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2010-12-09, 09:42 PM (ISO 8601)
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Re: Community Based Monster Classes: Come in and help out!
First: Under Body of Thorns, it will be 'loses' not 'looses' unless you're going for a poetic image.
Second: Its enhancement bonus, not 'it's'.
Third: Under melee in your weapon of barbs, your possess is missing the last s.
Okay, minor editing things done.
--
1st: I would not care to play this class at first level. What does it get over a bard? Natural armor. That's not worth losing what a bard gets (cantrips, bardic knowledge, three bardic music effects). This level is worthless until you take more levels, and should probably get something else that works off the bat.
Ah wait, you can deal nonlethal damage freely. ... Yeah, that's not enough. Not killing people isn't all that hard.
2nd: You get DR, a pleasant boost to damage, and a dex boost. Okay, I can work with that. The ability to deal nonlethal more easily starts to pay off. Comparing it to sneak attack, it applies in more situations, though you get it a touch later than the rogue does.
3rd: A single ability? Hmm ... free action? Good... 2*HD? Good... wait, it only applies to arrows? What if I want to shoot thorny bolts or spiky sling bullets? Fort save, fine, sleep spell, very useful, buffed by nonlethal damage, cool, that ability grows in use. Worry: Another ability useless against constructs and undead. That's all for nothing.
4th: Before even looking at the class: Hurrah! My weapons can suddenly kick ass with changeable enhancements. I can put Construct Bane on it and make up for my earlier weakness against them. I get a bonus to Dex, which is nice of course ... and now let's look at my class features. Ooh. Score. Add my dex to damage, just as a straight bonus; suddenly those dex bonuses become increasingly useful. Strip away natural armor to empower nonlethal attacks: Somewhat weird to think about but neat in mechanics. Barbs to annoy and sleep-poison people: Also cool.
This capstone makes me happy.
Advice: Find a way to make it more playable at first level; that's my main trouble with it.Last edited by Kajhera; 2010-12-09 at 10:10 PM.
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2010-12-09, 10:17 PM (ISO 8601)
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- Feb 2010
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Re: Community Based Monster Classes: Come in and help out!
I just saw the Umber Hulk, and I think it may be one of the best classes I've seen here yet. It has several options, and the focus on improvised weapons really helps the whole "Big monster swinging rubble at foes" image.
I would like toendorsenominate it.
<edit>Herp fixed.Last edited by radmelon; 2010-12-09 at 10:41 PM.
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2010-12-09, 10:32 PM (ISO 8601)
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Re: Community Based Monster Classes: Come in and help out!
First of all, remember that in this thread, the term is 'nominate'.
But I'm not going to be anal about it. Do what you want.
Now, I'll tell you what I'm doing: I'm slowly but surely going down the list of unfinished monsters, from the top, and making sure my name is either under nomination, or suggestion for each of them. I highly suggest you all do the same, it's pretty satisfying.
In that same vein, I've noticed that new monsters get critiqued/nominated quickly for a brief period of time, but monsters which have been up for a while (see Bleakborn, Maug, Living Spell) are generally passed over. Let's not let that happen! Even older monsters deserve a look over.
On that note, I'd like to nominate the Solamith. It looks like a really fun demon, and well made, in addition to being well balanced. My own comment would be that it would be super fun if you could steal your enemy's skin to use Foreign Soulfire, but that's no big deal. It oughta go on the list.Full Homebrew List
New Homebrew:
Auran Pirate, a sailor who engraves their ship with powerful runes and creates a vessel to be remembered.
Many thanks to Qwernt for my amazing mind flayer avatar!
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2010-12-09, 10:44 PM (ISO 8601)
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Re: Community Based Monster Classes: Come in and help out!
Okay, I'm going to comment on the living spell. Nothing particularly detailed, but... pretty basic.
Spell Slam subjects the enemy to your anima. What in the world does this do for: Mage Hand, Unseen Servant, Dancing Lights, Glyph of Warding ( ... ), Ventriloquism, Transmute Rock to Mud/Mud to Rock, Forcecage, Hallucinatory Terrain, or Project Image?
I'm not sure what exactly it does for several others (like fly), but those are the ones that quite confuse me.
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2010-12-09, 11:26 PM (ISO 8601)
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Re: Community Based Monster Classes: Come in and help out!
Completely re-did the WereScorpion... May I post another creature, or do I have to wait?
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2010-12-09, 11:35 PM (ISO 8601)
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Re: Community Based Monster Classes: Come in and help out!
For fly, mage hand, unseen servant, all of the hand ones, I added descriptions of the function a while back. I think I stated the Ventriloquism work at the normal range of the spell.
Transmute Rock to Mud and Mud to Rock basically transmutes the ground beneath you, because that's what you're touching. So slam an enemy, and their square turns to mud as per the spell, etc. Forcecage works just like the spell-- slam and they may be imprisoned. The illusion one have little combat utility, but D&D isn't all about combat.
Rumel: Post as many monsters as you like, I think. Nobody has a problem with that, right?Last edited by Magicyop; 2010-12-09 at 11:35 PM.
Full Homebrew List
New Homebrew:
Auran Pirate, a sailor who engraves their ship with powerful runes and creates a vessel to be remembered.
Many thanks to Qwernt for my amazing mind flayer avatar!
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2010-12-09, 11:36 PM (ISO 8601)
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Re: Community Based Monster Classes: Come in and help out!
(>to werescorpion person)
No one has objected to my working on two, and Magi's working on multiple himself, so I presume it's fine. Just don't spread yourself too thin.
On that note, I've been thinking about Trumpet Archon. They supposedly disdain physical combat, yet have better Strength and Constitution than anything else ... so not sure what to do on that. Since their identifying feature is their trumpet, I think it might be neat to give them bardic music in exchange for a bit of their cleric casting, but that still gives me 6 or 7 empty-looking levels to fill out.
>to Magicyop
Okay, I see those now, and will make sure to read them... er... the glyphs still confuse me I think. Glyph of Warding is making me picture an abusive, jealous living spell husband, which is really weird.Last edited by Kajhera; 2010-12-09 at 11:43 PM.
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2010-12-10, 12:07 AM (ISO 8601)
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- Aug 2008
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Re: Community Based Monster Classes: Come in and help out!
I find it shameful that the ankheg has not received one single nomination. If Kajhera wants to add some more creative stuff to it, fine, but so long as she specifies that it does not get fine manipulation, it should be good to go.
Thus, I hereby give the ankheg my nomination, with the stipulation that it receives the "lacking fine manipulation" clause. You all should too.Last edited by Gorgondantess; 2010-12-10 at 12:10 AM.
Marceline Abadeer by Gnomish Wanderer
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2010-12-10, 12:14 AM (ISO 8601)
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2010-12-10, 12:20 AM (ISO 8601)
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- Nov 2008
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- Minnesota
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Re: Community Based Monster Classes: Come in and help out!
Homebrew
Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).
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2010-12-10, 10:59 AM (ISO 8601)
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Re: Community Based Monster Classes: Come in and help out!
Does this thread still let people make requests? If so I'd like to request the Mohrg from MMIII (I think). I also hope there's no alignment requirements for the class, I'd love to play a hulking mass of undead as a crusader of protection and hope.
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2010-12-10, 11:06 AM (ISO 8601)
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Re: Community Based Monster Classes: Come in and help out!
There aren't alignment requirements for any class, though you may be just a tad less likely to benefit from evil-aligned weapons if you're good.
Hmm... CR 8, natural armor, a natural attack and a natural touch attack, paralysis, improved grab, and create spawn. Looks like this one's going to need a little filling in.Last edited by Kajhera; 2010-12-10 at 11:06 AM.
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2010-12-10, 11:08 AM (ISO 8601)
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Re: Community Based Monster Classes: Come in and help out!
I think it's more of a favorite alignment system, not required, because you can't help how your born, but if your a horrible, brain-eaiting, soul-stealling monster... Chances are you won't be good... That said, I believe the Templates and PrC's should have alignment restrictions because you do not choose them first level... Anything else to add, or anything incorrect about this mini-rant?
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2010-12-10, 11:13 AM (ISO 8601)
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Re: Community Based Monster Classes: Come in and help out!
Templates are fairly likely to have alignment restrictions. Half-fiends must be non-good, while gravetouched ghouls must commit specific evil acts (though they don't specifically have to be evil).
The usual alignment of a monster is, of course, still the usual alignment of a monster.Last edited by Kajhera; 2010-12-10 at 11:15 AM.
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2010-12-10, 11:24 AM (ISO 8601)
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Re: Community Based Monster Classes: Come in and help out!
Well, actually, you sortof can help how you're born. I believe all mohrgs were evil murderers in life: that's one of the qualifications to become one.
Doesn't mean it needs an alignment requirement, though.
With templates and PrCs, that all depends- for example, the half-fiend template should not have an evil alignment requirement, because, as you stated, you can't help how you're born. The unholy scion however? Yeah, you need to be evil for that.Marceline Abadeer by Gnomish Wanderer
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2010-12-10, 11:35 AM (ISO 8601)
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Re: Community Based Monster Classes: Come in and help out!
Of course, in general, templates have restrictions at all, while base classes do not.
But yeah, as soon as someone says the half-fiend has to be nongood someone's going to want to play Merlin.Last edited by Kajhera; 2010-12-10 at 11:36 AM.
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2010-12-10, 11:49 AM (ISO 8601)
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Re: Community Based Monster Classes: Come in and help out!
awesome avatar made by Trazoi
Totem Cleric:A divine fighter that uses a totem which empowers him.
I will not have as much acces to a computer so I will not post as much.
Spoiler
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2010-12-10, 11:51 AM (ISO 8601)
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Re: Community Based Monster Classes: Come in and help out!
Last edited by Gorgondantess; 2010-12-10 at 11:52 AM.
Marceline Abadeer by Gnomish Wanderer
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2010-12-10, 11:54 AM (ISO 8601)
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Re: Community Based Monster Classes: Come in and help out!
awesome avatar made by Trazoi
Totem Cleric:A divine fighter that uses a totem which empowers him.
I will not have as much acces to a computer so I will not post as much.
Spoiler
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2010-12-10, 11:59 AM (ISO 8601)
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Re: Community Based Monster Classes: Come in and help out!
Either way... once a creature is a skeleton, it's lost its soul. It is a soulless creature, and its only vestige of the life it once had is superficial.
Actually, it might be cool to make additional levels optional on the awakened skeleton to make for any race you can think of. Each level you choose an upgrade... one might give additional natural attacks, one might give a size increase/powerful build/slight build, one might give movement increase/changes, the works. It starts out with the awakened skeleton as is, and then you go from there.Marceline Abadeer by Gnomish Wanderer
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2010-12-10, 12:54 PM (ISO 8601)
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Re: Community Based Monster Classes: Come in and help out!
Since this is "Home-Brew" friendly... I have a few ideas to try out... Mixing elementals... Air+Water=Storm Cloud... Air+Fire=Heat Wave... Water+Earth=Mud or Ice (undecided, but leaning towards ice)... Earth+Fire=Lava... Any objections or requests to make one of my ideas... Or a vote for ice or mud... Or both?
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2010-12-10, 01:00 PM (ISO 8601)
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- May 2009
Re: Community Based Monster Classes: Come in and help out!
Fairly certain they already exist? Storm/steam/magma/etc
Or maybe I'm thinking of Mephits ...
*Shrug*
I'll get to updating the Phrenic Creature a bit later on.Dragonborn Gnome avatar by the ever-lovely Derjuin!
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2010-12-10, 01:01 PM (ISO 8601)
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Re: Community Based Monster Classes: Come in and help out!
I give you the Paraelemental & Quasielemental Planes:
List of Paraelemental Planes -
Paraelemental Plane of Ooze (between Earth and Water)
Paraelemental Plane of Ice (between Water and Air)
Paraelemental Plane of Smoke (between Air and Fire)
Paraelemental Plane of Magma (between Fire and Earth).List of Quasielemental Planes -
Quasielemental Plane of Mineral (between Earth and Positive Energy)
Quasielemental Plane of Dust (between Earth and Negative Energy)
Quasielemental Plane of Radiance (between Fire and Positive Energy)
Quasielemental Plane of Ash (between Fire and Negative Energy)
Quasielemental Plane of Lightning (between Air and Positive Energy)
Quasielemental Plane of Vacuum (between Air and Negative Energy)
Quasielemental Plane of Steam (between Water and Positive Energy)
Quasielemental Plane of Salt (between Water and Negative Energy)Piratebold-Bard by Elder Tsofu | Backer #121 of the Giantitp Kickstarter | My homebrew
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2010-12-10, 01:06 PM (ISO 8601)
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Re: Community Based Monster Classes: Come in and help out!
As far as homebrew classes go, from the FAQ:
"Q) What monsters am I allowed to make into a monster class?
A) We encourage Homebrewers to build any monster they wish to see as a playable character class, though we would prefer that Homebrewers build Monster Classes for Monsters that have either been published, or that have been Finished and well P.E.A.C.H.ed."
I personally think this thread should be reserved for existing monsters as much as possible, and we should start a companion thread with player-crafted monster classes of monsters that don't appear in published works. It would be somewhat easier to reference that way.
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2010-12-10, 02:19 PM (ISO 8601)
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Re: Community Based Monster Classes: Come in and help out!
Spontaneously-occurring mohrgs are, but Create Undead can turn any available corpse of more or less appropriate shape into a mohrg. (Technically by RAW it doesn't even have to be of appropriate shape, but I've usually seen the "dead body" requirement of the spell interpreted as "humanoid corpse" for making humanoid undead.)
The point applies for undead with such a requirement and no other creation method, though.
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2010-12-10, 04:02 PM (ISO 8601)
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Re: Community Based Monster Classes: Come in and help out!
Last edited by monkman; 2010-12-10 at 04:03 PM.
awesome avatar made by Trazoi
Totem Cleric:A divine fighter that uses a totem which empowers him.
I will not have as much acces to a computer so I will not post as much.
Spoiler
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2010-12-10, 04:11 PM (ISO 8601)
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Re: Community Based Monster Classes: Come in and help out!
I say leave the requirements off template classes, and put in a little sub-spoiler something like "We havn't put requirements, but use common sence - Your going to have to be pretty nasty to be an Unholy Scion, or a Horrid Monster"
Also, I wanna call dibs on the Varakhut. Pandoryrm is nearly finished, and I can't say no to statting up the Inevitable that goes around beating up God-Killers.
I'm also gonna nominate the Phenric Creature, Ankheg, and the Solamith. Well done to their creators, 'cause they're good classes.Last edited by TheGeckoKing; 2010-12-10 at 04:11 PM.
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2010-12-10, 04:42 PM (ISO 8601)
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Re: Community Based Monster Classes: Come in and help out!
Excellent and fixed, I'm glad you pointed those out.
1st: I would not care to play this class at first level. What does it get over a bard? Natural armor. That's not worth losing what a bard gets (cantrips, bardic knowledge, three bardic music effects). This level is worthless until you take more levels, and should probably get something else that works off the bat.
Ah wait, you can deal nonlethal damage freely. ... Yeah, that's not enough. Not killing people isn't all that hard.
Aside from having them treat thorned weapons as masterwork until the magical enhancement kicks in, I can't really think of much to add.
2nd: You get DR, a pleasant boost to damage, and a dex boost. Okay, I can work with that. The ability to deal nonlethal more easily starts to pay off. Comparing it to sneak attack, it applies in more situations, though you get it a touch later than the rogue does.
3rd: A single ability? Hmm ... free action? Good... 2*HD? Good... wait, it only applies to arrows? What if I want to shoot thorny bolts or spiky sling bullets? Fort save, fine, sleep spell, very useful, buffed by nonlethal damage, cool, that ability grows in use. Worry: Another ability useless against constructs and undead. That's all for nothing.
4th: Before even looking at the class: Hurrah! My weapons can suddenly kick ass with changeable enhancements. I can put Construct Bane on it and make up for my earlier weakness against them. I get a bonus to Dex, which is nice of course ... and now let's look at my class features. Ooh. Score. Add my dex to damage, just as a straight bonus; suddenly those dex bonuses become increasingly useful. Strip away natural armor to empower nonlethal attacks: Somewhat weird to think about but neat in mechanics. Barbs to annoy and sleep-poison people: Also cool.
This capstone makes me happy.
Advice: Find a way to make it more playable at first level; that's my main trouble with it.
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2010-12-10, 04:43 PM (ISO 8601)
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Re: Community Based Monster Classes: Come in and help out!
Well, thank you. But I actually have a question on my own class. As its size increases, should the size of its tunnels increase, and how? I am not entirely familiar with how long creatures work, and don't quite know if it should still be making 5' tunnels at Gargantuan.
Last edited by Kajhera; 2010-12-10 at 04:44 PM.
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2010-12-10, 04:53 PM (ISO 8601)
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Re: Community Based Monster Classes: Come in and help out!
I'm inclined to say that while I can't say you shouldn't, I wouldn't... I'm not saying they're bad idea, it could be kinda cool. But I think the intention when we mentioned homebrew monsters is turning homebrew monsters into classes, not starting from scratch. You're welcome to start from scratch, but when we say we would prefer monsters critiqued and well peached, that's what we mean. A monster class with no monster behind it has exactly zero peaches. But again, please, don't feel hindered, I'm just clarifying what the rule on the first post is intended for.
Thank you! Okay, first of all, the charisma is because the yellow musk creeper lures people in with pretty flowers before it starts hitting them. It seemed to make sense, you know? But if you think it would be better as strength, I'll change it.
I'll add speech and fine manipulation. Speech is a little odd, since it's a plant, but without the ability to speak, it might be hard to participate in a party.
Thanks for the comments.Full Homebrew List
New Homebrew:
Auran Pirate, a sailor who engraves their ship with powerful runes and creates a vessel to be remembered.
Many thanks to Qwernt for my amazing mind flayer avatar!