapped the Prehensile Trunk; it was poorly conceived and ill defined. And you have a good point about Devastating Blow, so I nixed that too.
    Last edited by Ishcumbeebeeda; 2010-11-11 at 04:08 PM.

  18. - Top - End - #1068
    Barbarian in the Playground
     
    AugustNights's Avatar

    Join Date
    Aug 2006
    Location
    Portland, OR
    Gender
    Female

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

    Wereraptor

    Raptor teamwork: Starting at third level a wereraptor learns how to more successfully work with others. He gains a +1 bonus to all rolls when they are done at the same time as an ally.
    This is confusing, but if I may, I think you want to give it a +2 additional bonus while flanking a creature (and possibly grant the +2 bonus to other creatures the Wereraptor flanks with), as well as give an additional +2 bonus when making use of the 'Air Other' action. Kenku have something like this if I recall... I don't mean to build your creature for you, and this wording/working of the trait is only a RECOMMENDATION just because I can offer a Chumplike Stamp of Lycanthropy approval doesn't mean everything I say about them is law.

    Wereraptors work exceptionally well with their allies. When successfully aided on a skill check or attack roll by an ally, or when aiding another, a wereraptor applies or gains a +3 bonus on its check or attack roll (instead of the normal +2 bonus). Furthermore, a Wereraptor gains a +4 bonus on attack rolls against an opponent flanked by an ally (instead of the normal +2 bonus).

    Or Something akin to that.
    Cuz Currently they'd have to be on the same initiative as an ally to actually do something at the same time.

    Vital point attack: At fourth level a wereraptor in hybrid form begins to learn how to distract an opponent that's occupied. He can chose to take a move action to do extra damage equal to two times his HD on his next turn to a single creature on a successful hit. He doesn't have to spend any more actions if he missed the opponent (ex, study, then missed, then hit would deal extra damage)
    Move Action then extra damage? I don't like it much.
    Very vanilla, and not very raptory.
    Extra Damage after a Feint attack?
    Interesting, but not mechanically fun... really.
    This one still needs some creativity.


    Wereelephant
    Large Requirement could be a start.
    I was also thinking Powerful Build at first level, instead of Improved Overrun that, giant like, develops into large sized?
    8/4 is fine, and correct. 6/4 would be weaker than normal.
    10/4 is a bit too much.

    Skills... it has 4+Int skills/level and 4 skills to choose from.
    Perhaps full Bab and 2+Int Skills would be superior?

    As it stands There's nothing Special about the Wereelephant, nothing fun as it were. But I suppose there's not much fun about the Wererhino either, hmmm. You're two end abilities are rather focused. A lot of Trample/Over-run stuff. In fact a little too focused it's attack is becoming a power-house. One trick pony yes, but a hell of a trick it seems.

    After hearing your creative talk of Elephant Graveyards and Never forgetting, it's disappointing to see it turn into a trample charger. However, that has nothing to do with balance, just an opinion.

    Balancing point, the Wererhino's Charge is nothing compared to what the Wereelephant can do with 10 between it and its opponents.

    Also... after looking of the wererhino I noticed it only gains a con bonus to armor while in Shark form. Hmmm...


    Magicyop who had his avatar made by Qwernt and most certainly isn't Qwernt.

    Go for it man.
    I'd be relieved to see someone else carry it the rest of the way, and I'll be glad to chip in my 2 wooden pieces on it as you work. Warning: it's a headache, and finding a way to capture the essence of the Living Spell and make it balanced is hard. Both directions, Over Powered and Under Powered.
    Good luck and enjoy!
    Come with me, time out of mind...

  19. - Top - End - #1069
    Barbarian in the Playground
     
    Magicyop's Avatar

    Join Date
    Mar 2010
    Location
    No.

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

    Quote Originally Posted by ChumpLump View Post

    Magicyop who had his avatar made by Qwernt and most certainly isn't Qwernt.

    Go for it man.
    I'd be relieved to see someone else carry it the rest of the way, and I'll be glad to chip in my 2 wooden pieces on it as you work. Warning: it's a headache, and finding a way to capture the essence of the Living Spell and make it balanced is hard. Both directions, Over Powered and Under Powered.
    Good luck and enjoy!
    Thanks! I can see that sorting through it right now... On the one hand, it's a living embodiment of magic without much variety in its spells, so I think it is only fair to allow it to get at least one level 9 spell at will, instead of using the circles. (Heck, it can't use the spells at a range nor does it have any variety at all. Even the warlock gets 9th levels at will.) But on the other hand, the right 9th level at will comes out insanely broken. (Disjunction at will? )

    One thing that I'm doing is adding a little more option for them to customize-- I'm not sure if this will work out, but basically, I'm thinking that when they choose lower level spells, instead of just increasing caster level, they can choose from a pool of upgrades-- such as increasing caster level, increases their space, increasing their speed... etcetera. Does that sound like it might work to you?
    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!

  20. - Top - End - #1070
    Barbarian in the Playground
     
    AugustNights's Avatar

    Join Date
    Aug 2006
    Location
    Portland, OR
    Gender
    Female

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

    Pool of upgrades sounds great.
    Wish I had thought of it.
    Come with me, time out of mind...

  21. - Top - End - #1071
    Orc in the Playground
     
    Rumel's Avatar

    Join Date
    Apr 2010
    Gender
    Male

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

    I fixed up the Scorpion... What do you guys think.

  22. - Top - End - #1072
    Barbarian in the Playground
     
    monkman's Avatar

    Join Date
    Aug 2010
    Location
    the land of the french
    Gender
    Male

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

    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
    What's the bonus to jump?
    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
    Show

  23. - Top - End - #1073
    Orc in the Playground
     
    Betropper's Avatar

    Join Date
    Oct 2010
    Location
    Sun and Moon
    Gender
    Male

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

    I fixed up the wereraptor.
    changed the teamwork ability to sort of what you had and the final ability so that he gains extra attacks at certain points.
    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
    Show


    Spoiler
    Show


    Weretrex avatar by Bradakhan


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

  24. - Top - End - #1074
    Orc in the Playground
     
    Rumel's Avatar

    Join Date
    Apr 2010
    Gender
    Male

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

    Quote Originally Posted by monkman View Post
    What's the bonus to jump?
    Sorry, missed that.

  25. - Top - End - #1075
    Barbarian in the Playground
     
    Magicyop's Avatar

    Join Date
    Mar 2010
    Location
    No.

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

    AHA! I've come up with the solution! Or... I think so. What I'm going to do is keep your circle mechanic, and make the tracks max where they currently do. However, the upgrade pool idea will allow you to increase the max level of a track! So you can either have one 9th level spell at will and maybe a cantrip or two, or you can have a 6th level spell, a 4th level spell, a 2nd level spell, and the ability to increase to a higher level for a couple rounds per day (using your circles). Does that sound balanced to you?
    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!

  26. - Top - End - #1076
    Orc in the Playground
     
    Betropper's Avatar

    Join Date
    Oct 2010
    Location
    Sun and Moon
    Gender
    Male

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

    BTW on the davea, what's it mean when it says
    All SLAs are usable 1/X times per day per HD, where X is the spell's highest spell level.
    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
    Show


    Spoiler
    Show


    Weretrex avatar by Bradakhan


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

  27. - Top - End - #1077
    Ogre in the Playground
     
    mootoall's Avatar

    Join Date
    Jun 2010

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

    I took it to mean that a first level spell would be 1 use/1 HD, a second level spell 1 use/2 HD, etc. etc.
    Avatar by zimmerwald1915

    Quote Originally Posted by Divide by Zero View Post
    Hulking Hurler can get something like (10^83)d6 damage, which is many orders of magnitude greater than the number of particles in the universe.
    Characters:
    Spoiler
    Show

    Current characters: None, looking for a game.


    Homebrew!


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

  28. - Top - End - #1078
    Titan in the Playground
     
    Mystic Muse's Avatar

    Join Date
    Mar 2009

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

    Quote Originally Posted by mootoall View Post
    I took it to mean that a first level spell would be 1 use/1 HD, a second level spell 1 use/2 HD, etc. etc.
    As far as I'm aware, that's exactly what it means.

  29. - Top - End - #1079
    Ettin in the Playground
     
    Gorgondantess's Avatar

    Join Date
    Aug 2008
    Location
    Not in a human colon

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

    Quote Originally Posted by Kyuubi View Post
    As far as I'm aware, that's exactly what it means.
    Yeppers!
    Marceline Abadeer by Gnomish Wanderer

  30. - Top - End - #1080
    Titan in the Playground
     
    Mystic Muse's Avatar

    Join Date
    Mar 2009

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

    I like the new version of angel better. It really does seem more balanced to me. It's still powerful but not as powerful as before and it's still useful if you don't feel like using the casting.

    I'll get to Illurien eventually.
    Last edited by Mystic Muse; 2010-11-11 at 09:34 PM.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •