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2010-10-10, 04:04 PM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
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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2010-10-10, 04:14 PM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
Avatar by zimmerwald1915
Characters:
Spoiler
Current characters: None, looking for a game.
Homebrew!
Wow, it's been a while. Sorry for the unexplained absence!
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2010-10-10, 04:21 PM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
Marceline Abadeer by Gnomish Wanderer
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2010-10-10, 04:21 PM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
Living spell
Spoiler
Hit Dice: d6
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special| PTM| STM | TTM
1st|+0|+0|+0|+2| Spell Body, Anima, Spell Slam | 1| -| -
2nd|+1|+0|+0|+3| Engulf, Spells Within, Speed of Magic, Growth |1| -| -
3rd|+2|+1|+|+3|Arcane body, +1 Cha|1| -| -
4th|+3|+1|+1|+4|Track Resistance, Secondary Anima Track, +1 Wis|1| 0| -
5th|+3|+1|+1|+4|Growth (Large), Magesight| 2| 0| -
6th|+4|+2|+2|+5|Flight, Track Trick, +1 Cha|2| 0| -
7th|+5|+2|+2|+5|Cast Self |2| 0| -
8th|+6|+2|+2|+6|Track Immunity, +1 Wis|2 |1| -
9th|+6|+3|+3|+6|Relearn, +1 Cha|3| 1| -
10th|+7|+3|+3|+7|Anima Feedback |3| 1| -
11th|+8|+3|+3|+7| Tertiary Anima Track, Living Metamagic |3| 1| 0
12th|+9|+4|+4|+8| Consume Magic, +1 Cha, +1 Wis|3| 2| 0
13th|+9|+4|+4|+8|Growth (Huge), Living Metamagic | 4| 2| 0
14th|+10|+4|+4|+9|Split Self| 4| 2| 0
15th|+11|+5|+5|+9| Living Metamagic, +1 Cha|4| 2| 1
16th|+12|+5|+5|+10Seventh Circle, +1 Wis| 4| 3| 1
17th|+12|+5|+5|+10|Living Metamagic |5| 3| 1
18th|+13|+6|+6|+10|Improved Consume Magic, Eighth Circle +1 Cha |5| 3|2
19th|+14|+6|+6|+11|Living Metamagic, Advanced Split Self |5|4|2
20th|+15|+6|+6|+12|Amorphous Spell, Ninth Circle, +1 Wis|6|4| 2| [/table]
Skills: 2+Int, Living spell class skills are Concentration, Balance, Climb, Escape Artist, Intimidate, Knowledge (Arcana), Search, Spell craft.
Proficiencies: A Living spell is proficient with its natural slam attack, but otherwise gains no new proficiencies with weapons or armor.
Features:
Spell Body (Ex): At first level the Living spell loses its racial traits and features and gains the Ooze type and the following Ooze traits:
- Blind (but have the Blindsight special quality, see below), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
- Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
- Not subject to critical hits or flanking.
- Oozes eat and breathe, but do not sleep.
It is Medium size with a land speed of 20ft. It also gains a slam attack that deals 1d4+Str damage. The Living spell also has a deflection armor bonus equal to its wisdom modifier. (Min 0, Max 9).
The Living Spell has neither eyes, mouth nor a brain in the traditional sense, but to make up for this it gains Blindsight 10ft per HD, and Blindsense out to 20ft per HD, and is immune to Mind Affecting effects.
However, a Living spell can "speak," by making noises based on the spells it is representing. Silence based spells cannot speak.
Living Spells are incapable of fine manipulation, but can extend a tendril of energy and use it as a hand (assuming the thing it touches can resist it’s the effects of its Anima.)
Living spells may use magic items by engulfing them. It may only absorb a number of items equal to its charisma modifier, further it may not deviate from standard body slots eg. if it absorbed a Cloak of Charisma and then tried to absorb a Cloak of Resistance, the Cloak of Charisma would be dropped out of the Living spell's area after being subjected to the Living spell’s Anima.
Further, Living spells gain a bonus on knowledge (Arcana) and spellcraft checks equal to half their HD.
PTM: Primary Track Maximum Spell Level (See Below).
STM: Secondary Track Maximum Spell Level (See Below).
TTM: Tertiary Track Maximum Spell Level (See Below).
Anima: The Living spell is an incarnate representation of one or more spells. The representation of these spells is called Anima. At first level the Living spell must choose a Primary Track, to select its anima from. This choice may not be changed once it has been made. A Living spell also gains some fringe benefits as listed in its Anima Track.
The effective caster level of the Anima of a Living spell is equal to Half its HD (Round down)+1.
The save against any given Anima effect is as the save listed in the spell’s descriptor DC (10+Spell level+ Living spell’s Charisma Modifier)
Spell Resistance always applies against an Anima effect.
At every level the Living spell may change any of the spells in its Anima for any other spell in that’s Anima Track, so long as it is no higher than the highest spell level the Living spell may represent at that level. A Living spell must have a Charisma score of 10+Spell level to be able to represent a spell within its Anima.
At fourth level the Living spell gains a Secondary Anima Track. This cannot be the same Track as its Primary Track. (It is strongly recommended that two Energy Tracks not be allowed.) At eleventh level the Living spell gains a Tertiary Anima Track. This Cannot be the same Track as its Primary or Secondary Tracks. (It is strongly recommended that two Energy Tracks not be allowed, it is even more strongly recommended that three Energy Tracks not be allowed.)
The Living spell may elect to have a lower spell from its Track than what is available to it. The ‘extra spell levels’ may be used to purchase a higher caster level. Unspent spell levels from the Primary track buy 1 caster level for each spell level. Unspent spell levels from the Secondary and Tertiary Track buy 1 caster level for every 2 spell levels unused. 0th level spells don’t count.
The Living spell may not elect to represent two spells from its track. (E.g. a Living spell of 16th level could not use its Primary Track (Maximum Spell Level 4) to represent a 1st and 3rd level spells
Tracks
Spoiler
Living Hand Track
To be mage’s hand incarnate.
{table=head]Spell Level|Spell
Spell L.0| Mage Hand
Spell L.1| ???
Spell L.2| Spectral Hand
Spell L.3| Helping Hand
Spell L.4| ???
Spell L.5| Interposing Hand
Spell L.6| Forceful Hand
Circle L.7|Grasping Hand
Circle L.8| ???
Circle L.9| Crushing Hand
[/table]
Track Resistance: Spells with the [Force] Descriptor.
Consume Magic: Spells with the [Force] Descriptor.
Track Trick: The Living Hand Track Living spell may begin using skills with fine manipulation at a -4 penalty at L.7.
Note: This one is sloppy, and a bit unnecessary, completely unfinished.
Counter Magic Track
A simple paradox.
{table=head]Spell Level|Spell
Spell L.0|???
Spell L.1| ???
Spell L.2| Detect Thoughts
Spell L.3| Dispel Magic (Area only)
Spell L.4| Globe of Invulnerability, Lesser
Spell L.5| ???
Spell L.6| Antimagic Field (other anima fail to function)
Circle L.7| Symbol of Spell Loss
Circle L.8| Dimensional Lock
Circle L.9| Disjunction
[/table]
Track Resistance: Select a Favored Caster, this must be a specified class. (I.e. Wizard, or Druid, and such.) Any spells that are cast by this sort of caster.
Consume Magic:Spells cast by Favored Caster.
Track Trick: Beginning at 7th level the Counter Magic Track Living spell no longer reads as magical from a Detect Magic spell. Similar spells that reveal magical nature must be of spell level higher than 1/2 the Living spell’s HD or be unable to recognize the Living spell’s Magical nature.
Note: Unfinished. Sloppy. I usually avoid non-SRD, but symbol of spell-loss is an old favorite, and I figure it works well with the Track.
Acid Energy Track
Dripping with raw destructive power.
{table=head]Spell Level|Spell
Spell L.0| Acid Splash
Spell L.1| ‘Burning Hands’ only with Acid
Spell L.2| ‘Flaming Sphere’ only with Acid.
Spell L.3| ‘Fire Ball’ only with Acid.
Spell L.4| ‘Flame Strike’ only with Acid.
Spell L.5| ‘Cone of Cold’ only with Acid.
Spell L.6| ???
Circle L.7| ‘Fire Storm’ only with Acid.
Circle L.8| ‘Polar Ray’ only with Acid.
Circle L.9| Prismatic Sphere, all Acid damage.
[/table]
Track Resistance: Spells with the Acid Descriptor.
Consume Magic: Spells with the Acid or Earth Descriptor.
Track Trick: The Living spell gains a bonus equal to its charisma modifier when using acid effects against creatures with SR.
Note: The Energy Tracks all kind of look like this.
Cold Energy Track
To chill unto the bone.
{table=head]Spell Level|Spell
Spell L.0| Ray of Frost
Spell L.1| ‘Burning Hands’ only with Cold
Spell L.2| ‘Flaming Sphere’ only with Cold.
Spell L.3| ‘Fire Ball’ only with Cold.
Spell L.4| ‘Flame Strike’ only with Cold.
Spell L.5| Cone of Cold.
Spell L.6| Freezing Sphere.
Circle L.7| ‘Fire Storm’ only with Cold.
Circle L.8| ‘Polar Ray’.
Circle L.9| Prismatic Sphere, all Cold damage.
[/table]
Track Resistance: Spells with the Cold Descriptor.
Consume Magic: Spells with the Cold or Water Descriptor.
Track Trick: The Freezing numb of a Living Cold spell causes any creature that fails its saving throw against by 5 or more on a cold effect used by the Living spell of seventh level immediately suffers 1 point of dexterity damage.
Note: Silly? Yes, but I feel it will work for now.
Fire Energy Track
Raw passion given life.
{table=head]Spell Level|Spell
Spell L.0| ‘Ray of Frost’ only with Fire
Spell L.1| Burning Hands
Spell L.2| Flaming Sphere
Spell L.3| Fire Ball
Spell L.4| Flame Strike
Spell L.5| ‘Cone of Cold’ only with Fire.
Spell L.6| ???
Circle L.7| Fire Storm
Circle L.8| ‘Polar Ray’ only with Fire.
Circle L.9| Prismatic Sphere, all Fire damage.
[/table]
Track Resistance: Spells with the Fire Descriptor.
Consume Magic: Spells with the Fire or Chaotic Descriptor.
Track Trick: At seventh level the Living Fire sets everything in its path a flame Any creature or object that fails a saving throw against a fire effect of the Living spell by 5 or more is now on fire, and suffers 1d6 fire damage per round until a full round action is taken to extinguish the fire, if no such action is taken, the fire will burn for a number of rounds equal to the Living spell’s Charisma modifier.
Note: Whooo originality.
Electric Energy Track
Energy Alive.
{table=head]Spell Level|Spell
Spell L.0| ‘Ray of Frost’ only with Electricity.
Spell L.1| ‘Burning Hands’ only with Electricity.
Spell L.2| ‘Flaming Sphere’ only with Electricity.
Spell L.3| ‘Lightning Bolt
Spell L.4| ‘Flame Strike’ only with Electricity.
Spell L.5| ‘Cone of Cold’ only with Electricity.
Spell L.6| ???
Circle L.7| ‘Fire Storm’ only with Electricity.
Circle L.8| ‘Polar Ray’ only with Electricity.
Circle L.9| Prismatic Sphere, all Electricity.
[/table]
Track Resistance: Spells with the Electricity Descriptor.
Consume Magic: Spells with the Electricity or Air Descriptor.
Track Trick: At seventh level the Living Lightning becomes a deadly fast force to contend with. Increase all speeds of the Living spell by 10 feet, and any creatures wearing metal armor or composed largely of metal suffer a -2 to their saves against the Living Lightning’s electricity effects.
Note: I know these aren’t real spells. However, I’m certain there are splat spells out there that would effectively do this. I’m sure the Spell Compendium has all sorts of spells like these. If you know one that is legal, please tell me!
Death and Destruction Track
All things must come to an end
{table=head]Spell Level|Spell
Spell L.0| Disrupt Undead
Spell L.1| ‘Deathwatch
Spell L.2| Shatter
Spell L.3| Diminish Plants
Spell L.4| ???
Spell L.5| Enervation
Spell L.6| ???
Circle L.7|???
Circle L.8| Symbol of Death
Circle L.9| Wail of the Banshee
[/table]
Track Resistance: Spells of the Necromancy school.
Consume Magic: Spells with the Evil or Death Descriptor.
Track Trick: At seventh level the Living Death and Destruction can ruin even the Undead. It may affect undead as if they were constructs or living creatures (depending on the spell it uses) once per day per 5 HD it has.
Note: Enervation is a 4th level spell. But it’s more potent than most L.4 spells, thus, it is a 5th level spell in this track. Is death a real descriptor? Or should I say Death Effects?
Foggy as England Track
‘Is there no sun in your country?!’
{table=head]Spell Level|Spell
Spell L.0| Ray of Frost
Spell L.1| Obscuring Mist
Spell L.2| Fog Cloud
Spell L.3| Stinking Cloud
Spell L.4| Solid Cloud
Spell L.5| Cloud Kill
Spell L.6| ???
Circle L.7|???
Circle L.8| Incendiary Cloud
Circle L.9| Storm of Vengeance
[/table]
Track Resistance: Spells of the Air or Cold Descriptor.
Consume Magic: Spells with the Air or Cold Descriptor, and spells that directly interact with weather.
Track Trick: At seventh level the Living Fog can disappear into various skys and landscapes. The living Fog gains a racial bonus on Hide or Disguise checks when hiding or appearing as clouds, mist over a swamp, or the like.
Note: This seems like a good Primary track to take with an energy track, gain the bonus on hiding, and then spring some low level energy spells.
Words and Symbols
If writing were an entity…
{table=head]Spell Level|Spell
Spell L.0| Arcane Symbol
Spell L.1| ???
Spell L.2| (Shatter? Zone of Truth?)
Spell L.3| Glyph of Warding.
Spell L.4| ???
Spell L.5| Symbol of Pain
Spell L.6| ???
Circle L.7| ???
Circle L.8| Symbol of Insanity [no Hp limit]
Circle L.9| ???
[/table]
Track Resistance: Spells of the Enchantment School.
Consume Magic: Spells that rely on a sonic or language component. [Powerword X, Bard Spells, Language Specific spells.]
Track Trick: The Living Words spell becomes quite the linguist. Forgery, Diplomacy, Bluff, and Speak Language all become class skills for the Living Word spell, and it gains a racial bonus on these skills equal to its wisdom modifier. Regardless of what spell it is using in its anima it may write on any non-magical surface with an Arcane symbol like ink.
Note: Ghost writer anyone?
Aggressive Light
If you believe the light is your friend, why don’t you try staring into the sun…
{table=head]Spell Level|Spell
Spell L.0| Flare
Spell L.1| Colorspary
Spell L.2| Hypnotic Pattern
Spell L.3| Searing Light
Spell L.4| Rainbow Pattern
Spell L.5| ???
Spell L.6| ???
Circle L.7| Prismatic Spray
Circle L.8| Scintillating Pattern [1 HD per living spell HD (no cap.)]
Circle L.9| Prismatic Sphere
[/table]
Track Resistance: Spells of the with the Light or Pattern Descriptor.
Consume Magic: Spells of the with the Light or Pattern Descriptor
Track Trick: The Living Aggressive Light spell becomes a bright source of Light. It begins to shed light out to 10feet per HD, and low-light 20 feet per HD. This light may be of any color that the Living Aggressive spell chooses and may be surpresed as a move action, however the suppression also surpresses any of the Aggressive light spells in its anima. With the light up it suffers a -40 to hide checks. Further it may summon a number of glowing dancing orbs (as per Dancing Lights) equal to half its HD. These lights last indefinitely until dismissed by the living Aggressive light.
Note: Maybe too many/much on the Track Trick?
Draining
All you living things were made to feed the hungry
{table=head]Spell Level|Spell
Spell L.0| ???
Spell L.1| Ray of Enfeeblement
Spell L.2| Ray of Fatigue
Spell L.3| Ray of Exhaustion
Spell L.4|
Spell L.5| Enervation
Spell L.6| Waves of Fatigue
Circle L.7| Waves of Exhaustion
Circle L.8| ???
Circle L.9| Energy Drain
[/table]
Track Resistance: Spells of the Necromancy School.
Consume Magic: Spells of the Necromancy School.
Track Trick: The Living Draining spell becomes more powerful as it drains from its targets. Any time the Living Draining successfully uses one of its spells from this Track, it may choose either to gain a temporary +2 enhancement bonus to any of its Ability Scores, +2 enhancement bonus to Armor Class, +1 enhancement bonus to its one saves, +5 Temporary Hp, or a +2 enhancement bonus to any single skill. None of these bonuses stack with themselves, and all only last for 1 round per Living Spell HD.
Note: I’m actually not certain what the difference between the Ray and Waves of Fatigue/Exhaustion living spells would be besides DC.
Trap
I’ve got your nose.
{table=head]Spell Level|Spell
Spell L.0| ???
Spell L.1| Entangle
Spell L.2| Web
Spell L.3| Spike Growth
Spell L.4| Crushing Tentacles
Spell L.5| ???
Spell L.6| ???
Circle L.7| ???
Circle L.8| Force Cage
Circle L.9| Earthquake
[/table]
Track Resistance: Spells and effects that are ignored by ‘Freedom of Movement.’
Consume Magic: Spells of the Transmutation School.
Track Trick: Begging at 7th level the Living Trap spell becomes a deadly hunter. It may ‘drop’ any spell (even not from this track) in its anima, and create a trap with that spell effect. This creates a 5 ft square trap, touch trigger, with a Search and Disable DC equal to (20+spell level), Automatic Reset. Creating this Trap is a full round action that provokes attacks of opportunity. The spell effect remains a trap until ‘picked up’ by the living spell, or disabled. (Picking up a spell is a move action that provokes an attack of opportunity.)
Note: It’s a touch hard keeping in mind what exactly it means when a Living Spell represents more confusing spells in its anima…
Super Unfinished Tracks…
Untitled Track
Flavor Text
{table=head]Spell Level|Spell
Spell L.0| Dancing Lights
Spell L.1| Fairy Fire
Spell L.2| Glitterdust
Spell L.3|
Spell L.4|
Spell L.5|
Spell L.6|
Circle L.7|
Circle L.8|
Circle L.9|
[/table]
Track Resistance: Spells of the Illusion school.
Consume Magic: Spells of the Illusion school.
Track Trick: Something Nifty. Related to Track Theme.
Note: I have no idea where I’m going with this.
Undead Hunter Track
I care not for good and evil, I care only that the dead remain as such.
{table=head]Spell Level|Spell
Spell L.0| Disrupt Undead
Spell L.1| Detect Undead
Spell L.2| Consecrate
Spell L.3|
Spell L.4|
Spell L.5|
Spell L.6|
Circle L.7| Sunbeam
Circle L.8|
Circle L.9|
[/table]
Track Resistance: Spells of the Necromancy school.
Consume Magic: Spells of the Necromancy school.
Track Trick: Beginning at 7th level the Living Undead Hunter spell gains Favored Enemy [Undead] as a Ranger of first level.
Note:
Numbing Sleep Track
Soft, gentle dreamer.
{table=head]Spell Level|Spell
Spell L.0| Lullabye
Spell L.1| Sleep [Max HD= Living Spell HD]
Spell L.2| ???
Spell L.3| Deep Slumber [Max HD= (Living Spell HD)d4 (no cap)]
Spell L.4| ???
Spell L.5| Symbol of Sleep [No Hp limit]
Spell L.6|
Circle L.7|
Circle L.8|
Circle L.9|
[/table]
Track Resistance: Spells of the Enchantment school.
Consume Magic: Spells and effects that cause Sleep, paralysis, stunned, dazed. and unconscious statuses.
Track Trick: Beginning at 7th level the Living Numbing Sleep spell may offer deep restful sleep to a single target by resting over it. The target reduces time required to rest by half. Thus an elf would only need to meditate for 2 hours, and Arcane casters would only require 4 hours of uninterrupted rest to regain spells.
Note: Sleeping and…?
Spell Slam: Any target successfully struck by the Living spell’s slam attack is immediately subjected to the Living spell’s Anima.
Ability Increase: The Living spell gains a +1 to Charisma at 3rd, 6th, 9th, 12th, 15th, and 18th levels. It also receives a +1 to Wisdom at 4th, 8th, 12th, 15th, and 20th levels.
Engulf (Ex): A Living spell of second level can simply mow down creatures of its size or smaller as a standard action. It cannot make a slam attack during a round in which it engulfs. The Living spell merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the Living spell, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a Reflex save (DC 10+1/2HD+Cha Mod) or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the Living spell moves forward. Engulfed creatures are subject to the Living spells Spell engulf, and are considered to be grappled and trapped within its body.
Spells Within: Any creature or object occupying the same space as the Living spell, either a willing creature or unattended object, or a target subjected to Engulf (See above), is subjected to the Living spell’s Anima .
Speed of Magic: Starting at second level the base land speed of the Living spell is effected by its Primary Spell Slot. If its Primary Spell Slot has a range of ‘Medium’ its base land speed is increased to 40 ft, and ‘Long’ ranged spells increase its speed to 60 feet. Any other ranges leaves the Living spell's speed at 20ft.
Arcana Body: At third level the Living spell gains DR/Magic equal to half its HD and SR equal to 11+HD. Further the Living spell gains a resistance bonus on all saving throws equal to its Wisdom modifier (Min 0, Max9).
Track Resistance: Starting at fourth level the Living spell gains a bonus on saves and to SR equal to half its HD on spells with the descriptor listed in its Primary Track. [ strikeout]It gains half this bonus to the Descriptor listed in its Secondary Track[/ strikeout]
Mage Sense: Beginning at fifth level the Living spell is always under the effects of a Detect Magic spell-like ability. This may be dispelled as normal, but the Living spell may reactivate this ability as a free action. Further, this ability also as a ‘Detect Evil’ spell, but reveals any Creature that has the capability any Spell or Spell-like ability like one that the Living spell has access to in its Anima Tracks (Primary, Secondary, and Tertiary).
Flight: At 6th level the Living spell gains a flight speed equal to its base land speed as modified by its 'Speed of Magic.' It maneuverability is (Good).
Growth: At 6th level the Living spell grows to large size , and at 13th level the Living spell grows to Huge size.
Cast Self: At 7th level the Living spell may actually tap into its innate arcane power to cast one of the spells represented by its anima. The Living spell makes a ranged touch attack against a single creature within 10 feet per HD of the Living spell. If the touch attack is successful the creature is subjected to that single spell of the Living spell’s Anima.
The Living spell may use this ability a number of times per day equal to its Charisma modifier.
Track Immunity: Beginning at 8th level the Living spell is immune to every spell listed in its Primary Anima Track.
Reshape: Starting at 9th level the Living spell may change one of its Anima Tracks after a lengthy ordeal spent focusing its energies inward, and mentally reshaping itself. In order to do so it must spend 24 hours in deep meditation the Living spell must succeed on a DC (15+Spell Level) spell craft check in order to reshape one of its Tracks. If this check fails the Living spell suffers 1d4+1 charisma damage, and may attempt to reshape itself again in one weeks time.
Anima feedback: Starting at 10th level the Living spell may cause immediate arcane feedback to any creature striking it in melee. 1/day per Charisma modifier the Living spell may subject any target that has successfully struck the Living spell in Melee to the full effects of its Anima. This is an immediate action that is resolved directly after the target's damage roll.
Living Metamagic: At 11th level the Living spell learns a single Metamagic effect that it may imitate with one of its anima. Once it has chosen the Metamagic effect to imitate this choice may not be changed. Activating this Metamagic Imitation is a free action, and the Memagic Imitation lasts for a number of rounds equal to the Living spell’s Charisma modifier. The Living spell may choose any single anima to be effected each time it activates this ability, this choice may change each time it is made.
{table=Header] Metamagic Effect|Uses Per Day
Extend Spell|1/day per 2 HD
Energy Substitution| 1/day per 3 HD
Empower Spell| 1/day per 3 HD
Maximise Spell| 1/day per 4 HD
Heighten Spell** |1/day per (2xthe Spell Increase) HD
[/table]
* Each time Energy Substitution is selected, a specific energy must be specified, as such this choice may be selected multiple times, each time for a new energy type.
** Must choose the level increase each time this effect is chosen. This effect may be selected multiple times, each time for a new level increase. This effect never raises a spell level past 9th.
At levels 13, 15, 17 and 19 the Living spell may select one more Metamagic effect from this list to be able to imitate.
Consume Magic: Upon reaching 12th level the Living spell may use a full-round action to consume ambient magic and on-going spells. The Living spell may effectively use ' Dispel magic' in place of its Anima in a Spell-slam or Engulf and Spells Within attack. This functions as the 'Targeted' version of the spell, but only effects spells or effects described within the Primary Anima’s Track. The Living spell receives 1d6 temporary hp per spell level of the active spell, or for every 2 Caster Levels of a magic item, or 2 HD the creator of a non-spell effect. These temporary hp fade away after 10 minutes. A Living spell may use this ability a number of times per day equal to its charisma modifier. Upon Reaching 15th level the Living spell may effectively use ‘Greater Dispel Magic’ for the spells as described in its Primary Anima Track, and ‘Dispel Magic’ for spells as described in its Secondary and Tertiary Anima Track.
Split Self: Starting at 14th level, 1/day, the Living spell may divide itself into two Living spell creatures. The Living spell divides both its maximum and current Hp between itself and the new (and temporary) Living spell. Both can move and act independently of the other, and behave like to separate entities. Both of the Living spells are one size category smaller than the original was. However, the new (and temporary) Living spell exists on borrowed time, after 1 minute per Cha mod, the new (and temporary) Living spell collapses, and the original Living spell's maximum hp returns to normal, however its current hp remains the same. The Living spells may conglomerate at any time before the limit, restoring maximum hp, and adding current hp. At 19th level the Living spell may split itself into 3 Living spells instead, dividing their hp by 3, and reducing their size category twice.
Seventh Circle: Beginning at 16th level the Living spell may, as an immediate action, change all of its Anima to one single more powerful spell, it becomes the seventh level spell slot on its Primary Anima Track. This lasts for a number of rounds equal to its Charisma modifier. (If it has less than 17 Charisma this ability does not function.) The Circle Effects may not be used in conjunction with Living Meta-Magic. If any of the Circles are initiated while a Metamagic effect is in process the Metamagic effect (as well as all the other Anima) are suppressed as if in an antimagic field.
Eighth Circle: Beginning at 18th level the Living spell may, as an immediate action, change all of its Anima to one single more powerful spell, it becomes the eighth level spell slot on its Primary Anima Track. This lasts for a number of rounds equal to its Charisma modifier -1 (If it has less than 18 Charisma this ability does not function.) The Circle Effects may not be used in conjunction with Living Meta-Magic. If any of the Circles are initiated while a Metamagic effect is in process the Metamagic effect (as well as all the other Anima) are suppressed as if in an antimagic field.
Ninth Circle: Beginning at 20th level the Living spell may, as an immediate action, change all of its Anima to one single more powerful spell, it becomes the ninth level spell slot on its Primary Anima Track. This lasts for a number of rounds equal to its Charisma modifier-2 (If it has less than 19 Charisma this ability does not function.) The Circle Effects may not be used in conjunction with Living Meta-Magic. If any of the Circles are initiated while a Metamagic effect is in process the Metamagic effect (as well as all the other Anima) are suppressed as if in an antimagic field.
Amorphous Spell: At 20th level the Living spell is a becomes amorphous and can learn to change with relative ease, compared to other spells. The Living spell can alter its anima in a manner similar to ‘Reshape Self.’ after 1 hour of uninterrupted concentration. It still must succeed on its spell craft check or suffer the charisma damage. It may attempt this 1/week per 10 HD it has, and even then no more than 1/day.
Comments:
Spoiler
Living spell Maximum Spell level based on class instead of HD because it doesn't seem right that a L.1 Living spell, L.5 Fighter should be a living Fireball.
Growth to large size given one level earlier in favor of avoiding earlier dead levels.
Speed of Magic: Living spells are supposed to take into account all of the spells in their anima, speed wise, but I figured it'd be fine if only the primary spell slot affected speed.
For some reason I see a Wizard trying to breed Living spells with Gelatinous cubes. Also... I want to play a wizard with a living cantrip familiar.
Edit I: Forgot Class Skills. Attempt to clean language, increased Spell Save DC penalty to Secondary Spells. Reduced Deflection AC and Resistance Saves to half Cha. Reduced Cha Bonus. Got rid of School Resistance, reduced Descriptor Immunity to Half. Reduced Miracle, reworded Metamagic, and Got rid of Epic DR track.
Edit II: Fixed Miracle again.
Edit III: Removed Miracle in favor of ‘Amorphous spell’
Edit IV: Added in stuff for dead levels, Cast Self, Reverse Self, and Substitute Self, and Mage Sense
Edit V: I'd save myself time if I'd read posts before editing.
Edit VI: Added back Reverse Self and Cast Self, and now must go to class. Lv.15 and 17 to be filled upon termination of said class.
Error Edit VII: I meant 15 and 19. I actually can't find any information on 'Engulf' attacks, and how their grappling works, but generally multiple grapple checks incur a -20 penalty, or grappling without suffering the negatives of grappling (thus doing so as a free action). If I am wrong here, I will gladly think of something else.
At L.19 added Improved Split self.
Edit VIII: Removed Improved Engulf. Added Consume Magic, for temporary Hp, and Dispel like effect.
Edit IX:
Reduced HD from 10 to 6.
Reduced racial bonus on knowledge (Arcana) and spellcraft checks to half HD.
Increased Caster level requirements for anima. Was (2xSL )-1, now is 2xSL
Cleaned up Anima language.
Changed bonus on saves and AC to half wisdom instead of half charisma, for Sake of less SAD.
Stripped ‘Cast Self’ ‘Anima feedback’ ‘Consume Magic’ Reverse Self’‘ and ‘Split Self’
Relearn: add 24 hours, skill checks, and ritual cost.
Removed Hide + Move Silently from Class Skills.
Removed bonus to Saves in Favor of All Good Saves.
Edit X:
Trying Tracks. Stripped Anima.
Still need help expanding the Tracks.
Edit XI:
Didn’t even post Edit X.
Replaced Anima, re-worded
Like Spellcasters Charisma of high enough level required for spell levels.
Cleaned up Bab
Replaced Bonus to Saves, Only good Will save.
Changed Bonus to AC and Saves to full wisdom modifier (Min 0, Max 9).
Still unfinished, but I feel like this is a step in the right direction.
Relearn Reworded. Gold Cost and Mage needs removed. Added Cha damage with failure.
Made a way to access 7-9th level spells. Limited Though.
Reintroduced Living Metamagic.
Re-added ‘Cast Self,’ ‘Anima Feedback,’ ‘Mage Sense’ (at level 5, expanded it.. a bit wordy yet.) ‘Consume magic’ and ‘Split Self.’
Created and Included Track Immunity and Track Trick.
Tracks are largely unfinished and Clumsy yet. but I feel the general idea is communicated, I fully intend to finish the tracks if everything else works with them. (Silly to continue adding complication to an unstable base.)
Energy Tracks created very cookie cutter, but I think they capture the feeling.
Thinking about making so Anima effects always have a save…
No doubt this will need more work.
Thanks to everyone for putting up with this. Still.
Q&A
But the Living spell CR formula…
Doesn’t work.
There is no way to balance a perfect CR= 1/2 Caster Level + Primary Spell + ½ Secondary of all secondary Spell levels. With this formula you may simulate Wail of the Banshee every time you strike at L.18. One may put a creature into a Force-cage with a successful grapple every time there is a successful grapple.
No.
But I want to play a Living Meteor Shower and that’s only CR 17 and only deals 8d6 Damage
Okay… I don’t know why, but talk to your DM.
Other L.9 Spells would not be, and are not CR 17.
Wail of the Banshee comes to mind. Seriously. Read that spell.
Why is caster level so low?…
Because +20d6 damage after every grapple, and every slam is ridiculous.
Even with only a second track getting +20d6 damage is still possible (It is recommended that the Four Energy type tacks not allowed to be mixed.)
Secondary Tracks?…
Yes.
This is part of the spirit of the Living spell, the ability to be a combination of multiple spells.
I do not believe any Living spell Monster class that does not allow for (at least one) extra spells is an accurate portrayal.
I think three/two Tracks is too many…
I recommend then requiring the player to buy Caster levels with the tertiary track, and secondary track if two tracks is too many for you. For either of these I’d also recommend a trade rate of 3 spell levels for 2 Caster Levels. Opposed to 2 spell levels for 1 Caster level, the extra tacks still offer fringe benefits that will not be used.
Why no Love for spells from X book?…
Track building comes after the class is finished and clean.
Frankly there are too many spells for me to create enough tracks to cover everyone’s needs.
Here is a Track Building Guide.
Spoiler
TRACK NAME (OR THEME)
Flavor Text
Spell L.1
Spell L.2
Spell L.3
Spell L.4
Spell L.5
Spell L.6
Circle L.7
Circle L.8
Circle L.9
Track Resistance: Related to Track Theme.
Consume Magic: Related to Track Theme.
Track Trick: Something Nifty. Related to Track Theme.
Spells and Circles should be legal spells.
Legal spells include: Any spell that creates an Area or an Effect (Not Targeted Spells), but not a spell of which the effect is already a creature (Such as the Summon Monster spells.)
If multiple spell casters could cast the spell in question, at different levels, the spell should be treated as a spell cast by the following list of caster, listed by priority: Sorcerer/Wizard, Cleric, Other Full Caster, Other.
Also, Help with the current tracks would guarantee you Sainthood in my radical Zen Budhist church that radically believes that nothing exists. Not even itself. It’s quite the non-existant Honor, believenothingme.
But rays have targets!
As do area spells and effect spells.
There are three ways to Aim a spell, Area, Effect, and Target
Rays are always Effect spells, and are not actually ‘Targeted Spells.’
There are a few spells that are Both Area and Targeted spells, but in the case of the Living spell, the Living spell only allows for the Area type. Grease is a good example of this.
If you are skeptical go here
Filter for Area, then Effect, then Target.
Target spells are not ranged touch attacks, but rather spells like magic missile, that simply directs itself a chosen target. This was meant to be avoided with the Living spell. Not spells that have attack rolls.
MMIII. Pg 94. Sickening Sleep is also an example of a living ray spell.
I think you’re wrong, and even if you are not, Spell X is obviously too powerful…
I might be, I often am.
The Tracks aren’t very hard to construct or substitute.
If you really think spell X is too powerful in all situations, an example of why would be fantastic.
This is broken.
I appreciate feedback, but explanations help me correct the issues. Thanks.
I don’t think the Living spell should be an improved monster class…
We are trying to make every monster in the manuals a playable race, yes?
Isn’t this Q&A all a little passive aggressive?
Maybe.
I really just want to address issues I foresee people having with this class and offer my reasoning behind where it stands now. I also want to prompt new and constructive comments. Reading ‘It’s broken, Fix it!’ is not exactly helpful, also I will immediately think of the SNL skit and be far too amused to do any actual work.
Also… time is limited with dodgy internet connections…I honestly don’t know when I’ll be online again.
Stripped Abilites
Track Resistance: Starting at fourth level the Living spell gains a bonus on saves and to SR equal to half its HD on spells with the descriptor listed in its Primary Track.It gains half this bonus to the Descriptor listed in its Secondary TrackRemoved the last part.
Cast Self: At 7th level the Living spell may actually tap into its innate arcane power to cast one of the spells it is representing in its anima. The Living spell makes a ranged touch attack against a single creature within 10 feet per HD of the Living spell. It this ranged touch attack succeeds treat the creature as being struck by the Living spell's Spell Slam ability, except only the selected spell applies. The Living spell may use this ability a number of times per day equal to its Charisma modifier.
Upon Reaching 17th level the Living spell may use this ability to recreate the spell as it is written, but still within the range 10 feet per HD of the Living spell. (Thus they are no longer ray attacks, but area or effect spell like abilities.)Removed Last Part
Reverse Self: A Living spell of 12th level may spend one of its Imitation points in order to inverse one of its effects. This works only on non-damaging effects with a specific numeric penalty or bonus. Penalties become bonuses and bonuses become penalties, all of the same type. (Thus an Reversed Bless spell would offer a -1 morale penalty on attack rolls and on saving throws against fear effects.) Spells with specific opposite spells can also be reversed. (Blasphemy becomes Holy Word.) This lasts for one round per use.
I'd also like to apologize for a general lack of critiquing, transferring this post from word to the internet has taken me three hours of sitting in the rain with my laptop under my leather jacket waiting for the connection to stay up for long enough...Last edited by AugustNights; 2010-10-10 at 04:30 PM.
Come with me, time out of mind...
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2010-10-10, 04:23 PM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
It's she/her. You're going to hurt yourself if you keep that up for much longer. And thanks for the compliment.
The Creature of Legend came about around the same time that there was a lot of discussion about the balancing point of dragons (and Tarrasque, I believe). I myself bear reservations about the balance of dragons & the tarrasque, and was basically told to shut up and put up when I tried to raise the issue. Part of what led to my absence from the previous thread(s). That said, I'm open to suggestions as far as balancing the thing.
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No, I'm just wasting away over here waiting for my sexy water demon(ess) :p
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Well, I'd guess that it would be at least a little bit more balanced if the divine casting were reduced to one domain and spontaneous healing with domain slots ... or, perhaps, a special Legendary domain, which you make up yourself? One that consists primarily of buffs?
Avatar by zimmerwald1915
Characters:
Spoiler
Current characters: None, looking for a game.
Homebrew!
Wow, it's been a while. Sorry for the unexplained absence!
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I think spontaneous healing would be more problematic than not.
I guess the main reason I've held onto the pseudo-divine casting is because of the flavor. The Creature of Legend is a creature who caught the eye of the gods & received divine attention as a result. The ability to pick & choose domains & draw power from them helps tie it into the flavor. You've got an Gynosphinx who caught the eye of Hextor? You could go with Law and Destruction as domains.
I could be convinced to reduce it to 2 domains, keeping in mind that it's already a painfully narrow spell list (currently 3 spells known per spell level). I could also stress (though it should be unnecessary at this point) that the creature doesn't gain the domain bonuses, and doesn't gain cleric class features (like spontaneous healing).
As an aside, following a discussion with Cogidubnus over PM, I've reduced the elemental damage from Raging Blood.Last edited by Hyudra; 2010-10-10 at 05:04 PM.
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
Marceline Abadeer by Gnomish Wanderer
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Thoughts on the Titan after the last load of changes? It's on page 5, in case you can't find it.
Front page worthy yet?Last edited by Kobold-Bard; 2010-10-10 at 05:16 PM.
Piratebold-Bard by Elder Tsofu | Backer #121 of the Giantitp Kickstarter | My homebrew
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Provided it does not already have divine casting or divine caster advancement from another source, the Creature of Legend can now spontaneously cast divine spells, with the ability to cast each spell known once a day. For spells known, the Creature of Legend must pick two domains, and gains access to the individual domain spells of each level as though it had cleric levels equal to its HD.
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When is an appropriate level for Blindsight? I thought that was what dragons got so I had it at the same level. Turns out I was wrong so it might need to be a higher level.
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Holy crap, she gets blindsight?
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Daaaaaaaaamn.
Go Illurien. Go Illurien. It's your birthday.
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Mineral Warrior (Stony)
SpoilerPrerequisites: At least 3 HD; must have undergone a ritual to transform into living stone; must be a corporeal creature that is not a construct, undead, or elemental.
HD: d10
{table]Level|Bab|Fort|Ref|Will|Feature
1|+ 0|+2|+0|+0|Body of Stone, Part of the Earth
[/table]
Skills: 2+Int modifier per level; class skills are Balance, Intimidate, Knowledge (Dungeoneering), Spot, and Survival.
Proficiencies: The mineral warrior gains no armor or weapon proficiencies.
Body of Stone: Unlike most other monster classes, a mineral warrior does not lose most of its former racial traits. It does, however, gain the earth subtype and the following benefits;
- A burrow speed equal to one-half its base land speed, or (only if lacking a base land speed) one-half its highest speed.
- Darkvision 60'
- Natural Armor equal to Con modifer, or a +3 bonus if the creature already has natural armor.
The mineral warrior loses any fly speed it may have had, and may not gain a fly speed thereafter without first (through a similar ritual) losing its mineral warrior level.
Part of the Earth: A mineral warrior is made of sturdy, unyielding earth, and may redirect damage done to it against its enemies. It gains DR/adamantine equal to 1/2HD. It may at any time as a free action choose to forgo the benefit of its damage resistance, and gain a number of stone points equal to the damage that the resistance would have prevented/5 (note that, if the DR would not have prevented damage, the points gained are zero). It may have a number of stone points at any one time equal to its HD. As a free action a number of times per day equal to its HD/4, it may spend points to gain one or more of the following benefits.
If passive effects, these last for a number of rounds equal to 1+HD+the mineral warrior's Con modifier. The number in square brackets [] is the minimum HD the mineral warrior must be to buy the benefit.
SpoilerEarth Strike [4 HD]: For 2 stone points, the mineral warrior may make a particularly powerful attack as a standard action towards any creature in contact with the ground. It adds its Constitution modifier, if any, to its attack roll, and deals extra damage equal to its HD.
For every extra point spent on this ability, it deals 1d4 extra damage.
For an extra two points, it may choose one special material (silver, cold iron, adamantine, etc.). Its Earth Strike bypasses damage reduction as if using a weapon of that material.
For an extra point, it may bypass damage reduction as if wielding a weapon of its own alignment.
For 5 extra points, the target need not be in contact with the ground.
Energy Resistance [4 HD]: For 2 stone points, the mineral warrior gains energy resistance to one element equal to its HD/2.
For every extra point, its resistance increases by one.
For 4 extra points, it heals 1 point of damage for every 3 points of damage it resists.
Spell Resistance [5 HD]: For five points, the mineral warrior gains SR equal to 11+its HD.
For every extra three points, the SR is improved by one.
Improved Speed [4 HD]: For two points, the mineral warrior gains a +15 untyped bonus to its burrow speed and +10 to all other speeds it has.
[B]
Vengeance of Stone [8 HD]: For six points, the mineral warrior gains an aura that deals 1d4 bludgeoning damage per 2 HD to any melee attacker.
For an extra two points, it may choose one special material (silver, cold iron, adamantine, etc.). Its aura bypasses damage reduction as if using a weapon of that material.
For an extra point, the aura bypasses damage reduction as if wielding a weapon of the mineral warrior's alignment.
For an extra four points, the very earth rises up to defend the warrior, no matter how far away the attacker. As long as the target is in contact with the ground, the aura deals damage upon a successful attack roll against the mineral warrior.
Comments:
SpoilerStone point mechanic shamelessly stolen from Kobold-Bard's rust monster. I thought it might be fun to give it that instead of straight out DR and Earth Strike; can always cut it, though.
I'm worried it's too powerful. Terrible skills, no good saves, but good HD, darkvision, burrow speed, DR/adamantine, and various benefits it can get from that DR.
(The DR is also non-standard. If I made it standard (HD/2), it would mean that most of the Part of the Earth ability doesn't kick in until HD=10. Which might actually help, and yet…)
Anyway. Thoughts, please!Last edited by FirebirdFlying; 2010-10-11 at 02:03 PM.
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here's a picture
Spoiler
is there anything wrong with using tiny evilz squirrelz as my next monster class? it has 1/2cr so do i make half a level?
(this creature is real, im just to lazy to go find the name)
Edit : there named Skiurid MM4Last edited by monkman; 2010-10-10 at 09:50 PM.
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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one level minimum.
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*Hugs Kyuubi*
Have I mentioned how much I appreciate your hard work yet?
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*Starts coughing*secret admirer*cough a bit more then stops*
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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I also require a glass of Root beer/Pibb Xtra/doctor pepper/Coca cola all in equal quantities and a separate glass of cream soda. Not the kind that tastes like bubblegum though.I kid, I kid. Although cream soda does sound kinda good.
Last edited by Mystic Muse; 2010-10-10 at 10:10 PM.
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I think I can get her up tomorrow
Last edited by Mystic Muse; 2010-10-11 at 11:57 AM.
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Well, somebody took the initiative that I didn't and did the Arrow Demon, so that's off my plate. I guess I'll just do my own thing for the next project. Each time I look through my books, I keep coming back to the nashrou and carnage demons, so I might call dibs on those.
EDIT: finished the nashrou. I'd had the idea for a while and just hadn't committed it to writing until now.
Demon, Nashrou
Spoiler{table]Level|BAB|Fort|Ref|Will|Features
1|+1|+0|+0|+0|Demonic Body, Double-Edged Sword, +1 Str, +1 Con
2|+2|+1|+1|+1|Abyssal Defenses, Predator's Evolution, +1 Str, +1 Con[/table]
HD: d8
Skill Points: 2 + int
Known Skills: Jump, Listen, Spot, and Survival
Features:
Demonic Body (Ex): Yay! You are a nashrou demon! You are a Medium outsider with the chaotic, evil, and extraplanar subtypes. You get darkvision out to 60 feet and the scent ability.
Nashrous cannot wield weapons. Instead, they gain two primary gore attacks that deal 1d6+Str damage. Nashrous still have limbs that can perform fine manipulation but are not strong enough to attack with.
At 4 HD, the nashrou also grows one size category, gaining a space and reach of 10 feet. Natural weapon damage increases by one die size as normal.
Nashrous have a speed of 40 feet and a natural armor bonus equal to their Con modifier.
Attacks made by a nashrou bypass damage reduction as though they were chaotic and evil.
A nashrou starts out knowing no languages and cannot speak. It can learn languages as normal.
Double-Edged Sword (Ex): Nashrous aren't the best constructed demons out there. Weapons are more likely to do more damage to a nashrou than other creatures. Attack rolls against the nashrou have their critical range doubled. Remember that two doubles is a triple, and so on.
However, a nashrou struck in this fashion has its bloodlust swell against the target while its ruined body part flies at the opponent. The nashrou is allowed an immediate attack of opportunity against the target that does not use up an attack of opportunity for the turn. In addition, the nashrou gains a +1 circumstance bonus per 4 HD to attack and damage against the target until the end of the encounter.
Ability Boost: Nashrous gain +1 to Str and Con at each level.
Abyssal Defenses (Ex): A nashrou starts to compensate for its frail body by shoring up its defenses. It gains Damage Reduction bypassed by cold iron or good equal to 1/2 its HD.
Predator's Evolution (Ex): Also at 2nd level, the nashrou uses its semi-hollow body to its advantage to gain more speed in the hunt. The nashrou's land speed increases by 10 feet.
In addition, the nashrou gains two secondary claw attacks that deal 1d4 + Str damage.
Changelog
SpoilerChanged Critical Weakness to Double-Edged Sword. Put claws in at level 3.
10/13: Claws at 2nd. Change in land speed. Skill points lowered. Minor edits for clarification. Predator's Speed renamed to Predator's Evolution due to claws being folded into ability. Saves adjucted.Last edited by Makiru; 2010-10-13 at 10:18 PM.
Proud beta-tester for Pirates vs. Ninjas
Contributions
SpoilerDon't have enough templates in your life? Let's Read the Book of Templates: Deluxe Edition!(Abandoned)
78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
Where did you start yours?
In the employer/BBEG's mansion.