Results 571 to 600 of 1454
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2011-02-19, 03:59 PM (ISO 8601)
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- Aug 2008
Re: Community Based Monster Classes VI
Point taken. Reduced to 6+Int
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2011-02-19, 06:22 PM (ISO 8601)
- Join Date
- Dec 2009
- Location
- Hiding and fleeing.
Re: Community Based Monster Classes VI
Fairly sure I wouldn't know what you were talking about if you did make a reference, so whatever.
One damage to anyone in its path to the edge of the area.
TK, metal-only would cut down on text, good idea.
Not necessarily a bad idea, at least until you get into combat. You could, however, use it Space Marine style, with metal seals holding on documents of your party's deeds, their deities' scriptures and the like.
I'll get it edited presently.
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2011-02-19, 06:32 PM (ISO 8601)
- Join Date
- Feb 2010
- Location
- Usaki City, Syona
- Gender
Re: Community Based Monster Classes VI
Recent Homebrew: The Socialite | The Crystalline: Memory Altering Construct Race | Sanguine Hand, a ToB Discipline of blood and cruelty
Homebrew Signature | NEW Homebrew Collection
Thanks to all my avatar artists, especially to Paisley for my avatar of Vivian, cowardly cryophoenix.
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2011-02-19, 09:41 PM (ISO 8601)
- Join Date
- Aug 2010
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2011-02-19, 10:25 PM (ISO 8601)
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- Jul 2009
Re: Community Based Monster Classes VI
@Twitchleap, maximum jumping height was in 3.0 and removed in the transition.
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2011-02-19, 11:47 PM (ISO 8601)
- Join Date
- Apr 2008
Re: Community Based Monster Classes VI
Originally Posted by Saidoro
Why are they using the same poison advancement table as the wyvern when the entire point of a wyvern is how unusually powerful their poison is?
Still, it's my intent to offer reduced numbers for Con damage, so the Wyvern still would have excellent poison advancement for one of the most effective types of attribute damage.
Why only one category? It seems like they should be able to shoot web at anything, just not necasarily have it do much good.
Does making this check require an action or is it just something that gets done as part of whatever else?
If they're not entangled couldn't they just cut themselves loose?
The way this reads is a spider will always pull a victim it is above off the ground, but that doesn't make any sense if, say the spider is 15' off the ground and 15 horizontal feet away from a victim and only pulls them 10'
@ Enzyme: This is very mild.
@ Brood Mother: And this is very powerful. the spider will almost always be walking around with swarms of kiddies following them around which many monsters may not be equipped to handle. Not to mention the spider who buys 20 cows before going adventuring and bites all of them immediately before facing the BBEG.
@Tarsus Impaler: Does this automatically use both your claw attacks? can you choose whether you use one or both?
Does a character who fails their strength check to break free of the web take damage from both triggers?
@ Pendulum: So they just keep swinging forever? Sticky webs attached to heavy spiders or unyielding rocks are not efficient machines.
@ Silent Skirr: Okay, so the guards won't here the spider hitting the guard at the gate. They'll just hear the guard getting hit. (Or hitting back if he has time.)
@ Weaver: So, could this be used together with pendulum swing to make one of those pendulum desk toys?
As far as I can tell, jump height is never capped by move speed. I've seen a few references to this sort of ability, but never in official publications and the actual jump skill says nothing of the sort.
This almost seems like it should work better when they CAN'T see you. The monster you can't find is often the scariest of all.
...
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2011-02-20, 12:00 AM (ISO 8601)
- Join Date
- May 2005
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- Sin City
- Gender
Re: Community Based Monster Classes VI
On the jumping thing, you may have read that distance traveled in a single round cannot exceed your movement speed, else you must spend a move action in the following round to complete your jump, mystically hanging in the air until your turn comes around again.
Never can find my towel...Forgot who did my avatar, sorry! >.<
So it goes.
GNU Terry Pratchett
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2011-02-20, 12:38 AM (ISO 8601)
- Join Date
- Apr 2008
Re: Community Based Monster Classes VI
Spider Changes, February 19, 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.
I'll do my promised critiques for those that've done in depth critiques tomorrow.
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2011-02-20, 11:04 AM (ISO 8601)
- Join Date
- Jul 2009
Re: Community Based Monster Classes VI
- Level 18 of Con damage is a typo. Meant to be 2d6, right?
- Roger
- Roger
- Still weak compared to Brood Mother, but a passable ability
- "You may never have HD/4 many Swarms under your control at one time. If more swarms are created then you lose control of the old ones." I think that is a more elegant way to avoid Swarm armies. And it allows the Spider to keep pulling Swarms out of creatures, a neat ability, with no intention of creating Swarm armies. I stand by that either it shouldn't require Secondary or Secondary should be moved. Note my Summon Swarm vs Animate Dead analogy.
- Roger
- I like this ability, good change.
- Roger.
- Roger
- Good! This is always an issue with monster classes.
- And it's the one almost everyone will take. Glad this was added.
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2011-02-20, 11:29 AM (ISO 8601)
- Join Date
- Apr 2008
Re: Community Based Monster Classes VI
- "You may never have HD/4 many Swarms under your control at one time. If more swarms are created then you lose control of the old ones." I think that is a more elegant way to avoid Swarm armies. And it allows the Spider to keep pulling Swarms out of creatures, a neat ability, with no intention of creating Swarm armies. I stand by that either it shouldn't require Secondary or Secondary should be moved. Note my Summon Swarm vs Animate Dead analogy.
- And it's the one almost everyone will take. Glad this was added.
Hunter's Mandibles: Attacks on poisoned enemies are unconfirmed crits.
Lurker's Mandibles: Attacks on entangled foes are confirmed crits.
Just to make the bite vs. the entangled more tempting?
In any event:
Spider Changes, February 19, 2011 (#2):
- 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.
Last edited by Hyudra; 2011-02-20 at 11:34 AM.
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2011-02-20, 12:06 PM (ISO 8601)
- Join Date
- Jul 2009
Re: Community Based Monster Classes VI
The comment about everyone taking it was meant to be overcoming Poison Immunity. I think the choice between Poison/Entanged unconfirmed criticals is fair.
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2011-02-20, 12:11 PM (ISO 8601)
- Join Date
- Apr 2008
Re: Community Based Monster Classes VI
Ah. Well, if you read the ability Arachnid's Bite, you'd see that everyone does get it. You just pick the other bonus effect from the list.
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2011-02-20, 12:39 PM (ISO 8601)
- Join Date
- Jul 2009
Re: Community Based Monster Classes VI
You caught me, I didn't go reread it. I only read your changelog.
I think you did a great job with this creature. I thought it was a boring concept but you really brought some creative concepts to the table and I think this class would be a blast to play.
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2011-02-20, 12:45 PM (ISO 8601)
- Join Date
- Apr 2008
Re: Community Based Monster Classes VI
Thank you. It's what I aim for - I strive for monsters that I would want to play for a complete campaign arc or longer.
Which makes me feel like I failed somewhere along the line with Mephit, Ogre and Annis Hag (and to a lesser extent, Kuo-Toa). I don't feel like I'd necessarily jump at the chance to play a game with those, so I kind of want to go back to them at some point.Last edited by Hyudra; 2011-02-20 at 01:01 PM.
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2011-02-20, 06:06 PM (ISO 8601)
- Join Date
- Aug 2010
Chuul
Chuul
Spoiler
Hit Dice: d8
Skills Points at first Level: (2+Intelligence Modifier) x 4Level Base Attack Bonus Fort Save Ref Save Will Save Class Features 1st +0+2+0+2Chuul Body, Improved Grab, Grim Origin, +1 str 2nd +1+3+0+3Tentacles, Constrict, +1 con, +1 origin 3rd +2+3+1+3Toxic, Grim Advancement I, +1 str 4th +3+4+1+4Entangling Tentacles, Human shield, +1 con, +1 origin 5th +3+4+1+4Growth, Grim Advancement II, +1 str 6th +4+5+2+5Throw, +1 con, +1 origin 7th +5+5+2+5Paralytic Tentacles, Grim Perfection, +1 str
Skills Points at Each Level: (2+Intelligence Modifier)
Class Skills: The chuul’s class skills (and the key ability for each skill) are Hide (Dex), Listen (Wis), Move Silently (Dex), Spot (Wis) and Swim (Str).
Proficiencies: The chuul gains proficiency with its natural weapons.
Chuul Class Features: The following are the Class Features of the chuul.
Chuul Body: The chuul loses all other racial traits and acquires aberration traits, giving it darkvision 60 ft. Chuuls start as medium creatures with a base land speed of 30 ft and a base swim speed of 20 ft. Chuuls have 2 primary natural claw attacks dealing 1d8+str damage. Chuuls get a natural armor bonus equal to their constitution modifier. Chuuls have the aquatic subtype and the amphibious special quality, allowing it to survive equally well on land or in the water.
Improved Grab: When a chuul hits with a claw attack they may attempt to start a grapple as a free action without provoking attacks of opportunity.
SpoilerIf a creature with this special attack hits with a melee weapon (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required.
Unless otherwise noted, improved grab works only against opponents at least one size category smaller than the creature. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on grapple checks, but is not considered grappled itself; the creature does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents.
A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text).
When a creature gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent’s weight.
Grim Origin: Chuuls are not a single race, and there are many ways they can come about. A chuul selects a single origin at first level and gains its benefits.
Spoiler
Dweller of Primordial Seas: Chuuls of this origin come from another time or another place, somewhere where the rules of reality are somewhat different than those of our world. The chuul may warp the space making up its own form allowing it to manifest expansion and compression as psi-like abilities once per day per 2 HD(drawing from a common pool of uses). Unlike normal the chuul may choose not to have these abilities change its weight, only its volume. Additionally the chuul may choose to ignore the frail power of the gods, gaining spell resistance 10+HD against divine spells only. Chuuls with this background get attribute bonuses to their charisma and have the knowledge(the planes) skill added to their skill list.
Twisted Cultist: Chuuls of this origin have pledged their service to a dark master from beyond the world and have been twisted into a new form to better serve their master's goals. The chuul may choose 2 1st level spells from the cleric spell list or from the chaos, death, destruction or evil domains to use as spell-like abilities once per day per 2 HD(drawing from a common pool of uses). Also, a chuul who multiclasses into cleric can count his chuul levels as levels of that class for purposes of CL and for the purposes of learning new spells and getting new spell slots. So for example, a chuul 3 who took 1 level of cleric could choose to have CL 4, get 1 new 1st, 2nd, and 0th level spell slot per day. He wouldn't get the spell knowns and spell slots of a cleric 3 however. He would get the turn or rebuke undead ability, but chuul levels wouldn't count for it. If a chuul selected a spell like ability from a certain domain and later multiclasses into cleric they must take that domain as one of their chosen domains. Chuuls of this origin get attribute bonuses to wisdom and have the knowledge(religion) skill added to their skill list.
Experiment Gone Awry: Chuuls of this origin are either the creations of some sort of magic user or the descendants of such. These chuuls are able to rage as a barbarian of their level, and if they later take levels in barbarian their chuul levels and barbarian levels stack for the purposes of gaining rage or abilities that directly modify rage(such as greater rage). The chuul has also built up an amount of resistance to the arcane, gaining spell resistance 10+hd against arcane spells. This sort of chuul gets 4+int skill points per level instead of 2+int. Chuuls of this origin get attribute bonuses to strength and have climb, handle animal, intimidate, jump, and survival added to their class skill list.
Attribute bonus: The chuul gets +1 to strength at every odd class level and +1 to con at every even level. Additionally, it gets +1 to one other attribute score at every even class level, what score is increased is determined by the chuul's Grim Origin.
Constrict: Beginning at second level the chuul deals 2d6+str damage with any successful grapple check. The chuul cannot deal constrict damage to a foe on the round they initiate a grapple with that foe.
Tentacles: Starting at second level the chuul can transfer grabbed victims from its claws to its tentacles as a move action. The tentacles grapple with the same strength as the claws but deal no damage and cannot constrict. The chuul may choose to count as not grappled by a creature held in its tentacles by taking a -10 to its grapple checks(instead of the -20 allowed by improved grab). Victims held in the tentacles take 1d6+½str damage each round from the chuul's mandibles.
Toxic: At third level the chuul becomes immune to poison. Also, it develops a number of internal venom sacs equal to its constitution modifier each of which may hold a single dose of poison. The chuul may store a single dose of venom in one of these sacs by drinking it as a standard action and may then chose to dribble that poison onto any creature held in its tentacles as a swift action.
At 5 HD the chuul may choose to coat one of its claws in venom as a move action.
At 7 HD coating a claw in venom becomes a swift action and dribbling poison onto a held creature is a free action only usable once per round.
Grim Advancement I: At third level the chuul's body or mind changes, granting it more power. The chuul may select a single ability from the below list for which it qualifies.
SpoilerHorrid Spines: The chuul gains a set of organic armor spikes that deal damage as a creature one size category larger (1d6 damage for a medium chuul). Additionally, the chuul can choose to launch its spikes at those around it as a standard action, dealing 1d6 damage per 2 HD to each creature within 20 ft of the chuul. Using this second ability causes the chuul to lose its spikes until they are regrown 1 hour later.
At 5 HD the chuul gains the ability to apply a dose of poison stored in one of its venom sacs to its spines as a move action. A poison so applied will affect the next target struck by the armor spikes or all targets struck if the chuul launches its spines.
Lurking Predator: A chuul with this ability is considered to have concealment (20% miss chance) whenever at least half of its body is submerged in liquid. Additionally, when fully submerged it gains total concealment against any creature not also fully submerged (and it still gains concealment against those who are). Finally, the chuul adds 1d8 damage of the same sort their attack normally deals to all attacks against flat footed enemies. This increases by 1d8 at 10 HD and every 7 HD thereafter.
Regenerative Fury: (Requires Experiment Gone Awry) When a chuul with this ability rages any hitpoints gained from their increased constitution modifier are treated as temporary hitpoints and are lost before other hitpoints. Additionally, the chuul regains a number of hitpoints each round it is raging equal to half its HD. If it is fully healed it instead gains that many temporary hitpoints up to a maximum of 2*its HD(these stack with other sources of temporary hitpoints). Finally, the chuul gains the ability to rage an additional time per day.
Otherworldly Preacher: (Requires Twisted Cultist) A chuul with this ability gains a number of free ranks in diplomacy equal to its level in the chuul class(this does not scale after it is gained) and has diplomacy added to its class skill list. Additionally, the chuul may use their diplomacy modifier in the place of their intimidate modifier at any time.
One Among Many: (Requires Dweller of Primordial Seas) A chuul with this ability is not so much a singular creature as it is the mouthpiece of millions of identical siblings in another plane. Once per day for every three HD it has, the chuul may allow its siblings to reach through it as a swift action, granting the chuul 2 additional claw attacks for one round. Additionally, the chuul never loses levels for being brought back from the dead and can always be brought back even if its soul was trapped/consumed/destroyed.
Entangling Tentacles: At fourth level the chuul's toxic tentacles begin to slow its victims. Each round a creature held in the chuul's tentacles must make a fortitude save vs poison with a save DC of 10+½HD+Con modifier or be entangled for 6 rounds.
Human Shield: Beginning at fourth level the chuul can move opponents in such a way as to catch blows as an immediate action. When a creature is grappled by the chuul the chuul may attempt to move that creature between it and the first attack it was aware of made against it in a round. To do so the chuul must make an opposed grapple check with the creature, if it succeeds the grappled creature takes the full affects of the attack instead of the chuul. The grapple check made as part of this ability does not deal constrict damage if successful.
Growth: At fifth level the chuul grows to large size(long). Its reach, grapple modifiers, natural attack damage and skills change accordingly, but it doesn't gain any ability score bonuses or penalties.
Grim Advancement II: At fifth level the chuul's changes continue, further modifying what it is. The chuul may select a single ability from the below list or from the Grim Advancement I list for which it qualifies.
SpoilerGrasping Tentacles: The chuul gains a tentacles secondary natural attack dealing 1d8+½str modifier bludgeoning damage for a large creature. The chuul may use improved grab with this attack, and creatures so grabbed are automatically held by the chuul's tentacles. Creatures held in the chuul's tentacles automatically take damage equal to the damage dealt from this attack every round in addition to other effects.
Gather the Choir: (Requires Twisted Cultist) The chuul gains the ability to rebuke aberrations in the same manner as an evil cleric rebukes undead. The chuul's effective cleric level is equal to its HD.
Madness: (Requires Dweller of Primordial Seas) The chuul gains the ability to force their own notions of how the world works upon those around them. As a move action usable once per day per three HD it possesses the chuul can make any creature within 30 ft of the chuul make a will save DC 10+½HD+cha modifier or become confused for 1d4 rounds. Additionally, the chuul gains the ability to inoculate others against insanity. As an action requiring 1 minute of work, which the chuul must be adjacent to the target to perform, the chuul can make the target immune to fear effects and the confused condition for 24 hours.
Unusual Enhancement: (Requires Experiment Gone Awry) This chuul had many animals go into its creation, an apparently one of them may have been part dragon. The chuul gains a breath weapon usable once every 1d8 rounds dealing 1d6 energy damage in either a 60 ft line or a 30 ft cone(selected when ability is gained). When this ability is gained the chuul selects either fire, cold, acid or fire, their breath weapon deals damage of that type and they gain resistance equal to their HD to damage of that type. The reflex save DC to take half damage from this attack is equal to 10+½HD+Con modifier. Additionally, if the chuul chooses to make this breath attack as a full-round action instead of a standard action they may vaporize a single dose of poison from one of their venom sacs and apply it to any targets who fail their reflex save against the breath attack.
Throw: Starting at sixth level the chuul may use creatures it is grappling as throwing weapons with a range increment of 5 ft + 5 ft per size category they are smaller than the chuul. Using this ability requires an opposed grapple check against the grappled creature on which the chuul gets a +5 bonus followed by a ranged attack roll against whatever the chuul wants to throw its victim at(the chuul may choose to throw its target at the ground or another inanimate object). No grapple check must be made against a creature the chuul does not count as grappled by. Medium creatures deal 2d6 base damage plus any effects that are applied to creatures it strikes with any of its natural attacks or to creatures that strike it with natural attacks( for example, a wight would apply level drain to a creature it collided with while a creature under the effect of fire shield would deal an additional 1d6 fire damage). Both the thrown creature and the struck creature take damage and apply damage from any effects they may possess to the other creature. The thrown creature still takes damage on a miss from striking the ground. At the DM's discretion additional damage may be dealt based on specific combinations of creatures (throwing a fire elemental at a water elemental will not end well for either.) The chuul may do this once per round for each claw attack they possess and using this ability does not use up the chuul's claw attack for the round.
Paralytic Tentacles: At seventh level the chuul's toxic tentacles freeze its victims in place. Each round a creature held in the chuul's tentacles must make a fortitude save vs poison with a save DC of 10+½HD+Con modifier or be paralyzed for HD/2 rounds. This ability replaces entangling tentacles, but the chuul may choose to have their victim be entangled instead of paralyzed on a failed save.
Grim Perfection: At seventh level the changes occurring in the chuul's body reach completion. The chuul selects a single ability from the below list or a single ability from the grim advancement list that they qualify for.
SpoilerDevour Faith: (Requires Dweller of Primordial Seas) The chuul gains the ability to cast a version of greater dispel magic as a swift action that only affects divine spells. This can be used once per day per four HD. Additionally, when the chuul is holding a divine spellcaster in its tentacles, that caster loses prepared divine spells or spell slots with a total number of spell levels equal to the chuul's HD at the beginning of each round in addition to other affects. The divine caster may choose which spells it loses to the chuul. A character held in the chuul's tentacles for 6 or more rounds must make a will save DC 10+½hd+cha modifier or have its alignment change to true neutral for 24 hours. Whenever the chuul dispels or devours a spell with this ability it is healed 1 hit point per spell level.
At 13 HD the chuul may force a divine caster held in its tentacles to make a will save DC 10+½hd+cha modifier or have the chuul decide which of its spells are devoured instead of deciding itself.
At 19 HD the chuul heals 2 hit points per spell level consumed instead of 1.
Avatar: (Requires Twisted Cultist) The chuul is granted further power by their patron, moving them closer to their dark lord in body and mind. The chuul gains 2 secondary tentacle attacks dealing 1d6 damage for a large creature with a reach of 10 ft. Any creature struck by one of the chuul's natural attacks must make a will save DC 10+½HD+wis modifier or be shaken for 1d4+2 rounds. This stacks with fear effects normally, including itself, but no creature may be affected by this ability more than once per round by any given chuul. Additionally, the chuul may choose to be treated as an outsider native to the far realms instead of an aberration when it is advantageous to do so.
At 13 HD the fear imposed by this ability is even able to affect creatures that would normally be immune to fear, though they get a +4 to their saving throw and cannot be reduced to panicking.
At 19 HD the condition imposed by this ability is frightened rather than shaken, creatures who succeed on their saving throw are still shaken, but the shaken condition imposed on a successful save does not stack with other fear effects.
Secondary Traits: (Requires Experiment Gone Awry) A vast number of creatures went into the chuul's creation, and the features of those creatures now becomes evident. One of the chuul's claws grows to monstrous size, dealing damage as though the chuul was one size category larger and is treated as a two-handed weapon for the purposes of calculating damage bonuses. Additionally, the chuul gains the ability to sense the electric fields surrounding living creatures, giving it blindsense 30' capable of detecting living beings only. Finally, the chuul can change the color of its skin to blend in with the background, giving it a racial bonus to hide checks equal to half its HD.
At 13 HD the chuul's blindsense increases in range to 60' and it gains blindsight 30'. Also, the chuul's large claw now deals damage as though it were an additional size category larger.
At 19 HD any creature struck by the chuul's larger claw must make a fortitude save DC 10+½HD+str modifier or be dazed for one round. Additionally, the chuul's bonus to hide checks increases to its HD and it gains the ability to hide in plain sight.
SpoilerComments
Chuulthulhu devours 1d3investigatorsdivine spells per round.
Anyway, the chuul: a bizarre aquatic creature of unexplained origin. Grim origin takes that last bit and runs with it, constrict improved grab and the tentacles stuff give abilities from the base monster, toxic takes the chuul's poison immunity and expands it into a full ability and everything else is unrelated to the base monster but flavorfully fitting(I hope.)
If you have any ideas for grim origins/advancements/perfections please share them, I'm not necessarily going to stick to having one ability per origin per level and will likely add more later, this is just what I have so far.
SpoilerChangelog
February 26- changed Lobster-Squid-Fish-Man body to Chuul Body.
- reworded stat bonuses in table.
- Added no first round constrict clause.
- Changed .5s to ½s.
- Added the word modifier in lots of places.
- Added bonus damage to Lurking Predator.
- Reworked One among many's extra attacks.
- Madness changed from constant effect to move action effect.
- Added Secondary Traits
March 7- Added Damage type to Lurking Predator
- Slight reword to One among many
- Added use limit to madness
- Reduced Secondary traits stun to 1 round
March 8- Secondary traits now requires Experiment gone awry
March 20- Secondary traits now dazes, not stuns.
March 30- Fixed spelling error in grim origin
April 4- Devour faith changed around, it now devours a number of spell levels equal to the chuul's HD(was 1d3 spells), has a uses per day limit on the dispel magic, and only heals 1 HP per spell level.
- Made Devour faith scale.
- Reduced condition imposed by Avatar to shaken.
- Made Avatar scale.
- Reduced blindsight from Secondary traits blindsense.
- Removed dazing from secondary traits.
- reduced initial damage boost to big claw in secondary traits.
- Made secondary traits scale.
Last edited by Saidoro; 2015-01-06 at 12:08 PM.
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2011-02-20, 06:52 PM (ISO 8601)
- Join Date
- Aug 2008
Re: Community Based Monster Classes VI
I have now remade both the Mezzoloth and the Nycaloth, hopefully fulfilling the standards of this project. Their SLA:s have been reduced, and both have gained a unique set of abilities, Fiendish Fury for the Mezzoloth, and Cursed Wounds for the Nycaloth. The Nycaloth has been made more Con-dependent, and now gains the largest adjustment to that score. The Mezzoloth mostly buffs itself, while the Nycaloth casually applies debuffs to its targets while brutally murdering them with whatever weapons it has at hand, or failing that, with its claws.
I went with delicious dragonborn copypasta for the flight. Anyway, PEACH!Last edited by Frog Dragon; 2011-02-20 at 06:54 PM.
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2011-02-20, 07:32 PM (ISO 8601)
- Join Date
- Aug 2008
- Location
- Not in a human colon
Re: Community Based Monster Classes VI
Medusa:
Just as a note: the best multiclassing option for every single monster without casting in this thread is an initiating class (pretty much- maybe something like ardent for the smaller ones). As such, I don't think it would be imbalancing to make medusa stances separate from ToB stances and able to use them simultaneously. I suppose Coil sortof takes care of that, though... but then Coil is a little powerful! Dual Stances is a capstone option, and you're granting it amongst many, many other abilities. Though I suppose you're not really granting the equivalent of 8th level stances... Just something to consider, anyways.
Viper's Fangs: Ouch. Talk about crippling your opponents to paralysis with ability score damage stacking.
Also, Darting Serpent... does it really need the full attack option? That makes the Medusa about as good a dip as lion totem barbarian, losing race notwithstanding.
Ouroboros Coils: This would be really, really cool combined with swaying cobra. Sadly, by the time you get Coils, it's quite outdated.
Cthonic Eye: It's spelled "petrification". No A. Unless it's some funky Canadian spelling, eh. Also, I don't think it would be out of line to simply make the petrification permanent at 16 HD.
Stalking Serpent: what's one step? Like a keen enchantment or by one point?
Also... you do realize that stances can be taken on any time? Even out of combat? So you activate stalking serpent, wait a year, then attack anything not immune to critical hits and kill them instantly.
Snake in the grass: I think a better wording would be, "when the medusa is spotted, she gains concealment for 1 round against that opponent." Or something like that.
Undulating Defense, Cthonic Flash, Cold Blooded, Strangle... looks good!
White Fangs Striking: does it stack with snake nest? For a creature that should have about a, eh, +7 bonus by that time, seems a little excessive. "Piercing weapon": does that include the snakes? If so, might want to reword it to "attack that deals piercing damage". Otherwise looks good.
Force Gaze... okay, the class is already powerful enough, I don't think you need the trickery option.
Otherwise, looking good. Overall needs some tweaking but looks like a fun and potent class.Marceline Abadeer by Gnomish Wanderer
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2011-02-20, 09:26 PM (ISO 8601)
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Re: Community Based Monster Classes VI
Hrmm.
I suppose Coil sortof takes care of that, though... but then Coil is a little powerful! Dual Stances is a capstone option, and you're granting it amongst many, many other abilities. Though I suppose you're not really granting the equivalent of 8th level stances... Just something to consider, anyways.
Viper's Fangs: Ouch. Talk about crippling your opponents to paralysis with ability score damage stacking.
Also, Darting Serpent... does it really need the full attack option? That makes the Medusa about as good a dip as lion totem barbarian, losing race notwithstanding.
Cthonic Eye: It's spelled "petrification". No A. Unless it's some funky Canadian spelling, eh. Also, I don't think it would be out of line to simply make the petrification permanent at 16 HD.
Yes, I can give it a permanent petrify.
[Stalking Serpent: what's one step? Like a keen enchantment or by one point?
Also... you do realize that stances can be taken on any time? Even out of combat? So you activate stalking serpent, wait a year, then attack anything not immune to critical hits and kill them instantly.
Snake in the grass: I think a better wording would be, "when the medusa is spotted, she gains concealment for 1 round against that opponent." Or something like that.
White Fangs Striking: does it stack with snake nest? For a creature that should have about a, eh, +7 bonus by that time, seems a little excessive. "Piercing weapon": does that include the snakes? If so, might want to reword it to "attack that deals piercing damage". Otherwise looks good.
Force Gaze... okay, the class is already powerful enough, I don't think you need the trickery option.
Will start on the promised critiques for classes now (had to go out to dinner for work, sorry it's delayed).
Lemme see, doing...
- Chuul for Saidoro's critique of Monstrous Spider. Edit: Done!
- Senor Cactus for Gorgon's critique of Medusa/others - With Gorgondantess' permission, putting this off til later.
- Volt's creature (mushroom?) for Volt's critique of Magmin.
Will either do a fresh post or edit this post if nobody's responded by the time I'm done, so stay tuned either way.Last edited by Hyudra; 2011-02-20 at 11:22 PM.
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2011-02-20, 10:37 PM (ISO 8601)
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Re: Community Based Monster Classes VI
Ah. Didn't see the "requires initiative to be rolled" thing.
Any search for 'petrification', including dictionary and wiki examples, redirect to a page/definition titled Petrifaction. In lists of the synonymous meanings of the terms, petrifaction is first.
Thought it was evident. Wanted to avoid getting into those horrible, overcomplex, overwrought discussions that come up whenever one talks about critical multipliers and critical threat ranges.
Ah, but I did stress, under Slither/Stride, that "Adopting a Serpentine Stance (Slither/Stride stances count as Serpentine Stances for the purposes of these rules of use) requires a swift action, performed after initiative rolls have been made. The stance has no duration, beyond the fact that it ends when combat does. Only one stance may be maintained at a time."
Beyond that, this would be somewhat cumbersome for multiclassing with ToB, especially when coils is taken into account, as ToB stances don't require initiative to be rolled. Beyond that, people who already know what stances are (like me) are liable to miss that little footnote. Usually when I take something that people generally know the effects of and can find the effects elsewhere and then make minor tweaks so that at first glance it would still be exactly the same as what they already know, causing them to thus glaze over it and miss those few words that make all the difference, I make it very, very clear. See: construct type on my golems.
Anyways, I'm actually going to tweak Senor Saguaro right now. Mainly just to make wording less cumbersome.Marceline Abadeer by Gnomish Wanderer
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2011-02-20, 11:22 PM (ISO 8601)
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Re: Community Based Monster Classes VI
- "Lobster-Squid-Fish-Man Body:" -> rename to Chuul body? Standardization!
- "Additionally the chuul may choose to ignore the frail power of the gods, gaining spell resistance 10+HD against divine spells only." -> "frail power of the gods" seems out of place. Also, a bit early to be gaining spell resistance.
- The attribute bonuses to wisdom need to be better clarified on the table, since the way it's shown, it implies it's the player's choice.
- Again, under experiment gone awry, feels a bit early to be getting SR (other creatures get it at 2nd level at the earliest.)
- The constrict bonus... That's a pretty sizable bonus. In fact, what it looks like you're doing is making That Damn Crab. That is, you've got an absolute grab/constrict machine. For example:
Charlie the Chuul with Experiment Gone Awry origin attacks Nancy the Warlock, both level 2. Charlie's got a +6 attack bonus, and Nancy's got AC 16. Charlie makes a full attack against Nancy, Delivering two attacks, Charlie needs a 10+ to hit. Two 50% chances to hit.It's a bit too much.
Assuming Charlie does land a hit (odds are in his favor), he deals 1d8+5 damage, makes a grapple check (+5 from Str bonus, so odds again liable to be in his favor against a typical humanoid) and deals 2d6+5 damage if successful. Charlie's got 7 average claw damage (two claws that can hit) and 12 average constrict damage. Nancy's liable to have 15hp. - @Tentacles: Don't use .5Str It's hard to read and can be very much misinterpreted. Use 1/2 or ½. (The latter can be made by turning on numlock, holding alt, typing 1, 7, 1 on numpad, then releasing alt).
- Third level, armor spikes. Adding gravy to the grapple monstrosity. May be a bit much, but this issue should go away when you've got the rest of the grapple engine sorted out.
- @ lurking predator: I don't like a dependence on water. It's not necessarily that common (or consistently common) as terrain features go, and it tends to make for a creature that is fantastic in some environments and terrible in others. It's like favored enemy/favored terrain. You're only really special when your favored enemy/terrain isn't on the field.
- @ otherworldly preacher: 'this does not scale after it is gained' - don't do this. It forces players to procrastinate on gaining levels in the monster class until the latest possible time.
- @ one among many: Ok, so I've got the murderous claw/improved grapple/constrict machine in place. Now, in the battle against the BBEG, I can gain +3 claw attacks. This will make DMs throw heavy books at you.
- @ Entangling Tentacles: Entangled isn't the right condition for this, given the flavor text. Entangled tends to refer to an external impediment to movement. If you left goopy slime on them, that'd work, but a numbing poison, not so much.
- @ Human Shield: What type of action is this? Might want to make it an immediate action.
- @ Grasping tentacles: I get that you're making a grapple monster here, but I think it's a bit too much. Consider that you can, as written, full attack, deal a bonus 5 claw attacks and a tentacles attack. Each attack has damage combined with a chance to grab & constrict.
- @ Madness: Inoculation against insanity needs to be better defined, as it's pretty broad. This ability is one of those that'll bog down combat if you're not careful (and I fear you've not been careful). You're asking for a lot of will saves (assuming you go from 5th level to 20th, that's 185ish encounters, with most involving an enemy being in close proximity to the Chuul for 1-2 rounds. Let's say there's, on average, 1 enemy in range of the Chuul for 1.5 rounds per combat. That's 278ish will saves, 278 or so rolls on confusion table. Beyond that, you've got what amounts to a save or lose that doesn't require an action of the Chuul's part, so he's taking enemies out of combat without even trying. This is a problem.
- @ Throw: Too many words! You get into all these side examples (touch attacks, fire elemental vs. water elemental) that don't necessarily even apply. (I throw a ghoul at someone, they get paralyzed every time?)
- "No grapple check must be made if the chuul is grappling a creature that it does not count as grappled by." is awkwardly worded. Plus an overuse of the word 'grappled'.
- Arguably too much damage considering how easy it is to set up. I mean, consider:
6th level Chuul against 6th level Warlock. Chuul has 22 Str and large size. Hits with a claw for 2d6+6 damage, gets an improved grapple check (+6 from Str, +4 from size, total of +10), liable to win. Warlock grappled, takes 2d6+6 damage from constrict.
Next turn, Chuul throws victim. Grapple check (+15 bonus), constrict damage (2d6+6), throw Warlock at another enemy, dealing 2d6+6 damage to each.
2 standard actions, and aside from just needing that one successful claw hit (not a horrible chance at happening), you've got a system that deals about 65 damage total, on average (52 to warlock, 13 to alternate victim), with a maximum of 90 total damage. Again, worth stressing, a sixth level foe has somewhere in the neighborhood of 45-50 hp. - @ Paralytic Tentacles: Why the flat 6 round duration? Also, this is just icing on the OmgWtfGrapple cake.
- @ Devour Faith: What's this obsession people have with abilities that screw over divine casters? I mean, not complaining, per se, but I think there's three or four monsters on the unfinished list that do this sort of thing.
The loss of prepared spells is a bit much, especially since it's costing the cleric his or her best spells.
- Violet body should be violet fungus body.
- First level sucks, I'm afraid. Doesn't give you anything interesting. Leaves you with d8 hp, two tentacle attacks, no speech.
- Organic Breakdown is thematic, but the benefit isn't going to come up that often. Once a level? Once every other level?
- Plant communication: see organic breakdown.
- The poison damage doesn't really scale that fantastically.
- Dire Tentacles isn't that thrilling as capstones go.
- Overall, kind of underwhelming. Doesn't sell a particular playstyle, feels distinctly underpowered for a 1st through 3rd level PC, and doesn't offer that much that's going to make you glad, at 15th level, that you picked Violet Fungus as a race.
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2011-02-21, 12:49 PM (ISO 8601)
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Re: Community Based Monster Classes VI
Last edited by Frog Dragon; 2011-02-21 at 12:52 PM.
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2011-02-22, 02:35 AM (ISO 8601)
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Re: Community Based Monster Classes VI
Thanks, I've made almost all the changes, including the following to Double Bowfire:
- Disallowed the ability to stack with the splitting enchantment
- Specified Manyshot interaction (only adds a single arrow)
- Reduced benefit of strength to damage to half.
- Damage from the other arrow isn't multiplied on a critical hit.
- Effects that trigger on a critical hit only trigger once
But had a brief comment on one comment:
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.
SpoilerMain Factors in getting ridiculous amounts of arrows per round:
- Shapechange Shenanigans
Barring UMD Shenanigans to receive, this isn't really a problem do to difficulty in obtaining. Technically you'd loose all the Marrash abilities if you polymorphed into something else, so that'd just really suck.[*]Splitting Weapon Enchantment[/list]
Essentially a much easier to use version of double bowfire, since it's just an enchantment rather then something requiring one to be a specific race, be flying, and give up two natural weapons.
However, I've just changed the ability so they don't stack, so it's not helping anymore.
- Island In Time
Gives an extra turn, once per encounter. However you can't take the Eternal Blade as a Marrash, and it wouldn't kick in until 20 anyway, where I'd be less worried about such shenanigans.
- Time Stands Still
As a 9th level maneuver, it'd necessitate 14 levels in Warblade just to receive a bonus round. At most this would be being used every other round, and won't kick in until 19th.
- Belt of Battle
Burns out the belt for that day, an extra full attack once per day isn't really something to worry about.
Conclusion:
By digging up builds for usable material, the best I could manage is as follows:
Marrash 5: 1 BAB, +1 Rapid Shot, +1 Haste.
Rapid Shot gives us a -2 penalty, but if we're getting a buff from the party Wizard that's a +1 attack bonus from haste. At most we're talking three attacks for six arrows, but two and four seems most typical.
Marrash 5/Barbarian 1: 2 BAB, +1 Rapid Shot, +1 Whirling Frenzy, +1 Haste.
Whirling Frenzy drops another -2 penalty, for a total of -4 to negate. We're looking at 4-5 attacks for 8-10 arrows. Damage-wise we're behind the two-hander, since it's much easier for him to gain damage (his attack stat is his damage stat, and power attack).
And that's kinda it, you get to add another two arrows as your BAB increases, and there's the once a day boost from a Belt of Battle. Largely it seems that by the class being it's race, it looses out a bit of craziness from race and polymorph stuffs. So, overall, we're looking at 14 arrows at 20th, barring game breaking or end game only shenanigans.
With the nerfs I've just added, it should work fine for now, keeping in mind it only fires two arrows with an attack roll. That's specific wording, it's not an extra arrow, it's just straight up two arrows, so it may help limit the craziness.
Anyway, I've made my case, if it's sufficiently refuted I suppose I'll head back to the chopping block, otherwise I think I've addressed all the problems raised so far.
Hopefully I'll get back into offering some comments on the new monsters sometime soon.
EDIT: Fixed some glaring spelling and formatting errors, apparently I'm a bit too tired to post properly...Last edited by Zemro; 2011-02-22 at 02:38 AM.
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2011-02-22, 02:47 AM (ISO 8601)
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2011-02-22, 03:00 AM (ISO 8601)
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Re: Community Based Monster Classes VI
Neither of those will help, as specified in the ability the Marrash must be holding the bow with his talons (feet) for the ability to work. Both girallon arms and the soulmelds add arms and claw attacks, insufficient for the function of this ability.
I can't actually think of any ability that adds extra talons to a character.
EDIT: Double bonus, the wording it specifies talons. So something would have to add feet with talon attacks.Last edited by Zemro; 2011-02-22 at 03:02 AM.
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2011-02-22, 03:04 AM (ISO 8601)
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2011-02-22, 07:36 PM (ISO 8601)
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Re: Community Based Monster Classes VI
Ragewalker's updated here.
My Homebrew
5e - The Artificer (of Alancia)
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2011-02-22, 09:49 PM (ISO 8601)
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Re: Community Based Monster Classes VI
Maybe its just me, but the Treant looks a little weak. It has half BAB, No class skills, D8 hit dice, and no good saves.
Avatar by the wonderful BeckyPages. My OC Curtain Call.
My Twitter account, where I will mainly post images of minis I've painted.
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2011-02-22, 10:27 PM (ISO 8601)
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Re: Community Based Monster Classes VI
Virtually everything that was submitted under Oslecamo's rule was underpowered or overpowered, or at the very least, problematic in some fashion. We're well aware that this problem exists, and are taking slow and steady steps to remedy it.
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2011-02-22, 10:29 PM (ISO 8601)
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Re: Community Based Monster Classes VI
Last edited by Mystic Muse; 2011-02-22 at 10:31 PM.
Avatar by the wonderful BeckyPages. My OC Curtain Call.
My Twitter account, where I will mainly post images of minis I've painted.
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2011-02-22, 11:01 PM (ISO 8601)
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Re: Community Based Monster Classes VI
I'm of two minds there:
- Yes, we should.
- But there's a few inherent issues with that.
- For one thing, there are people out there playing with those monsters. While I think the creation process and the slow but steady steps for replacing one monster with an updated version should give people time to either bookmark a link to or save the old material, abruptly removing a third of the monsters on the list would inconvenience a lot of people.
- Another issue is that, well, where do we draw the line? Pretty much everything before Gorgondantess took over was flawed in some fashion. A few things after he took over are flawed too, because of the various shifts in how things were done (such as the introduction of the nomination/endorsement system), and a fair bit of crap getting past the radar as a consequence. It could be said that everything before mid-2010 is in need of a revision of some sort, be it minor or major.
- And ultimately, we'd be taking a lot of stuff off the 'done' list and shortening what we've got to a rather truncated list. This would be a kick in the pants to quite a few people who put in a fair effort, and at the rate we're clearing monsters (~3 a week) it would be a long time before we bounced back.