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  1. - Top - End - #631
    Orc in the Playground
     
    Kobold

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

    The trumpet archon is ... odd, design-wise.

    It supposedly prefers not to get in fights directly but its best scores are Strength and Constitution. And it has a magic weapon trumpet.

    Leaving now so just putting that thought down.

  2. - Top - End - #632
    Barbarian in the Playground
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    Trumpet Archon

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    Proficiencies: A trumpet archon is proficient with simple and martial weapons.
    Should get at least Light armor. All pictures of it show it wearing something.

    Trumpet Archon Body: A trumpet archon loses all other racial traits and gains Outsider traits. It is a medium-sized outsider with base speed 40'. It gains natural armor equal to its Constitution bonus.
    Why base speed 40'? I see no reason to buff it over 30'.


    Divine Soul: Starting at 2nd level, a trumpet archon casts spells as a cleric, gaining spells per day and spells known at the indicated levels. All of its levels count for caster level. It gains access to a single domain, drawn from Air, Destruction, Good, Law, or War. If it takes levels in Cleric, those domains are available in addition to those granted by its deity.
    I'm tired of seeing monsters with full spellcasting. That's stupid. This is great. You loose a significant amount of casting levels but keep the caster levels. This is how more Monster Classes should be done.

    Celestia Magic: ...Unless the trumpet archon spends 50gp of ruby dust, its continual flames last 1 minute/CL rather than being permanent.
    Why bother? Is 50g after level 3 ever important?

    Emerald Skin: A 4th-level trumpet archon gains DR/evil equal to 1/2 its HD and SR equal to 11+HD.

    Magic Circle against Evil (Su): A magic circle against evil effect always surrounds a 4th-level archon (caster level equals the archon’s Hit Dice). It can be dispelled, but the archon can create a new one next turn as a free action.
    I'd give it Protection From Evil at this level and Magic Circle at a later level (8?)

    Fortifying Melody: ...grant a Protection from Evil effect to all allies within 5'/HD.
    Awkward synergy if the archon is already surrounded by a circle. What if this granted a weaker Globe of Invulnerability?

    Disrupting Song: A 6th-level trumpet archon with 9 or more ranks in Perform can use his trumpet to disrupt spells that have verbal components. He may use his bardic music to give 20% spell failure to spellcasters casting within 5'/HD, as if they were deafened.

    Wings: A 7th level trumpet archon gains wings, and a fly speed of 20' + 5'/HD at good maneuverability.
    Does it need to scale this well? That's 55' this level and will eventually reach 120'. Why not just grant 60'?

    Aura of Menace: ...The save DC is 10+HD+Charisma modifier.
    Do you mean half HD? If not, you should.

    Righteous Melody: ...A 9th-level trumpet archon with 12 or more ranks in Perform can spend a use of its bardic music to rekindle the potency of its Aura of Menace....
    Like this idea, don't know if it's worth the action. What if this was a passive ability that was active during any Bardic Music? Also, be explicit if this ability is supposed to scale fear(Shaken->Frighten->Panic...)

    Greater Celestia Magic: A 10th-level trumpet archon can use teleport as a SLA 1/day for each 5HD it has. At 13th level, this ability upgrades to greater teleport.
    I'd in favor of grating Teleport much more often, no less then once per 3 HD, maybe even at will. If Teleport is going to break a campaign limiting it to 4/day isn't going to stop it.

    Paralyzing Awe: A 10th-level trumpet archon’s trumpet produces music of utter clarity, piercing beauty, and, if the trumpet archon wills it, paralyzing awe. All creatures except archons within 100 feet of the blast must succeed on a DC 10+1/2HD+Charisma modifier Fortitude save or be paralyzed for 1d4 rounds. This ability is usable a number of times per day equal to its HD.
    Action? And this effects allies? It won't see use unless it only effects enemies. Or maybe Non-good if you want to keep it more general.

    Piercing Melody: A 12th-level trumpet archon with 15 or more ranks in Perform may expend a bardic music attempt along with a use of Paralyzing Awe. If he does so, he may use his Perform check for the DC of the Fortitude save.
    Way to good. Skill checks are stupid for setting DCs because they can be optimized SO hard. Have an Item Familiar trumpet and basic optimization and you'll have a DC 50 by this level. This ability is salvageable if it's single target or the DC is lowered.

    Song of Freedom: ...equivalent to the break enchantment spell...
    Redundant with Cleric spellcasting.

    Imbued Magic: ...he may ignore the fact that the ability takes a standard action for the purposes of casting spells.
    Just to clarify what this means, the standard action which you normally concentrate with may instead be used to cast a spell? Neat ability. My only concern is the ease of getting Lingering effects on Bardic Music to begin with. Like that one Sword which will sing for you, or that one feat. Those kind of make this ability useless. Lingering effects are already doubled...

    Overall a great starting point. The last couple of levels need some work, there is little reason to stick around after level 12. I commend you on trying to work this monster, it's a weird one. Pretends to be a bard/cleric/fighter all at the same time.

  3. - Top - End - #633
    Ogre in the Playground
     
    Niezck's Avatar

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    I'm calling the Slaad to fix up. It's a tad confusing and pretty powerful in some respects.

    (Namely, it gets Miracle SLA 1/day per 20HD ... Not so bad. But then it gets additional uses of all SLAs equal to its cha modifier. And it gets cha bonuses.)
    Dragonborn Gnome avatar by the ever-lovely Derjuin!

  4. - Top - End - #634
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    Calling the Yuan-Ti to fix up a bit. It's a bit OP at low levels (level 3 and 2 spells at 1rst level and med viper form early on) and I feel that it should go through the three levels of yuan-ti. (Pureblood, Halfblood, Abomination.)

    EDIT: Also, just fixed up the Gibbering Mouther a bit.
    Last edited by Betropper; 2010-12-22 at 09:34 AM.
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  5. - Top - End - #635
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    Giving the Gibbering Mouther my vote.

  6. - Top - End - #636
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    Mystic Muse's Avatar

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    Quote Originally Posted by Betropper View Post
    Calling the Yuan-Ti to fix up a bit. It's a bit OP at low levels (level 3 and 2 spells at 1rst level and med viper form early on) and I feel that it should go through the three levels of yuan-ti. (Pureblood, Halfblood, Abomination.)

    EDIT: Also, just fixed up the Gibbering Mouther a bit.
    There's also the Yuanti anathema from Fiend folio if I'm not mistaken.
    Avatar by the wonderful BeckyPages. My OC Curtain Call.

    My Twitter account, where I will mainly post images of minis I've painted.

  7. - Top - End - #637
    Orc in the Playground
     
    MindFlayer

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    I think that if the Yaun-ti is being done it should be split into 3 or 4 (Anathema as a PrC[?]) different classes as you can't have a pureblood, a halfblood and an abomination all as the same class.

  8. - Top - End - #638
    Orc in the Playground
     
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    Quote Originally Posted by un_known View Post
    I think that if the Yaun-ti is being done it should be split into 3 or 4 (Anathema as a PrC[?]) different classes as you can't have a pureblood, a halfblood and an abomination all as the same class.
    I was thinking that I could make the Yuan-Ti sort of "Upgrde" to the other forms of Yuan-Ti because if it were more than one class than only the Amomination class would be chosen as it would have the most levels.
    Celestia Moon avatar by Dirtytabs. He is now the most awesome thing.

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  9. - Top - End - #639
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    AustontheGreat1's Avatar

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    Well since the thread seems to have moved here, I'm going to repost my unfinished projects here

    RAGEWALKER (MMIII p.132)



    CLASS
    Spoiler
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    Hit Die: d10

    RAGEWALKER
    {table=head]Level|
    BAB
    |Fort|Ref|Will|Special

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Body of Rage, Grafted Armor

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Command Living Spell

    3rd|
    +2
    |
    +1
    |
    +1
    |
    +3
    |Blade Magic, Rage Forged, +1 Cha

    4th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Furious Clarity, Quick Healing

    5th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Blood Frenzy

    6th|
    +4
    |
    +2
    |
    +2
    |
    +5
    |Versatile Blade Magic, +1 Cha

    7th|
    +5
    |
    +2
    |
    +2
    |
    +5
    |Growth, Greater Blade Magic

    8th|
    +6/+1
    |
    +2
    |
    +2
    |
    +6
    |Living Spell Companion

    9th|
    +6/+1
    |
    +3
    |
    +3
    |
    +6
    |Induce Blood Frenzy, +1 Cha

    10th|
    +7/+2
    |
    +3
    |
    +3
    |
    +7
    |Weapon Cloud

    11th|
    +8/+3
    |
    +3
    |
    +3
    |
    +7
    |Superior Blade Magic

    12th|
    +9/+4
    |
    +4
    |
    +4
    |
    +8
    |Repel Missiles, +1 Cha

    13th|
    +9/+4
    |
    +4
    |
    +4
    |
    +8
    |Awaken Magic

    14th|
    +10/+5
    |
    +4
    |
    +4
    |
    +9
    |Blade Storm Master[/table]
    Class Skills: ((4 + Int. Mod.) x 4 at first level) The Ragewalker’s class skills are Balance, Concentration, Craft, Handle Animal, Intimidate, Knowledge (Nature), Martial Lore*, Ride, Spellcraft, Survival, Tumble.
    *New skill described on p.20 ToB

    Class Features
    Proficiencies: A Ragewalker is proficient with all simple and martial weapons. It is proficient only with its own grafted armor.

    Body of Rage: Ragewalkers embody the natural forces of war and combat in the same way that a nymph embodies the beauty of nature or a dryad embodies the heart of its tree. At first level, the ragewalker loses all racial bonuses, traits, and abilities and gains fey traits (essentially, lowlight vision.) Ragewalkers begin as medium fey with a base land speed of 40ft. Ragewalkers speak common and sylvan, and may speak an additional language for every point of their intelligence modifier.

    Lastly, Ragewalker levels count as full initiator levels for the purpose of determining the highest level stances and maneuvers the ragewalker can learn.

    Grafted Armor: A ragewalker wears armor it has scavenged from countless battlefields and modified to suit it perfectly. When the ragewalker gains this ability it receives a suit of armor. The Ragewalker cannot benefit from any other suit of armor though it may enchant this armor. This armor provides armor bonus equal to 4 + 1/2 the Ragewalker's HD. It does not reduce movement speed or impose any sort of Armor Check Penalty or Maximum Dexterity Bonus. This armor is immune to natural rusting and magical rusting effects. If the armor is damaged, the naturally heals back at a rate of three hit point every day after the Ragewalker has taken at least 8 hours of rest.

    Command Living Spell (Su): A Ragewalker rebukes and commands living spells in the same way that evil clerics rebuke and control undead. A ragewalker can use this ability a number of times per day equal to 3 + its Charisma bonus (ten times per day for a typical ragewalker). A ragewalker rebukes and commands living spells as a cleric with a level equal to its Hit Dice.

    Blade Magic (Sp): As the embodiment of war, the ragewalker is equipped with an arsenal of powers to aid him in glorious combat. At 3rd level, the ragewalker may use Magic Weapon, Inflict Light Wounds, and Cause Fear each once a day for every 2 HD it possesses. The caster level for any of the ragewalker’s spell-like abilities is equal to its HD. The save DC for any of its abilities is equal to 10 + ˝ the Ragewalker’s HD + the Ragewalker’s charisma modifier.

    Rage Forged (Ex): At 3rd level, the Ragewalker gains damage reduction equal to half its Hit Dice. This damage reduction is penetrated by cold iron. In addition, the Ragewalker gains spell resistance equal to 11 + its hit dice.

    Ability Increases: Beginning at 3rd level and every three levels thereafter the Ragewalker receives a permanent increase to its charisma score. At 14th level, assuming the Ragewalker has taken at least 12 levels of the Ragewalker monster class, the increases come to a total of +4 Charisma.

    Furious Clarity (Ex): Though filled with rage, the mind of a Ragewalker is unfettered by any distractions. Beginning at 4th level, the ragewalker adds his charisma modifier to will saves made against mind-affecting spells and abilities and the Ragewalker may also replace it constitution modifier with its charisma modifier for concentration checks.

    Quick Healing (Ex): Beginning at 4th level, the Ragewalker heals 1 hit point of damage each round at the beginning of its turn. The amount of healing each round increases by 1 for every 4 HD the ragewalker gains after the first four. (fast healing 2 at 8 HD, Fast Healing 3 at 12 HD,...)

    Blood Frenzy (Su): The ragewalker is constantly bombarded with the enraged shrieks of the earth. Starting at 5th level, the ragewalker may channel the rage in it soul and enter a blood frenzy. This stance is like any other martial stance; requiring a swift action to enter and replacing the effects any previous stances. While this stance is active, the ragewalker receives a +4 bonus to its strength and dexterity scores as well as +10 enhancement bonus to its base land speed. However, while in this frenzied state, the ragewalker cannot focus on anything except its own violent rage and the desire for combat. Therefore, it cannot use Charisma, Dexterity, or Intelligence based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration. The ragewalker cannot cast spells, use spell-like abilities, or activate magic items that require a command word, a spell trigger, or spell completion to function when in the blood frenzy strance. The ragewalker can use any feat it has except Combat Expertise, item creation feats, and metamagic feats. The Ragewalker remains in the Blood Frenzy for a number of rounds equal to it's constitution modifier and may enter a Blood Frenzy one time each day for every 5 HD it possesses.

    Versatile Blade Magic (Su): At 6th level, and every 4 HD gained thereafter, the Ragewalker chooses one of the following abilities. These abilities modifiy the Ragewalker’s spell-like abilities. The Ragewalker may only modify any use of a spell-like ability with one of the abilities. Each ability may only be chosen once.
    Spoiler
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    Empower: All variable, numeric effects of an empowered spell-like ability are increased by one-half. An empowered spell-like ability deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, and so forth, as appropriate. Saving throws and opposed rolls (such as the one you make when you cast dispel magic) are not affected, nor are spell-like abilities without random variables. The Ragewalker may use this ability to modify one of its spell-like abilities three times per day.

    Extend: An extended spell-like ability lasts twice as long as normal. A spell-like ability with a duration of concentration, instantaneous, or permanent is not affected by this ability. The Ragewalker may use this ability to modify a spell-like ability three times per day.

    Maximize: All variable, numeric effects of a spell-like modified by this ability are maximized. A maximized spell-like ability deals maximum damage, cures the maximum number of hit points, affects the maximum number of targets, etc., as appropriate. Saving throws and opposed rolls (such as the one you make when you cast dispel magic) are not affected, nor are spells without random variables. The Ragewalker may use this ability three times per day.

    Quicken: Casting a quickened spell is a free action. The Ragewalker can perform another action, even using another spell-like ability, in the same round as using a quickened spell-like ability. The Ragewalker may use only one quickened spell-like ability per round. A spell whose casting time is more than 1 full-round action cannot be quickened. Using a quickened spell doesn’t provoke an attack of opportunity. The Ragewalker may use this ability modify one of its spell-like abilities three times per day. The Ragewalker must be at last 10th level to choose this ability.

    Widen: The Ragewalker can alter a burst, emanation, line, or spread shaped spell-like ability to increase its area. Any numeric measurements of the spell-like abilities’ area increase by 100%. Spells that do not have an area of one of these four sorts are not affected by this feat. The Ragewalker may use this ability modify one of its spell-like abilities three times per day.

    Amplify: Any save DC’s for spell-like abilities modified with this ability are increased by 4. In addition, the Ragewalker receives a +4 bonus to caster level checks made to penetrate spell resistance. The Ragewalker may use this ability to modify one of its spell like abilities three times per day.

    Growth: At 7th level, the Ragewalker permanently increases one size category. In addition to this, the Ragewalkers base land speed increases by 10ft.

    Greater Blade Magic (Sp): At 7th level, the Ragewalker may use Wall of Fire, Greater Magic Weapon, and Righteous Might each once a day for every 4 HD it possesses.

    Living Spell Companion (Ex): At 8th level, awakens a spell to become a permanent companion. Doing so requires a 24 hour ceremony and uses up magical components that cost 1000 gp per level of the spell awoken. The spell gained must be eligible to gain the template and can be of a level no higher than the Ragewalker's HD divided by 4. Whenever the Ragewalker gains enough HD to increase the level of his living spell companion, he may dismiss his existing companion and undergo a ceremony to summon another. The companion is completely loyal to the Ragewalker and follows his mental commands. The Companion gains bonuses and abilities increase as the Ragewalker advances in HD.
    Spoiler
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    {table="head"]HD|Int|Special
    8|6|Evasion
    10|7|Damage Reduction 5/Magic
    12|8|Spell Immunity
    14|9|Spell Insight
    16|10|Improved Evasion
    18|11|Damage Reduction 10/Magic, Intensity[/table]

    These abilities are determined by the HD of the Ragewalker, not the Living Spell Companion. The caster level of the living spell is equal to the Ragewalker's HD

    Intelligence Score: The Living Spell Companion's intelligence score starts at 6 and increases by one for every 2 HD the Ragewalker gains thereafter. This increase ends at 11 when the Ragewalker reached 18 HD

    Evasion (Ex): If the Ragewalker's living spell companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

    Damage Reduction (Ex): When the ragewalker's HD is 10 or higher, the living spell companion receives damage reduction 5/magic. When the Ragewalker gains its 18th hit die, this damage reduction increases 10/magic.

    Spell Immunity (Ex): At 12 HD, the living spell companion is immune to the effects of the spell from which it was formed.

    Spell Insight (Ex): At 14 HD, the living spell companion gains an insight bonus to its armor class equal to the Ragewalker's charisma modifier.

    Improved Evasion (Ex): At 16 HD, when subjected to an attack that normally allows a Reflex saving throw for half damage, the living spell companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

    Intensity (Su): The save DC for the Living Spell Companion's Spell Effect and Engulf ability is increase by +4.


    Induce Blood Frenzy (Ex): Beginning at 9th level, the powerful emotions begin to leak from Ragewalker into the air around it. When the Ragewalker is in a Blood Frenzy, he gains a powerful gaze attack. Creatures effected by this gaze attack must make a will save or become enraged and unable to distinguish friend from foe and must make a melee attack against the nearest creature each round (using a full attack if possible, or charging if appropriate). An affected creature is incoherent and cannot talk, cast spells, or otherwise take any action except movement or attacking. It remains in a frenzy for a number of rounds equal to 10 minus its Wisdom modifier (minimum 1 round), even if the Ragewalker is dead or no longer present.
    This is a mind-affecting ability. The save DC for this affect is 10 + ˝ the ragewalker’s HD + the ragewalker’s Charisma modifier. Any creature who successfully saves against this ability is immune to its effect for 24 hours.

    Weapon Cloud (Su): The ragewalker is surrounded in a swirling cloud of the weapons of fallen enemies. At 10th level, the ragewalker gains access to a new stance. This stance is like any other martial stance; requiring a swift action to enter and replacing the effects any previous stances. While the Ragewalker is in this stance, creatures adjacent to the Ragewalker must succeed on a successful reflex save each round or take 1d6 for every 4 HD the Ragewalker possesses. This damage is slashing and piercing and damage reduction applies normally. By spending a use of its Greater Magic Weapon spell-like ability he may make the damage dealt by this ability magic for the purpose of overcoming damage reduction and +1 enhancement bonus to the damage rolls of the weapon cloud for every 4 HD the ragewalker possesses (to a maximum of 5.)

    Superior Blade Magic (Sp): At 11th level, the Ragewalker may use Blade Barrier, Globe of Invulnerability, and Mage’s Sword each once a day for every 5 HD it possesses.

    Repel Missiles (Su): The magic of the Ragewalker gives him power over weapons and arms, including ammunition. Starting at 12th level, whenever the Ragewalker is the target of a ranged attack from a weapon (but not attacks that result from a spell, such as a fireball or lightning bolt), the Ragewalker may attempt a will save with DC equal to the attack’s attack roll. If the Ragewalker succeeds the attack is instantly stopped a few inches from the Ragewalker, dealing no damage. The Ragewalker may then immediately return the attack upon the attacker. The weapon of ammunition uses the same original attack roll and if it penetrates the new targets AC then it is affected normally by the attack.

    Awaken Magic (Su): The Ragewalker possess and affinity for magic and can grant the magic temporary life. At 13th level, whenever a spell or spell-like ability is cast within 30ft. of the Ragewalker, the Ragewalker may make a concentration check opposed by a caster level check from the original caster (though the caster may willingly allow the spell to be awoken). There is no check if the Ragewalker awakens one of its own spells or spell-like abilities. If the concentration check is successful the spell fails and is still expended. The Ragewalker may then temporarily create a living spell created from the spell. This spell must meet the requirements to be eligible for the living spell template (any spell with and area or effect, though not a targeted spell or a spell with an effect which already summons a creature.) for the Ragewalker to attempt the concentration check; meaning that the ragewalker may not use ability on an ineligable spell simply to interrupt a caster's spell. The living spell follows the mental commands of the Ragewalker and attacks its enemies to the best of its abilities. The living spell exists for a number of rounds equal to the Ragewalker’s charisma modifier. The Ragewalker may use this ability once a day for every 4 HD it possesses.

    Blade Storm Master: At 14th level, the Ragewalker's power over the forces of battle and weaponry reaches its pinnacle. The Ragewalker receives a pool of points. These points represent the cloud of blades and ammunition swirling around the Ragewalker at all times. The Ragewalker can use these points to activate two separate abilities.

    Blade Storm Barrage: As a standard action, the Ragewalker can expend any number of points from its Blade Storm pool and fire a concentrated burst of weapons at any foe within 60ft. as a ranged attack. The damage dealt by this ability is equal to the number of points expended to activate this ability, though the Ragewalker cannot expend more than half its pool at one time with this attack. The blast itself deals both piercing and slashing damage and is subject to damage reduction normally. The barrage threatens a critical on a roll of a natural 20, and has a x2 critical damage multiplier. By expending a use of its Magic Weapon or Greater Magic Weapon spell-like ability as a free action, the Ragewalker can effect its Blade Storm Barrage with the spell-like ability as though it were a normal weapon.

    Blade Storm Barrier: Once a round, whenever the Ragewalker is subject to an attack which deal hit point damage, as an immediate action the Ragewalker can expend any number of points from its Blade Storm pool to prevent an amount of damage dealt by the attack equal to the number of points expended from the pool.


    At the beginning of each encounter the pool fills with an amount of points equal the the Ragewalker's HD multiplied by its Charisma modifier. Expended points to not return until the beginning of the next encounter.

    COMMENTS
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    I requested this awhile back, but it was overlooked. I decided to attempt it myself. It seems crazy overpowered to me. I wanted to give it ToB abilities but I suspect that they most likely be removed or at least reduced.

    The Ragewalker is the physical embodiment of mother mature's own anger at the atrocity of war. It possesses power over weapons of battle and ammunition and for some reason the ability to command living spells. I didn't want the ability to command living spells to go to wast so I through in the ability to create ones out of its own magic and that of other casters around it. I suspect that ability is too strong and I'm considering removing the ability to virtually steal spells.

    I had some other concerns but its late and I'm having trouble remembering them. I'm sure the experts here will point anything out.

    Edit: Okay, Living Spell Companion filled out though I don't really like it. Though things I like usually end up being no good; so by using crazy-backwards logic maybe that means the ability will be passable.

    Finally got a capstone up but I thought it up while I was laying down to go to bed and half asleep so I'm not sure about it. I guess we'll see.

    Control Living Spell spliced into the Companion ability.

    Ability Score increases spread out to be +1 at each level, alternating between strength and charisma at even and odd levels respectively.

    Ummm...I need an ability for level two.
    Last edited by AustontheGreat1; 2011-01-11 at 06:28 PM.

  10. - Top - End - #640
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    Half Elemental Template (Manual of the Planes p.189)

    Class
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    Prerequisites:
    Special: Heritage tracing to the appropriate elemental plane.

    HD: d8
    {table]Level|BAB|Fort|Ref|Will|Feature
    1|+ 0|+0*|+0*|+0*| Elemental Body, Elemental Power, Ability Increases
    2|+ 1|+0*|+0*|+0*| Elemental Magic [/table]

    Class Skills: (4 + Int. Mod.) x4 at first level. The Half Elemental’s class skills are Balance, Climb, Concentration, Knowledge (Nature), Knowledge (the Planes), and Survival.

    In addition to these, Half Elemental may add additional skills to there class skills list depending on their type.

    Air: a half Air Elemental adds Jump and Tumble to its list of class skills.

    Earth: a half Earth Elemental adds Appraise and Balance to its list of class skills.

    Fire: a half Fire Elemental adds Bluff and Intimidate to its list of class skills

    Water: a half Water Elemental adds Escape Artist and Swim to its list of class skills.


    Class Features
    Proficiencies: the half elemental is proficient with simple and martial weapons, as will as light armor; but not shields.

    Elemental Body: Unlike other monster classes, the creature's original racial traits are retained. The Half Elemental’s type is changed to outsider, and he gains all traits and abilities associated with the type. All half elementals receive +4 racial to fortitude saves made to resist poison. All half elemental also receive a bonus it its armor class in the form of a natural armor bonus equal to its constitution modifier.

    In addition, each Half Elemental receives additional bonuses depending on its type.

    Air: Half Air Elementals have the [Air] subtype and are immune to electricity damage and damage taken as a result of falling. In addition to this, at 6 HD, the air elemental gains the ability to fly as a speed of 60ft. with average maneuverability.

    Earth: Half Earth Elementals have the [Earth] subtype and are immune to acid damage. In addition, half earth elementals have a burrow speed of 10ft. This speed increases by 10 additional feet for every 2 HD the elemental gains after the first two.

    Fire: Half Fire Elementals have the [Fire] subtype and are immune to fire damage. In addition, at 4 HD, and for every 4 HD thereafter, the half fire elemental's base land speed increases by 10ft.

    Water: Half Water Elementals have the [Water] subtype and are immune to cold damage. Half Water Elementals have swim speeds equal to their base land speed and can breathe underwater as well as on land. In addition, Half Water Elementals receive a +8 racial bonus to swim checks and may always take 10 on swim check, even if rushed or threatened.


    Lastly, Each Half Elemental has improved base saving throw scores depending on its type.

    Air: The reflex save progression granted by the Half Elemental Monster Class increases to good.

    Earth: The fortitude save progression granted by the Half Elemental Monster Class increases to good.

    Fire: The will save progression granted by the Half Elemental Monster Class increases to good.

    Water: The reflex save progression granted by the Half Elemental Monster Class increases to good.


    Elemental Power (Su): Half Elementals have great powers granted by their elemental heritages. Each half elemental receives a one of the following abilities depending on its type.

    Air: Force of Nature (Su): Blows made by the Half Air Elemental carry the awesome force of raging winds. Whenever the air elemental deals damage with a melee attack to a target no more than one size category larger than the Half Air Elemental must make a successful balance check (DC = 10 = Damage dealt) or be moved back 5ft. Movement forced in this way does not provoke an attack of opportunity.

    Earth: Stability (Ex): Half Earth Elementals are as stable and immovable as the earth itself. All half earth elementals receive a bonus to rolls made to resist Bullrush and being knocked prone equal to 5 + ˝ their HD.

    Fire: Burn (Su): The body of the half fire elemental radiate incredible heat. Creatures struck by a melee attack from a half fire elemental take an additional amount of fire damage equal to the half fire elemental’s charisma modifier.

    Water: Flowing Form (Ex): Half-Water Elementals can make their body fluid and amorphous, allowing them to squeeze through tight spaces. Half-Water Elementals receive a bonus to escape artist checks equal to 5 + 1/2 their HD. This bonus doubles for checks made to squeeze through a tight area.


    Ability Increases: Each half elemental gains a bonus to its ability scores depending on its type.

    Air: Half Air Elementals receive a permanent increase of +1 to their dexterity score at each level.

    Earth: Half Earth Elementals receive a permanent increase of +1 to their strength score at each level.

    Fire: Half Fire Elementals receive a permanent increase of +1 to their charisma score at each level.

    Water: Half Water Elementals receive a permanent increase of +1 to their constitution score at each level.


    Elemental Magic (Sp): Each Half Elemental possesses powerful magic, allowing it control the forces of its elemental. The half elemental gains a set of spell-like abilities granted as it increases in HD. These spell like abilities vary depending on its element. The save DC for these abilities are 10 + 1/2 the Half Elemental's HD + the Half Elemental's Charisma modifier.

    HALF AIR ELEMENTAL
    {table=head]HD |Spell-like Ability|Uses Per Day

    1|
    Obscuring Mist
    |
    1/day/2 HD (minimum 1)

    3|
    Wind Wall
    |
    1/day/2 HD

    5|
    Gaseous Form
    |
    1/day/4 HD

    7|
    Air Walk
    |
    1/day/4 HD

    9|
    Control Winds
    |
    1/day/5 HD

    11|
    Chain Lightning
    |
    1/day/6 HD

    13|
    Control Weather
    |
    1/day/6 HD

    15|
    Whirlwind
    |
    1/day/6 HD

    17|
    Elemental Swarm*
    |
    1/day/10 HD

    19|
    Plane Shift
    |
    1/day/10 HD
    [/table]
    *Cast as Air spell only.

    HALF EARTH ELEMENTAL
    {table=head]HD |Spell-like Ability|Uses Per Day

    1|
    Magic Stone
    |
    1/day/2 HD (minimum 1)

    3|
    Soften Stone and Earth
    |
    1/day/2 HD

    5|
    Stone Shape
    |
    1/day/4 HD

    7|
    Spike Stones
    |
    1/day/4 HD

    9|
    Wall of Stone
    |
    1/day/5 HD

    11|
    Stoneskin
    |
    1/day/6 HD

    13|
    Earthquake
    |
    1/day/6 HD

    15|
    Iron Body
    |
    1/day/6 HD

    17|
    Elemental Swarm*
    |
    1/day/10 HD

    19|
    Plane Shift
    |
    1/day/10 HD
    [/table]
    *Cast as Earth spell only.

    HALF FIRE ELEMENTAL
    {table=head]HD |Spell-like Ability|Uses Per Day

    1|
    Burning Hands
    |
    1/day/2 HD (minimum 1)

    3|
    Produce Flames
    |
    1/day/2 HD

    5|
    Flaming Sphere
    |
    1/day/4 HD

    7|
    Wall of Fire
    |
    1/day/4 HD

    9|
    Fire Shield
    |
    1/day/5 HD

    11|
    Fire Seeds
    |
    1/day/6 HD

    13|
    Firestorm
    |
    1/day/6 HD

    15|
    Incendiary Cloud
    |
    1/day/6 HD

    17|
    Elemental Swarm*
    |
    1/day/10 HD

    19|
    Plane Shift
    |
    1/day/10 HD
    [/table]
    *Cast as Fire spell only.

    HALF WATER ELEMENTAL
    {table=head]HD |Spell-like Ability|Uses Per Day

    1|
    Obscuring Mist
    |
    1/day/2 HD (minimum 1)

    3|
    Fog Cloud
    |
    1/day/2 HD

    5|
    Water Breathing
    |
    1/day/4 HD

    7|
    Control Water
    |
    1/day/4 HD

    9|
    Ice Storm
    |
    1/day/5 HD

    11|
    Cone of Cold
    |
    1/day/6 HD

    13|
    Acid Fog
    |
    1/day/6 HD

    15|
    Horrid Wilting
    |
    1/day/6 HD

    17|
    Elemental Swarm*
    |
    1/day/10 HD

    19|
    Plane Shift
    |
    1/day/10 HD
    [/table]
    *Cast as Water spell only.

    Comments
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    Still Incomplete.

    Saw that the fire body was a little weak, removed the vulnerability and gave them a bonus to land speed to help them out.

    Water elementals now get dex and wis. and good save switched to reflex.

    Drench changed to water spout. Deals small amount of bludgeoning damage and extinguishes flames.

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    Betropper:

    We will see people playing the different classes for different reasons. Having them each fit a diferent niche will fix the problem of people only taking the one with the highest levels. And Yaun-ti can't go from Half-blood to pureblood to abomination to anathema as they are all different majorly.

    Pleae don't meld them together we will still see people playing the classes with less levels if they have something different from the other classes.

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    Quote Originally Posted by Betropper View Post
    I was thinking that I could make the Yuan-Ti sort of "Upgrde" to the other forms of Yuan-Ti because if it were more than one class than only the Amomination class would be chosen as it would have the most levels.
    But it's utter nonsense from a logical perspective. I can see the argument from Half Blood->Pureblood from levels but Abomination? Just not happening.

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    I would like to request a chimera class to be made.

    I wouldn't really know how to go about doing it myself.
    Last edited by Lizard Lord; 2010-12-22 at 10:15 PM.

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    Chimera is not on the called monster list, but I'm 80% sure it was called by someone, so it may be in the works.

    If it isn't, I'll jump on it. It's my kinda creature.

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    Would there be outrage if I submitted a modification of the Beholder one? Every time I look at it I am outraged that it can't use its abilities as often as a Wizard of the same level can despite not having the wizards' versatility. I think the Binder/dragon breathe cool down system would be better for the more potent rays because it would limit their use in any one battle but not in a daily context.
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    Quote Originally Posted by Hyudra View Post
    Chimera is not on the called monster list, but I'm 80% sure it was called by someone, so it may be in the works.

    If it isn't, I'll jump on it. It's my kinda creature.
    I called Chimera.
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    Requesting the Cloaker
    Last edited by *.*.*.*; 2010-12-23 at 05:09 AM.

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    Quote Originally Posted by Tvtyrant View Post
    Would there be outrage if I submitted a modification of the Beholder one? Every time I look at it I am outraged that it can't use its abilities as often as a Wizard of the same level can despite not having the wizards' versatility. I think the Binder/dragon breathe cool down system would be better for the more potent rays because it would limit their use in any one battle but not in a daily context.
    No, there would not be. Feel free to submit a revision.

    Wendigo has been edited according to Gorgon's suggestions, though I'm not sure how to handle the Wind Walk thing. I basically said they get the ability if they have at least 5 HD and the second level in Wendigo. Probably clumsy, but I can't really think of a lower level spell that would work in its place for the first four HD.

    Still working on editing Animated Object.

    I'm going to give my vote to the Awakened Cat after looking it over, seems like it's well done, a quick fun class.
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    Gargoyle is very different now. I've updated Chiseled Armaments and Stone Skin Fortification to have more customisation, and changed Statuesque Perfection to fit this (instead of having rails until level 4 when you're overwhelmed by options, we now have ever expanding options from, hopefully, interesting lists). I've cleared up Stone Cold, as well. They should have more active and combat-oriented options now. Hopefully, I've covered most things. I'll just get a link to the post. Link.
    Last edited by ScionoftheVoid; 2010-12-23 at 10:16 AM.

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    Wow, AMAZING work around here, cheers all around for this amazing homebrew project!

    Quote Originally Posted by Tvtyrant
    Would there be outrage if I submitted a modification of the Beholder one? Every time I look at it I am outraged that it can't use its abilities as often as a Wizard of the same level can despite not having the wizards' versatility. I think the Binder/dragon breathe cool down system would be better for the more potent rays because it would limit their use in any one battle but not in a daily context.
    I know I'm new around here, but at first glance the Beholder's class big advantage seems to be throwing multiple save or die rays in a single turn, up to three against a single target. A wizard may at best throw two at a time with a quickened spell. When you're doing something like Flesh to Stone+Finger of death+Fear, all with improved DCs over the wizard, the chance your oponent is still standing are very low.

    So I guess there needed to be some penalty against the ability to throw multiple powerfull spells in a single turn. Like limited uses per day so you can't open every combat by puting yourself in the middle of the enemy and nuking everything around you.

    And well, a class being weaker than a wizard isn't exactly a bad thing.
    Last edited by Megawizard; 2010-12-23 at 10:53 AM.

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    Okay, I might sound like a whistleblower, but it's looking like revisions are going to become the new lycanthropes. Now, I know a lot of classes really need revision, but I'm going to request that people PM at least one of the council members- preferably Hyudra, or myself (not to put down Magic, but he's a lot more open about these things) with a rough outline of what you see wrong with said class and what you're going to turn it into.
    Now, the slaads just need to be flat out redone, so that's all good and dandy, but I honestly think the yuan-ti are just fine, and I don't think we should trust something as large as the beholder to someone who's never made a monster class before. Again, like the lycans- people are making those their first monster classes, as opposed to, y'know, actual new monsters.
    Tvtyrant, the beholder isn't perfect, but the fact that it's less powerful than a wizard is not a bad thing. The only classes here you'll find that are as powerful as a wizard are ones with wizard casting, and the only ones you'll find that are more powerful than a wizard are silly things like the ghaele.
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  22. - Top - End - #652
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    Run revision like they're a new class. The process might go like this;

    1. Revision author writes original author a PM discussing changes he'd like to see.
    2. If original author disagrees/doesn't respond/it's unsalvageable the revision author posts a proof of concept of the revised class.
    3. The council votes of it's worth revising.

    And in regard to TVtyrants comment, I agree that using the Binder 5 round recharge method has a lot of merit. In practice it means per encounter but it defined as a set amount of time so there are no arguments about out of combat usage. The Beholder I think is the perfect example of a class which would work much better with a recharge system.

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    I think that quick and dirty revisions are a different subject, to be honest-- a lot of Oslecamo's monsters are great, but don't need a full 'revision', per se, really just cleaning of spelling and grammar, and fixing of some broken aspects. That's just an example. But I think a quick revision is something different.

    A complete overhaul of a class, a new way to do the class, something that's almost as though you're starting from scratch, that bids a little more attention. And while Gorgon is right, I will ask that I be included too. I may be more "open" about approving things, but that doesn't exclude me from the right to be part of such discussions.
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    Gorgon I can see why people want a revision to the Yaun-ti. As The Yaun-ti are split into 3(4?) distinct groups that can't be represented with the single class.

    Half-Blood
    Pure Blood
    Abomination
    Anathema

    And each is very different from the other. So really I don't see a revision needed I see the other ones being MADE more as needed.

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    Quote Originally Posted by Gorgondantess View Post
    Tvtyrant, the beholder isn't perfect, but the fact that it's less powerful than a wizard is not a bad thing. The only classes here you'll find that are as powerful as a wizard are ones with wizard casting, and the only ones you'll find that are more powerful than a wizard are silly things like the ghaele.
    But its worse at what it specifically does then the wizard. A wizard of level 13 gets MORE Disintegrates then the Beholder if it wants. I'm not arguing for making it mire powerful then the wizard, I just think it should be able to do what it specifically does better then a wizard can. And the Beholder would in some ways actually become weaker, because it couldn't spam SoD's, it would have to wait for the cool down time to run out.

    Anyway, its not that important. If it seems like it would distract from the original purposes of the thread I will drop it.
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    Right, i'm back from being ill and i've fixed up any errors I could find with the Pandorym, the Swarmshifter, and Umber Hulk.
    Also, Wizard or not, if I can out-Beholder a Beholder but not be a Beholder, the Beholder needs fixin'.
    Last edited by TheGeckoKing; 2010-12-23 at 07:28 PM.

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    Quote Originally Posted by TheGeckoKing View Post
    Right, i'm back from being ill and i've fixed up any errors I could find with the Pandorym, the Swarmshifter, and Umber Hulk.
    Also, Wizard or not, if I can out-Beholder a Beholder but not be a Beholder, the Beholder needs fixin'.
    Feel free to do whatever you want with the beholder. You can tell me to make changes or straight up redo it. I'll admit it was beyond my capabilities.

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    Bleakborn: Again, I like it, it may not be perfect, but I think it deserves to go on the list.
    I'll remind everyone, we're not trying for perfection. While that would be nice, classes should be added to the list as long as they are relatively playable, fun, and balanced. Bleakborn seems to be this for the most part, so I'll give it my vote.
    With that being said, there are some things you will probably want to look at.
    1. I'm really not sure why you're doing Heat-draining aura the way you are doing it. Why not simply make it deal cold damage, and with its "Heat Siphon" ability, the healing would come naturally? This whole fast healing business seems extraneous.
    2. Fourth, not forth.
    3. Brittle Strike: Again, no scaling into epic levels? Monkman said it earlier, but these are used in epic games very often. Just go by your established pattern: 1 dex damage for every 7 HD you have.
    4. Watch the capitalization, all ability names should be capitalized.
    5. Ice Ward: Remember that a fourth level bleakborn may not have 4 HD? Just say that it's DR 1/- for every 4 HD they have.
    6. Frost Nova: Tough to say what this is. It can't decide between being a spell-like type thing and being a breath weapon. Why not give it a couple more times per day, but say that instead of every x rounds, the bleakborn can use it when they are at their coldest, aka, low health? Just a thought.


    Death Knight: Seems mostly good, basically just a revision of the original, I don't see why it has had to wait for as long as it has, since it isn't a major revision.
    1. Put it in its own post.
    2. I really am not a fan of "animate dead" as representing undead followers. It would be much cooler if you essentially got the "Undead Leadership" feat as a bonus feat. Or something like that.
    3. Watch where you're using spaces... you're missing them when you need them and adding them when you don't.
    4. Abyssal Blast: Why not make it hellfire damage? Maybe I'm just foggy on the rules today, but I don't even know what divine damage is. Do you mean untyped damage?
    5. Can you name the class features a little more cleverly? Not necessary, just would be cool. Yeah, I get that spell resistance is spell resistance, and "bonus against turning" is in fact a bonus against turning, but...
    6. Otherwise, looks good.


    Living Spell: I've edited this (a while back actually) and added descriptors for any spells which would be unclear. However, I refuse to add combat utility for every single spell-- some spells weren't built that way, and D&D is not all about combat.

    Solamith: For the most part this is a very well done class. It looks fun and playable. Rip out your skin and throw it at people.
    1. The meta-soulfire abilities are just as awesome as I expected-- just make sure you note they cannot deal damage which would place them below -10, otherwise someone could suicide by dealing themselves infinite damage, for a soulfire with infinite range.
    2. Why not just remove the word ally in Foreign Soulfire? That way they can either use the flesh of their friends, or rip off an enemy's skin and make it explode.
    3. Other than that, it looks like a great class, so I'll give it my vote.


    Animated Object: Still working on editing this one according to suggestions put forth by others...

    Thorn: Another fun looking class. Seems pretty well balanced, and thank you for formatting it so nicely.
    1. Weapon of Thorns is fun, I like it a lot.
    2. Training or Talent provides a nice choice and opens the class to multiple different types of characters.
    3. Okay, so Weapon of Barbs is really cool. Like Fleshgrinder, but better. I love it.
    4. Slumbering Shots seems somewhat powerful, since as a higher level archer, you're bound to be swinging more than one arrow per round. You could end up giving save-or-lose to many enemies very quickly, and furthermore, even if they do save, they probably have to save once or twice more, or else lose. It's a really fun tranquilization ability, but it might be better to balance it a little bit more. I'm not going to say you have to do this, but maybe you might want to consider making it so you can only fire one per round.
    5. Other than that, I really can't see any problems, so I'll approve it.


    Swarmshifter: Okay, so really fast, it looks much better, but I still think it has too many forms. One for every 4 HD would be better. It could still become essentially a batman swarm as-is. If you would really like to give it this extra measure of adaptability, that's fine, and I think it could go up on the list, but I implore you to really think about raising it to one per 4 HD.


    Everyone, remember to let us know if you're interested in being part of the council-- we were hoping to have more council members at the start, but as is, Hyudra and Gorgon and I are very slowly working our way through critiquing all the monsters.
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    Quote Originally Posted by Magicyop View Post
    Everyone, remember to let us know if you're interested in being part of the council-- we were hoping to have more council members at the start, but as is, Hyudra and Gorgon and I are very slowly working our way through critiquing all the monsters.
    I might be interested once you guys deem me to be qualified.
    Last edited by Mystic Muse; 2010-12-24 at 04:18 AM.
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    Quote Originally Posted by AustontheGreat1 View Post
    Feel free to do whatever you want with the beholder. You can tell me to make changes or straight up redo it. I'll admit it was beyond my capabilities.
    Actually, the class itself is fine. It's just the number of times the Beholder can use it's eye rays. Less "X times per day, The Beholder can....", and more "Every X rounds, the Beholder may....."

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