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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!
With regards to the Ankheg, I personally would rule they make tunnels as wide and tall as their bodies. I'm not sure if there's a set tunnel size, though.
Last edited by TheGeckoKing; 2010-12-10 at 04:54 PM.
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2010-12-10, 04:55 PM (ISO 8601)
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2010-12-10, 04:55 PM (ISO 8601)
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Re: Community Based Monster Classes: Come in and help out!
No speech for the Yellow musk creeper. The Purple Wurm doesn't get it (Last I checked anyway) and neither should the creeper.
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2010-12-10, 05:03 PM (ISO 8601)
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2010-12-10, 05:06 PM (ISO 8601)
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Re: Community Based Monster Classes: Come in and help out!
I think Reach is about the way to do it, as from what I can recall most Long creatures (and now that I think about it, all creatures) are about as wide in terms of squares as their reach. I think. Don't quote me on that one though. XD
Last edited by Tacitus; 2010-12-10 at 05:07 PM.
Never can find my towel...Forgot who did my avatar, sorry! >.<
So it goes.
GNU Terry Pratchett
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2010-12-10, 05:10 PM (ISO 8601)
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Re: Community Based Monster Classes: Come in and help out!
I thought taking up 4 posts in this thread would be... inappropriate. The Half-golem.
It has about 68 material choices. And I'd be willing to add more, by request.
Tried to short-hand the format for Golemaic Weapon so it would fit in one post. It wouldn't. So I will reformat that, when I have more time.Come with me, time out of mind...
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2010-12-10, 05:17 PM (ISO 8601)
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Re: Community Based Monster Classes: Come in and help out!
Okay, Yellow Musk Creeper can now not speak.
Chump: Holy...! That's awesome! That's one heck of a monster class. I don't have time to read through every option right now, but I will later. So many options!Last edited by Magicyop; 2010-12-10 at 05:17 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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2010-12-10, 05:36 PM (ISO 8601)
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First thing:OMG!
Second
Magic Resistance: At third level the Successful Half-golem gains Spell Resistance equal to 10+HD+Constitution modifier, the Failed Half-golem gains Spell Resistance equal to 10+HD+Wisdom modifier. Spells that deal the elemental damage it has an affinity with bypass its Spell Resistance without the need to lower it.awesome avatar made by Trazoi
Totem Cleric:A divine fighter that uses a totem which empowers him.
I will not have as much acces to a computer so I will not post as much.
Spoiler
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2010-12-10, 05:47 PM (ISO 8601)
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2010-12-10, 06:02 PM (ISO 8601)
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I'm proofing it all at the moment. Up to Half Mud material.
Well, not all, as I'm bound to miss stuff.Last edited by Tacitus; 2010-12-10 at 06:02 PM.
Never can find my towel...Forgot who did my avatar, sorry! >.<
So it goes.
GNU Terry Pratchett
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2010-12-10, 06:08 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 06:25 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, 06:34 PM (ISO 8601)
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Re: Community Based Monster Classes: Come in and help out!
Any creature in melee range?
Why Admanitine?I dont really think that it fits well here:
Why no Jetpack?
Nice,I like it.Though it might be strange to get a large golem from a medium sized half golem
Battle-glory: Suggestions?
EDIT: Tell me about it. I loath limits today.Last edited by AugustNights; 2010-12-10 at 06:35 PM.
Come with me, time out of mind...
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2010-12-10, 06:40 PM (ISO 8601)
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Second part
SpoilerTrainer- This material is filled with resonating chambers, and various instrument like mechanisms. The Half Trainer Golem is capable of using its body as any musical instrument that it has 4 or more ranks in Perform (That instrument) for any task that requires one. This does not require the use of its hands as that the noise is created internally. The Half Trainer Golem effectively gains an additional level, for purposes of Caster Level, Spells Known, and Ability to cast spells per day and Bardic Music as if it had gained a level in Bard for each level of Half Golem it takes, if the Half Trainer Golem did not have Bard class before it gains this benefit as for a 1rst level Bard.
A bit to powerfull,your giving them another class.
Warforged- This material is made from the body of a Living Construct, designed to mirror the Half Warforged Golem’s own species, it is naturally strong and the Half Warforged Golem gains a +2 bonus to Strength, and suffers only a -2 penalty to disguise its grafted nature. Further, the naturally living state of the Warforged material makes it easier to graft, reducing the Will save DC of The Danger Ritual by 5.
There already a graft to get a warforge arm, Not sure what book though.
Web- This material is extremely sticky and surprisingly strong. Any weapon that deals damage to a Half Web Golem becomes stuck to its skin, unless the wielder succeeds on a DC (10+ 1/2 The Half Web Golem’s HD + Strength) Reflex save. The weapon may be retrieved with a successful disarm check which the Half Web Golem receives a racial bonus to equal to half its HD. Further the Half Web Golem gains a continual Spider Climb effect, as well as slow-falling for a distance equal to 10 feet per HD the Half Web Golem possesses.
No love for spider man?(web slinging)
Woodwrath- This material was bound together in the outer planes of the wild. The Half Woodwrath Golem gains a +2 bonus to Constitution, further any square moved through by a Half Woodwrath Golem is left covered in Overgrown wild assassin-vine like plants. These plants never become fully grown, but they do entangle any creature that walks into their space, and attempt to Hold fast the creature there. The creature must make an opposed strength check in order to exit any such square, use the Woodwrath Golem’s strength for this opposed check. These overgrown plants last for three rounds after forming.
Do these plant hold the half golem?
Worker- This material is built with heavy labor in mind, The Half Worker Golem’s Strength increases by an additional +2 and its natural armor increases to equal its constitution modifier. Further when the Half Worker Golem is considered one size larger for purposes of lifting and carrying capacities, as well the Half Worker Golem gains a bonus on all Profession checks involving construction and heavy labor, and Knowledge (Architecture and Engineering) checks.
Well that the second finshed part of my review,Now i got to go to the first part.
Anyways I made some adjustements for my Maug.
Edit:Levitate?Last edited by monkman; 2010-12-10 at 06:43 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, 07:07 PM (ISO 8601)
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Were-Elemental (Water)
Hybrid Form-
Full-Alternate Form-
Spoiler
Prerequisites:
To become a Were-Elemental (Water), the character must meet the following requirements...
Race: Any Medium or Large humanoid or giant.
Special: Must have been injured by the natural attack of another Were-Elemental (Water).
HD: d8
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+2|+0| Alternate form Water Elemental, Water Elemental Empathy, Lunar body, Waves Sense, Whirlpool
2nd|+2|+3|+3|+0| Alternate form (Hybrid), Lunar hide
3rd|+3|+3|+3|+0| +1 Dex or Con, Drown, Size
4th|+4|+4|+4|+1| Curse of Magucanthropy, Flow [/table]
Skills Points at Each Level: 2+Int mod
Class Skills: The Were-Elemental (Water)’s class skills (and the key ability for each skill) are Handle Animal (Wis), Intimidate (Cha), Knowledge (Nature) (Int), Listen (Wis), Spot (Wis), Survival (Wis), Swim (Str), Move Silently (Dex), Escape Artist (Dex)
Proficiencies: A Were-Elemental (Water) gains proficiency with its own natural weapons, but not with armor or shields.
Class Features: The following are the Class Features of the Were-Elemental (Water).
Lunar Body: Were-Elemental (Water) retains all of its old racial modifiers and gains the (Shapechanger) subtype. They gain Low-light vision if they did not already possess it. A Were-Elemental (Water) gains a bonus to natural armor equal to its constitution modifier while in Alternate Form (See Below). While in Humanoid form the Were-Elemental (Water) gains a bonus to natural armor equal to half its constitution modifier.
Alternate Form: At first level, the Were-Elemental (Water) gains a Medium Water Elemental Alternate Form. While in Water Elemental form, the Were-Elemental (Water) cannot use weapons or do anything requiring the use of hands or feet, but gains two slam attacks dealing 1d8+Str mod damage. While in Water Elemental form the Were-Elemental (Water)’s movement speeds are a base land speed of 20ft and a swim speed of 30ft+10ft/size category above medium.
At second level, the Were-Elemental (Water) can assume a Medium Hybrid form, between it's Water Elemental form and it's Humanoid Form. While in Hybrid form, the Were-Elemental (Water) gains the natural attacks of Water Elemental form, as well as the same movement speeds, however the Were-Elemental (Water) retains its abilities to manipulate objects, use weapons, and speak.
Assuming an Alternate form, or dismissing it, is a Full-Round Action that provokes an attack of opportunity. At 7 HD this changes to a Standard Action and at 14 HD this changes to a Move Action, at 20 HD this changes to a Swift Action.
A Were-Elemental (Water) can assume its Alternate Form 1/day/HD, and can remain transformed indefinitely.
For every level in Were-Elemental (Water), or for every two in another class, the Were-Elemental (Water)'s Alternate Forms improve as shown below.
{table]Were-Elemental (Water) Level+ 1/2 HD of other Levels|Ability Improvements
1|+1 Dex
2|+1 Dex, +1 Con
3|+2 Dex, +1 Con
4|+3 Dex, +1 Con
5|+3 Dex, +2 Con
6|+4 Dex, +2 Con
7|+5 Dex, +2 Con
8|+5 Dex, +3 Con
9|+6 Dex, +3 Con
10|+7 Dex, +3 Con
11|+7 Dex, +4 Con
12|+8 Dex, +4 Con
[/table]
Water Elemental Empathy: The Were-Elemental (Water) can communicate with Water Elementals, and other Aquan speaking Animals, regardless of form and gains a +4 bonus on Charisma based checks to influence such Beasts, however the Were-Elemental (Water) gains no such bonus on influencing Animals.
Wave Sense: Beginning at first level the Were-Elemental (Water), while in Water Elemental form, gains Tremer-sense out to 5ft/HD in water and half that distance on land and gains a bonus on Escape Artist checks equal to its HD. At second level the Were-Elemental (Water) gains the full benefits of Wave Sense regardless of form.
Whirlpool: The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 10 feet or more tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet.
The elemental’s movement while in vortex form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the elemental moves into or through the creature’s space.
Creatures one or more size categories smaller than the elemental might take damage when caught in the vortex (see table for details) and may be swept up by it. An affected creature must succeed on a Reflex save when it comes into contact with the vortex or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves against the vortex’s effects varies with the elemental’s size. The save DC is Strength-based.
Creatures trapped in the vortex cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex’s volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the vortex’s base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell.
An elemental in vortex form cannot make slam attacks and does not threaten the area around it.
{table=head]Size|Damage|Height|Save DC
Medium|1d8|10-30ft|10+1/2HD+Con mod
Large|1d10|10-40ft|12+1/2HD+Con mod
Huge|2d6|10-50ft|14+1/2HD+Con mod
Gargantuan|2d8|10-60ft|17+1/2HD+Con mod
Colossal|2d10|10-70|20+1/2HD+Con mod
[/Table]
Lunar Hide: At second level, while in either Water Elemental or Hybrid form, the Were-Elemental (Water) gains DR/Silver equal to its HD/2.
Ability Score Increase: At third level the Were-Elemental (Water) gains a +1 increase to either Dexterity or Constitution in all forms.
Size: At third level, a Were-Elemental (Water)’s Water Elemental or Hybrid forms may be Medium or Large. The Were-Elemental (Water) chooses its size each time it assumes one of its Alternate Forms.
When a Were-Elemental (Water) changes size its natural attacks are re-sized for appropriate damage. For every size increase beyond Medium the Were-Elemental (Water) gains a +1 bonus to Natural Armor Class while in Alternate Form.
A Were-Elemental (Water) of 12 HD or more may choose to become Huge by expending two normal transformations.
A Were-Elemental (Water) of 16 HD or more may choose to become Gargantuan by expending two normal transformations.
A Were-Elemental (Water) of 20 HD or more may choose to become Colossal by expending four normal transformations.
Drown: At third level the Were-Elemental (Water) gains the ability to drown an opponent. Any creature that is in the Were-Elemental (Water)'s square must make a Reflex save or be trapped in the Were-Elemental (Water). While a creature is in the Were-Elemental (Water) it must make a Will save to regain focus and an opposing swim check to the grapple check of the Were-Elemental (Water). If the opposing check fails the creature must make a Fortitude save against another grapple check or become unconscious, a creature may only stay conscious inside the Were-Elemental (Water) for it's Con mod rounds (min=1). If a creature is unconscious, it dies in one round, unless saved by their ally as a Full-Round action, that leaves both in the next square closest to you, the drowned creature has -1 HP. This is a Class Feature that only functions while it is in Water Elemental Alternate Form.
Flow: At fourth level the Were-Elemental (Water) gains the ability to flow between forms, it may switch between Hybrid and Alternate form as a free action at will and may switch from Huminoid to Hybrid one step quicker, becoming a free action at 20HD and doesn't provoke an AoO when changing at all, when changing from Huminoid to Hybrid or Hybrid to Alternate Form.
Curse of Magucanthrope: At fourth level the Were-Elemental (Water) can transmit Magucanthropy to other creatures. If a Humanoid or Giant of (the same sizes as the Prerequisites for this class) is hit by the Were-Elemental (Water)’s natural attacks while it is in either Alternate form, the struck creature must make a fortitude save (DC 10+1/2 the Were-Elemental (Water)’s HD+ Constitution modifier) or contract Magucanthropy. Magucanthropy Functions exactly as Magucanthropy except as noted above. For more information on Magucanthropy, check the Lycanthrope entry in the monster manual.
May I request that I make the other Were-Elements? I sort of want them as my own creations...Last edited by Rumel; 2010-12-10 at 08:18 PM.
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2010-12-10, 07:10 PM (ISO 8601)
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Re: Community Based Monster Classes: Come in and help out!
Also Chump,
Warforged- Warforged grafts are highly adaptable, and are easily modified, the Half-Warforged Golem gains 1 graft upgrade selected from the Marut Monster Class instead of a Golem weapon.Never can find my towel...Forgot who did my avatar, sorry! >.<
So it goes.
GNU Terry Pratchett
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2010-12-10, 07:27 PM (ISO 8601)
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Re: Community Based Monster Classes: Come in and help out!
A Were-Elemental? what is the Animal form and the Hybrid form? Aren't they pretty much the same thing?
Celestia Moon avatar by Dirtytabs. He is now the most awesome thing.
THIS Wins
My website: Free Raptor Games
Note: mostly abandoned due to lack of time.
Spoiler
Spoiler
Weretrex avatar by Bradakhan
Bec Noir avatar by Derjuin, thanks! Yes, that sword in his chest is a part of him.
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2010-12-10, 07:38 PM (ISO 8601)
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Ya... Get technical about a game you stab a dragon with your fourth arm while shooting fire out of the rest
Edit: The Hybrid looks like the picture, a human made of water, while the water elemental looks like a living wave, with it's lowers half split and two mini waves as arms, with a creepy troll face where his chest should be...
Last edited by Rumel; 2010-12-10 at 07:47 PM.
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2010-12-10, 07:43 PM (ISO 8601)
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It kind of does make a difference, ChumpLump said somewhere that the creature needs to be feral to give it that mutant I'm-not-totally-human-cause-I-turn-into-this-freaky-think-at-night feeling.
Celestia Moon avatar by Dirtytabs. He is now the most awesome thing.
THIS Wins
My website: Free Raptor Games
Note: mostly abandoned due to lack of time.
Spoiler
Spoiler
Weretrex avatar by Bradakhan
Bec Noir avatar by Derjuin, thanks! Yes, that sword in his chest is a part of him.
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2010-12-10, 07:48 PM (ISO 8601)
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2010-12-10, 08:13 PM (ISO 8601)
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Re: Community Based Monster Classes: Come in and help out!
Small thing I noticed, d10 is too big of a HD for this.
Celestia Moon avatar by Dirtytabs. He is now the most awesome thing.
THIS Wins
My website: Free Raptor Games
Note: mostly abandoned due to lack of time.
Spoiler
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Weretrex avatar by Bradakhan
Bec Noir avatar by Derjuin, thanks! Yes, that sword in his chest is a part of him.
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2010-12-10, 08:20 PM (ISO 8601)
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2010-12-10, 09:06 PM (ISO 8601)
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Re: Community Based Monster Classes: Come in and help out!
No critiques for the Scorpion or Water Elemental?
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2010-12-10, 09:33 PM (ISO 8601)
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Re: Community Based Monster Classes: Come in and help out!
Be patient. There are many monsters who have been up there longer and have either gotten no or very few critiques. I know that I'm personally slowly working my way down the unfinished list, from the top, and trying to nominate or critique each monster in turn.
Maybe you should do the same? Critiquing and nominating other people's monsters will encourage them to help you with yours (See the first post!)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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2010-12-10, 09:40 PM (ISO 8601)
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2010-12-10, 09:40 PM (ISO 8601)
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Might as well continue the Weremadness then. Magucanthropy powers, away!
WereRemorhaz
Spoiler
Prerequisites:
To become a WereRemorhaz, the character must meet the following requirements:
Race: Any Medium or Large humanoid or giant.
Special: Must have been injured by the natural attack of another Wereremorhaz.
HD: d8
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+0|+2|+2| Alternate form Remorhaz, Remorhaz Empathy, Lunar body, Remorhaz Traits, Heat
2nd|+2|+0|+3|+3| Alternate form (Hybrid), Lunar hide
3rd|+3|+0|+3|+3| +1 Wis, Multi-Legged, Size
4th|+4|+1|+4|+4| Curse of Magucanthropy, Burrow
5th|+5|+1|+4|+4| Clever Traps, Improved Grab
6th|+6|+1|+4|+4| Swallow Whole
7th|+7|+1|+5|+5| Remorhaz Rage[/table]
Skills Points at Each Level: 2+Int mod
Class Skills: The Wereremorhaz’s class skills (and the key ability for each skill) are Handle Animal (Wis), Intimidate (Cha), Knowledge (Nature) (Int), Listen (Wis), Spot (Wis), Survival (Wis), Knowledge (Dungeoneering)(Int), Move Silently (Dex), Escape Artist (Dex)
Proficiencies: A Wereremorhaz gains proficiency with its own natural weapons, but not with armor or shields.
Class Features: The following are the Class Features of the Wereremorhaz.
Lunar Body: Wereremorhaz retains all of its old racial modifiers and gains the (Shapechanger) subtype. They gain Low-light vision if they did not already possess it. A Wereremorhaz gains a bonus to natural armor equal to its constitution modifier while in Alternate Form (See Below). While in Humanoid form the Wereremorhaz gains a bonus to natural armor equal to half its constitution modifier.
Alternate Form: At first level, the Wereremorhaz gains a Medium Remorhaz Alternate Form. While in Remorhaz form, the Wereremorhaz cannot use weapons or do anything requiring the use of hands, but gains a bite attack dealing 1d8+Str mod damage and two claw attacks dealing 1d4+Str damage. While in Remorhaz form the Wereremorhaz’s movement speeds are a base land speed of 30ft.
At second level, the Wereremorhaz can assume a Medium Hybrid form, between it's Remorhaz form and it's Humanoid Form. While in Hybrid form, the Wereremorhaz gains the natural attacks of the Remorhaz form, as well as the movement speeds, however the Wereremorhaz retains its abilities to manipulate objects, use weapons, and speak.
Assuming an Alternate form, or dismissing it, is a Full-Round Action that provokes an attack of opportunity. At 7 HD this changes to a Standard Action and at 14 HD this changes to a Move Action, at 20 HD this changes to a Swift Action.
A Wereremorhaz can assume its Alternate Form 1/day/HD, and can remain transformed indefinitely.
For every level in Wereremorhaz, or for every two in another class, the Wereremorhaz's Alternate Forms improve as shown below.
{table]Wereremorhaz Level+ 1/2 HD of other Levels|Ability Improvements
1|+1 Con
2|+1 Con, +1 Dex
3|+2 Con, +1 Dex
4|+3 Con, +1 Dex
5|+3 Con, +2 Dex
6|+4 Con, +2 Dex
7|+5 Con, +2 Dex
8|+5 Con, +3 Dex
9|+6 Con, +3 Dex
10|+7 Con, +3 Dex
11|+7 Con, +4 Dex
12|+8 Con, +4 Dex
13|+8 Con, +5 Dex
[/table]
Water Elemental Empathy: The Wereremorhaz can communicate with Remorhazes, and other arctic worms regardless of form and gains a +4 bonus on Charisma based checks to influence such Beasts, however the Wereremorhaz gains no such bonus on influencing Animals.
Remorhaz Traits: Beginning at first level the Wereremorhaz, while in Alternate form, gains Scent and gains a bonus on hide checks equal to its HD in snowy, bright, or white areas. At second level the Wereremorhaz gains the full benefits of Wave Sense regardless of form.
Heat: A Remorhaz is known for the intense heat it generates from it's body in combat. Unarmed creatures attacking a Wereremorhaz or anything touching it takes 1d6 fire damage, add another 1d6 per 2 HD. At 10 HD the Wereremorhaz's heat is so intense it burns away at nearly anything. Any non-magical object the Wereremorhaz touches in battle and if the Wereremorhaz wills to melt it must make a (10+1/2 HD+Con) save or be destroyed.
Lunar Hide: At second level, while in either Water Elemental or Hybrid form, the Were-Elemental (Water) gains DR/Silver equal to its HD/2.
Ability Score Increase: At third level the Wereremorhaz gains a +1 increase to Wisdom in all forms.
Size: At third level, a Wereremorhaz’s Water Elemental or Hybrid forms may be Medium or Large. The Wereremorhaz chooses its size each time it assumes one of its Alternate Forms.
When a Wereremorhaz changes size its natural attacks are re-sized for appropriate damage. For every size increase beyond Medium the Wereremorhaz gains a +1 bonus to Natural Armor Class while in Alternate Form.
A Wereremorhaz of 12 HD or more may choose to become Huge by expending two normal transformations.
A Wereremorhaz of 16 HD or more may choose to become Gargantuan by expending two normal transformations.
A Wereremorhaz of 20 HD or more may choose to become Colossal by expending four normal transformations.
Multi-Legged: At third level a Wereremorhaz in Animal form learns to use it's multiple legs to full effect. It gains a +2 bonus to grapple and climb checks. In addition, it gains a Rake attack only useable while grappling. On a successful grapple check, the Wereremorhaz deals 2d6 damage to a grappled foe.
Burrow: At fourth level the Wereremorhaz uses it's Humanoid and Remorhaz characteristics to burrow. It gains a burrow speed equal to 2/3rds his land speed (round down) in Hybrid form. In addition, his heat makes it so that anyone that enters them automatically takes his heat damage.
Curse of Magucanthrope: At fourth level the Wereremorhaz can transmit Magucanthropy to other creatures. If a Humanoid or Giant of (the same sizes as the Prerequisites for this class) is hit by the Wereremorhaz’s natural attacks while it is in either Alternate form, the struck creature must make a fortitude save (DC 10+1/2 the Wereremorhaz’s HD+ Constitution modifier) or contract Magucanthropy. Magucanthropy Functions exactly as Magucanthropy except as noted above. For more information on Magucanthropy, check the Lycanthrope entry in the monster manual.
Clever Traps:A Wereremorhaz of fifth level can use to full effect his burrowing powers in alternate form. He can burrow and make an area up to Large size unstable as a full round action as long as no-one is already standing in it. Anyone that enters it breaks the surface and falls 20 feet. Once inside the pit, the creature is subject to the Wereremorhaz's heat for three rounds.
Improved Grab: A fifth level Werermorhaz gains Improved Grab in Alternate form.
Swallow Whole: A sixth level Wereremorhaz is capable of swallowing his opponents whole. If he succeeds on a grapple check while grappling an opponent in alternate form, he swallows him whole. Once inside, an opponent can break out by dealing damage equal to 1/4 the Wereremorhaz's HP to it's stomach, which has an AC equal to the Wereremorhaz flat-footed. Creatures inside the Remorhaz take acid damage equal to the Wereremorhaz's heat damage and 1d6 bludgeoning damage per 5 HD.
Remorhaz Rage A Wereremorhaz of seventh level has rage so intense it keeps him alive after huge blows. He gains Fast Healing equal to his HD in all forms. He also can keep himself alive through burning rage. He stays conscious even after going below 0 HP, but still dies if he hits -10.
Changelog:
SpoilerNothing yet.
Comments:
SpoilerI'm just crazy right now so I made this, don't know how weak/strong it is at this point.Last edited by Betropper; 2010-12-11 at 12:10 PM.
Celestia Moon avatar by Dirtytabs. He is now the most awesome thing.
THIS Wins
My website: Free Raptor Games
Note: mostly abandoned due to lack of time.
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Weretrex avatar by Bradakhan
Bec Noir avatar by Derjuin, thanks! Yes, that sword in his chest is a part of him.
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2010-12-10, 09:48 PM (ISO 8601)
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Re: Community Based Monster Classes: Come in and help out!
Do we have a plain old remorhaz class? My boyfriend, again, asked about it.
Your remorhaz can change into a water elemental.
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2010-12-10, 10:01 PM (ISO 8601)
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Re: Community Based Monster Classes: Come in and help out!
Last edited by Betropper; 2010-12-10 at 10:03 PM.
Celestia Moon avatar by Dirtytabs. He is now the most awesome thing.
THIS Wins
My website: Free Raptor Games
Note: mostly abandoned due to lack of time.
Spoiler
Spoiler
Weretrex avatar by Bradakhan
Bec Noir avatar by Derjuin, thanks! Yes, that sword in his chest is a part of him.
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2010-12-10, 10:20 PM (ISO 8601)
- Join Date
- May 2010
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2010-12-10, 11:39 PM (ISO 8601)
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2010-12-10, 11:59 PM (ISO 8601)
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Re: Community Based Monster Classes: Come in and help out!
I wish to endorse the Living Spell, Animate Object and Swarmshifter...
Last edited by Rumel; 2010-12-11 at 12:00 AM.