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  1. - Top - End - #421
    Orc in the Playground
     
    Rumel's Avatar

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    Quote Originally Posted by DragonOfUndeath View Post
    Creepy Grin still shakes EVERYTHING that sees it automatically. That is a pretty powerful passive effect

    sorry to keep on this bit but you haven't changed it
    It allows a save... What do you mean... If they make a save they are good, if they font they get another one in one hour... What's so confusing about that?

  2. - Top - End - #422
    Ogre in the Playground
     
    BlackDragon

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    Quote Originally Posted by Rumel View Post
    It allows a save... What do you mean... If they make a save they are good, if they font they get another one in one hour... What's so confusing about that?
    This is what I get for having tabs open. I was looking at an out-of-date thing tab that had shaken as a successful effect and terrified or somesuch as a fail. My apologies
    call me Dragon

    I have left this site for a while. I probablt wont be coming back.

  3. - Top - End - #423
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    Quote Originally Posted by DragonOfUndeath View Post
    This is what I get for having tabs open. I was looking at an out-of-date thing tab that had shaken as a successful effect and terrified or somesuch as a fail. My apologies
    No problem... We all misread things on a site where 75% of anything you is read, 20% is write and 5% of everything is thinking of a clever thing to write...

  4. - Top - End - #424
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    Default Re: Community Based Monster Classes: Come in and help out!

    By epic levels being shaken is such a minor effect that your DM probably won't even bother rolling the save... not that any of your enemies would be affected by it, as all of them would be immune to mind-affecting.
    Honestly, a no-save panicking wouldn't be out of line. 'Course, it would still be a mediocre ability.
    Last edited by Gorgondantess; 2010-12-13 at 12:59 AM.
    Marceline Abadeer by Gnomish Wanderer

  5. - Top - End - #425
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    Jovoc


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    HD: d10
    {table=head]Level|Bab|Fort|Ref|Will|Feature
    1|+ 1|+ 2 |+ 0 | +0| Jovoc Body, Double Claw, +1 Con
    2|+ 2|+ 3 |+ 0| +0|Demon, Abyssal Skin, Cursed Wound, +1 Dex
    3|+ 3|+ 3|+ 1| +1|Punishment Strike, +1 Con,
    4|+ 4|+ 4|+ 1| +1| Rapid Recovery, Bloodclaws +1 Dex
    5|+ 5|+ 4|+ 1| +1|Retributive Aura, +1 Con[/table]

    Weapon Proficiencies: Simple weapons and natural weapons

    Skills: 4 + Int modifier. Balance, Bluff, Craft, Climb, Concentration, Hide, Jump, Listen, Move Silently, Profession, Sense Motive, Spot.

    Body of Vengeance: You lose all previous racial bonuses and gain outsider traits (Darkvision 60ft) and the Chaotic and Evil subtypes. You are a small sized outsider with a base land speed of 30ft and two claw attacks dealing 1d4 damage plus Str mod each and all your attacks count as being both evil and chaotic aligned.
    You gain a natural armor bonus equal to your constitution modifier.

    Double Claw: You may attack with both claws as a standard attack.

    Ability Score Increases: Your Constitution increases by 1 at 1st, 3rd and 5th levels. (+3 overall)
    Your Dexterity increases by 1 at 2nd and 4th levels. (+2 overall)

    Demon: You gain telepathy equal to 30ft + 10ft per HD. You gain resistance to electricity equal to your HD and an equal bonus on saves against poison. You gain resistance to acid, cold and fire equal to half your HD.

    Abyssal Skin: You gain DR/good or cold iron equal to half your HD. At 10 HD, this becomes DR/good and cold iron. You gain SR equal to 11 + your HD.

    Cursed Wound: As a free action, you may charge your next claw attack with raw pain, to leave foes doubled over in agony. Should you hit, the foe must make a fortitude save (DC 10 + ½ Jovoc HD + Jovoc Cha) or be nauseated for one round. On a failed attack, the use is spent regardless. Cursed Wound may be used once a day per HD. At 8HD, it causes foes to be dazed. At 16HD, it causes them to be stunned.

    Punishment Strike: As a swift action, you can gain a bonus on melee damage rolls with your claws equal to your HD for one round against a creature that has damaged you. These bonuses only apply to your claw attacks gained from this class. This may be used 1/encounter per 6HD (min. 1/encounter)

    Rapid Recovery: You gain Fast Healing equal to 1/2 your HD. You also receive double benefits of bed rest.

    Bloodclaws: Your claws are stained red from blood, whether it's your blood or the blood of your enemies, you do not recall. Or care. You may spend 5hp to deal 1 point of vile damage per four HD with each successful claw attack.
    At 7HD your bloodclaws grant you the ability to attack at a distance by throwing razor sharp projectiles made of your own blood. By sacrificing 10hp you may attack with your claws as if they were thrown weapons with a range increment of ten feet for one round. These attacks may still qualify for Punishment Strikes as if they were melee attacks by paying an additional 5hp.
    At 14HD You may spend 50hp to nauseate a single creature you are aware of that has vile damage within 60ft for 2d4 rounds. Fort reduces to sickened.


    Retributive Aura (Su): Once per round per 3HD, when you take damage from an attack, all creatures within 15ft radius take 2 damage. Jovoc's are immune to this ability and may select a number of creatures up to their 1/2 HD to be excluded from this effect.
    At 10HD all creatures within 30ft radius take 5 damage
    At 15HD all creatures within 45ft radius take 7 damage
    At 20HD all creatures within 60ft radius take 10 damage


    Comments
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    The jovoc is a small tough guy that can recover from damage really quickly and causes those who damage it to suffer. It cant be ignored because it can move and attack itself causing it to be able to use its melee attacks as area of effect attacks


    Changelog
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    Major Changes. Punishment strike only modifies damage, Retributive Aura changed again, added cursed wound
    2/28[*] Punishment strike only applies to claw attacks now and is useable 1/encounter/6HD
    Cursed wounds changed to hydra's idea for it
    growth removed due to not being advantageous
    Last edited by The Winter King; 2011-02-28 at 09:50 AM.

  6. - Top - End - #426
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    Quote Originally Posted by Gorgondantess View Post
    By epic levels being shaken is such a minor effect that your DM probably won't even bother rolling the save... not that any of your enemies would be affected by it, as all of them would be immune to mind-affecting.
    Honestly, a no-save panicking wouldn't be out of line. 'Course, it would still be a mediocre ability.
    EXACTLY!!! I just felt it would be rude to say "I know you believe this, but I say your wrong and won't change it ", but now I see it wasn't unreasonable at all

  7. - Top - End - #427
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    Quote Originally Posted by Rumel View Post
    Demi-Lich
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    Prerequisites:
    To become a Demi-Lich, the character must meet the following requirements...

    Race/Class:One level in any Lich class/Phylactery
    Level:20+ only
    Change to HD rather than level.

    Hit Dice: d12's (and change all previous HD to d12's)

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

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Demi Body, Soul Steal, Forceful Personality, +1 Cha, +1 Arcane or Divine Caster Level

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Meta-Magic Feat, Fell Bite, +1 Wis, +1 Arcane or Divine Caster Level

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |Stunning Touch, +1 Int, +1 Arcane or Divine Caster Level

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Meta-Magic Feat, Creepy Grin, +1 Cha, +1 Arcane or Divine Caster Level

    5th|
    +2
    |
    +2
    |
    +2
    |
    +4
    |Soul Absorbtion, +1 Wis, +1 Arcane or Divine Caster Level
    [/table]
    Skills Points at Each Level: (4+Intelligence Modifier)
    Class Skills: The Demi-Lich’s class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Bluff (Cha), Concentration (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Iaijutsu Focus (Cha), Intimidate (Cha), Knowledge (Each listed individually), Knowledge (All skills, taken individually) (Int), Listen (Wis), Martial Lore (Int), Psicraft (Int), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spellcraft (Int), Spot (Wis), Survival (Wis), Truespeak (Int), Use Magic Device (Cha), Use Psionic Device (Cha).

    Proficiencies: The Demi-Lich gains proficiency with it's own natural bite attack, but no armor or shields
    Not every reference to bite attack...

    Class Features: The following are the Class Features of the Demi-Lich...

    Demi Body: Starting at 1st level the Demi-Lich loses all racial powers and mods...
    Ummmmm, it shouldn't...it keeps the base.

    The Demi-Lich's size varies with it's previous size...

    {table=Head]Previous Size|New Size|Weight

    Tiny-Fine|Fine|1/2 pd.

    Medium-Small|Diminutive|1 pd.

    Huge-Large|Tiny|3 pd.

    Colossal-Gargantuan|Small|5 pd.

    [/table]

    The Demi-Lich is effectively a huminoid skull with two gems for eyes. It gains no natural attacks. It's speed bocomes 60ft flight with perfect maneuverability. Obviously, it cannot use weapons or do anything requiring the use of a body. In addition, all spells cast by the Demi-Lich are considered to be Stilled. Since the Demi-Lich cannot wear objects, he gains a strange ability, if his Phylactery is set in the chest of a body of items (gloves where his hands should be, a helm where his head should be and a ring on the glove and so on), he gains benefits as if he were wearing the object. When armor is placed on the imaginary body it's armor bonus becomes an invisible force protecting the Demi-Lich as a deflection bonus to AC.

    Ability Score Increase:
    At every level you gain an alternating mental ability score, for +2 to Cha, Wis and Int at level 6.

    Meta-Magic Feats:
    At every second level, the Demi-Lich gain a Meta-Magic or Item Creation feat, but must meet all presiquites.

    Forceful Personality:
    You may choose either Int, Wis or Cha and get that abilities mod as a "Misc" bonus to AC.

    Soul Steal:
    The most feared ability of the Demi-Lich, every 4HD you have you may store another person's soul inside one of your gems (You may have a max of 8)... Soul Steal allows you to trap a soul with a max HD or CR becomes equal to your HD. Each gem is 150,000 Gp, 5,000 Xp or any mix of the two, like 75,000 Gp and 2,500 XP, and you may have a max of 1+1/every 4th level above 2. As that is very expensive for a low level, every time you would gain another gem, one appears in front of you unused. They may be replaced by destroying them (simply wishing them gone) but in the process, releasing the trapped spirit.
    Still needs rewording. "(You may have a max of 8)", followed by "you may have a max of 1+1/every 4th level above 2".
    Also, "As that is very expensive for a low level, every time you would gain another gem, one appears in front of you unused." = what?


    Fell Touch:
    The Demi-Lich may make a touch attack which deals 1d6 points of negative energy damage every 5HD.
    This is less than useless...4d6 negative energy as a melee touch attack...

    Stunning Touch:
    By succeeding on a touch attack, you may choose to stun a foe... If you choose to make it a stunning, the foe must make a Fort save (DC=10+1/2HD+Chosen mental ability mod) and if it fails, it is paralyzed for 1d4+1 hours and cannot move... He is helpless and may be absorbed into a soul gem, with a -10 penalty to it's saving throw. This is usable 1/day/HD. Every 2HD above 4 increase the time by one die size and +1, so at 8HD it becomes 1d8+3.
    This ability is overpowered, and the advancement is worded badly. Stunned and paralyzed for 2d20+7 hours? 22 times a day? Why would you use another ability?

    Creepy Grin:
    The Demi-Lich gains a Fear Aura with a radius of 50ft. Any hostile creature inside your aura who fails it's saving throw (DC=10+1/2HD+Chosen mental ability mod) is shaken for 1 hour. Those who make the saving throw cannot be affected by the fear aura for 24 hours.
    Eh, maybe. I've never been a big fan of fear effects, but I guess this is...ok...

    Soul Absorbtion:
    By placing a soul gem in one of your two eye sockets... It feeds you power from the original soul absorbed inside the gem. You may have two in at one time. At level 5 you gain 1/5 of one of the creatures mental ability scores. This ability is draining on the soul, so it can only give you power for two hours/HD of the creature. These must be used up in intervals of hours and once used up, the gem shatters. So a level 24 Demi-Lich trapped a creature with a Cha score of 24... 1/5 rounded down of 24 equals 4, so the Demi-Lich gets a bonus to Cha equal to 4.
    Eh, maybe. What type of bonus? What happens to the gem?
    Still needs lots of work...
    Last edited by The Antigamer; 2010-12-13 at 01:12 AM.

  8. - Top - End - #428
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    Quote Originally Posted by The Antigamer View Post
    Still needs lots of work...
    Honestly, I hate fear effects too, their so useless and waste time... The bonuses from absorbtion is unholy (the opposite of sacred, I'll look it up), and the stunning touch will be taken down alot... The negative energy thing made little sense to me also, but it's a big part of the Demi-Lich, so I couldn't just ignore it... Could I? Also, I will fix the multiple grammar errors soon...

  9. - Top - End - #429
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    Rumel's Avatar

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    Fixed up the grammar, and changed shaken to terrified, with some various other fixes...

  10. - Top - End - #430
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    Okay, here's a post of the Leshay, made into a table for readability.

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    {table]level| Base Attack| F/R/W/| Special:
    1| +1| 0/2/2| Leshay Weapon,Gaze,superior two-weapon fighting,Elf Traits,feat,quick draw,+1dex,+1cha
    2 | +2|0/3/3|Speak with plants,dodge,+1dex,+1con,+1int,+1cha
    3 | +3|1/3/3| feat,combat casting,+1dex,+1con,+1cha
    4 | +4|1/4/4|Alter Self,+1dex,+1con,+1int,+1cha
    5 | +5| 1/4/4|expertise,+1str,+1dex,+1con,+1int,+1cha
    6 | +6/+1|2/5/5|Water Breathing,feat, blind fight,+1dex,+1con,+1cha,+1 Natural armor
    7 | +7/+2|2/5/5|endurance,+1dex,+1con,+1int,+1cha,+5 insight to armor
    8 | +8/+3| 2/6/6| improved initiative,+1dex,+1con,+1int,+1cha
    9 | +9/+4|3/6/6| knock,feat,mobility,+1dex,+1con,+1cha
    10| +10/+5|3/7/7| weapon finesse(leshay),+1str,+1dex,+1con,+1int,+1cha
    11| +11/+6/+1|3/7/7| detect thoughts,+1dex,+1con,+1int,+1cha,+1 Natural armor
    12| +12/+7/+2|4/8/8| feat,combat reflexes,+1dex,+1con,+1cha
    13| +13/+8/+3|4/8/8| displacement,weapon focus(leshay),+1dex,+1con,+1int,+1cha
    14| +14/+9/+4| 4/9/9| iron will,+1str,+1dex,+1con,+1int,+2cha,+5 insight to armor, Fast healing 5
    15| +15/+10/+5|5/9/9| feat,toughness,+1dex,+1con,+1cha
    16| +16/+11/+6/+1|5/10/10| freedom,power attack,+1dex,+1int,+1cha
    17| +17/+12/+7/+2|5/10/10| cleave,+1dex,+1con,+1cha,+1 Natural armor
    18| +18/+13/+8/+3|6/11/11| spell turning,feat,+1dex,+1con,+1int,+1cha
    19| +19/+14/+9/+4|6/11/11| sunder,+1str,+1dex,+1con,+1int,+1cha
    20| +20/+15/+10/+5|6/12/12| greater dispelling, alertness,+1dex,+1con,+1cha
    21| +20/+15/+10/+5|6/12/12| feat,spring attack,+1dex,+1con,+1int,+1cha,+5 insight to armor
    22| +21/+16/+11/+6|7/13/13| Improved Critical (leShay weapon),+1dex,+1con,+1int,+1cha,+1 Natural armor
    23| +21/+16/+11/+6|7/13/13| improved invisibility, whirlwind attack,+1dex,+1con,+1cha
    24| +22/+17/+12/+7|8/14/14|feat,great cleave,+1str,+1dex,+1con,+1int,+1cha
    25| +22/+17/+12/+7|8/14/14|heal,feat,+1dex,+1con,+1int,+1cha
    26| +23/+18/+13/+8|9/15/15|***blinding speed,+1dex,+1con,+1cha
    27| +23/+18/+13/+8|9/15/15|teleport without error,feat,polyglot,+1dex,+1con,+1in,+1cha
    28| +24/+19/+14/+9|10/16/16| Spell Stowaway,+1str,+1dex,+1con,+1int,+2cha,+1 Natural armor,+5 insight to armor, Fast healing 5[/table]


    LeShay Weapons (Su): Each leShay carries two personal
    melee weapons that she manifests from her own
    life essence. The weapon can change form as she shifts
    from class to class, typically appearing as a bastard
    sword (one in each hand). When not in combat, the
    weapons simply do not exist, but leShay can “draw”
    their weapons from nowhere as a free action. LeShay
    weapons are considered light weapons for a leShay,
    regardless of their size.

    Superior Two-Weapon Fighting (Ex): A leShay
    fights with a leShay weapon in each hand. Because these
    weapons are extensions of its own body, the leShay does
    not take an attack or damage penalty for attacking with
    two weapons

    Gaze (Su): All creatures within 30 feet who meet the
    gaze of a leShay become affected as if by charm monster.
    A Will save (DC =hd) negates the effect. Each opponent
    within range of a gaze attack must attempt a saving
    throw each round at the beginning of his or her turn in
    the initiative order. A leShay can also actively gaze as an
    attack action by choosing a target within range, who
    must then attempt a saving throw. LeShay are immune
    to their own gaze..


    Okay, critiques.

    Too many ability scores bonuses. Look at the dragons for example. I'm not entirely sure which abilities to boost though. Dexterity and charisma seem like good choices since leshay weapons can always be used with finesse.

    I suggest a d8 for hit dice instead of the alternating d6s. Makes it less confusing.

    maybe have the Leshay weapons ability function like normal weapons until 5th level, and then they can use finesse and two weapon fighting on any weapon they could normally wield? Then increase the size of Leshay weapons they can wield as they gain levels?

    Not sure what to say about gaze. I'm thinking 6th or 8th level for it, since that's the point most PC classes get charm monster, and a dc equal 10+half hit dice+Charisma modifier like most classes.

    Also, it doesn't mention the frequency you're allowed to use the SLAs. I'd assume at will since that's what the base monster has but I don't think that's going to work. Frequency of SLAs usually depends on the class, but until further notice, I suggest making the frequency 1/day per spell level hit dice. So, freedom can be used once a day per 9 HD for example.

    we can help you with this, but you're going to have to help us too. what do you want the class to be able to do? Also, we should reduce the class to level 20. It will make it easier to get done, if only slightly.
    Last edited by Mystic Muse; 2010-12-13 at 01:58 PM.
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  11. - Top - End - #431
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    Kobold

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    The LeShay is an epic-level monster, of CR 28. That at least was done right.

  12. - Top - End - #432
    Troll in the Playground
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    I hereby request an Awakened Cat monster class =|

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    Default Re: Community Based Monster Classes: Come in and help out!

    Quick question on the Demi-lich: why is it a 5 level class when the monster was a CR 6 increase?

    Edit: It also seems a lot of people have been leaving out comment/changelogs in the recent classes. Please spoiler a comment/changelog to help your fellow critiquers.

    And Critiquers, give over the guidelines to critiquing a quick glance. I've noticed a lot more mandates than suggestions, more commands than questions, and ultimately what appears to be a grading than a critique. For some those concepts are synonymous, for this project we want discussion, not outright 'Change This.'

    If you see something that isn't normal, or seems out of place, why not ask about it before demanding it be changed? Maybe there's a good reason for it, if not the question alone appoints attention to the problem.

    That said, I'm backed up a bit for homework and finals and legal documents. I'll be back amoung us in full after this week.
    Last edited by AugustNights; 2010-12-13 at 07:16 AM.
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  14. - Top - End - #434
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    Quote Originally Posted by NineThePuma View Post
    I hereby request an Awakened Cat monster class =|
    There already was one done.
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  15. - Top - End - #435
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    Kobold

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    Suggestions for the LeShay:

    *Drop the bonus feats. The LeShay doesn't get any racial bonus feats, so making them part of the monster class might ... pigeonhole it, a bit.
    *Restrict its ability bonuses to at most 2 scores. I recommend Dexterity and Charisma.
    *Reword its weapon-wielding ability, because, yeah, as worded in the entry it could change them to Colossal+ greatswords, which makes little real sense. 'Shifting from class to class' is not made clear either, though it's an intriguing little tidbit I wouldn't mind looking up in the ELH to figure out what the heck that means... okay ... looking it up, I still haven't a clue. Check out the Nimblewright for manufactured/natural weapons combinations.
    *Have the weapons scale with class levels. This creature is trying way too hard to be a soulknife; oblige it a little, no? Suggestion: +1 enhancement at 3rd (when you start running from incorporeals) and every 4 levels after; +1 ability enhancement at 4th and every 4 levels after. To both your weapons.
    *If you must have an insight bonus (and it is one of the cool things about the monster) tie it to its Charisma bonus.
    *Have the gaze scale in effect with class levels, possibly be more limited in use, and have a DC of 10+1/2HD+Charisma modifier.
    *Give it spell-likes with a limited number of uses per day. I personally might expand/customize these to fill out the class a bit.
    *Explain -all- its class abilities. Please.
    *Probably shouldn't have both natural armor and insight, but if it has natural armor, tie it to its Con.
    *Give it cool language powers even before Polyglot-ish levels, because it's a trademark of them.
    *SR 10+HD somewhere.
    *State their lack of dying from old age somewhere, and possibly aging effects or lack thereof.
    *1/2HD DR/Cold Iron somewhere, add Epic somewhere in epic levels.
    *Bonus on saves against poison and disease, maybe immunity at some point.
    *Better, scaling fast healing (is this 1/2 HD as well?)
    *Fill in its class abilities with things that make what it does cooler, rather than with feats. This is normally a CR 28 50HD monster, which makes it... about the same ratio as an adept. It's going to need some work.

  16. - Top - End - #436
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    Quote Originally Posted by Kobold-Bard View Post
    There already was one done.
    Was there? I haven't seen it. Awakened Dino, but no cat.

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    Quote Originally Posted by NineThePuma View Post
    Was there? I haven't seen it. Awakened Dino, but no cat.
    It's a Chesire Cat... Disappear and cut people!

  18. - Top - End - #438
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    That's a Fey. *points at the "Fey body" label*

    It's also not a Cat with the Awakened Animal spell cast on it.

  19. - Top - End - #439
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    Quote Originally Posted by Rumel View Post
    It's a Chesire Cat... Disappear and cut people!
    No, someone did an awakened cat class in Gorgon's thread.

    Edit: Found it:

    Quote Originally Posted by sciencepanda View Post
    Awakened Cat
    Spoiler
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    HD: d4
    Skills: 6+int modifier
    Class skills: Balance, Bluff, Climb, Diplomacy, Hide, Jump, Listen, Move Silently, Spot and Survival.

    {table]Level|BaB|Fort|Ref|Will|Feature
    1|+0|+0|+2|+0|Cute and Fluffy Body, Adorable, Scent, Weapon Finesse, Cat's Eye, -2 Str +3 Dex[/table]

    Proficiencies: Cats are proficient only with their natural weapons.

    Features
    Cute and Fluffy Body: The Awakened Cat loses all other racial traits and bonuses and gains magical beast traits (Low Light Vision and Darkvision 60 feet.) It is a tiny sized and has a base speed of 30 feat. It has two natural claw attacks dealing 1d2+Str damage each, and a secondary bite attack that deals 1d3+1/2Str damage
    It does not have hands capable of fine manipulation, and cannot wield a weapon in either set of its paws.

    Adorable (Ex):
    Aw, look at the kitty! Look at it! Don't you just want to give it a big hug? An awakened cat is just so darn cute, and so it gains a bonus to Bluff of +2 and can cast Charm Person as a SLA 1/day per HD.
    DC=10+HD+Cha modifier.

    Scent (Ex): The Awakened Cat gains the scent ability at level 1.

    Weapon Finesse (Ex): The Awakened cat gains Weapon Finesse as a bonus feat at level 1.

    Cat's Eye (Ex): Cats are naturally skilled at seeing in the dark. The Awakened Cat's Darkvision improves by 5 feet every level. At 5HD it gains 5ft blindsight, which improves by an additional 5 feet every two levels afterward. At 15HD it gains permanent True Seeing.


    Comments:
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    ...Sometimes I feel like the biggest nerd in the world.

    Anyways, this had been requested on another forum, so I figured I may as well go ahead.

    What do you think? Too much? Too little? Too ridiculous? Not ridiculous enough? I am open for suggestion.


    Changelog:
    Spoiler
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    Changed Adorable from a potentially enormous Diplomacy bonus to a small bonus and the ability to cast Charm as an SLA.
    Wierdly, despite the picture the lack of fine manipulation means it can't cast spells. What's that all about?
    Last edited by Kobold-Bard; 2010-12-13 at 10:57 AM.
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  20. - Top - End - #440
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    Quote Originally Posted by ChumpLump View Post
    And Critiquers, give over the guidelines to critiquing a quick glance. I've noticed a lot more mandates than suggestions.
    Sorry. I should know not to post critiques late at night when I'm half asleep. Changed my post so it suggests what to do instead of just commanding him to change the Leshay.
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    Quote Originally Posted by Kyuubi View Post
    Sorry. I should know not to post critiques late at night when I'm half asleep. Changed my post so it suggests what to do instead of just commanding him to change the Leshay.
    No need to apologize, just trying to bring attention to the trend, suggestion promote discussion, and discussion tends to promote more ideas, and learning. And learning leads to more monster classes. And I love monster classes.
    Come with me, time out of mind...

  22. - Top - End - #442
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    Awakened Cat
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    HD: d4
    Skills: 6+int modifier
    Class skills: Balance, Bluff, Climb, Diplomacy, Escape Artist, Hide, Intimidate, Jump, Listen, Move Silently, Sense Motive, Spot, Survival and Tumble.

    {table]Level|BaB|Fort|Ref|Will|Feature
    1|+0|+0|+2|+0|Cute and Fluffy Body, Adorable, Moxie, Cat's Eye, Weapon Finesse, -2 Str +2 Dex, +1 Cha[/table]

    Proficiencies: Cats are proficient only with their natural weapons.

    Features
    Cute and Fluffy Body: The Awakened Cat loses all other racial traits and bonuses and gains magical beast traits (Low Light Vision and Darkvision 60 feet.) It is a tiny sized and has a base speed of 30 feet. It has two natural claw attacks dealing 1d2+Str damage each, and a secondary bite attack that deals 1d3+1/2Str damage
    It does not have hands capable of fine manipulation, and cannot wield a weapon in either set of its paws; however, it is capable of casting spells with somatic components by flicking its tail.

    Adorable (Ex):
    Aw, look at the kitty! Look at it! Don't you just want to give it a big hug? An awakened cat is just so darn cute, it can cast Charm Person as a SLA 1/day per HD with a DC=10+1/2 HD+Cha modifier.
    At 10 HD, the cat's allure even extends to supernatural entities, and gains Charm Monster instead of Charm Person.

    Moxie: The Awakened Cat gains a racial bonus to its Listen & Balance checks equal to 1/2 its HD and a racial bonus on Jump & Move Silently checks equal to its HD. The Awakened Cat uses dexterity instead of strength for the purposes of the Climb & Jump skills.
    If an Awakened Cat is smaller than its opponent, it does not receive penalties to its intimidate skill and its opponent does not receive bonuses based on size differences.
    Finally, they get a +5 bonus on tumble checks to avoid fall damage.

    Cat's Eye (Ex): Cats are naturally skilled at seeing in the dark. The Awakened Cat's Darkvision improves by 5 feet every level. At 5HD it gains blindsense out to 10 feet, which improves by an additional 5 feet every two levels afterward. At 15HD it gains permanent True Seeing.

    Weapon Finesse: At 1st level, the Awakened Cat gains Weapon Finesse as a bonus feat.

    Ability Score Increases/Decreases: At 1st level, the cat takes a -2 penalty to strength, a +2 bonus to dexterity and a +1 bonus to charisma.


    Comments:
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    I think we can safely assume Sciencepanda has abandoned the thread. Anyways, I just wanted to clean some things up (specifically the ridiculous Charm Person DCs), but in the meantime I ended up changing almost everything.
    I added a few more class skills, and removed Scent & Weapon Finesse for Cattish Moxie, which I felt was much more flavorful. If they want weapon finesse, they can take it as their 1st feat- they already get a sizable size bonus to attacks anyways. As for scent, while in reality cats really do have an excellent sense of smell, really, do you see a cat snuffling around in the dirt to track something? I didn't think so.
    In hunting its prey, a cat is an ambush predator, relying on stealth & speed & maneuverability, and I felt there needed to be compensation for the lost scent, so I gave it the listen bonus.
    The intimidate thing was... well, come on. My own 8 lb cat had our 80 lb dog terrified of it.
    And then, of course, a cat always lands on its feet.

    Also, check out the addendum after lacking fine manipulation.
    Anyways, thoughts? Balance issues? Insults? Etc.? Anyone think I should give it weapon finesse again?

    Changelog: Mixed up the skills under Moxie (and changed the name) and gave it weapon finesse.
    Last edited by Gorgondantess; 2010-12-18 at 05:03 PM.
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    Gargoyle
    (Art by sensevessel)
    Spoiler
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    Gargoyle
    Hit Dice: d8

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

    1st|
    +0
    |
    +2
    |
    +2
    |
    +0
    |Gargoyle Body, Chiseled Armaments, +1 Con

    2nd|
    +1
    |
    +3
    |
    +3
    |
    +0
    |Freeze, Stone Skin Fortifications, Chiseled Armaments

    3rd|
    +2
    |
    +3
    |
    +3
    |
    +1
    |Improved Chiseled Armaments, City Prowler, Chiseled Armaments, +1 Con

    4th|
    +3
    |
    +4
    |
    +4
    |
    +1
    |Stone Cold Metabolism, Chiseled Armaments, Statuesque Perfection[/table]
    Skills Points at 1rst Level: (2+Intelligence Modifier) x 4
    Skills Points at Each Level: (2+Intelligence Modifier)
    Class Skills: The Gargoyle
    ’s class skills (and the key ability for each skill) are Disguise (Cha), Hide (Dex), Intimidate (Cha), Listen (Wis), Spot (Wis).

    Proficiencies: The Gargoyle gains proficiency with its own natural weapons, but not with other weapons. They are also proficient with light and medium armour, but not with shields or heavy armour.

    Gargoyle Class Features: The following are the Class Features of the
    Gargoyle.

    Gargoyle Body: At first level the Gargoyle loses all racial traits. They become a Medium Monstrous Humanoid with a base land speed of 30ft. They gain two claws as primary natural weapons, dealing 1d4 damage plus Str mod each. They gain a Natural Armour bonus equal to their Con modifier. They have a racial bonus to Hide checks in stone terrain equal to half their HD or their Dex modifier, whichever is more.

    Chiseled Armaments: A Gargoyle's form is constantly chipped and repaired, each time becoming more powerful. At each level, a Gargoyle chooses one of the following abilities, with each one being able to be taken more than once, though not two levels in a row:

    Spoiler
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    Stone Armoury: The Gargoyle gains a secondary natural weapon dealing 1d6 damage plus 1/2 Str mod. This can be any type of natural weapon, from a tail slap to a bite to a slam. They also gain a body part appropriate to the new weapon (unless they already have a body part which could be used for the attack), though it lacks fine manipulation regardless of form and cannot be used to qualify for quadruped status and the associated bonuses or bonuses to Balance checks for having more than two legs.

    Hideous Visage: They gain the ability to use the Intimidate skill to Demoralise a creature within 30ft of them. This uses a standard action and affects a number of creatures equal to 1/2 their HD (minimum 1). Each point the Gargoyle beats their opponent on the opposed check by adds one round to the duration. The Gargoyle can voluntarily take a -5 penalty to their Intimidate check to give the Frightened condition instead of shaken, or a -10 penalty to give the Panicked condition. They also gain a bonus to Intimidate checks equal to half their HD (minimum 1).

    Ambush Hunter: They gain one die of Sudden Strike, adding an additional 1d6 damage to attacks against creatures who are denied their Dexterity bonus to Armour Class. Whenever they qualify to deal Sudden Strike damage, they may forgo the bonus damage die to give an opponent a penalty to their Strength or Dexterity (Gargoyle's choice at time of use) equal to twice the number of Sudden Strike plus twice the number of Sneak Attack die the Gargoyle can deal, lasting until the opponent recieves a Heal check (DC 10+Gargoyle's HD). This effect may be used against opponents immune to the bonus damage dealt by Sudden Strike.

    Sudden Strike (detail):
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    If a Gargoyle can catch an opponent when he is unable to defend himself effectively from their attack, they can strike a vital spot for extra damage.

    The Gargoyle’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not). Should the Gargoyle score a critical hit with a sudden strike, this extra damage is not multiplied.

    Ranged attacks can count as sudden strikes only if the target is within 30 feet.

    With a sap (blackjack) or an unarmed strike, a Gargoyle can make a sudden strike that deals nonlethal damage instead of lethal damage. They cannot use a weapon that deals lethal damage to deal nonlethal damage in a sudden strike, not even with the usual -4 penalty.

    A Gargoyle can sudden strike only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sudden strikes. The Gargoyle must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Gargoyle cannot sudden strike while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.


    Filthy Talons: Any two of a Gargoyle's weapons inflict the disease Filth Fever (Incubation: 1 minute, Infection: Injury, Fort save DC: 10+1/2HDGargoyle's Con mod, Damage: 1d3 Dex, 1d3 Con). The damage to each stat improves by 1 for every two HD the Gargoyle has. At 8HD this becomes a supernatural disease, and cannot be removed except by Remove Disease or similar magic. The Gargoyle can smell any creature that is currently infected by a disease (has not yet made the saves and recieved the spells necessary to remove the disease) clearly within 100 feet per HD. They can pinpoint a creature based on this smell within 10ft per HD, though they still have a miss chance if they cannot see the creature.

    Wicked Talons: You may improve the critical threat range or critical modifier of any two of your natural weapons by 1 (e.g. a 20 threat range to 19-20, or a X2 modifier to X3).

    Oversized Weapons: You may increase one natural weapon's damage by two size categories or two natural weapons' damage by one size category each. The natural weapons to which this ability is applied become the Gargoyle's primary natural weapon(s), instead of their claws, allowing you to add Str mod to damage for a pair of primary weapons or 1.5XStr mod for a single primary natural weapon (instead of 0.5XStr mod for secondary natural weapons).


    Attribute Bonus: The Gargoyle gains a +1 bonus to its Constitution score at first and third level.

    Stone Skin Fortifications: Upon reaching second level the Gargoyle gains access to one of the following abilities of their choice:

    Spoiler
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    Tough Skin: Their Natural Armour becomes 1.5 times their Con modifier plus 1 per four Hit Dice (1.5XCon mod+1/4HD), instead of their Con modifier. They also reduce damage from their environment (including non-magical temperature extremes, lightning strikes, sandstorms, as well as falling damage and crushing damage caused by things such as cave-ins) by their natural armour bonus. In addition, their natural weapons are treated as magic for the purposes of bypassing damage reduction.

    Stone Hide: They gain DR/Adamantine equal to half their Hit Dice (minimum 1). In addition, their natural weapons count as Adamantine for the purposes of bypassing hardness and damage reduction.

    Zealous Carvings: They gain an enhancement bonus to one save of the player's choice equal to one third their HD (minimum 1). In addition, they gain the Lawful, Evil, Chaotic or Good subtype (choose one, cannot oppose their alignment at the time this ability is chosen, though it may later). For example, a Gargoyle is Chaotic Evil when they gain this ability, so they cannot choose the Good or Lawful subtypes. They choose the Evil subtype, but later their alignment changes to Good. They keep the subtype. They cannot have their alignment forcibly changed from the alignment of this subtype (by a Helm of Opposite Alignment, for example), though they may change from that alignment willingly. Their natural weapons, as well as any weapons they wield, count as being of the alignment matching your chosen subtype for the purposes of bypassing damage reduction.

    Runecarved Plates: They gain Energy Resistance equal to their HD to Fire, Cold, Electricity or Acid damage. This Energy Resistance stacks with most other sources (exceptions state that they do not stack with anything else). The Gargoyle's natural weapons may be considered magic weapons that deal damage appropriate to the chosen element whenever it would benefit the Gargoyle.

    Reflective Scales: The Gargoyle has a miss chance equal to 5% per 3HD (minimum 5%) against any incoming attacks aimed by sight (blindsight and tremorsense remove this chance for example, whilst blindsense would not). In addition, they can become invisible 1/day/4HD (minimum 1) for a number of rounds equal to 1/2 their HD.


    Freeze: At 2nd level the Gargoyle learns to hold perfectly still by shutting down organs and reflexes, fooling the most attentive of foes.

    They can freeze as a swift action to appear to be inanimate unless the examiner can succeed on a Spot check (from within line of sight) or Heal check (from within 5ft) opposed by the Gargoyle's Disguise check (which recieves a +10 bonus). This lasts until the Gargoyle uses another swift action to reanimate. A Gargoyle that has spent at least five rounds in this state qualifies for a surprise round, whether or not the deception has been seen through. In addition, the Gargoyle gains Light Fortification whilst Frozen (giving a 25% chance to avoid extra damage from critical hits and precision damage). This improves to Medium Fortification at 8HD (50% chance) and Heavy at 14HD (100% chance). The Gargoyle can use this ability to appear dead, and this is the most common use for this ability when outside of areas with an abundance of gargoyle statues.

    Improved Chiseled Armaments: Upon reaching third level the Gargoyle hones their body further, adding the following abilities to their list of Chiseled Armaments. Each ability can be taken only once unless specified otherwise.

    Spoiler
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    Stone Heavyweight: The Gargoyle gains Powerful Build. At 14HD the Gargoyle is treated as a quadruped for the purposes of carrying capacity, as well as trip and bullrush attempts. At 20HD the Gargoyle increases by one size category. This ability cannot take the Gargoyle above Collosal size (though it can take them above effective Collosal size, due to Powerful Build).

    Horrendous Visage: The Gargoyle gains a gaze attack with a range of 10ft+(5ft/2HD) which inflicts the shaken condition unless the target succeeds on a Will save (DC=5+Intimidate ranks+Cha). If the target succeeds on the save they are immune to that Gargoyle's Horrendous Visage for 24 hours. The Gargoyle can actively focus the gaze on a single target with a standard action, forcing the creature to make a save even if they have previously succeeded on a save and raising the DC by 2. At 14HD the condition inflicted is shaken or frightened, at the Gargoyle's option on successfully inflicting it. At 20HD the condition is panicked or cowering.

    Deluge Waterspout: The Gargoyle gains a breath weapon, usable once every 1d4 rounds. It is either a cone with a range of 5ft+5ft/2HD or a line with a range of 10ft+5ft/HD. Anyone in the area may make a Strength check (DC 10+1/2HD+Con mod) or be pushed to the nearest unoccupied edge of the breath weapon's area (if a cone) or to the unoccupied edge of the breath weapon's area furthest from the Gargoyle (if a line). It also deals 1d4 bludgeoning damage for every 2HD (DC 10+1/2HD+Con mod Reflex save for half) to each creature in the area. At 14HD the breath weapon deals 1d8 bludgeoning damage per 2HD. At 20HD the Gargoyle can treat half of the damage as either cold damage or fire damage (firing freezing or boiling water instead of their normal torrential blasts), the damage increases to 1d6/HD and the breath weapon can be used every 1d4-1 rounds.

    Petrification: One of the Gargoyle's natural weapons gains the ability to petrify a foe it hits, dealing one point of Dexterity damage with each hit. At 14HD, the Dex damage increases to 1d3 and a creature with a Dex of 0 or - takes Con damage from this ability equal to the Dex damage they would normally take. A creature dieing from Con damage from this ability is petrified. At 20HD the ability damage dealt by this ability increases to 1d6 and the Gargoyle becomes immune to petrification effects. In addition, foes reduced to Dex 0 by this ability take one point of Con damage per round.


    City Prowler: Also at third level, the Gargoyle starts to gain abilities to move more freely in its natural (or should that be artificial?) environment. It can also glide, effectively gaining a fly speed equal to its base land speed with clumsy maneuverability, except that it cannot move upward. Any attack made during a gliding charge (a dive) deals an additional 1d4 points of damage. In addition, it gains a Climb speed (with all associated bonuses) of 20ft (or half its base land speed, whichever is higher)

    At 6HD, this glide speed increases to twice the Gargoyle's base land speed (maximum 120ft) and poor maneuverability. In addition, the Gargoyle can fly upward for 3+Con mod rounds per day, though these rounds need not be consecutive. They may deal additional damage on the first attack of a diving charge equal to the damage they would take if they had fallen through the downward vertical distance covered (up to 1d6 for every HD they have), but they take one third of this bonus damage themselves if they do so.

    At 9HD the ability improves again, granting the Gargoyle a true fly speed equal to twice its base land speed (maximum 120ft) with average maneuverability. In addition, they may make a full attack on a diving charge. They may also benefit as if from a Spiderclimb spell constantly as an Extraordinary ability.

    Variant:
    Spoiler
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    A Kapoacinth lacks the flight of a normal Gargoyle, but can swim much more easily, taking to the sewers where normal Gargoyles take to the rooftops. The Kapoacinth gains a swim speed (and all associated bonuses) equal to its base land speed, as well as the Hold Breath ability, allowing it to hold its breath for 8 times its Constitution score in rounds before it risks drowning. They also gain immunity to natural, but not supernatural, diseases and poisons.

    At 6HD, their swim speed improves to twice their base land speed, and they gain the (Aquatic) subtype, gaining the ability to breathe water. They can still breathe air. They gain immunity to supernatural diseases, as well as the sickened and nauseated conditions.

    At 9HD, the Kapoacinth can ignore the effects of bogs and similar conditions. They also gain the ability to speak with rats and dire rats (as the Speak With Animals spell) and can attract rats, dire rats and rat swarms within one mile to their location using a scent beacon released as a full-round action (the rats usually taking considerably longer than one round). This scent does not move with the Kapoacinth, and can be released only once per month. Once they have arrived, the rats will attempt to eat enough to blight the area for years to come, attacking in force anyone trying to stop them. They disperse and go as they wish after 1d6 days, though there is no guarantee they will leave.


    Statuesque Perfection: At level four their stone body reaches a perfected state. They may choose two new abilities, with either or both of these abilities coming from the Chiseled Armaments list (which includes the Improved Chiseled Armament abilities) or the Stone Skin Fortifications list.

    Stone Cold Metabolism: Beginning at 4th level the Gargoyle can slow its metabolism to a crawl. Whilst in this state the Gargoyle is treated as an object with hitpoints equal to its normal maximum and a hardness of 4+HD, and cannot take actions. The Gargoyle becomes immune to effects which only affect creatures and vulnerable to effects which only affect objects. They automatically pass saves against disease and poison whilst in metabolic stasis. Whilst in metabolic stasis they are immune to poisons, bleeding, ability damage and drain, negative and positive energy damage, negative levels, death effects, mind-affecting abilities, fatigue, exhaustion and diseases. Any ongoing effects which only affect creatures are suppressed whilst the Gargoyle is in metabolic stasis. Any ongoing effects which only affect objects are suppressed when the Gargoyle leaves metabolic stasis. In either of these cases they may take effect again if the Gargoyle returns to the appropriate state whilst the effect's duration remains. The Gargoyle does not age whilst in metabolic stasis, nor do they need to eat, drink or breathe. When they leave stasis they do not age an equivalent time or need to eat, drink or breathe for the time they were in stasis. The Gargoyle can use this ability a number of rounds each day equal to 2 X (their HD + their Con mod). These rounds need not be consecutive, but the Gargoyle must decide how many rounds they are using before the enter the state (minimum one round). This ability takes a full-round action to enter. This reduces to a standard action at 8HD, a move action at 12HD, a swift action at 16HD and an Immediate action at 20HD.

    The Gargoyle may enter stasis for longer than stated above, but they come out of the stasis after 1d6 days, weeks, months, years or decades (or even longer units of time, at the DM's discretion), at the Gargoyle's option, meaning this option is rarely used.


    Comments/Changelog:
    Spoiler
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    Comments
    By the time I got to Chiseled Path (Perfection) I knew why the previous people stopped. I may add more of those abilities later, but for now I'm happy with the class. No dead levels and I didn't have to resort to ability score bonuses (though I may add in some if the class is too weak). Complete overhaul of Chiseled Armaments (now every level), Stone Skin Fortifications (new effects) and Statuesque Perfection (which has been rolled into the other abilities). I'm quite happy with the variety now, and it is much better than when it started.

    Changelog

    14/12/10 - Fixed formatting.
    14/12/10 - Added detail to Ambush Hunter and Stone Cold Metabolism. Changed names of all Chiseled Path abilities. Added a new option to Statuesque Perfection, Metabolic Redundancy.
    23/12/10 - Large overhaul to many things (mostly Chiseled Armaments, Stone Skin Fortifications and Statuesque Perfection, as stated above).
    Chiseled Armaments has far more abilties, as does Stone Skin Fortifications. Chiseled Armaments is now every level. Statuesque Perfection now gives additional choices from other menus, instead of having abilities itself. Stone Cold should be clarified now (at least I hope so).
    10/01/11 - Removed the blue from "Gargoyle". Altered proficiencies to include armour. Changed Butchery to Stone Armoury. Growth is now Stone Heavyweight and has some alterations. Water Bullets now has clearer wording and a less rediculous number of dice. Overwhelming Stench no longer exists. Petrification is now much more easy on bookkeeping. Stone Cold is now a swift action at 16HD instead of a free action. Reflective Scales has been boosted, as has Tough Skin. Metabolic Redundancy is now a part of Freeze. Standardised Attribute bonus and added a second point at thrid level.
    02/02/11 - Minor miscellaneous changes. Intimidate is now a class skill which Hideous Visage gives bonuses to. Hideous Visage is now a move action. The racial Hide bonus now scales. Filthy Talons' save DC is now higher. The Chiseled Armaments giving the Snatch and Awesome Blow feats are now gone. Water Bullets damage is now reduced.
    09/02/11 - A small error was fixed in Stone Heavyweight ("Collosal" is now "Collosal Size"). Scaling on Carved Mobility has been altered, making Flight a less obvious choice. Carved Mobility is now City Prowler, and has been altered significantly. It is no longer a menu of abilities. Carved Mobility is now in a spoiler at the bottom of the stats spoiler, in case I need to re-add it or someone wants to review its latest form.
    12/02/11 - Hideous Visage and Ambush Hunter have been improved, allowing them to drop the normal bonuses for a more powerful effect. Stone Cold now specifies actions cannot be taken.
    24/02/11 - New picture (much thanks to Hyudra). Gargoyle Body, Reflective Scales and Statuesque Perfection reworded, but are effectively the same. Hide bonus scaling has been altered, as has that of Tough Skin. Filthy Talons' incubation reduced to one minute, and a tracking ability added (may be changed to just Scent, particularly sensitive to disease). Moved brackets around in Zealous Carvings. Runecarved Body altered to make natural weapons count as magic and elemental when it would benefit the Gargoyle (again, much thanks to Hyudra). Freeze is now a swift action to activate and deactivate and gives a surprise round after five rounds of waiting (you never now when they'll come out of it, even if you try to prepare). Water Bullets is now Deluge Waterspout and focuses more on the pushing than the damage. Petrification now increases Dex damage as the target's natural armour rises. Bonuses in City Dweller shifted around to encourage swooping attacks more, with a new ability or two added or adjusted to account for an earlier/later level.
    01/03/11 - Intimidate is a class skill, as it should have been for a while. Zealous Carvings now applies to only one save. Hideous Visage is a standard action now. Reflective Scales now has no super-invisibility. Deluge Waterspout has a small clarification.
    05/03/11 - Base Natural Armour improved to Con modifier, Tough Skin now raises it to one-and-a-half plus one for every four HD. Stone Body is now Stone Hide. Runecarved Body is now Runecarved Plates. Waterspout Deluge has had its area halved. Petrification no longer raises natural armour on a hit nor scales by natural armour. Horrendous Visage save DC altered to 5+Intimidate Ranks+Cha modifier. Typo in Statuesque Perfection fixed.
    10/03/11 - Horrendous Visage wording changed and redundant conditions swapped out for differing ones to achieve the same basic effect (reduce their effectiveness or make them run for the hills as desired).
    27/03/11 - Base land speed added. Diving charge now more limited. Petrification now does something at below 14HD (whoops). Deluge Waterspout improved back to usable, and I fixed an unintended effect with the line option. Typo fixed in Zealous Carvings. Improved scaling on Filthy Talons and added Sneak Attack stacking to Ambush Hunter.
    03/04/11 - Stacking of Sneak Attack and Sudden Strike in Ambush Hunter altered. Improved scaling on Filthy Talons further. Increased damage of Deluge Waterspout.
    06/04/11 - City Prowler diving charge bonus damage less limited (cap increased to d6/HD and recoil lowered to 1/3 of bonus damage). Clarification added to Statuesque Perfection.

    Carved Mobility will be kept here in case I need to bring it back or someone wants to know what it was before I removed it:
    Spoiler
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    Carved Mobility: Also at third level, the Gargoyle gains access to one of the following abilities:

    Spoiler
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    Carved Wings: They may gain a flight speed equal to their base land speed at clumsy maneuverability for up to Con mod (minimum 1) rounds per day. These rounds need not be consecutive.

    At 6HD there is limit to the rounds the Gargoyle may spend in flight increases to 3+(2 X Con mod) and the maneuverability improves to poor.

    At 9HD their flight speed increases to twice their base land speed and their maneuverability increases to average. In addition, there is no limit to the number of rounds the Gargoyle can fly.

    OR

    Streamlining: They gain a swim speed equal to their base land speed (with all the associated benefits) and they gain the (Aquatic) subtype, allowing them to breathe water. This does not remove their ability to breathe air.

    At 6HD their swim speed becomes equal to twice their base land speed and they gain the Jet ability. Once per hour they may make a charge or run action as a full-round action to swim at six times their swim speed. They must move at least 30ft when using this ability, but the movement they take does not provoke attacks of opportunity.

    At 9HD the Gargoyle acts as if under the effect of Freedom of Movement while they are submerged in water. They also treat water as one step calmer for the purposes of Swim checks.

    OR

    Pick Claws: They gain a burrow speed of 10ft+5ft/2HD (to a maximum of their base land speed). This applies when digging through loose soil, sand, clay and substances of similar hardness. They do not leave a usable tunnel.

    At 6HD their burrow speed increases to 15ft+5ft/HD (to a maximum of their base land speed). They may leave a usable tunnel by with a diameter equal to the Gargoyle's space.

    At 9HD their base land speed for the purposes of their maximum burrow speed increases by 10ft. They may dig through substances with a hardness of at most (1/2 their HD + their Str mod) at full speed. Finally, they gain Tremorsense and Blindsight (based on touch) out to 10ft, with an additional 5ft/HD when burrowing.
    Last edited by ScionoftheVoid; 2011-04-06 at 03:51 PM.

  24. - Top - End - #444
    Orc in the Playground
     
    Kobold

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    Default Re: Community Based Monster Classes: Come in and help out!

    Whoa, gargoyle. It looks cool and I'll want to check it out in depth - except your table is messed up, and you have 2nd-level abilities after 3rd? So maybe check your formatting there.

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    Quote Originally Posted by Gorgondantess View Post
    Awakened Cat
    What class would this go with? It's not heavy melee (Barbarian & Fighter), can't use a bow or dagger (Rogue & Ranger) and cast spells (Wizard & Sorcerer)... Maybe 1/2 a Bard or a Mini-Monk?
    Last edited by Rumel; 2010-12-13 at 06:33 PM.

  26. - Top - End - #446
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    Quote Originally Posted by Rumel View Post
    What class would this go with? It's not heavy melee (Barbarian & Fighter), can't use a bow or dagger (Rogue & Ranger) and cast spells (Wizard & Sorcerer)... Maybe 1/2 a Bard or a Mini-Monk?
    Actually, yes, it can cast spells.
    And its natural attacks work fine for stuff like sneak attacking & maneuvers. Yes, a level 19 rogue/level 1 awakened cat can deal over 10d6 damage by clawing somebody.
    Or warlock! Or, yes, the firebreathing cat that is the DFA Awakened Cat.
    Last edited by Gorgondantess; 2010-12-13 at 06:45 PM.
    Marceline Abadeer by Gnomish Wanderer

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    Quote Originally Posted by Rumel View Post
    What class would this go with? It's not heavy melee (Barbarian & Fighter), can't use a bow or dagger (Rogue & Ranger) and cast spells (Wizard & Sorcerer)... Maybe 1/2 a Bard or a Mini-Monk?
    Dragonfire Adept. Or a Ranger and it can ride around on it's animal Companion.
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    Troll in the Playground
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    I could see the cat going into Rogue or Fighter. It actually wouldn't be that hard to imagine. Tiny size, three natural attacks. Rogue is natural for the precision damage. I would ditch the SLA, however, and instead grant them a bonus to Diplomacy equal to their HD or 1/2 their HD.

    Monk or Rogue would work best for the cat, but I'm not sure that something like Fighter should be ruled out.

  29. - Top - End - #449
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    PirateCaptain

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    Requesting Kolyarut.
    Also, many thanks for this project. It is, besides the culmination of the Vote Up a Campaign Setting, my most watched thread(s).

  30. - Top - End - #450
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    Default Re: Community Based Monster Classes: Come in and help out!

    Quote Originally Posted by Gorgondantess View Post
    Actually, yes, it can cast spells.
    And its natural attacks work fine for stuff like sneak attacking & maneuvers. Yes, a level 19 rogue/level 1 awakened cat can deal over 10d6 damage by clawing somebody.
    Or warlock! Or, yes, the firebreathing cat that is the DFA Awakened Cat.
    Wait... Don't you need limbs capable of fine manipulation for spells?

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