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  1. - Top - End - #1
    Titan in the Playground
    Join Date
    Mar 2009

    Default Community Monster Class Competition VIII: Everything Burns

    Everything Burns

    The contest begins with the posting of this thread and will continue until the midnight, April 20th (EST) deadline.

    Soon after a poll will be opened for everyone to vote for their favorite that will last until the last day of the month.

    Rules

    1) You will create any monster that you think fits. Fire Elemental? Something obsessed on destroying everything? Something with a lot of fire or hellfire abilities? Something even remotely related? it fits

    The creature itself does not have to be unique, though it can be; we encourage you to create a monster class for official WotC monsters or races, preexisting homebrewed monsters or races, or creatures you make up for this contest.

    2) Entries must follow the monster class guidelines as spoilered below:



    Spoiler
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    Quote Originally Posted by Hyudra View Post
    Community Based Monster Classes VI

    For the player that wants to play D&D and be a monster, there's often a bitter pill to swallow. Maybe you're expected to deal with a kludgy level adjustment? Or perhaps the monster class they've already put out there has less-than-full HD per level? Or maybe there's just no LA or monster class option for that obscure monster you're so keen on, and you're forced to throw something together and beg your DM for its acceptance. Whatever the case, you're inevitably imbalanced one way or another. The session ends and people will often find themselves thinking things would have worked more smoothly if that monster hadn't been there to muck up the works.

    No more!

    In this thread, you will be able to play as any monster you want by entering these monster classes as though they were regular classes. Huge stat bonuses and screwy HD have been done away with, monsters with abilities that would throw campaigns into disarray (24/7 petrifying gaze! Woo!) have been rebalanced and made suitable for play. Monsters have been tweaked for your playing enjoyment.

    If you love these monster classes, like so many do, there are two ways you can help out. You can critique or you can submit new monster classes.

    l FAQ[/B]
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    Q) What monsters am I allowed to make into a monster class?
    A) We encourage Homebrewers to build any monster as a playable character class. We prefer that Homebrewers build Monster Classes for monsters from published material that have not already been submitted. Before starting a new monster class, check the 'called' list (where people have called dibs on a particular monster or indicated they have started such a monster already) and the finished monster list. New homebrewers are encouraged to pick low-CR monsters, and not to attempt to tackle epic tier (20+ level) classes from the outset. Monsters from homebrew monsters should go in our homebrew section.

    Q) Help! I'm taking a 1 or 2 level monster class and can't tell if it's BAB 1/2 or 3/4! (For the purposes of fractional BAB).
    A) Unless otherwise noted, an undead has 1/2 BAB, while all other classes/templates have 3/4 BAB.

    Q) When I increase in size does my strength increase and my dexterity decrease? If so, by how much?
    A) Size increases, or decreases, do not alter ability scores in this project.

    Q) What's the Caster Level for the SLAs?
    A) Unless otherwise specified, the Caster level for any SLAs is equal to your total HD.

    Q) What’s the Save DC for this ability?
    A) Unless otherwise specified the Save DC is (10+ 1/2 HD + Charisma Modifier).


    The rest of the rules are split into three parts. Use Guidelines will teach you all the general rules for using these Monster Classes in a game, with specifics on changing size or multiclassing several monster classes (unintended by the project, but people are liable to try it anyways). Critique Guidelines will explain how you can help the project by commenting on other people's monsters. The Homebrew Guidelines state how you can help us by making your own Monster Class.


    Use Guidelines

    You take these Monster Classes just like you would any other class, such as wizard or rogue. Each level of the class develops your abilities as that particular monster. Normally you should take the first level of a Monster Class at level 1, but in some cases you might wish for your character to transform into a monster, in which case you can take it at a later level. After that, you may multiclass freely; for example one might take 1 level of troll, then 3 of barbarian, then a second level of troll, then another level of barbarian.

    Upon taking the first level of a monster class, you lose all other racial traits: what this means is that while you may select a race in character creation, you lose that race when you take your first level in a monster class. You do not gain any traits or bonuses from being a race, as the first level of a Monster Class replaces both class and race. That said, the monster classes are typically a step more powerful than a standard class to make up for the lack of racial bonuses.

    Growth Table
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    {table=head]Base Size|New Size| AC & Attack Bonuses*|Space*|Reach (Tall/Long)*|Ave. Size Incr.|Ave. Weight Incr.|Grapple Mod.|Hide Mod.
    Fine|Diminutive|-4 (size)|+½’|+0’/+0’|+6”|+1/2 lb.|+4 (size)|-4 (size)
    Diminutive|Tiny|-2 (size)|+1½’|+0’/+0’|+9”|+5 lbs.|+4 (size)|-4 (size)
    Tiny|Small| -1 (size)|+2½’|+5’/+5’|+18”|+36 lbs.|+4 (size)|-4 (size)
    Small|Medium| -1 (size)|+0’|+0’/+0’|+3’|+240 lbs.|+4 (size)|-4 (size)
    Medium|Large|-1 (size)|+5’|+5’/+0’|+6’|+2000 lbs.|+4 (size)|-4 (size)
    Large|Huge|-1 (size)|+5’|+5’/+5’|+12’|+8 tons|+4 (size)|-4 (size)
    Huge|Gargantuan|-2 (size)|+5’|+5’/+5’|+24’|+80 tons|+4 (size)|-4 (size)
    Gargantuan|Colossal|-4 (size)|+10’|+10’/+5’|+48’|+200 tons|+4 (size)|-4 (size)[/table]
    Natural weapons damage increases one die size for each size increase.

    Thanks to Zeta Kai for the Table.


    Under normal circumstances you may not multiclass two Base Monster Classes. Below are some suggested rules should you decide to go against the grain and attempt such:

    Multiple Natural Armor Bonuses
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    If a creature gains natural armor bonuses from multiple sources treat them according to the following chart.
    {table=head]Base Natural Armor|Extra Natural Armor|Results

    1/2 Con Mod|1/2 Con Mod|Full Con Mod as Natural armor Bonus

    Anything higher than 1/2 Con Mod|1/2 Con Mod|+1 Nat. AC

    Full Con Mod|Full Con Mod|1.5 Con Mod

    Anything Higher than Full Con Mod|Full Con Mod|+2 Nat. AC

    1.5 Con Mod|Anything higher than Full Con Mod|+3 Nat. AC[/table]
    Creatures that gain Natural Armor from more than one monster class, that specify different Ability Scores as the base for their Natural Armor Class use whichever Ability Score is higher to derive both Natural Armor Classes, and uses the chart above.
    Thanks to ChumpLump for the Table.


    Multiclassing Monsters
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    In some cases, your DM may disregard the above rule and allow you to multiclass two base monster classes. This will likely represent some sort of hybrid character, which could be interesting. In this case, how you should play this is: For the monster class which you do not take at level one, remove the “Body of X” class feature, and use the “Body of X” for your first monster class. If you somehow take them at the same time using a variant rule like gestalt, keep the “Body of X” from the class with more levels. If they both have the same number of levels, you may choose which “Body of X” you keep.


    Critique Guidelines

    Critiquing Rules
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    1. Respect
    Respect is tantamount if you are working on this project. If you are disrespectful of a class or a homebrewer, you will face consequences. At all times we must all treat each other with respect. Ignore all other rules before you ignore this one. Never be disrespectful to another homebrewer.


    Homebrew Guidelines
    Making a Monster Class is difficult, so don't think you can whip something up in ten seconds and get it posted. It may be long and hard to perfect it, but we'll help you through it. Follow these guidelines and you'll quickly be on your way.

    Submission Guidelines:
    • Start small. If you are new to the project, don't submit a monster with a CR (and, as a consequence, a maximum level) greater than 5. Leeway can be granted (say, a CR6-8 monster), but ask if you're really keen on doing such. Long & involved monster classes coupled with inexperienced creators make for monsters that can take two or more months to wrap up, with constant revision and critique. Not fun for anyone. Learn the ropes first.
    • Spellcheck, format check: Read over your finished work for errors. Ideally, you want to run it through a spellchecker (either built into your browser or copy/pasted into a word document), but if you've got a good eye for errors, that can be omitted. Similarly, check the design & format of your post against other recently finished monsters (Such as Saguaro Sentinel or Troll) to see if there's something you're doing too differently.
    • Be prepared to revise: Monsters that are submitted have to go through a review process to ensure we're putting quality work out there. For this reason, the council members will go over monsters and suggest changes.



    3) The entry must include name, source (if not an original creature creation), complete class (including prerequisites––if any––hit dice, class skills and skill points, BAB, saves, and detailed descriptions of all class abilities). Incomplete entries will be disqualified at the deadline.

    If the monster class is your own homebrewed creation, fluff text is also necessary. If it is based off of an existing official, third party or homebrewed creature, then a link to that creature's fluff text will suffice, though mentioning the source is good too. An image at the head of your entry will not only attract more attention and votes, but will also aid players and DMs in their ability to visualize your monster class.

    4) Entries must be D&D 3.5 edition, using the standard format.

    5) Post all entries on this thread. Do not post conversation here. Any and All Comments, questions and discussions will take place here in this separate conversation thread.

    If you wish to receive critiques and other feedback beyond the lifespan of this contest, or wish in the future to submit your monster class to the Monster Class Hall of Fame project, then you must copy your monster class entry from this thread and post it in your own monster class hall of fame thread or homebrew thread, as per the moderator rules listed in the Monster Class Hall of Fame rules (don't just link your submission to that project from your entry post in this contest).

    6) One entry per participant. No double-teaming.

    7) The monster class itself must be your own work, though as mentioned above, it can be based off of a preexisting monster. It must, however, be created fresh for this contest––no previously made, previously posted monster classes.

    8) No reserving posts. Feel free to post a creature and tweak it, but you have to have the basic beast already done.

    First Place Prize

    I make one Monster class of your choice, CR 12 or less with the following restrictions.
    1. No mind altering or changing who a person is against their will being a part/key part of their class.
    2. No messing with a soul's final destination (Short of willing temptation or redemption) or destroying it.


    Homebrewing Guides

    3.5 Homebrew Theory by Djinn in Tonic

    Vorpal Tribble's Monster Making for the Feebleminded

    Main Discussion thread.

    List of contests thus far.
    8: Everything burns
    7: One level Wonders
    6: Beneath the waves
    5: It Came from the North
    4: From Folklore
    3: Horrors and Spooks
    2: The thing that should not be
    1: Elemental Appeal
    Last edited by Mystic Muse; 2012-04-11 at 12:33 PM.

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

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    Default Re: Community Monster Class Competition VIII: Everything Burns

    Redspawn Arcaniss


    MM4

    Class:
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    HD:d8

    {table=head]Level|BAB|Fort|Ref|Will |Special
    1st| +0| +0| +2| +2|Arcaniss Body, Armored Mage, Spellcasting
    2nd| +1| +0| +3| +3|Incendiary Nourishment (+1), Natural Armour (+1)
    3rd| +2| +1| +3| +3|Fire Spell Affinity (+1)
    4th| +3| +1| +4| +4|Incendiary Nourishment (+2), Natural Armour (+2)
    5th| +3| +1| +4| +4|Inferno Spell
    6th| +4| +2| +5| +5|Fire Spell Affinity (+2), Natural Armour (+3)[/table]

    Class Skills: The Redspawn Arcaniss’ class skills (and the key ability for each skill) are Bluff (Cha), Concentration(Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).
    Skill Points at 1st Level: (2 + Int modifier) × 4.
    Skill Points at Each Additional Level: 2 + Int modifier.

    Proficiencies: A Redspawn Arcaniss is proficient with all Simple Weaponry, Light Armor and Light Shields.

    Class Features

    Arcaniss Body: At 1st level, the Redspawn Arcaniss’s race changes to become the following;
    • Monstrous Humanoid (Dragonblooded, Fire)
    • Darkvision out 60ft, Low-Light Vision
    • Medium Size
    • +2 Cha, -2 Wis
    • Immunity to Paralysis and Sleep effects
    • Immunity to Fire Damage and Vulnerability to Cold Damage (as per the Fire subtype)
    • Land Speed of 40ft
    • Automatic Languages: Common and Draconic. Bonus Languages: Ignan and Terran.
    • Favored Classes: Redspawn Arcaniss and Sorcerer.

    Armored Mage (Ex): The somatic components required for a Redspawn Arcaniss’ spells are simple enough that the Redspawn Arcaniss can cast Sorcerer spells while wearing light armor and using a Light Shield without incurring the normal arcane spell failure chance. They still incur the normal arcane spell failure chance for arcane spells derived from other classes. In addition, if a Redspawn Arcaniss wears medium or heavy armor, or uses a shield heavier than light, they incur the same chance of arcane spell failure as any other arcane caster if the spell in question has a somatic component (as most spells do).

    Spellcasting: A Redspawn Arcaniss gains spellcasting ability of a Sorcerer equal to its level, which stacks with any levels of Sorcerer taken by the Redspawn Arcaniss or Prestige Classes taken by the Redspawn Arcaniss. However, the Redspawn Arcaniss is limited in that the first two spells of each new spell level it learns (except 0th level) as Spells Known must be spells with the [Fire] descriptor. For instance, at 4th and 5th level, when the Redspawn Arcaniss would learn 2nd level spells, they would be required to learn [Fire] spells for their Spells Known at those levels. However, once the Redspawn Arcaniss had become a Redspawn Arcaniss 6/Sorc 1 and learnt a third 2nd level spell, it could choose any spell it liked. Lastly, the Redspawn Arcaniss gains Eschew Materials as a bonus feat at 1st level.

    Incendiary Nourishment (Ex): At 2nd level and onwards, when a Redspawn Arcaniss casts a [Fire] spell, it is healed a number of points equal to the spell’s level. At 4th level, this becomes double the spell’s level instead.

    Natural Armour (Ex): At 2nd, 4th and 6th level, the Redspawn Arcaniss gains a +1 NA bonus to their AC. Multiple bonuses granted by this class feature stack.

    Fire Spell Affinity (Ex): At 3rd level, the Redspawn Arcaniss casts [Fire] spells at +1 Caster Level. This increases to +2 at 6th level.

    Inferno Spell (Su): At 5th level the Redspawn Arcaniss gains the ability to ignore any Resistance to Fire that would impede their [Fire] spells by increasing the casting time of the spell to a full-round action (or for free, if the spell's casting time is longer than a full-round action). At 10HD, this ability does not increase the casting time of the Redspawn Arcaniss' spell, and is automatically applied to their spells instead. At 15HD, the Redspawn Arcaniss also ignores Fire Immunity with their [Fire] spells as well.

    Comments:
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    Fire + Dragons + Magic = WIN. This is the class in a nutshell. Why aren't you playing it yet?
    Last edited by TheGeckoKing; 2012-04-11 at 03:12 PM.
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    Avvie by araveugnitsuga
    3DS Friend Code - 4098-2424-2486

  3. - Top - End - #3
    Barbarian in the Playground
     
    Igneel's Avatar

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    Default Re: Community Monster Class Competition VIII: Everything Burns


    Flame Draconian


    Dragonlance Bestiary/Dragons of Kyrnn

    Class:
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    HD:d12

    {table=head]Level|BAB|Fort|Ref|Will |Special
    1st| +1| +2| +0| +2| Flame Draconian Body, Rage 1/day, Death Throes
    2nd| +2| +3| +0| +3| Breath Weapon, Uncanny dodge
    3rd| +3| +3| +1| +3| Fireball 1/day, +1 Con, Claws
    4th| +4| +4| +1| +4| Growth, Rage 2/day, +1 Str
    5th| +5| +4| +1| +4| Improved Uncanny dodge, +1 Con
    6th| +6/+1| +5| +2| +5| Flight, Fireball 2/day, +1 Str
    7th| +7/+2| +5| +2| +5| Spell Resistance 15+HD
    8th| +8/+3| +6| +2| +6| Rage 3/day
    [/table]

    Class Skills: The Flame Draconian class skills (and the key ability for each skill) are Appraise (Int), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str)
    Skill Points at 1st Level: (4+Int) x 4
    Skill Points at Each Additional Level: 4+Int

    Proficiencies: A Flame draconian is proficient with all Natural weapons from the Flame draconian class, all simple weapons and the greatsword, light armor, medium armor and heavy armor but not any shields.

    Class Features

    Flame Draconian Body: The flame draconian loses all other racial bonuses, and gains the following;
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    • Dragon type:
      • Immunity to paralysis and magic sleep effects
      • Darkvision 60ft, and low-light vision
    • Disease Immunity: Immune to all diseases
    • Fire Subtype: Immunity to fire, +50% damage from cold
    • +2 Str
    • Natural Armor equal to 1/2 Con mod
    • A Bite attack that deals 1d4. His claws are capable of fine manipulation and can be used for somatic components of spellcasting or anything else a human hand could do, but not capable of being used as natural weapons yet.
    • Inspired by Dragons: Draconians are drawn to dragons and revere them. When under the command of a true dragon whose alignment is within one step of their own, or when entering a battle under the command of such a dragon, draconians receive a +1 morale bonus on all attacks and saving throws.
    • Low Metabolism: Can survive on one-tenth the food and water it takes to sustain a human.
    • Base Land speed 40ft
    • Gliding: A flame draconian can use his wings to glide, negating damage from a fall from any height and allowing 20 feet of forward travel for every 5 feet of descent. Flame draconian's glide at a speed of 30 feet with average maneuverability. Even if a flame draconian’s maneuverability improves, he can’t hover while gliding. A flame draconian can’t glide while carrying a medium or heavy load. If a flame draconian becomes unconscious or helpless while in midair, his wings naturally unfurl, and powerful ligaments stiffen them. The flame draconian descends slowly in a tight corkscrew and takes only 1d6 points of falling damage, no matter the actual distance of the fall.


    A flame draconian who takes additional levels in barbarian adds its innate barbarian level to its class level to determine number of rages per day, greater rage, tireless rage, mighty rage, and to determine the minimum level a rogue must be to flank the flame draconian for Uncanny Dodge and Improved Uncanny Dodge.


    Rage (Ex): A flame draconian can fly into an screaming blood frenzy a certain number of times per day. In a rage, a flame draconian gains phenomenal strength and durability but becomes reckless and less able to defend himself. He temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class The increase in Constitution increases the flame draconian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are) While raging, a flame draconian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A flame draconian may prematurely end his rage. At the end of the rage, the flame draconian loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 8th-level flame draconian and 9th-level barbarian, at which point this limitation no longer applies; see below).
    A flame draconian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and again at 8th, he can use it one additional time per day (to a maximum of three times per day at 8th level). Entering a rage takes no time itself, but a flame draconian can do it only during his action, not in response to someone else’s action. A flame draconian can’t, for example, fly into a rage when struck down by an arrow in order to get the extra hit points from the increased Constitution, although the extra hit points would be of benefit if he had gone into a rage earlier in the round, before the arrow struck.

    Death Throes: Being born not as a dragon should be, but rather as a magical process of turning one dragon egg into a completely different creature has rendered your death to have a violent outcome. On the round a flame draconian dies, it's body explodes in a 40-ft radius blast of fire that completely engulfs its body in flames. The blast deals 1d6 per 2HD points (rounded down) of fire damage. Affected creatures can make a Reflex save (DC 10+1/2 HD+Cha) for half damage. Flame draconians can only be restored to life through the use of a resurrection, true resurrection, or wish spell. As a standard action, you may lower or raise your ability to produce death throes. If you die while your ability to produce death throes is lowered, your corpse does not produce any death throes and can be raised like a normal body.

    Breath Weapon (Su): Starting at second level a flame draconian delves further into their Red Dragon ancestry and obtains a weaker breath weapon that deals 1d8 fire damage at a range of 15ft cone. Every 4 HD after 2nd, the breath weapon deals an additional 1d8 damage to a maximum 5d8 at 18HD. It also grows in range by an additional 5ft per 2HD after 2nd to a maximum of 30ft at 8HD. After using their breath weapon, a flame draconian has to wait 1d4 rounds for it to recharge.

    Uncanny Dodge (Ex): At 2nd level, a flame draconian gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
    If a flame draconian already has uncanny dodge from a different class (a flame draconian with at least four levels of rogue, for example), he automatically gains improved uncanny dodge (see below) instead.

    Ability Boost: The flame draconian's ability scores increase by the shown amount.
    +1 Str at 4th & 6th for total of +4 at 6th level, +1 Con at 3rd and 5th for total of +2 at 5th

    Claws: At level 3, the flame draconian's claws are now strong enough to be used as weapons. They are secondary natural weapons that deal 1d4+1/2 strength modifier damage

    Growth: At 6th level the flame draconian grows to large size. His AC, bonus to hit, base damage, grapple and skills change accordingly, but he doesn't get any ability score bonus or penalties. Adjust Natural weapon damage accordingly.

    Fireball (Sp): The magical talents of a flame draconian's Red Dragon heritage starts to show, along with their love of fire in the form of a innate spell-like ability. Starting at 3rd level they gain a Fire Ball SLA usable 1/day, cast at a Caster Level equal to it's HD for purposes of damage and range. They later gain a second use of the SLA at 6HD, and a third use at 9HD for maximum of 3/day. Ref (DC 10+1/2 HD+Cha) for half damage.

    Improved Uncanny Dodge (Ex): At 5th level and higher, a flame draconian can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to sneak attack the flame draconian by flanking him, unless the attacker has at least four more rogue levels than the target has flame draconian levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

    Flight (Ex): At level 6 the flame draconian becomes able to fly at a speed of 60 feet with poor maneuverability. The wings are not strong enough to be used as weapon.


    Comments
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    Still a work in progress, but wanted to get the majority of it up online before it gets lost in my copious amount of files that have been piling up.

    Edit: Alright, finished adding some final details save for fluff but all and all finished.

    The Flame Draconian is the coin opposite of the Aurak Draconian, where the Aurak is made from Gold dragon eggs and Flame are made from Red dragon eggs. Basically through a magical ritual conducted on the eggs, the hatchlings are changed into draconians which for some reason changed their alignment to the opposite of their heritage.
    Of the Noble Draconians, the Flame is the 'Fiery Rage Barbarian', gaining Barbarian Rage and fire abilities. Unlike the original version that needed a feat to suppress their Death Throes, I thought it would be okay to add that into the ability as not everyone wants to gamble dealing some damage after their death and would prefer being able to be brought back to life sooner and easier.
    Avvie by the awesome Ceika

    "Words ought to be chosen with greater care then either clothing or weaponry. For they can last much longer than the former, and cut deeper than the latter."

    -Doomraga's Revenge by T.A. Barron

    Extended Homebrew Signature
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    Nations (drack), AussirKepesk, White Dragon Vampire
    Clash of Titans (varies), Ornmolikgix, Silver Dragon of Epicness

  4. - Top - End - #4
    Bugbear in the Playground
     
    dspeyer's Avatar

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    Default Re: Community Monster Class Competition VIII: Everything Burns

    Flame Archon

    May the fires within me burn for righteousness.
    For the flame of hope is ever rekindled,
    and the pyre of courage burns on,
    and the blaze of intellect spreads outward,
    and the inferno of passion overcomes all.
    Let the light of my burning spirit be as a lantern to all who are in darkness.

    --Ancient Prayer, origin unknown

    Flame archons are the incarnations of the fires of the spirit, if the word "incarnations" can be applied to creatures with so little body. Physically, they resemble small flames, as might be found on candles. Like all archons, they fight tirelessly for justice, but rather than confront evil directly, flame archons prefer to teach and inspire.


    Size/Type: Tiny Outsider ( Good, Law, Fire )
    Hit Dice: 3d8 (13 hp)
    Initiative: 7
    Speed: fly 60 ft. (perfect)
    Armor Class: 19 (+2 size, +3 Dex, +4 natural), touch 15, flat-footed 16
    Base Attack/Grapple: 3/-9
    Attack: Slam +1 melee (1d6 fire) or ray +8 ranged (4d6 fire)
    Full Attack: Slam +1 melee (1d6 fire) or ray +8 ranged (4d6 fire)
    Space/Reach: 2½ ft./0 ft.
    Special Attacks: Fire Cone
    Special Qualities: Illumination; Heavenfire; Aura of Hope; Aura of Courage; DR 10/evil&magic; Tongues (continuous); Aura of Passion; Dwell in the Heart; Fire Transport; Purity of Purpose; Kindle; Spell-like Abilities; Immunities; Vulnerability to Cold
    Saves: Fort +3 , Ref +6 , Will +5
    Abilities: Str 2, Dex 17, Con 11, Int 16, Wis 11, Cha 17
    Skills: Diplomacy +9, Disguise (as part of a mundane fire): +11, Gather Information +9, Hide +3, Intimidate +1, Knowledge(history) +9, Knowledge(religion) +9, Knowledge(the planes) +9, Listen +6, Perform(oratory) +9 , Search +9, Sense Motive +6, Spot +6
    Feats: Improved Initiative; Iron Will
    Environment: Wherever they are needed
    Organization: Solitary (but often accompany humanoids)
    Challenge Rating: 3
    Treasure: None
    Alignment: Always Lawful Good
    Advancement: By class level
    Level Adjustment: +3


    Illumination(su): A Flame Archon's body always glows, providing illumination comparable to a candle. This takes effect even in magical darkness. The light causes a -10 penalty to hide checks, but grants a +10 bonus to disguise checks to resemble a natural fire. Flame archons only use this disguise at dire necessity.

    Heavenfire(su): Whenever a Flame Archon creates fire or enables others to create fire, that fire qualifies as good for bypassing damage reduction and ignores fire resistance or immunity from creatures with the evil descriptor.

    Aura of Courage/Hope(su): Allies within 60 ft of a Flame Archon gain a +8 morale bonus on saves against fear and despair. Any ally already suffering from a fear or despair effect who comes within the aura gets a fresh save attempt.

    Aura of Passion(su): Allies within 60 ft of a Flame Archon gain their choice of a +2 morale bonus on attack and damage rolls or +2d6 fire damage. This stacks with any other morale boosts the flame archon grants (via class levels or similar).

    Dwell in the Heart(su): As a move action, a flame archon can enter a good, willing, living, adjacent creature. Leaving is also a move action. While inside, the archon can no longer move or attack independently (he still gets actions normally, they are just very constrained), but the host gains certain advantage:
    • The archon and the host can communicate telepathically.
    • The host may use the archon's skill modifiers in place of his own if they are higher.
    • The host gains the Smite Evil ability of a paladin of his hit dice. If he already has paladin levels, they stack (so a single-classed paladin would smite as a paladin of twice his level).
    • The host becomes immune to fear, despair, and fire

    If the host dies or commits an evil act, the flame archon is cast out and is stunned for one round.

    Fire Transport(su): A flame archon may teleport to any place he knows on whatever plane he is on or the material, celestial or elemental fire plane. If he has a host, the destination may also be one the host knows, and the host plus up to six creatures he is touching go with the archon. Creatures transported this way seem to appear and disappear in a burst of flame.

    Purity of Purpose(ex): Flame archons understand that devotion to a cause is not devotion to associated rules and restrictions. They may take classes that require a chaotic or nonlawful alignment.

    Kindle(su): If a host wishes, a flame archon can transform the host into another flame archon. The host's body in incinerated, and the host loses one level as if by death and resurrection as a portion of his soul is burned to power the transformation. The host loses all physical aspects of his former race, and gains one level of flame archon (see Flame Archons as a Class). If this brings the host's strength score under 1, it is set to 1.

    Spell-like Abilities(su): at will: detect good, detect evil, freedom of movement, endure elements, atonement; 3/day: heal. If atonement has an xp cost, the cost is payed by the recipient (who is intuitively aware of this and must consent or the spell fails). A flame archon counts as a cleric of all good deities for this purpose.

    Fire Cone(su): A flame archon can create a cone of fire 30 ft long that does 3d6 damage. A reflex save (dc 13, con based) halves this damage.

    Immunities (ex): Flame archons are immune to fire, electricity, piercing, slashing, fear, despair, and petrification

    Vulnerability to Cold(ex): Flame archons take double damage from cold.

    Flame Archons as a Class:


    Level Hit Dice BAB Fort Ref Will Skill CR Special
    1 1d8 1 2 2 2 (8 + int) x 4 1/2 Fly 30ft (perfect); at will detect evil, detect good; str -8; immunities; vulnerability to cold; illumination
    2 1d8 1 2 2 2 - 1 Dex +2; Int +2; Cha +2; Heavenfire; Fire Ray 2d6; Fire Bash; Aura of Hope; Aura of Courage
    3 2d8 2 3 3 3 8 + int 1 natural armor +2; Fly 60ft (perfect); DR 10/evil&magic; Tongues
    4 2d8 2 3 3 3 - 2 Dex +2; Int +2; Cha +2; Fire Ray 4d6; Fire Cone; Aura of Passion
    5 3d8 3 3 3 3 8 + int 2 natural armor +2; Dwell in the Heart; at will: freedom of movement
    6 3d8 3 3 3 3 - 3 Dex +2; Int +2; Cha +2; Fire Transport; at will: endure elements, atonement(*); 3/day: heal; Purity of Purpose; Kindle

    Class Skills: Diplomacy, Gather Information, Handle Animal, Heal, Intimidate, Knowledge (any), Listen, Perform (any), Search, Sense Motive, Spot
    Favored Class: bard

    Edit: This is my own idea -- no outside source. It was pointed out to me that the other entries were LA:0. I realize that makes for nice playing, but it doesn't really fit this monster, which by its theme demands high-level powers and few hit dice.
    Last edited by dspeyer; 2015-06-03 at 10:08 PM.

  5. - Top - End - #5
    Ogre in the Playground
     
    BlackDragon

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    Aug 2008

    Default Re: Community Monster Class Competition VIII: Everything Burns

    Hellfire Engine (Fiendish Codex II)



    Class
    Spoiler
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    HD: d12
    {TABLE]Level | BAB | Fort | Ref | Will | Feature
    1| +0| +2|+0 |+0 |Machine From Hell, The Engine Turns: Exhalation of the Devil, Str +1
    2| +1| +3|+0 |+0 |Fire Resistance, The Engine Turns: Fists of Flame
    3| +2| +3|+1| +1|The Engine Turns: Repairs From Within, Str +1
    4| +3| +4| +1|+1 |The Engine Turns: Machine Alacrity
    5| +3| +4| +1| +1|Hellfire, Str +1
    6| +4| +5|+2 |+2 |Growth, The Engine Turns: Shield of Flame
    7| +5| +5| +2| +2|Damage Reduction, Str +1
    8| +6/+1| +6| +2| +2|The Engine Turns: Scalding Mists
    9| +6/+1| +6|+3 |+3|Eyes of Hellfire, Str +1
    10| +7/+2| +7|+3 |+3 |The Engine Turns: Conflagration
    11| +8/+3| +7| +3|+3 |The Engine Turns: Profane Protection, Str +1
    12| +9/+4| +8| +4|+4 |Growth, The Engine Turns: Baneful Exhalation
    13| +9/+4| +8| +4| +4|The Engine Turns: Hellfire Aura, Str +1
    14| +10/+5| +9| +4| +4|The Engine Turns: Flames of Ascent
    15| +11/+6/+1| +9| +5| +5|The Engine Turns: Infernal Artillery, Str +1
    16| +12/+7/+2| +10| +5| +5|The Engine Turns: Fists of Ash
    17| +12/+7/+2| +10| +5|+5 |The Engine Turns: Dual Engine, Str +1
    18| +13/+8/+3| +11|+6 |+6 |The Engine Turns: Machine Soul of Cania
    19| +14/+9/+4| +11| +6| +6|The Engine Turns: Flame of Mephistopheles, Str +1[/TABLE]

    Skills Points at first level: 2+Intelligence Modifier x 4
    Skills Points: 2+Intelligence Modifier
    Class Skills: None.

    Proficiencies: The Hellfire Engine gains proficiency with whatever natural weapons it has, no armor, and no weapons

    Machine From Hell The Hellfire Engine loses all racial qualities and gains the Construct Type, with a base land speed of 20ft. It gains two slam attacks that deal 1d6+str damage. It also gains an armor bonus equal to 2+1/4HD+str modifier. The Hellfire Engine's natural weapons count as Cold Iron for the purposes of overcoming damage reduction.

    Though the Hellfire Engine is a construct, it can be restored to life with a Wish, a Limited Wish or a Reality Revision. Alternatively, a Resurrection spell will work if coupled with the reconstruction of the body using at least 5000gp worth of Cold Iron and other rare materials. This requires a DC 20 Craft (Weaponsmithing or Armorsmithing) check.

    The Engine Turns: The vast powers of the Hellfire Engine are created within, by machine more soul than mechanics. However, it is still a machine, and thus limited in what it can produce. Thus is the Hellfire Engine also limited. The Hellfire Engine has a maximum number of Engine Points equal to half its HD+its strength modifier, and gains one engine point per round, up to its maximum. These engine points are expended to fuel its abilities, called Engine Powers. The Engine Powers are Supernatural abilities.
    Exhalation of the Devil: At a cost of 3 Engine Points, the Hellfire Engine may breathe out a 15ft Cone of fire as a standard action. This deals 1d8 damage per level of the Hellfire Engine, with a Reflex save for half damage (DC=10+1/2hd+str mod).
    At its 5th HD, the area of effect becomes a 30ft Cone.
    At its 10th HD, the area of effect becomes a 60ft Cone.
    Fists of Flame: At a cost of 2 Engine Points, the Hellfire Engine may, as a swift action, coat its hands in flame until the start of its next turn. When under the effect of this ability, it deals half the damage its breath weapon would deal as additional fire damage. So a 4th level Hellfire Engine using this ability would deal an extra 2d8 fire damage on its slam attacks.
    Repairs from Within: The engine that turns within the Hellfire Engine can lend its power to the construct's recovery. At a cost of 1 Engine Point, as a Swift Action, the Hellfire Engine may recover a number of hit points equal to four times its hit dice.
    Machine Alacrity: While usually a lumbering beast, the engine that turns may enable it surprising burst of speed when truly necessary. At a cost of 3 engine points, as a swift, the Hellfire Engine may increase its land speed by 20ft until the start of its next turn, as well as move a distance equal to its original land speed (before the increase is factored in) in the same swift action as the one used to activate this ability.
    Shield of Flame: As a swift action, at the cost of 3 engine points, the Hellfire Engine becomes wreathed in flame. Until the start of its next turn, any creature that hits the hellfire engine with a melee attack is affected by its breath weapon, with a reflex save for half damage (DC 10+1/2hd+str mod).
    Scalding Mists: As a swift action, at the cost of 4 engine points, the Hellfire Engine may release a cloud of scalding mist. The mist may be released either in a 20ft radius circle centered on the Hellfire Engine, or as 30ft cone. The mist persists for a number of rounds equal to 1/4 of the Hellfire Engine's hd, granting concealment to anyone within it. It also deals 1d8/4 levels points of fire damage to anyone within the mist each round, with a fortitude save for half damage (DC 10+1/2hd+str mod). The Hellfire Engine is immune to damage from this ability. At its 12th hd, the mist may be released either as a 40ft radius circle, or as a 60ft cone.
    Conflagration: As a standard action, at a cost of 5 engine points, the Hellfire Engine may direct its flames like a precise bomb. The hellfire engine may cause an explosion of flame to happen anywhere within line of effect within a range of 10ft per level. This explosion has a 40ft radius, and deals damage equal to the Hellfire Engine's breath weapon damage, with a reflex save for half damage (DC 10+1/2hd+str mod).
    Profane Protection: The Hellfire Engine can expend its raw power to become more resistant to harmful effects. The hellfire engine may expend any number of engine points as a swift action to gain that amount as a profane bonus to saving throws until the start of its next turn. This cannot be used to gain a bonus greater than 1/2 the Hellfire Engine's HD.
    Baneful Exhalation: So powerful is the Hellfire Engine's fiery breath that it sears to the very bones. As a standard action costing 5 Engine Points, the Hellfire Engine may make a breath weapon attack that, in addition to dealing normal breath weapon damage with the normal saving throw, deals 1 point of constitution damage for every 4 hit dice the Hellfire Engine has. The constitution damage is avoided if the reflex save against the breath weapon damage is successful.
    Hellfire Aura: The Hellfire Engine can spread its fires around in an aura. As a swift action costing 2 Engine Points, The Hellfire Engine can begin emanating an aura that extends 15ft from itself. Everyone within this aura takes damage equal to half the Hellfire Engine's breath weapon damage, with a reflex save for half damage (DC 10+1/2hd+str mod). The Hellfire Engine can maintain this aura indefinitely by spending an engine point as a free action each turn. If the hellfire engine does not do this, the hellfire aura ends at the start of his next turn.
    Flames of Ascent: The Hellfire Engine can propel itself upwards by propelling itself with its flames. By spending 4 engine points as a swift action, the Hellfire Engine can gain a fly speed equal to twice its land speed with poor maneuverability. Each subsequent round, it can spend another engine point as a free action to keep the ability. If it does not do this, the hellfire engine loses its fly speed at the start of its next turn.
    Infernal Artillery: The Hellfire Engine can send fire at its opponents like stones from a catapult. As a standard action, costing 5 engine points, the Hellfire Engine may target any 4 30ft radius spheres within 10ft per level. Every creature within the area of a sphere takes damage equal to the Hellfire Engine's breath weapon damage, with a save for half (DC 10+1/2hd+str mod). Even if a creature is within the area of two spheres, he does not take damage more than once.
    Fists of Ash: As a swift action costing 4 Engine Points, the Hellfire Engine may grant his fists the unmistakable essence of ash. Until the start of its next turn, the Hellfire Engine's slam attacks turn whatever they hit into ash. This has the effect of bypassing all damage reduction and hardness. In addition, anything the Hellfire Engine hits is sickened for 1 round for every 5hd the Hellfire Engine has, and must make a Fortitude save (DC 10+1/2hd+str mod), or be nauseated for the same duration. The nauseated creature may attempt a new fortitude save each round to end the condition.
    Dual Engine: The Hellfire Engine can be taxed to create many effects at once. As a swift action costing 3 Engine Points, the Hellfire Engine may activate two engine powers costing swift actions simultaneously. You must still pay the engine point costs for the other powers. The 3 points taken by this power are an extra cost.
    Machine Soul of Cania: Though forged in the fires of hell, the Hellfire Engine has some of the cold lust for vengeance inherent in the eighth layer. As an immediate action costing 6 Engine Points, the Hellfire Engine may target any creature that has just attacked the Hellfire Engine with a damaging spell, a melee weapon, or a ranged weapon, or forced the Hellfire Engine to make any kind of saving throw. The ability causes the source of this effect to suffer the effects of the Hellfire Engine's breath weapon, even if the Hellfire Engine does not know who the source of the attack is. This ability is resolved after the attack used to trigger it.
    Flame of Mephistopheles: The greatest of the Hellfire Engines learn to imitate the fires that created them. By spending 10 Engine Points as a Standard action, the Hellfire Engine may invoke the flame of Mephistopheles. The Hellfire Engine can choose a number of targets within 10ft/level equal to half its hit dice. Each target then takes damage as if hit by the Hellfire Engine's breath weapon, with a reflex save for half damage (DC 10+1/2hd+str mod). Any creature killed by this power immediately turns to dust, as if killed by the disintegrate spell.

    Fire Resistance: At second level, the Hellfire Engine becomes resistant to the element coursing through his very being. He gains fire resistance 5. At level 5, this becomes fire resistance 10. At level 8, this becomes fire resistance 15. At level 11, this becomes fire resistance 20. At level 14, this becomes immunity to fire.

    Hellfire: At fifth level, any ability of the Hellfire Engine that would otherwise deal Fire damage now deals Hellfire Damage. This means that it bypasses fire resistance or fire immunity, and deals full damage to objects.

    Growth At level 6, the Hellfire Engine becomes Large (tall). Its slam attacks now deal 1d8 damage, and it takes up space as a large creature. It also threatens spaces up to 10ft away from it.
    At 12th level, the Hellfire Engine becomes huge (tall). Its slam attacks now deal 2d6+str, and it takes up space as a huge creature. It also threatens spaces up to 15ft away from it.
    The Hellfire Engine does not gain bonus hit points for gaining size.

    Damage Reduction: The tough and the vile are forever seeped in the Hellfire Engine, and it is very difficult to damage without overcoming these two qualities. The Hellfire Engine gains Damage reduction equal to 1/2 its HD that is overcome by weapons or attacks that are both good and adamantine.

    Eyes of Hellfire: The Hellfire Engine can see through darkness, magical darkness, and smoke, fog and other similar sources of concealment. As a result, these effects do not grant concealment against the Hellfire Engine. The Hellfire Engine has darkvision 120ft.



    Comments
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    Show
    The Hellfire Engine burns things so hard, they burn even if they're made of fire (fire elementals)! Given the fluff behind hellfire, this actually does make some sense. Anyway, did the usual of taking half-a-line from the Fiendish Codex 2 and basing half the monster on it. In this case, I chose to interpret the "Engine" part of the hellfire engine as a literal engine, which in turn allows me to justify all sorts of abilities, all of which make the Hellfire Engine more interesting and fun to play. As per custom, it has no class skills, but it does have d12 hd, mostly because it's expected to wade into melee without a constitution score.

    Balanced to the general level of the Tome of Battle classes (that is, tier 3), the Hellfire Engine can set things on fire pretty well, and from the start gets a reliable source of AOE damage. At 5th level he stops caring about immunities and resistances. The Hellfire Engine has the "Repairs from Within" ability mostly so he has a method to keep himself in hitpoints. After all, as a construct, he is immune to healing spells, and has no clause letting him be half-affected by them like a warforged.

    At higher levels, the Hellfire Engine's damage potential continues to rise, and he gets a few more abilities not strictly geared towards damage. Mostly however, he gets fire attacks with a smattering of defense. His save DC:s will continue to stay relevant throughout due to the high strength any Hellfire Engine has. This also means that the Hellfire Engine will be rather effective in melee.
    Last edited by Frog Dragon; 2019-07-13 at 10:48 AM.
    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!

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