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  1. - Top - End - #541
    Bugbear in the Playground
     
    Goblin

    Join Date
    Aug 2010

    Default Re: Community Based Monster Classes VI

    Changes to Razor Boar as per Hyudra's recommendations
    February 18
    • Added speech and fine manipulation to rb body
    • Surge of Force now has HD+4 uses/day
    • Numerous small spelling/grammar changes
    I chose to have the surge of force and similar have limited uses per day because the Boar doesn't really feel like the sort of skilled combatant normally represented by that mechanic, it's a barbarian, not a fighter. Yes, it doesn't have many abilities at low levels and it has a lot at high levels, but I don't see that as a huge problem.
    The boar still needs abilities for levels 8 and 5, if you have any suggestions please post them. If you don't, I'll probably come up with something eventually.
    Also, I apologize for all the spelling/grammar errors.

  2. - Top - End - #542
    Bugbear in the Playground
     
    Hyudra's Avatar

    Join Date
    Apr 2008

    Default Re: Community Based Monster Classes VI

    Monstrous Spider

    Monster Class
    Monster Manual, SRD

    Class
    Spoiler
    Show
    HD: D6
    {table=head]Level|BAB|Fort|Ref|Will |Special
    1st|+0|+2|+2|+0| Spider Body, Bugbite, Web, +1 Dex
    2nd|+1|+3|+3|+0| Silk Strand, Evasion, +1 Str, +1 Con
    3rd|+2|+3|+3|+1| Arachnophobia I, Web Spinner, +1 Dex, +1 Con
    4th|+3|+4|+4|+1| Growth, Skitter, +1 Str, +1 Dex
    5th|+3|+4|+4|+1| Silk Skein, +1 Str, +1 Con
    6th|+4|+5|+5|+2| Spiderbite, Uncanny Dodge, +1 Dex, +1 Con
    7th|+5|+5|+5|+2| Growth II, Arachnophobia II, +1 Str, +1 Dex
    8th|+6|+6|+6|+2| Weaver, Twitchleap, +1 Str, +1 Con
    9th|+6|+6|+6|+3| Silk Lattice, +1 Dex, +1 Con
    10th|+7|+7|+7|+3| Growth III, Eerie Chitter, +1 Str, +1 Dex
    11th|+8|+7|+7|+3| Arachnid's Bite, Arachnophobia, +1 Str, +1 Con[/table]
    Skill Points 4+Int per level
    Class Skills: Climb, Balance, Hide, Jump, Move Silently, Spot, Survival, Tumble, Use Rope.

    Proficiencies: The Spider is proficient only with its own natural attacks.

    Spider Body: The Monstrous Spider, hereafter referred to as the Spider, loses all other racial bonuses and gains traits of the Vermin type, granting her Darkvision 60'. Spiders are initially small sized creatures with a base movement speed of 30' and a climb speed of 20', possessing a bite attack that delivers 1d4 + Str mod damage and a poison, described in bugbite, below. The Spider has natural armor equal to its Con mod.

    Spiders do not speak. Those who spend at least a week in the Spider's company can learn to understand her body language and chittering enough to understand simple expressions such as 'danger', 'hate', 'gratitude' and the like. Spiders lack fine manipulation, but do have the ability to pick up one item and carry it, pull levers, and perform other simple actions (but still lack the ability to perform complex or delicate actions like wielding a weapon or taking an item in or out of a saddlebag).

    Attribute Bonus: The Spider gains a bonus to Dexterity at every level except 2nd, 5th, 8th and 11th. They gain a bonus to Strength at every level except 1st, 3rd, 6th and 9th. They gain a bonus to Constitution at every level except 1st, 4th, 7th and 10th. This adds up to a total bonus of +7 Str, +7 Dex and +7 Con at 11th level.

    Bugbite: The first level Spider sports a venomous bite. The nature of the venom depends on the Spider. In any event, the poison allows a Fortitude save, with a DC of 10 + ½ Spider HD + Spider's Con. On a failed saving throw, the victim takes attribute damage based on the Spider's HD as described on the table below:
    {table=head]HD|Initial Damage (Str or Dex)|Secondary Damage (Str or Dex)|Initial Damage (Con)|Secondary Damage (Con)
    1|1d4|1d4|1d3|1d4
    3|1d4|1d6|1d4|1d4
    6|1d6|1d6|1d4|1d6
    9|1d6|1d8|1d6|1d6
    12|1d8|2d6|1d6|1d8
    15|2d6|2d6|1d8|2d6
    18|2d6|3d6|2d6|2d6[/table]
    At first level, the Spider picks a physical attribute: Strength, Dexterity or Constitution. The poison deals ability damage to this attribute. At later levels, this poison can be enhanced with options chosen from Spiderbite and Arachnid Bite, with further possible options being included on the Arachnophobia lists.

    Web: The Monstrous Spider is notorious for the webs she uses to trap and entangle her foes. The spider regains one web use an hour, to a maximum number of stored uses equal to the Spider's HD or its Con mod, whichever is lower. Each time the Spider grows a size category, the maximum number of web uses is increased by 50%. This increase is additive, not cumulative, as detailed on the table below:
    {table=head]Size|Maximum Web Uses Stored
    Small|Equal to HD or Con, whichever is lower.
    Medium|Equal to 1.5x HD or 1.5x Con mod, whichever is lower.
    Large|Equal to 2x HD or 2x Con mod, whichever is lower.
    Huge|Equal to 2.5x HD or 2.5x Con mod, whichever is lower.
    Gargantuan|Equal to 3x HD or 3x Con mod, whichever is lower.
    Colossal|Equal to 3.5x HD or 3.5x Con mod, whichever is lower.[/table]
    The Spider may shoot webbing at a foe up to one size category larger than her as a standard action. This spends one stored use of webbing and has a range increment of 10', to a maximum of five range increments. As the spider advances, the range increments increase in range by 5' per 5HD. Web is a ranged touch attack that entangles the target on a hit, much in the same manner as a net. Entangled creatures are entangled until they can, as a standard action, make a successful Strength or Escape Artist check (DC 10 + ½ Spider's HD + Spider's Con mod).

    A strand with a base AC of 15 extends between the victim and the Spider, which can be cut with a slashing weapon by any non-entangled individual within reach. The strand has the consistency and thickness of rope, but its strength increases to be on par with stone or steel as the Spider gains develops. The strand has hardness equal to the Spider's HD (to a maximum of twice Spider's Con mod), and 2 hp per HD of the Spider. Cutting this strand does not free the victim from the entangled status, but it does disconnect the victim from the Spider, which may spare the victim some grief. As the Spider controls the length of the strand, the affected victim may not move beyond the limits of the Strand's length (which is whatever the distance between victim and Spider was when they were ensnared) unless they best the Spider in a Strength check, in which case they move half speed, dragging the Spider behind them. The Spider is similarly restricted in movement, but the Spider can disconnect the strand as a free action, and may thus avoid being dragged or free herself to move beyond the strand's limits by disconnecting herself if she so wishes.
    For example, Muffet is a Monstrous Spider who successfully hits a hapless commoner, Brandon, with her webs from 20' away. Brandon may not move into any square more than 20' away from Muffet unless he makes and succeeds in an opposed Strength check. Succeeding in his strength check, he manages to drag himself 15', half his movement allowance of 30'. However, as he drags the spider behind himself, he fails to create a gap between himself and the vicious spider that seeks to devour him.
    A Spider may only have a strand attached to one target at a given point in time. Spiders are immune to the movement impairing and entangling effects of all webs, be they natural or magically created.

    Silk Strand: The second level Spider is adept at reeling in prey with its webbing and binding them. The Spider gains the following options when dealing with foes she has entangled with her webs:
    Spoiler
    Show
    • Spiderbraid: The Spider may expend a web use to fashion 50' of rope. This is otherwise treated as silk rope, but given the apparent origins, it is questionable whether merchants will accept it for sale.
      .
    • Ensnaring Strand: The Spider may, as a standard action, fire off a single strand of web as a touch attack, adhering to a struck target. Treat this as a successful hit with Web, above, except the target is not entangled. This has half again as much range of a typical web attack, rounding down where necessary. Unlike a Web attack, Ensnaring Strand only consumes a web use if the hit is successful.
      .
    • Reel In: The Spider may make an opposed strength check against a foe she has a strand attached to. If she succeeds, the foe is dragged 5' towards the Spider, plus an additional 5' for every 2 points the foe failed the Strength check. This takes up any slack in the webbing, setting the strand's length to the distance between the target and the Spider, with foes rendered unable to move further away from the Spider without making a Strength check (see Web, above, for more details on webs and limited range of movement). If the spider is above the foe, and the foe cannot move horizontally to get closer to the spider (by virtue of being directly under it or hanging from a strand that is trailing off a ledge) then the foe is lifted up. If this breaks the foe's contact with the ground and the foe cannot fly, they are suspended. The suspended state translates to the foe being immobilized (unable to move from their current position) and flat footed until freed (or until they free themselves), and they hang in the air, moving when the Spider moves (typically directly below her, but they may be raised or lowered, or move alongside her, depending on their position relative to hers).

      The Spider can only suspend foes that she could otherwise lift. She cannot use Reel In to lift opponents off the ground if such would render her overly encumbered. If an opponent falls off a ledge, reaching the end of the strand's slack, and is too heavy for her to lift, she may either cut the strand and let them fall or be dragged off the ledge behind them.
      .
    • Let Slack: The Spider lets the webbing loose to fall to the ground. She gives the victim anywhere from 5' to 15' of extra length to work with, effectively adding to their (and her own) range of movement. For those hanging suspended, this lowers them toward the ground. Until the target or the spider take up the slack again (moving to the limits of the strand's length), the strand cannot be effectively severed by anyone but the Spider. This is an immediate action.

      Alternately, the Spider can fix herself to an object, a section of web, a wall or the ceiling and lower herself up to 15' as a move action. The Spider is flat footed in this state, but gains a bonus equal to ½ her HD to her Move Silently checks while approaching someone in this fashion.
      .
    • Attach: The Spider attaches the web strand to an object. The Spider attaches the web strand to an object. Using this ability is a swift action that may be performed in the middle of a move action. A victim that wishes to move no longer makes an opposed Strength check against the Spider, but a Strength check to snap the strand (DC 10 + 1½ Spider's HD + Spider's Con mod) or pull the object the strand is attached to (DC dependent on the nature and weight of the object).
      .
    • Bind: The Spider creates slack in the webbing and loops it around an already ensnared target, trapping them under layers of the webbing. This is performed in the same manner as a use of Web, above, and consumes a use of webbing if successful. Rather than entangle the opponent, the Bind technique imposes a -2 penalty to Str and a -2 penalty to Dex for the bound foe, and lowers all of their movement speeds by 5' or 25% (rounding down to the nearest multiple of 5), whichever is more. Further, if the bound opponent is adjacent to an object which one could reach around if they so wished (the spider doesn't have to be that close, but she should be able to send slack strands more or less around the object) weave around or attach the strands to (such as a tree, a pillar, a rock, a statue), the entangled opponent is immobilized until they free themselves. This may be applied multiple times, and the penalties are cumulative. If the foe frees themselves from the entanglement, they also strip themselves free of the layers of binding.

      A Spider that devours a bound foe or the discarded webbing left behind when a foe freed themselves also digests sufficient proteins from web and/or victim to regain one web usage for every two that were used to bind the target (including the initial use of web to ensnare them). This is a standard action.

    Evasion: The senses and reflexes of the second level Spider are exceedingly fine tuned, with fine hairs on the Spider's body alerting her to the most subtle shifts in the air and the vermin's reflexes allowing a near instantaneous response to a sensed threat. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Spider is unarmored and at less than medium encumbrance. A helpless Spider does not gain the benefit of evasion.

    If a Spider already has evasion from a different source, she automatically gains improved evasion instead. If she already has that, she gains a bonus feat.

    Arachnophobia I: The third level spider features a unique trait specific to her environment or her particular species of spider, rarely pleasant. See the lists below:
    Spoiler
    Show
    • Pick One:
      • Enzyme: The Spider's poison contains digestive elements that eat flesh and dissolve more solid material, causing tissues to melt and blacken in much the same way as if it were rotting away or being digested. For every point of ability damage an opponent sustains from the Spider's poison, that opponent takes 1 point of necrosis damage. Necrosis damage is lethal damage, and the incredible agony combined with the scarring means the victim suffers a -1 penalty to either Wisdom and Charisma - whichever is higher - for each point of Necrosis damage (to a minimum of 1 Wis or 1 Cha). Necrosis damage (and the related penalties) can only be healed by natural rest, and only if the victim has healed both the poison and the ability damage sustained by the poison.

        Creatures that are immune to poison or the ability damage nonetheless take 1 point of acid damage for every point of ability damage they would have taken.
        .
      • Brood Mother: The Spider carries egg sacs that she can inject with poison. Unwitting victims are in for a grim surprise when the poison sets in and the egg sacs hatch. As she delivers poison, she may inject eggs into a foe. The Spider retains enough eggs to do this once an hour. The Spider, by virtue of pheromones, remains acutely aware of the location of her young so long as they are within 60', and can thus track the location of the egg host or any hatched spiders within that range.

        Should the victim fail the save against the secondary damage of the poison, a multitude of tiny spiders erupt from their body, exiting by way of the nearest orifice - typically the bite wound, but some are bound to travel in the blood stream or the like, making their departure by way of the nose, mouth, ears, tear duct or nether regions. One swarm appears in their space, and the victim takes 1d6 vile damage per 2HD of the Spider as a spider swarm emerges from their body.

        This is effectively a Summon Swarm spell, summoning Spiders in the affected enemy's square, but is an extraordinary effect rather than a spell. The swarm does not attack the Spider or her close allies, as they detect pheromones that mark these individuals as family. The Swarm thereafter follows their mother for 1 hour per 5HD of the Spider, after which time most die of exposure, and the remainder scatter to the dark, moist corners of their current environment. The Spider can have a maximum number of swarms following her equal to 1/4 her HD. After the duration passes or the Spider acquires swarms beyond her maximum, become prey for local rats and birds. Even so, a small handful invariably survive and grow into Monstrous Spiders like their mother.

        The Spider may devour one of her own swarms as a full-round action that provokes attacks of opportunity to regain a web use or to heal herself of 1d6 damage per 3HD.

        For every 5HD the mother gains, one additional swarm is created from victims (damage dealt on emergence is only dealt once, not for every swarm created). The Mother is choosy about what prey are sufficient, and only living foes that would grant experience to the Spider qualify to feed her young (creatures with too low a CR will not allow young to reach maturation).
        .
      • Tarsus Impaler: The Spider gains two claw attacks as secondary weapons, each dealing only 1d2 + ½ Str mod piercing damage as a small creature (advance as normal with size categories).

        However, a Spider that catches an opponent when they are not gaining their dexterity to armor class - by virtue of being denied dexterity to AC, such as by being flat footed, or due to the fact that their effective dexterity is too low to grant a positive bonus to AC - can attempt impaling the victim with the pointed end of her leg. This special 'Tarsus Impaler' attack is a full round action focused on a single claw attack (which remains a secondary attack) being used to deal 2d6 + 2x Str mod damage to a target victim that meets the requirements described above, with an additonal +1d6 damage for every size category the Spider is larger than small. Opponents who are struck in this manner are immobilized until the spider withdraws her leg from their body (a free action on the Spider's part) or they make a strength check to free themselves (DC 10 + ½ Spider's HD + Spider's Str mod).
        .
      • Razor Tangle: The taut line of the Spider's Web is akin to razor wire. An entangled opponent who fails a Strength check against the spider (such as in an attempt to move or an attempt to resist being dragged) or who fails to use escape artist to free himself from the web (Failed strength checks to free themselves are covered by the former case) sustains 1d6 slashing damage per 3HD of the spider. The hardness of the web increases by 50% (rounding down).

    Web Spinner: Starting at third level, the Spider can spin sheets of webs. Spinning a web is a full round action that consumes one of the Spider's web uses and either covers 15' in tiles, +5' per size category of the Spider, or stretches between two points that the Spider moves between in a given round, to a maximum of 15' +5' per size category of the Spider. A Spider resting on an existing web may extend the perimeter by the same amount with another web usage and a full round action. After use, as an action taking one minute, the Spider can consume the softest parts of the web, regaining one web use for every two consumed in the web's production, destroying the web in the process. Creatures who approach the web must succeed on a Spot check (DC 10 + ½ Spider's HD + Spider's Dex mod) to notice the web.

    Those who fail to notice the web are more likely to stumble into it. In any event, any individual that moves into the webbed spaces becomes entangled as though struck by a successful web attack, albeit with no strand connecting them to the Spider.

    Growth: A fourth level Spider grows a size category, typically to medium size. Her reach, grapple modifiers, natural attack damage and skills change accordingly, but she doesn't gain any ability score bonuses or penalties.

    Further, the Spider grows again at a later date. When she achieves 13HD, she grows another size category in the same fashion.

    Skitter: The fourth level Spider is capable of moving across a variety of surfaces, including walls. She gains two mobility benefits:
    Spoiler
    Show
    • The Spider can run and charge while climbing, and can segue between a climb and a run (to a maximum distance equal to double its climb speed) as part of a charge action. Changing the angle of the charge (ie. going from running on the ceiling to the wall to the floor) does not count against the Spider for the purposes of needing to charge in a straight line. I'm so going to need to clarify this.
      .
    • The lightweight body of the Spider, coupled with the ability for its legs to brace itself, means she takes damage from falls and impacts (such as being slammed into a wall or thrown) in the form of 1d4s rather than 1d6s. For each size category the Spider grows beyond Medium, she reduces all fall damage by 1 point and the size of the fall damage dice by one step (ie. from 1d4 at medium to 1d3 at large, 1d2 at huge and 1 point thereafter).

    Silk Skein: A Spider of fifth level or higher gains the ability to use further techniques with her web. She adds the following abilities to her repertoire:
    Spoiler
    Show
    • Jerk Line: The Spider can attempt to trip an enemy she has a web strand attached to, even from a distance as far as fifty feet away. This is a standard action involving a Dexterity check opposed by the opponent's choice of Strength or Dexterity check. The standard size modifiers apply. This provokes no attack of opportunity, and opponents do not get a trip attack against the Spider should she fail.
      .
    • Whip Cord: The Spider heaves a strand of silk so it snaps near the far end, forcing an enemy to stumble. As a standard action, the Spider makes an opposed Strength check against a foe she has a strand attached to. If she succeeds, the foe staggers 5' for every 3 points she beat the opponent's result by, to a maximum of 15'. The Spider determines the direction of the stagger, and foes that strike a wall, solid object or another individual must make a reflex save (DC 10 + ½ Spider's HD + Spider's Str) or fall prone. Individuals who face collision by a Whip Corded enemy but who make their reflex save do not fall prone. Enemies who stumble off a ledge may become suspended, as described in Silk Strand, above.
      .
    • Clothesline: A Spider may take any slack strand of webbing that is firmly connected to another source and draw it tight, impeding the movement of a foe that would move between her and her entangled victim (or a terrain feature, if she attached the cord to such earlier) and potentially causing them to fall. This uses the same mechanics as Jerk Line, only it affects the foe who would move through the area between the Spider and the other end of her strand. Even for foes who succeed, the tiles with the strand in them become difficult terrain. Using Clothesline is an immediate action that also forfeits the Spider's swift action for her next turn.
      .
    • Pendulum Swing: A Spider who has an enemy suspended below her may swing the opponent like a pendulum as a standard action. She makes a Strength check against a DC of 15. On a success, she swings the opponent 5' in the direction of her choice, plus an additional 5' for every 3 points she beat the DC by, to a maximum distance of ½ the Strand's slack. If the Spider adds slack to the Strand, then the swing distance is increased accordingly.
      ie. Muffet the Spider has Brandon the hapless commoner entangled, hanging 30' below her. She may swing Brandon 15' (half of 30') in any direction. Muffet adds 10' of slack to the Strand, and Brandon's subsequent swings carry him 20' (half of 40') to either side.
      On their turn, the opponent swings back the same distance, in the direction they came. Thereafter, on both the Spider's and the Victim's turns (until the Spider drops the foe or uses another Swing action to cancel out the momentum) the opponent will move that set distance either to the extreme of the Strand's limits or back to the point below the Spider.
      Continuing our example above, Brandon would, on his turn, swing 15' back to the point below the spider. On Muffet's next turn, he would swing 15' in the direction opposite the angle he originally swung, and so the process would continue back and forth until Muffet grew tired of tormenting him and devoured him messily.
      If the swinging foe strikes an object, wall or another individual on the initial swing, they take falling damage as though they had fallen the base swing distance. On subsequent swings, the victim counts as though they had fallen twice the base swing distance. Struck targets also take the falling damage, but get a reflex save (10 + ½ Spider HD + Spider's Str) to avoid, which prevents damage to both themselves and the makeshift pendulum if successful.
      Muffet Swings Brandon 20' into a wall. He takes 2d6 falling damage. His turn passes (he swings to a point below Muffet) and on her next turn, he continues swinging, slamming into the wall on the other side of the room. This swing, and all subsequent swings, deal 4d6 falling damage.
      A foe disconnected in the process of swinging continues traveling in the direction he or she was last swinging as she falls, adding the swing distance to the fallen distance for the purposes of calculating fall damage.

      A Spider that hangs from a Strand is free to swing herself in the same manner, if she so wishes.

    Spiderbite: The sixth level spider gains the ability to make iterative bite attacks against entangled foes. Further, she may enhance her poison with an option from the list below:
    Spoiler
    Show
    • The DC of the Fortitude save increases by 2.
    • The Poison deals +2 Str, Dex or Con damage (whichever attribute was chosen to apply to poison at first level) as part of the initial and secondary damage.
    • The Spider's poison corrodes the enemy's armor,lowering their AC by 1d4 on a successful bite attack. To undo the effect, the armor must be repaired (for removable armor) or healed like ability damage (for natural armor). This cannot reduce their AC to a negative.
    • The bite damage is considered to be vile damage and 1/3rd of the ability damage is Str, Dex or Con drain (round up), instead.
    • The venom overloads the victim's system. If the spider deals initial poison damage to a foe that was already poisoned (that is, failed an initial save against poison and is slated to save against secondary poison damage in the future), it further debilitates that foe as shown on the table below:
      {table=Head]The foe was already...|and it becomes...
      Poisoned (awaiting secondary damage)|Fatigued
      Poisoned and Fatigued|Exhausted and Sickened
      Poisoned, Exhausted, Sickened|Nauseated[/table]
      These conditions last one minute (10 rounds) or until the victim is cured of the poison

    Uncanny Dodge: Starting at sixth level, a Spider can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

    If a Spider already has uncanny dodge from a different source, she automatically gains improved uncanny dodge instead. If she already has that, she gains a bonus feat.

    Growth II: A seventh level Spider grows a size category, typically to large size. Her reach, grapple modifiers, natural attack damage and skills change accordingly, but she doesn't gain any ability score bonuses or penalties.

    Further, the Spider grows again at a later date. When she achieves 16HD, she grows another size category in the same fashion.

    Arachnophobia II: The seventh level spider gains another a unique capability specific to her environment or her particular species of spider. See the list below:
    Spoiler
    Show
    • Pick One:
      • Silent Skirr: The Spider suffers no penalty to Hide or Move silently for running or fighting. Attacking, using abilities and foes being targeted by abilities makes no noise and allow no Listen checks. Entangled foes are muffled by the webs and are effectively silenced as per the spell.
        .
      • Ebon Carapace: The Spider has concealment at all times. In shadow, she has total concealment. The Spider gains a +2 bonus to Hide.
        .
      • Gossamer Strand: Whenever the Spider uses Web or Ensnaring Strand, she also produces a cloud of gossamer webbing, fine as human hair, that sticks to her target, every tile her strand or web passed over, and every tile adjacent to both target and affected tiles. Objects in the affected area are webbed down and anyone attempting to retrieve or pick up affected items or operate any machinery (including complex machinery such as a crank or simple machines such as doors) covered must make a Strength check (DC 10 + ½ Spider's HD + Spider's Con) as a standard action or fail to budge the item in question. Machinery that works on its own (such as a trap) and ranged weapons (such as a bow or crossbow) have a 50% chance to fail with use. Affected foes who attempt to drop items, pick up items, access their inventory or remove belongings or clothing from their person have a 25% chance to fail, though they may attempt, as a standard action, a Strength check as described above to rip the item, weapon, flap or clothing free.

        Finally, opponents who are entangled by a web attack augmented by Gossamer Strand also begin to suffocate. As the strands bind to one another and grow ever tighter in the face of struggling, each failed check or save made while entangled and suffocating in this manner reduces the victim's remaining breath by two rounds.
        .
      • Arachnophobia I: Any ability from the Arachnophobia I list the Spider does not already have.

    Weaver: Spiders of eighth level and higher weave their webs with what can only be called art. The Spider may have strands attached to multiple targets at the same time. Any techniques from the Silk line of abilities (Silk Strand, Silk Skein, Silk Lattice) can be used with multiple targets, select targets or just one target. For example, Reel In can be used to draw in every foe the Spider has a strand attached to, some or just one of them. In any event, for contested rolls affecting multiple foes, the foe with the highest modifier makes the opposed roll, with a +1 bonus for every +2 points of relevant ability modifier the other affected targets have.
    For example, Brandon, already ensnared and entangled, watches in horror as Buttons, his cute puppy, and Fiona-May, his lady love, are ensnared by the Spider. The Spider uses Reel In to draw them closer. Brandon has a +3 Strength modifier, Buttons has a -1 and Fiona May has a +2. Fiona-May helps Brandon pull against the strands, granting Brandon a +1 (half of Fiona May's +2 Strength modifier) bonus, for a total of +4. Given that the Spider has a Strength modifier of +7, Brandon's future looks rather grim.
    Further, the Ensnaring Strand ability (see Silk Strand) can now be used to target up to three foes with a single action. These foes must be within 10' of one another.

    Further, the Spider can apply webs, strands and other web-based impediments to foes who have freedom of movement effects active on them. Such foes get a +4 to their touch AC to avoid being struck and a +2 to all freedom of movement saves to slip out of the web.

    Twitchleap: The Spider, once she has reached eighth level, may leap across the battlefield with surprising agility. The DC for jump checks is halved and she counts her movement speed as being 15' higher for every size category above Medium size she has, for the purposes of determining how far Jump carries her in a given turn.

    Silk Lattice: At ninth level, the Spider adds three more techniques to her repertoire:
    Spoiler
    Show
    • Elastic Strand: By spending a web use, the Spider can move from the floor to any point on a wall or ceiling within 50', from the wall to any point on the floor or ceiling within 50', or from the ceiling to any point on a wall or floor within 50'. This is a move action, and by using it, she takes a -2 penalty to attacks and her AC until the start of her next turn.
      .
    • Grasping Glob: The Spider targets an item a foe carries, rather than the foe themselves, with the sticky end of a strand of web. This operates as a disarm attempt, only the Spider provokes no attack of opportunity, her opposed attack roll is ranged, and she cannot (obviously) be disarmed in retaliation. This ability consumes a web use if successful, pulling the seized item 10' towards the Spider or to the midpoint between herself and the foe, whichever is further.
      .
    • Gallows Lariat: The Spider may fashion a length of web into a noose. Rather than use her weaver ability to attach strands to multiple foes, she may attempt to throw this noose around a foe. Should the ranged touch attack hit, the foe must make a reflex save (DC 10 + ½ Spider HD + Spider's Dex) or have the thread encircle his neck. If this occurs, the creature immediately begins suffocating.

      If the Spider has Razor Wire from the Arachnophobia ability, above, the strand deals 1d6 damage if the ranged touch attack hits, and the spider decapitates the foe if she rolls a 19 or 20 on the ranged touch attack and the foe fails the reflex save. Decapitated foes die if they have just the one head, and take 3d6 damage otherwise.

    Growth III: A tenth level Spider grows a size category, typically to huge size. Her reach, grapple modifiers, natural attack damage and skills change accordingly, but she doesn't gain any ability score bonuses or penalties.

    Eerie Chitter: A Monstrous Spider of tenth level may haunt enemies with eerie noises that echo through the surroundings. Eerie Chitter requires a swift action, and forces every enemy in earshot to make a Will save (DC 10 + ½ Spider's HD + Spider's Cha) or be shaken. Opponents who cannot see the Spider suffer a -4 circumstance penalty to their saving throw. Those who fail their save by 5 or more are frightened instead.

    Arachnid's Bite: The eleventh level Monstrous Spider has more dangerous bites, extending the benefits granted by Bugbite and Spiderbite, above. The Spider gains the ability to deal half poison damage to foes that are already immune to poison or to ability damage. If her poison is Constitution-based, and she would do poison damage to a foe without a Con score, she deals 2 less ability damage and targets Str instead. Poison Resistance is only half as effective. Finally, she may pick one of the following:
    Spoiler
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    • The Spider's poison imposes a negative level on foes failing the initial saving throw.
    • The Spider's bite paralyzes foes for 1 round if they fail the initial save against poison.
    • The poison deals additional ability damage. Poisoned foes suffer Int, Wis or Cha damage equal to half of whatever physical ability damage they sustain (the choice of mental stat is made once and applies to the poison thereafter), rounding down.
    • The bite increases in damage as though the Spider grew by one size category, and its critical threat range increases by one (ie. from 19-20 to 18-20).

    Arachnophobia III: The eleventh level spider gains a final unique trait specific to her particular approach. See the list below:
    Spoiler
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    • Pick one:
      • Hunter's Mandibles: The Spider treats all successful bite attacks against a foe that was poisoned by a previous bite attack or by another source as unconfirmed critical hits. Typically, this encompasses any foe who has failed their initial save against poison and has a check for secondary poison damage impending.
        .
      • Lurker's Mandibles: The Spider treats all successful bite attacks against entangled foes as unconfirmed critical hits.
        .
      • Arachnophobia I, II: Any ability from the Arachnophobia I or Arachnophobia II lists the Spider does not already have.

    Comments
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    The Monstrous Spider. The penultimate traveling companion for a party of Drow adventurers. Mayhaps she (and she's always going to be a she, I'm afraid - Boy spiders offer little more than fertilization and a post-copulation meal.) was a gift from Lolth to her worshipers, infused with just a fragment of Lolth's will. Perhaps she was once a Drow priestess, and was blessed/cursed (who can say with Lolth?) with this form. In any event, you're a giant spider, rawr. It's all about the webs and the poison.

    The Giant Spider is a roguish character in general approach, minus the skill monkeying, plus a little bit in the way of acrobatics and freedom of movement. So you get some acrobatic skills, hide, move silently, and instead of sneak attack, your schtick is ensnaring foes with your web, then stringing them up, flinging them around or tying them down. Whatever. If that's not an option, then you can fall back on a bite with a nasty poison & several ways to boost it over the course of the class.

    Growth progression was tricky, because Monstrous Spiders are, as written, set up to grow far faster than our standard progression for monster classes. In the spirit of the design, I made it so Monstrous Spiders are capable of growing to colossal size by taking all of the levels in the class, but some of those growths are put off to a later HD. Pretty fair, I think.

    Feedback, even as simple as "that looks fun" or "that looks lame as hell" is appreciated. More detailed feedback is more appreciated, of course.

    Changelog
    Spoiler
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    Changes, February 18, 2011:
    • Con based poison now deals less poison damage, as it's the best stat to target. This means spider doesn't outclass Wyvern, and there's more of a choice between the stats.
    • Clarified that escaping webs requires a standard action.
    • Clarified the 'lift the foe off the ground' effect of Reel in, for spiders above the foe.
    • Enzyme tweaked, so it now imposes Wis or Cha penalties due to the pain/scarring.
    • Brood Mother tweaked. It's now a 1/hour ability, and I slowed the rate of gaining additional swarms, clarified it only deals the damage once, and qualified that only enemies worthy of granting CR will allow for swarm creation.
    • Clarified the detail on Razor Tangle, where RAW, they took damage twice for failing a strength check to free themselves.
    • Clarified/buffed Silent Skirr, adding that attacking, using abilities and foes being attacked by the spider makes no noise.
    • Twitchleap changed. Now halves DCs for jump checks, and gives the Spider bonus movement for the purposes of counting how far Jump carries her in a given turn.
    • Clarified Hunter's Bite, stressing that the Spider gets the unconfirmed crit against any foe that has failed an initial save against poison and is awaiting secondary damage, and that it applies only if the poison was applied by a previous bite attack or another source (so you can't deliver poison and then get a potential crit in the same bite. Shouldn't need to be said, given the order of such things, but clarified anyways).
    • Weaver now grants a way around freedom of movement. Such foes still get a bonus to AC vs. the ranged touch attack of web/strand and a bonus to escape artist.
    • Arachnid's Bite at 11th level now grants a way around poison immunity, poison resistance.

    Changes, February 19, 2011:
    • Poison damage progression for the con type damage changed. I aimed for it to be just one step behind the Str/Dex damage (or 3HD behind in terms of progression rate), but I'd missed the fact that it jumps just a bit midway through. Simultaneously fixed a typo where I had 1d6 con damage at 18HD instead of 1d8 (it now does 2d6/2d6 con damage at 18)
    • Set a cap of 1 swarm per 4HD on the Brood Mother ability. Changed the duration limit to 1 hour per 5HD.

    Changes, February 27, 2011:
    • Web range increases with HD, now. +5'/increment per 5HD, 25' max range per 5HD.
    • Enzyme text simplified, as it couldn't decide what it meant to refer to. Necrosis damage remains, but it now deals 1 point of acid damage to foes who are immune to ability damage/poison.
    • Clarified stuff in Brood Mother. Removed +2 to save, put a 1/hour limit on uses. Let the Spider devour young for HP or web uses.
    • Removed decapitation from Razor Tangle. I loved the idea, but I'll be damned if I ever got the execution right. Replaced the decapitation with bonus hardness on webs for the interim.
    • Tweaked the last option in Spiderbite, with a table & wording clarification.
    • Under silent skirr, added 'entangled foes are muffled by the webs and are effectively silenced'.
    • Clarified the Arachnid's Bite mental damage.
    • Lurker's Mandibles: Entangled is something that can be worked around (you can escape) so this just adds a threat to it. Given it's bite attack only, and your bite is fairly controlled, leaving as is unless given a more solid argument otherwise.

    Changes, March 1st, 2011:
    • Noted that poison damage to AC can't reduce AC to a negative.
    • Changed Eerie Chitter so the better result makes foes frightened (was going from shaken to panicked, before).
    • Added a new ability under Silk Lattice, the Gallows Lariat. Lets you encircle someone's throat with a noose. Razor Wire now has a way to decapitate again.
    • Added Spiderbraid under Silk Strand, letting the Spider make lengths of rope with her web uses. It just makes sense.

    March 2nd, 2011:
    • Numerous capitalization and structure changes.
    • Range increment/range clarified for web.
    • And erroneous range detailed under Silk Strand fixed.
    • Clarified range of Brood Mother's ability to sense where her implanted victims are.
    • Clarified that Eerie chitter adds a penalty to saving throw.
    • Clarified the whole "What happens when you have a con based poison that penetrates immunities and enemy has no con score" bit.
    • Clarified crit range under Arachnid's bite.
    • Thanks again to Psyborg for contributing the feedback necessary to make these changes.


    Last edited by Hyudra; 2011-03-02 at 08:23 PM.

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    Default Re: Community Based Monster Classes VI

    The spider looks interesting. I would have thought that mindless octopedal horror would make a bad PC, but it works!

    I think that the Hydra would be a good nexttarget of your expertise when the spider is finished. After all, it's pretty much the definition of one-trick pony.
    Homebrew:
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    Misc:
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    Quote Originally Posted by A Friend Of Mine
    Bloody Mess: The gift that keeps on gibbing.
    Fatigue makes me wax philosophic and/or babble. If I've posted something strange and tangential, that is probably the cause. This entry would be an example.

  4. - Top - End - #544
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    Default Re: Community Based Monster Classes VI

    Quote Originally Posted by radmelon View Post
    The spider looks interesting. I would have thought that mindless octopedal horror would make a bad PC, but it works!

    I think that the Hydra would be a good nexttarget of your expertise when the spider is finished. After all, it's pretty much the definition of one-trick pony.
    Thanks for the response to my Spider. I think I'd enjoy playing it, which is the best I can offer from my own perspective. In terms of balance, I guess my only primary concern is that so much hinges on webbing foes & having strands attached to them, and I wonder if the webbing and/or strands are too easy to circumvent/remove/escape/cut... and now that I think on it, need a way around freedom of movement added in there somewhere.

    As far as what I'm doing next, my current to do list includes:
    • Fix Storm Giant. A post a few pages back details what I think is wrong with it, and why I'm struggling with fixing it.
    • Get Medusa and Monstrous Spider critiqued and finished.
    • Small Critter Experiment #2. The Lemure was #1 (and is now abandoned, for the record). Essentially, these experiments are out-of-the-box thinking on how to make really sucktastic monsters worth playing. Lemure was about 'suck now, be badass later'. Experiment #2 is probably more consistently balanced, but takes a very unconventional route in design that makes it hard to cover all the bases. My gut feeling, though, is that Experiment #2, even as a one level class, would be awesomely fun to play.
    • Drow. I've got a lot of ideas down already, but with only 2 levels to work with and scads of pre-existing flavor (several book series, a whole sourcebook), it's hard to offer a Drow Monster Class that sells the flavor sufficiently, really feels 'Drow' and offers something unique as far as playstyle.
    • Secret Project XRD. This is a 20 level monster class that I've been working on for two weeks now. Keeping it a secret as to which monster it is until the big reveal.
    • Non-monster-class Project C. A non-monster class homebrew work that won't go in this thread, that nonetheless is taking up a fair bit of my attention.
    • Templates. There's quite a few that haven't been done, and more that could be revised or tweaked.
    • Maybe Monstrous Centipede, the little brother to Monstrous Spider, since I already did the Spider. Not sure what I would do with it, though.
    Last edited by Hyudra; 2011-02-19 at 01:43 AM.

  5. - Top - End - #545
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    Saguaro Sentinel


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    HD: D12
    {table=head]Level|BAB|Fort|Ref|Will |Special
    1st|+0|+2|+0|+2| Cactus Body, Thorns, +1 Str
    2nd|+1|+3|+0|+3| Tough Flesh, Natural Defenses, +1 Str, +1 Con
    3rd|+2|+3|+1|+3| 1,000 Needles, +1 Str, +1 Con
    4th|+3|+4|+1|+4| Improved Grab, +1 Str, +1 Con
    5th|+3|+4|+1|+4| Growth, Trample, +1 Str, +1 Con
    6th|+4|+5|+2|+5| Pin Missile, Even the Mightiest Fall On You, +1 Str, +1 Con
    7th|+5|+5|+2|+5| Thorny Grasp, +1 Str, +1 Con
    8th|+6|+6|+2|+6| Arm Growth, +1 Str, +1 Con
    9th|+6|+6|+3|+6| Growth, Sweep, +1 Str, +1 Con[/table]
    Skill Points 2+Int per level
    Class Skills: Balance, Disguise, Intimidate, Knowledge (Nature), Listen, Sense Motive, Spot, Survival

    Proficiencies: The Saguaro Sentinel is proficient only with its own natural attacks.

    Cactus Body: The Saguaro Sentinel loses all other racial bonuses and gains traits of the Plant type and all characteristics thereof. It is initially a medium sized creature with a movement speed of 20', as well as 2 slam attacks dealing 1d8+Str damage each. The slam attacks deal both bludgeoning and piercing damage. Saguaro Sentinels have natural armor equal to their Constitution modifiers.
    Finally, a Saguaro Sentinel gains a bonus equal to 2x its HD to disguise itself as a nonsentient cactus.

    Thorns: Creatures striking a Saguaro Sentinel with natural or unarmed attacks or otherwise grasping/striking it (such as initiating a grapple, trample, overrun, bull rush, unarmed trip, trample, etc.) take 1d6 piercing damage. If this is a continuous effect, such as a swallow whole, it takes the damage every round. This improves to 2d6 at 3 HD and by another 1d6 every 3 HD thereafter.
    If the Saguaro Sentinel later gains an ability that involves striking or grasping a creature with a greater area or duration than a simple slam attack, it deals thorns damage to the creature.
    Examples of applicable abilities:
    Spoiler
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    From the class: Improved Grab, Trample, Even the Mightiest Fall on You, Sweep. See individual abilities for details on where & when the damage applies.
    Feats: Improved Overrun, Improved Bull Rush (note that bull rushes and overruns without these feats do not apply thorns damage).
    Class abilities: Dungeoncrasher fighter variant, Charging Minotaur maneuver, most Setting Sun maneuvers.
    Other examples may apply by DM adjudication.


    Attribute Bonus: The Saguaro Sentinel gains +1 Strength at every level and +1 Constitution at every level but 1 for a total of +9 Str & +8 Con.

    Tough Flesh: At 2nd level, the Saguaro Sentinel gains DR/Piercing equal to half its HD and does not take extra damage from dehydration effects as a plant normally would, such as a horrid wilting spell.

    Natural Defenses: At 2nd level, the Saguaro Sentinel's thorns become throughly unpleasant, and creatures wanting to attack the Saguaro Sentinel may only do so reluctantly. A creature intending on taking an action that would incur damage from the thorns ability must make a Will save DC (10+1/2 HD+Cha mod) or take a penalty to damage & ability score checks against the Saguaro Sentinel equal to the Saguaro Sentinel's Charisma modifier (minimum 0) plus a number equal to 1/3 its HD. A creature who successfully saves against this ability is immune to this effect for the next 24 hours.
    As a move-equivalent action, the Saguaro Sentinel may brandish its thorns, forcing those who have failed their Will saves to be unable to target the Saguaro Sentinel with an action that would incur thorns damage so long as another target is available.
    Creatures specifically immune to fear are immune to natural defenses, as well as constructs, undead and anything else immune to pain, though other creatures otherwise immune to mind affecting (such as from a mind blank spell, vermin type, etc.) are not immune.

    1,000 Needles: At 4th level, the Saguaro Sentinel may as a swift action violently rub its arms against each other in a scissoring motion, spraying thorns everywhere. This ability is usable once per day per 2 HD the Saguaro Sentinel has (rounded down), and in doing so it deals half thorns damage to itself as it gouges into itself with its own thorns in the process. It may choose one of two options:
    The first is to direct the spray of thorns outwards; this ability uses up 2 daily uses. Any enemies in a 15' cone take thorns damage and are blinded for a number of rounds equal to half the damage they took. They may make a reflex save (DC 10+1/2 HD+Str mod) to negate the blindness.
    The range increases to 20' at large size, 30' at huge, 40' at gargantuan and 50' at colossal.
    Alternatively, the Saguaro Sentinel can simply drop as many needles as possible. This is identical to dropping a field of caltrops in a 5' square of its choice within reach. The Saguaro Sentinel adds its Constitution modifier or half its BAB to the attack roll, whichever is higher. At large size it may cover 2 5' squares within reach, at huge size 4 squares, at gargantuan size 8 squares and at colossal size 16 squares. All the "caltrops" squares must be adjacent to each other.
    As a 1-round action that provokes attacks of opportunity, the Saguaro Sentinel may very carefully brush off its thorns to create the "caltrops". Doing so negates the damage it would normally deal to itself.

    Improved Grab: A Saguaro Sentinel of 4th level or higher that lands a slam attack on an opponent can immediately initiate a grapple without provoking an attack of opportunity. Creatures successfully held by the Saguaro Sentinel take Thorns damage, and any attacks or damage dealt as a part of the grapple also deal thorns damage.

    Growth: At 5th level, the Saguaro Sentinel grows to Large size, gaining all associated bonuses and penalties as well as a +1 bonus to natural armor.

    Trample: As a full-round action, the Saguaro Sentinel can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. It merely has to move over the opponents in its path; any creature whose space is completely covered by it's space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if it moves over all the squares it occupies.

    A trample attack deals bludgeoning damage equal to the Saguaro Sentinel's slam attack plus thorns damage.

    Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty and they must save against Natural Defenses in order to do so (those who have already failed simply cannot). If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage.

    The save DC against the Saguaro Sentinel’s trample attack is 10+½ HD+Str modifier. It can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

    Pin Missile: At 6th level, the Saguaro Sentinel may launch all of its thorns from its body at once as a move action.
    This deals Thorns to any enemy in a 5'/HD radius of the Saguaro Sentinel. Additionally, enemies damaged by the Pin Missiles take a -1 penalty on attack rolls, skill checks, and ability checks for every 5 damage they took (rounded down). This lasts until the damage is healed.
    After using this ability, the Saguaro Sentinel loses its Thorns, Needle Arms, Pin Missile, Sweep (for the purposes of impalement), 1,000 Needles & Thorny Grasp ability for 1d6 rounds as it regrows all its thorns.
    Alternatively, the Saguaro Sentinel may direct the Pin Missile as a standard action from one arm. This requires a ranged attack roll to strike the target, though it only loses thorn based abilities for one arm. This allows one less attack with Sweep, doesn't allow the Saguaro Sentinel to use Improved Grab with that arm's slam attack, and doesn't allow it to use Pin Missile with that arm. A Saguaro Sentinel that has lost all its arms' thorns loses its 1,000 Needles and Thorny Grasp abilities until at least one arm is restored.

    Even the Mightiest Fall On You: Whenever the Saguaro Sentinel is affected by a negative status condition (excepting indeterminate status conditions like grappling or instantaneous status conditions like ability damage/drain, though usable with conditions that don't allow actions like paralysis or stunning) it may enter a brief period of hibernation and sleep it off. In doing so, the Saguaro Sentinel falls prone & unconscious for a duration equal to one half the status effect's duration. It may choose in which direction to fall, and any creature wholly within its fallen area must make a reflex save (10+1/2 HD+Con Mod) or be crushed underneath it, taking thorns damage plus slam damage. Though the Saguaro Sentinel may not take actions, any creatures are considered grappled by the Saguaro Sentinel, and the Saguaro Sentinel makes opposed grapple checks as normal (albeit using only half its strength modifier.)
    The Saguaro Sentinel may also activate this ability when knocked prone, unconscious or killed or if it simply decides to go prone itself, in which case it may take actions and grapple as normal.
    The Saguaro Sentinel may fall wherever it chooses, so long as it is at least adjacent to its original position.
    Fallen Saguaro Sentinel Area:
    {table]Size|Area
    Large|10'x20'
    Huge|15'x30'
    Gargantuan|20'x40'
    Colossal|30'x60'[/table]

    Thorny Grasp: At 7th level, opponents who successfully escape the Saguaro Sentinel's grapple (or from being crushed under it, or impaled by sweep) take a penalty to dexterity equal to one half thorns damage (not to reduce the opponent to less than 1 dexterity) from rasped off flesh and embedded thorns. A DC 15 heal check can remove 1 point of dexterity penalty as a full round action.
    Additionally, creatures under a freedom of movement or similar effect become immune to the dexterity penalty and extra thorns damage from grappling, but may still be grappled (or crushed, or impaled with sweep) by the Saguaro Sentinel as normal.

    Arm Growth: Beginning at 8th level, the Saguaro gains a number of additional arms (and thus slam attacks) equal to 1/5 its HD; typically this will start at one. At 10 HD it will have a total of 4 arms, at 15 HD 5 arms, etc.

    Growth: At 9th level, the Saguaro Sentinel grows to Huge size and gains an additional +1 bonus to natural armor.
    At 14 HD the Saguaro Sentinel grows to Gargantuan size, gaining a further +1 bonus to natural armor.
    Finally, at 19 HD, the Saguaro Sentinel grows to Colossal size, gaining a final +2 bonus to natural armor.

    Sweep: As a full round action, the Saguaro Sentinel may sweep its arms around to snag any foes within its path.
    The Saguaro Sentinel attacks every creature within reach+5', dealing base slam damage plus thorns damage. Creatures successfully struck in this manner must make a Reflex save DC (10+1/2 HD+Str Mod) or be impaled on the Saguaro Sentinel's arms. The Saguaro Sentinel may only impale one creature per arm. Creatures impaled in this manner are brought along with the Saguaro Sentinel as it moves, and may attack it with a -4 penalty, though the Saguaro Sentinel is flat footed against these attacks. The creature may make an escape artist check or strength check in order to break free, opposed by the Saguaro Sentinel's grapple check (much like an ordinary grapple).
    Henceforth as a standard action, the Saguaro Sentinel may choose a creature to pluck off and hurl. Creatures thrown are considered improvised thrown weapons with a base damage of 1d10 for a medium sized creature and a range increment of 10'. Creatures wearing heavy or spiked armor are considered one size category larger. Regardless of whether the attack connects, the thrown creature is knocked prone, taking both the damage the target would take and the Dexterity penalty detailed under Thorny Grasp. The creatures struck by the thrown creature must make a Balance check equal to the damage it took or also be knocked prone; flying creatures fall to the ground, and both take appropriate falling damage.
    Grappled creatures may also be thrown in this manner, provided they are at least one size category smaller than the Saguaro Sentinel.
    Alternately, the Saguaro Sentinel may simply punt the enemy into the ground: the hapless victim takes an additional amount of damage equal to the Saguaro Sentinel's Strength modifier and may be tossed at any square within the Saguaro Sentinel's reach.


    Changelog:
    Spoiler
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    Added Sweep & Even the Mightiest Fall On You, added crushing & sweeping to thorny grasp, changed pin missile to a move action, edited natural defenses, reworded arm growth, reduced Pin Missile to a move action.

    Expanded on Pin Missile, again.

    Moved around first 4 levels, added 1000 needles, removed that one ability whose name I've already forgotten and added its abilities under cactus body, reworded most of the abilities from improved grab on, really reworded sweep.

    Expanded on Thorns, added an addenda to 1,000 needles involving DR, halved pin missile range and edited "one arm", reworded arm growth, reworded throwing creatures with Hyudra's help.

    Did some wording editing.
    Last edited by Gorgondantess; 2011-03-03 at 06:29 PM.
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  6. - Top - End - #546
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    Default Re: Community Based Monster Classes VI

    Quote Originally Posted by Gorgondantess View Post
    Señor Saguaro
    • I've bugged people about using colored text in their monster titles before. I'd be remiss if I didn't point it out now.
    • At a glance, I find it disappointing that you've only got two active abilities over 9 levels (trample and pin missile). The former is situational, the latter can only be used every 2d4 rounds.
    • The will save seems a little out of place.
    • Skills look pretty good, but I wonder about disguise. How come?
    • Ah, to disguise as a cactus. How bizarre.
    • The slam attacks do quite a bit of damage, starting off. That's, IIRC, d12+Str +Thorns damage each, by the time you've taken full levels in the class.
    • Natural defenses: 'refrain from doing so until the rest of the encounter' is... pretty daunting. I mean, that's going to win you most encounters if they fail that will save, and it doesn't require an action from Señor Saguaro.
    • Not sure I like 'disregarding multiclassing' under Arm Growth. Perhaps just "Typically this will start at 1"?

  7. - Top - End - #547
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    Monstrous Spider and Saguaro Sentinel seem like opposites. The spider takes big leaps in possible abilities to the point that it might have too many. The cactus is a very boring beatstick. It gets almost no active abilities and half the ones it gets are standard monster abilities like Trample and Imp Grab.

    The Spider has some strange quirks:
    1. Everyone is going to choose Con damage. It's just better. It deals HP damage and can kill opponents.
    2. I worry that the Web mechanic is too complex.
    3. Brood Mother can avoid lots of issue by saying "The Spider may only have one Swarm active at a time."
    4. Tarsus Impaler, you have to attack THEN take a Full Round Action? So this takes two turns to use?
    5. Razor Tangle, decapitation is a bad effect. It's undefined and this mechanic is pure luck.
    6. Hunter's Mandibles, what does it mean to be poisoned? They are instantaneous effects.


    Saguaro Sentinel is just too boring.

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    Quote Originally Posted by FishAreWet View Post
    Monstrous Spider and Saguaro Sentinel seem like opposites. The spider takes big leaps in possible abilities to the point that it might have too many. The cactus is a very boring beatstick. It gets almost no active abilities and half the ones it gets are standard monster abilities like Trample and Imp Grab.

    The Spider has some strange quirks:
    1. Everyone is going to choose Con damage. It's just better. It deals HP damage and can kill opponents.
    Gorgondantess said the same thing about Con damage being superior. My response was that Str damage can work for a Spider that is built around web, since enemies need Str to free themselves or resist being pulled around. And once I had those two, I figured I'd leave in Dex damage as an option.

    • I worry that the Web mechanic is too complex.
    Hrm. There's a lot of text devoted to the things you can do with webs & strands, but I don't think it's complex in a way that would bog down the game. Most of it, to my interpretation, feels pretty intuitive. I'm open to disagreement though.

    • Brood Mother can avoid lots of issue by saying "The Spider may only have one Swarm active at a time."
    What issues concern you?

    • Tarsus Impaler, you have to attack THEN take a Full Round Action? So this takes two turns to use?
    Bad wording on my part. Meant to be a full round action, I just wanted to stress it involved only a single claw attack as part of the FRA.

    • Razor Tangle, decapitation is a bad effect. It's undefined and this mechanic is pure luck.
    Undefined? Doesn't it speak for itself? I can clarify.

    Sometimes I add a bonus ability just as gravy for an ability that already, in my mind, works. Then I get responses that expect the gravy/flavor ability to be totally up to par. This is tricky.

    • Hunter's Mandibles, what does it mean to be poisoned? They are instantaneous effects.
    Someone who's failed their initial save against poison.

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    Default Re: Community Based Monster Classes VI

    My biggest problem with the Monstrous Spider is the egg-implanting bit. It's 1d6 damage/2 HD per swarm, and a swarm/4 HD. At 20th level, that's 50d6 damage. At 15th, 21d6. At 10, 10d6. Overall, it's a buttload of damage stacked on two bouts of Con damage, which your opponents will likely fail the saves against due to your (pardon the pun) monstrous save DCs. Maybe cap damage/number of swarms? EDIT: Con damage is even better because after your opponent fails their first save, their second's gonna be weaker.
    Last edited by mootoall; 2011-02-19 at 12:06 PM.
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    Quote Originally Posted by Divide by Zero View Post
    Hulking Hurler can get something like (10^83)d6 damage, which is many orders of magnitude greater than the number of particles in the universe.
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    Quote Originally Posted by mootoall View Post
    My biggest problem with the Monstrous Spider is the egg-implanting bit. It's 1d6 damage/2 HD per swarm, and a swarm/4 HD. At 20th level, that's 50d6 damage. At 15th, 21d6. At 10, 10d6. Overall, it's a buttload of damage stacked on two bouts of Con damage, which your opponents will likely fail the saves against due to your (pardon the pun) monstrous save DCs. Maybe cap damage/number of swarms? EDIT: Con damage is even better because after your opponent fails their first save, their second's gonna be weaker.
    The damage for brood mother doesn't say that its per swarm, but I soppose that could be a bit clearer. As for the con damage, Maybe reducing the damage by one factor if con damage is chosen would help the balance.
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    Listen to the Crafy one. He speaks the truth, except when he doesn't which may still be the truth hidden behind a veil of crafty craftiness.

    Or something.

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    Since my homebrewing skills aren't up to par with the rest of you, can I make a request?
    Quote Originally Posted by The Doctor
    People assume that time is a strict progression of cause-to-effect, but actually from a non-linear, non-subjective viewpoint - it's more like a big ball of wibbly wobbly... time-y wimey... stuff.
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    Quote Originally Posted by dsmiles View Post
    Since my homebrewing skills aren't up to par with the rest of you, can I make a request?
    Go for it.

    ION: I hate the Chimera because it'll never be as good as if someone else did it. But I can't dump it again, so I'm procrastinating by doing other stuff.
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    I looked in the lists, and didn't see the Psurlon or Elder Psurlon. If someone could take those on, that would be awesome!
    Quote Originally Posted by The Doctor
    People assume that time is a strict progression of cause-to-effect, but actually from a non-linear, non-subjective viewpoint - it's more like a big ball of wibbly wobbly... time-y wimey... stuff.
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    Quote Originally Posted by Crafty Cultist View Post
    The damage for brood mother doesn't say that its per swarm, but I soppose that could be a bit clearer. As for the con damage, Maybe reducing the damage by one factor if con damage is chosen would help the balance.
    So the implication is meant to be that (at 20th) it only does 10d6 damage, but produces 5 swarms that follow you for 10 hours? Yes, that is something that should be clarified if it's the case. Although, with iteratives granted, it's still a lot of damage.
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    Quote Originally Posted by Divide by Zero View Post
    Hulking Hurler can get something like (10^83)d6 damage, which is many orders of magnitude greater than the number of particles in the universe.
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    Quote Originally Posted by mootoall View Post
    So the implication is meant to be that (at 20th) it only does 10d6 damage, but produces 5 swarms that follow you for 10 hours? Yes, that is something that should be clarified if it's the case. Although, with iteratives granted, it's still a lot of damage.
    Yeah. meant to be 10d6 at 20HD with 5 swarms.

    But keep in mind, the effect is delayed until your poison does the secondary poison damage. Even if you're poisoning a foe in the first round of battle, you're waiting a minute (10 rounds) for the effect to occur. Chances are you'll only be able to make use of it if you web someone and bind them tight (to the point that they can't take any actions), and then inject the poison, or if you have some other means of disabling them.

    @Crafty, I think I'll do that with the Con damage.
    Last edited by Hyudra; 2011-02-19 at 01:22 PM.

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    Magmin



    Class:
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    Hit Dice: d8
    {table]Level|BAB|Fort|Ref|Will|Special
    1|+0|+0|+2|+0|Demi-flame Body, Pyrokinesis
    2|+1|+0|+3|+0|Balance of Fire, Melt +1 Str
    3|+2|+1|+3|+1|Firey Soul, Inferno[/table]
    Class Skills 4+Int Mod (x4 at 1st level): Climb, Concentration Intimidate, Jump, Listen, Spot

    Proficiencies: Magmins are proficient with their natural weapons and all simple weapons (though it's ability to use these may be hampered by it's class abilities; see below).

    Class Features:

    Demi-flame Body (Ex): At first level the Magmin loses all racial traits & features, and gains Elemental Features. It has the Extraplanar subtype when not on the Elemental Plane of Fire, and always has the Fire Subtype. Unlike most Elementals, it may be resurrected as normal as long as the effect is utilised on a Fire aligned Plane.

    It receives a Natural armour bonus equal to its Con Modifier, is Small size with a base land speed of 30ft.
    It has a primary slam attack that deals 1d3+Str Mod damage.
    It's Caster level for Fire spells is 1 higher than normal.

    Pyrokinesis (Su): The Magmin is heat incarnate, but will ordinarily subdue it's firey form so that it can interact with others without melting them. As a free action it may ignite it's body (and subdue it again as a free action). The main benefit of this is that it's slam attack deals an extra 1d4/2HD fire damage, and it may ignite easily flammable materials (paper, wood, straw etc.) by making contact with them.

    It may also (as a standard action every 5 rounds) launch a glob of magma that acts as Alchemist's Fire except it has a range increment of 5ft/HD, deals 1d6/2HD damage to those in the target square and 1 point/HD to those within 10ft (though this secondary damage may not exceed the primary damage in the case of very low rolls).

    Balance of Fire (Ex): At level 2 the Magnim develops a natural defence system. When not ignited (see Pyrokinesis) it gains Damage Reduction equal to 1/2 its HD that is overcome by Weapons that are Magic & Cold Iron.

    When it is ignited the Magmin loses it's Damage Reduction but instead surrounds itself with a corona of heat that makes the air hazy. It gains a miss chance equal to 5%/2HD. This is a displacement effect.

    Melt (Ex): From 2nd level, whilst ignited any none magical metal weapon the Magmin is struck with/holds must make a Fort Save (DC 10+1/2HD+Con Mod) or be melted into slag. Magical weapons that fail the Save are superheated and considered Searing, as per the Heat Metal spell.

    Firey Soul (Su): At third level the Magmin learns a technique that allows it to cause chaos amongst it's enemies. As a standard action 1/day (gaining an extra use at 6HD and every 6HD after that) it has it may touch and harmlessly melt itself into an object; including weapons, armour, shields & magic items. If the item is attended the bearer may (if they are aware of it) make a Will save (DC 10+1/2 Magmin's HD+Magmin's Con Mod) to resist the Magmin if they don't wish it to succeed. This is also true of unattended magic items. Magmins with less than 21HD may not bind themselves to an artefact.

    The Magmin may suppress the magical/supernatural abilities of the item, as well as halving any AC bonus the item grants or causing a penalty to attack rolls equal to 1/2 the Magmin's HD.

    Whilst bound the Magmin is immune to harm and doesn't age (it is however sill there, so is not untargetable), though it may be displaced from the item by a dispel effect (it is considered to be a Transmutation spell with a CL equal to it's HD). It may communicate telepathically with the person bearing it.

    Willingly freeing itself from an item is a standard action that causes a large flash which Dazzles everyone within 20ft (no Save) and melts/incinerates/generally shatters the item if it is none magical. It may stay bound to an item indefinitely, though it must make a Fort Save (DC 25- the Magmin's HD (minimum 0)) every 24 hours it is bound or be expelled without the Dazzle/destruction effect and is Fatigued.

    At 10HD it may melt into nonmagical items at will.

    Inferno (Su): At 3rd level, 1/day for every 3HD it has the Magmin may turn itself purely to flame and explode itself. It affects all creatures within a 5ft/HD radius, causing 1d6/HD fire damage (DC 10+1/2 HD+Con Mod Ref Save for 1/2 damage) and igniting any unattended flammables. The area is considered difficult terrain until the Magmin's next turn and deals 1 point of fire damage/HD to any creature that ends it's turn within the area.

    The Magmin is considered helpless, untargetable & nowhere until the start of it's next turn, at which point it reforms either where it exploded or in a pre-determined fire or fireplace on the same Plane as it. The Magmin must take a full round action within 5ft of the fire/fireplace to attune to it in advance of trying to reform there. If the flame is gone when the Magin tries to reform then it must reform where it exploded. It may reform in a fireplace whether there is fire currently in it or not. It may only attune to one fire/fireplace at a time.


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    Another unusual critter to distract myself from the Chimera. Shockingly enough it's abilities are largely fire based, though anything immune to fire can be screwed with with it's Firey Soul ability; which I made as a useful version of their "jump out of fireplaces and scare people/burn their stuff" fluff.

    --------------------
    For reference:
    Quasi-God
    Rast


    Last one until something gets approved, I promise.
    Last edited by Kobold-Bard; 2011-02-19 at 03:00 PM.
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    Default Re: Community Based Monster Classes VI

    I don't think that the Saguaro Sentinel is that boring. Yes, it doesn't have many options going for it, but the ones it does have I've expanded upon to the point it's not just "improved grab". 'Sides, I don't do "Gambit Schema: Tangle of Thorns!" That's Hyudra's schtick. Rather than giving it a bunch of abilities whose uses are questionable, I've given it a few abilities whose uses are damn relevant.
    That being said, I did want to give it an ability for 9th level. I just couldn't think of anything at the time. So now I will.
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    Ok, in light of the recent influx of monsters, I'm making a proposal to homebrewers herein.

    If you give someone else an in depth critique, I'll give your monster (you choose which - or choose someone else's) an in depth critique in response.

    This is a limited time offer, but for right now, it's a way to get yourself fast critiques in between my batch critiques (those posts I make where I go over pretty much every monster on the unfinished list). Just try to be fair - don't go critiquing the 2 level phase wasp and then ask me to critique 18 levels of psionic monstrosity, please.
    Last edited by Hyudra; 2011-02-19 at 02:08 PM.

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    I would love to critique stuff, but I'm just awful at it. I'll give it a go, but it won't go well.
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    Default Re: Community Based Monster Classes VI

    And Saguaro Sentinel changed. Check it out, yo.
    Also: in light of the recent influx of monsters, I'm invoking the old rule of "If you already have one unfinished monster up, ask before you make a new one."
    Should be common sense, but just in case.
    Last edited by Gorgondantess; 2011-02-19 at 02:32 PM.
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    Gorgondantess said the same thing about Con damage being superior.
    That's a good point about Str. I guess it's better to give the choice then to not.
    Hrm. There's a lot of text devoted to the things you can do with webs & strands, but I don't think it's complex in a way that would bog down the game. Most of it, to my interpretation, feels pretty intuitive. I'm open to disagreement though.
    Complex isn't always a bad thing. It's more so my initial reaction to so much text for a single ability.
    Swarm: What issues concern you?
    Misread the ability. Ignore this.
    Undefined? Doesn't it speak for itself? I can clarify.
    I dislike "you just die" effects like this. It's personal taste. Undefined means that no where in the glossary is the phrase "Decapitate." Does it kill? Does it kill constructs? Does it work like Vorpal?
    Someone who's failed their initial save against poison.
    Ever? In the past round? Either way, needs to be explicitly stated in the ability. I think it means "When a Bite attacks delivers Poison and the opponent fails his save, the Bite attack becomes an unconfirmed critical." Is that right?

    Other notes about poison in general sucking. Secondary damage is a full minute later. No combat lasts 10 rounds, most only last 3 or 4 tops. Secondary damage should come one round later. And the Spider should get the ability to Poison things that are immune to poison. It could be a Spider Bite or Arachnophobia ability, or something they all get, but it needs this to stay relevant. This is as much about poisoning Undead and Constructs as it is high level items granting poison immunity for only 27k.

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    Quote Originally Posted by FishAreWet View Post
    I dislike "you just die" effects like this. It's personal taste. Undefined means that no where in the glossary is the phrase "Decapitate." Does it kill? Does it kill constructs? Does it work like Vorpal?
    It'd work like vorpal.

    Ever? In the past round? Either way, needs to be explicitly stated in the ability. I think it means "When a Bite attacks delivers Poison and the opponent fails his save, the Bite attack becomes an unconfirmed critical." Is that right?
    Nay. The intent was that it'd be "If the opponent is suffering from poison from a prior bite attack (or another source), your bite attacks are unconfirmed crits."

    Other notes about poison in general sucking. Secondary damage is a full minute later. No combat lasts 10 rounds, most only last 3 or 4 tops. Secondary damage should come one round later. And the Spider should get the ability to Poison things that are immune to poison. It could be a Spider Bite or Arachnophobia ability, or something they all get, but it needs this to stay relevant. This is as much about poisoning Undead and Constructs as it is high level items granting poison immunity for only 27k.
    I'll give it a way around poison immunity/resistance to keep it relevant.

    As far as poison goes, a question - I was under the impression that poison didn't stack, but if you bite someone who's suffered from poison, you can deal the initial poison damage each time (provided they fail that save). Reading the SRD, it isn't clear.

    So, by my reading, it's still fairly decent ability damage attached to your bite attack. The secondary damage is just gravy. A finisher, should your opponent retreat.

    Can anyone clarify?

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    Quote Originally Posted by Hyudra View Post
    Ok, in light of the recent influx of monsters, I'm making a proposal to homebrewers herein.

    If you give someone else an in depth critique, I'll give your monster (you choose which - or choose someone else's) an in depth critique in response.

    This is a limited time offer, but for right now, it's a way to get yourself fast critiques in between my batch critiques (those posts I make where I go over pretty much every monster on the unfinished list). Just try to be fair - don't go critiquing the 2 level phase wasp and then ask me to critique 18 levels of psionic monstrosity, please.
    [pedantic]20 Levels, plus a Prc [/pedantic]

    Righty-o then, the Vivisector needs a review methinks (Give a few minutes to put it through a spell-checker, mind you), so I'll have a crack at critiquing the Saguaro Sentinel;
    • Horrid Wilting in Tough Flesh needs capitalization, methinks.
    • Natural Defences seems like it needs to be based off it's Con Mod, because Cha is more or less a dump stat for this guy. However, you might of intended to do it that way, so I dunno.
    • Pin Missile makes sense, but losing near-all your class abilities for an average of 4 rounds seems iffy. Also, the roll penalty needs a duration.


    And as for Magmin, because the first review wasn't really in-depth;
    • Firstly, Fiery Soul.
    • Non-magical, not none magical (Spell Check gone mad?),
    • As for Fiery Soul's ability......I'm not getting how it uses someone else's Sneak Attack/Spells. I'd say it needs an opposed will save, at the very least.
    • For Inferno, how far can it be from the fireplace/spot with fire-y fire with regards to "Within it's presence"?


    That's all for now, I guess.

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    Default Re: Community Based Monster Classes VI

    Magmin:
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    Quote Originally Posted by Kobold-Bard View Post
    Hit Dice: d8
    Guess it works, since it doesn't seem to be particularily feeble or tough.

    {table]Level|BAB|Fort|Ref|Will|Special
    1|+0|+0|+2|+0|Demi-flame Body, Pyrokinesis
    2|+1|+0|+3|+0|Balance of Fire, Melt +1 Str
    3|+2|+1|+3|+1|Firey Soul, Inferno[/table]
    Abilities seem spread out well, and the saves/BAB seem fine to me.

    Class Skills 4+Int Mod (x4 at 1st level): Climb, Concentration Intimidate, Jump, Listen, Spot
    Seems a little small for a 4+Int mod class.

    Proficiencies: Magmins are proficient with their natural weapons and all simple weapons (though it's ability to use these may be hampered by it's class abilities; see below).
    Not too sure how the simple weapon proficiency fits in with the monster.

    Demi-flame Body (Ex): At first level the Magmin loses all racial traits & features, and gains Elemental Features. It has the Extraplanar subtype when not on the Elemental Plane of Fire, and always has the Fire Subtype. Unlike most Elementals, it may be resurrected as normal as long as the effect is utilised on a Fire aligned Plane.
    Immunity shouldn't be given at first level. Perhaps give resistance until 5HD or something like that? As for the resurrection thing, I don't really see why the Magmin should be easier to raise than any other Elemental.

    It receives a Natural armour bonus equal to its Con Modifier, is Small size with a base land speed of 30ft.
    It has a primary slam attack that deals 1d3+Str Mod damage.
    It's Caster level for Fire spells is 1 higher than normal.
    Nothing bad here I can see, although I do kinda like the CL boost.
    Pyrokinesis (Su): The Magmin is heat incarnate, but will ordinarily subdue it's firey form so that it can interact with others without melting them. As a free action it may ignite it's body (and subdue it again as a free action). The main benefit of this is that it's slam attack deals an extra 1d4/2HD fire damage, and it may ignite easily flammable materials (paper, wood, straw etc.) by making contact with them.
    So at first level (when you get it) you do no extra damage? Might want to specify a minimum or something like that. Also, you might want to specify whether magical flammable stuff gets saves (say, like scrolls).

    It may also (as a standard action every 5 rounds) launch a glob of magma that acts as Alchemist's Fire except it has a range increment of 5ft/HD, deals 1d6/2HD damage to those in the target square and 1 point/HD to those within 10ft (though this secondary damage may not exceed the primary damage in the case of very low rolls).
    See what I said above on the minimum thing. Hmm, it does more damage than an Eldritch Blast, and has spread damage. The cooldown does help alleviate that, I guess, but still I'm not fully sure about that.

    Balance of Fire (Ex): At level 2 the Magnim develops a natural defence system. When not ignited (see Pyrokinesis) it gains Damage Reduction equal to 1/2 its HD that is overcome by Weapons that are Magic & Cold Iron.

    When it is ignited the Magmin loses it's Damage Reduction but instead surrounds itself with a corona of heat that makes the air hazy. It gains a miss chance equal to 5%/2HD. This is a displacement effect.
    Don't get why it would lose the DR when on fire, and why Cold Iron is needed to get through it. As for the heat haze, it seems like a lot of miss chance at first glance, but it emulates a 3rd level spell at 20HD, so I guess it's alright.

    Melt (Ex): From 2nd level, whilst ignited any none magical metal weapon the Magmin is struck with/holds must make a Fort Save (DC 10+1/2HD+Con Mod) or be melted into slag. Magical weapons that fail the Save are superheated and considered Searing, as per the Heat Metal spell.
    So does the weapon use it's weilder's Fort save, or some other save bonus? Might want to specify. How long does the Searing effect last on magic weapons that fail the save? Also, 'non-magical, not 'none magical'.

    Firey Soul (Su): At third level the Magmin learns a technique that allows it to cause chaos amongst it's enemies. As a standard action 1/day (gaining an extra use at 6HD and every 6HD after that) it has it may touch and harmlessly melt itself into an object; including weapons, armour, shields & magic items. If the item is attended the bearer may (if they are aware of it) make a Will save (DC 10+1/2 Magmin's HD+Magmin's Con Mod) to resist the Magmin if they don't wish it to succeed. This is also true of unattended magic items. Magmins with less than 21HD may not bind themselves to an artefact.
    OK...interesting so far. So it can go into any object, from the sword of your enemy to a rock on the floor?

    The Magmin may suppress the magical/supernatural abilities of the item, as well as halving any AC bonus the item grants or causing a penalty to attack rolls equal to 1/2 the Magmin's HD.
    Not too sure on the magic item suppression. As for the other part, well

    Whilst bound the Magmin is immune to harm and doesn't age (it is however sill there, so is not untargetable), though it may be displaced from the item by a dispel effect (it is considered to be a Transmutation spell with a CL equal to it's HD). It may communicate telepathically with the person bearing it.
    So it can just survive anything by hiding in an item?

    It is allowed a single standard action each round on it's own initiative roll as long as the action it tries to take is possible in it's current form (meaning actions that are purely mental in nature or its ranged Pyrokinesis ability; which it can always use). It may use abilities not normally possible as long as the item is currently attended and the bearer is physically capable and willing to assist the Magmin. The Magmin may utilise the bearer's body as a medium for it's ability; so in this way they may cast spells, activate a Smite Evil ability, utilise Sneak Attack damage as long as the bearer is in a position to do so etc.
    So it can just sit in an object (which might just be scenery) and fling magmaballs/manifest powers (if it multiclasses into Psion)/etc. with impunity?

    Willingly freeing itself from an item is a standard action that causes a large flash which Dazzles everyone within 20ft (no Save) and melts/incinerates/generally shatters the item if it is none magical. It may stay bound to an item indefinitely, though it must make a Fort Save (DC 25- the Magmin's HD (minimum 0)) every 24 hours it is bound or be expelled without the Dazzle/destruction effect and is Fatigued.
    I don't like the 'no save' part to that. Again, 'non-magical, not 'none magical'.

    At 10HD it may melt into nonmagical items at will.
    Eh, this just means it can sit in the scenery while burning stuff with impunity even more.

    Inferno (Su): At 3rd level, 1/day for every 3HD it has the Magmin may turn itself purely to flame and explode itself. It affects all creatures within a 5ft/HD radius, causing 1d6/HD fire damage (DC 10+1/2 HD+Con Mod Ref Save for 1/2 damage) and igniting any unattended flammables. The area is considered difficult terrain until the Magmin's next turn and deals 1 point of fire damage/HD to any creature that ends it's turn within the area.
    Difficult terrain? Why did you put that in? Apart from that, I don't really see why the magmin's doing phoenix-style explosions.

    The Magmin is considered helpless, untargetable & nowhere until the start of it's next turn, at which point it reforms either where it exploded or in a pre-determined fire or fireplace. The Magmin must take a full round action in the presence of the fire/fireplace to attune to it. If the flame is gone when the Magin tries to reform then it must reform where it exploded. It may reform in a fireplace whether there is fire currently in it or not. It may only attune to one fire/fireplace at a time.
    Again, a bit of "can't touch this" from the magmin, as well as a quick escape clause, which I actually quite like.

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    Got rid of the power to use abilities while inside an object, because Volt was right. I also defined "in the presence of" for Inferno.

    I'll fix everything else later.
    Last edited by Kobold-Bard; 2011-02-19 at 03:02 PM.
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    Default Re: Community Based Monster Classes VI

    Looking at Saguaro Sentinel, Pin Missile is supposed to be their option vs. flying enemies but at one shot every 2d4 rounds and losing a big chunk of your abilities it's not really much of an option. That combined with it being a mandatory AoE even to attack one flying enemy just ends up feeling... wasteful, I guess?

    It would be nice if there was a single-target version that recharged faster and didn't use all your spikes at once. (Maybe stripping Needle Arms and Thorny Grasp from one of your slams each time you use it.)

  27. - Top - End - #567
    Barbarian in the Playground
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    Default Re: Community Based Monster Classes VI

    Nay. The intent was that it'd be "If the opponent is suffering from poison from a prior bite attack (or another source), your bite attacks are unconfirmed crits."
    If the target's ability scores are currently damaged by a poison? Roger, that seems fair.

    As far as poison goes, a question - I was under the impression that poison didn't stack, but if you bite someone who's suffered from poison, you can deal the initial poison damage each time (provided they fail that save). Reading the SRD, it isn't clear.
    Poison does stack. It's ability damage, it stacks like normal damage. Each time you hit the opponent it makes it's initial save, then 1 minute later makes another. If you bite it four times in one round it makes 4 initial saves and 4 secondary saves.

    As far as the secondary damage being only icing on the cake, normally I would agree, however Brood Mother requires the opponent to fail a secondary saves. This generally means the only way to get these swarms is to capture an enemy for the purpose of spawning spiders. If this is on purpose and meant to function akin to Animate Dead and less like Summon Swarm then I think the Swarm should be permanent with the caveat that you may not have more then 4/HD many Swarms. If it's truly meant to function as Summon Swarm, either keep the ability to same and make the secondary save 1 round later, or allow the ability to function after only failing the initial save.

  28. - Top - End - #568
    Ettin in the Playground
     
    Gorgondantess's Avatar

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    Default Re: Community Based Monster Classes VI

    Skeroloth:
    Hmmm... Reduce the skill points to 4 or 6+int mod per level. It's a bit much.
    Otherwise, looks good. All the abilities synergize really well. Do that, and it should be good to go.

    Lodestone Marauder:
    Must... refrain... from Miracles reference....
    Eeeeenyhoo.
    Lesser Magnetic Repulsion: one damage to whom?
    ...Otherwise, though, I think it's okay. Though I'd replace magneto-kinetic mastery with simply "telekinesis at will, metal objects only." Much simpler and much more versatile. And it also gives it an option against enemies that are not using metal objects.
    Also, I keep thinking of a group using their lodestone marauder as the surface of a refrigerator, using scrap metal to stick notes and pictures and notices to it.

    Marrash:
    Interesting monster.
    Might want to reword proficiencies: first of all, tag it with Proficiencies:, and
    crossbows and both Light Armour
    ?
    Disease healing:
    and the use of this ability is not expanded.
    Expended.
    Double Bowfire: Ever seen that charop thing where the ranger fires something like 20 shots every round? Double it. With a single addition from manyshot, you're looking at 4 arrows as a standard action.
    Tone it down. Something like one additional arrow in each attack, with no more than one additional arrow per round.
    Or just say that it doesn't stack with manyshot, instead reducing the penalty by one arrow from that.

    If the creature dies before the disease can be cursed
    Cured.
    Otherwise, looking good.

    Medusa:
    ...I'll get to that.
    Marceline Abadeer by Gnomish Wanderer

  29. - Top - End - #569
    Ogre in the Playground
     
    BlackDragon

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    Default Re: Community Based Monster Classes VI

    Quote Originally Posted by Gorgondantess View Post
    Skeroloth:
    Hmmm... Reduce the skill points to 4 or 6+int mod per level. It's a bit much.
    Otherwise, looks good. All the abilities synergize really well. Do that, and it should be good to go.
    I can't really see why. The Skeloroth is supposed to fill the role of a rogue, and comparing to the rogue, it loses whatever racial abilities the rogue would have, but gains two natural attacks, a bonus to sneakery, better fort and natural armor. It does not gain trapfinding, and racial abilities can be a large boon indeed. The skeroloth also has less class skills.

    In the end, it winds up a bit more powerful than the rogue, but less versatile, for various reasons. Since it's a skillmonkey who won't be getting racial traits, I think the 8+Int skill points is justified.
    Frog in the playground.

    My homebrewer's extended signature.

    I have Str 5!

    Quote Originally Posted by BobVosh View Post
    Wall of text attacks! CRITS!

  30. - Top - End - #570
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    Gorgondantess's Avatar

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    Default Re: Community Based Monster Classes VI

    Quote Originally Posted by Frog Dragon View Post
    I can't really see why. The Skeloroth is supposed to fill the role of a rogue, and comparing to the rogue, it loses whatever racial abilities the rogue would have, but gains two natural attacks, a bonus to sneakery, better fort and natural armor. It does not gain trapfinding, and racial abilities can be a large boon indeed. The skeroloth also has less class skills.

    In the end, it winds up a bit more powerful than the rogue, but less versatile, for various reasons. Since it's a skillmonkey who won't be getting racial traits, I think the 8+Int skill points is justified.
    I don't. It loses out on the passive abilities of the rogue that a level 1 wizard can deal with anyways and gains much, much more abilities to inflict sneak attack dice. And then next level it takes rogue for a total of +3d6 sneak attack AND trapfinding anyways, while still having all the abilities to set up sneak attack and a more potent sneak attack with 4 claws (eventually). Also, +3 dex trumps most other racial abilities.
    The only racial abilities you could really be construed as "missing out on" I'd say would be whisper gnome, and that's generally regarded as cheesy anyways.
    Marceline Abadeer by Gnomish Wanderer

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