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2010-11-16, 12:08 AM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
Eh, I guess, still seems quite party-unfriendly to me.
A couple of thing need clarifying as well, like if the living spell has the hand track and is a crushing hand, say for example, does it gain the strength score of a crushing hand (35) and does it affect people as by the spell entirely or does it include its own abilities? (Size, for example)
Basically, which takes precedence, spell description or the living spell's own powers? If it's the latter, then omething like crushing hand is essentially just giving grapple checks when it engulfs things, which is a lot weaker than something like the disjunction which would completely ruin an item-dependent enemy.Dragonborn Gnome avatar by the ever-lovely Derjuin!
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2010-11-16, 03:35 AM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
After a decent hiatus, I return with another demon, this time the solamith from MM5. As always, get to it when you can and give constructive criticism.
Demon, Solamith
Spoiler
HD: d8
{table]Level|BAB|Fort|Ref|Will|Abilities
1|+1|+2|+0|+0|Demonic Body, Soulfire, +2 Con
2|+2|+3|+0|+0|Demon, Infernal Summoning, +1 Con
3|+3|+3|+1|+1|Soulfire Retort, +1 Con
4|+4|+4|+1|+1|Abyssal Defenses, Widen Soulfire, +1 Con
5|+5|+4|+2|+2|Growth, +1 Con
6|+6|+5|+2|+2|Maximize Soulfire, +1 Con
7|+7|+5|+3|+3|Foreign Soulfire, +1 Con
8|+8|+6|+3|+3|Explodomania, +1 Con[/table]
Skill Points at 1st level: (2+Int modifier)X4
Skill Points: 2+Int modifier
Class Skills: Balance (Dex), Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Spot (Wis)
Proficiencies: simple weapons, no armor or shields
Ablitites:
Demonic Body: The solamith loses all racial traits and becomes a Medium Outsider.
It has a speed of 30 feet, darkvision out to 60 feet, and vulnerability to cold.
It possesses two slam attacks as primary weapons that deal 1d4+Str damage.
The solamith can speak Abyssal and Common. It can learn Draconic, Infernal, and Celestial as bonus languages.
The solamith gains a natural armor bonus equal to its Constitution modifier.
Ability Bonuses: The solamith gains a +2 bonus to Constitution at first level and a +1 bonus to Constitution at each other level
Soulfire(Su):At 1st level, as a standard action that provokes attacks of opportunity, the solamith can deal itself 2 damage/2HD to tear flesh from its body and hurl it up to 10 feet/HD with perfect accuracy. When it lands, the flesh explodes in a 20 foot radius burst, dealing 1d6/2HD damage, half of which is fire, which allows a Reflex save (DC 10 + 1/2HD + Con mod) for half damage. The solamith is immune to the effects of its own soulfire.
Demon(Ex):At 2nd level, the solamith gains resistance to electricity and a bonus on saves against poison equal to HD, and resistance to fire, acid and cold equal to 1/2HD. In addition, it gains telepathy 10 feet plus 10 feet for each extra HD from here. Finally, it gains the evil and chaotic subtypes and its weapons/natural attacks count as evil and chaotic for bypassing DR.
Infernal Summoning(Sp): At 2nd level, the solamith gains the ability to summon its brethren. Once per day the solamith can cast Summon Monster I as an SLA, with a duration of 1 minute/level instead of 1 round/level. Every 2 class levels from there on, the ability upgrades to the next summon monster spell, culminating at Summon Monster IV at level 8. HD outside from solamith HD count as 1/2 class levels for this purpose, so with 8 levels of solamith and 12 levels of anything else, the solamith can get up to Summon Monster VII.
The solamith can only summon CE or NE monsters. Add solamith to the list of monsters that can be summoned for Summon Monster VII.
Soulfire Retort(Su):At 3rd level, whenever the solamith takes damage from a melee attack, it can unleash a 15 foot cone of soulfire as a move action on its next turn. The cone deals the same damage as standard soulfire and allows a Reflex save for half damage (10 + 1/2HD + Con modifer). This use of soulfire costs no life beyond the damage taken to trigger the Retort. No matter how many successful melee attacks are made against the solamith, it only gains one use of soulfire retort on its turn.
Abyssal Defenses(Ex): At 4th level, the solamith gains DR/magic or good and fast healing equal to 1/2HD.
Widen Soulfire(Su):At 4th level, the solamith can choose to take more damage when it uses soulfire. For every 2 extra points of damage taken when using soulfire in this way, the solamith can increase the radius of the burst by 5 feet. The solamith can only deal damage to itself this way up to 2 points/2HD.
Growth(Ex):At 5th level, the solamith grows one size category. Its land speed increases to 40 feet and its natural armor bonus increases by one.
Maximize Soulfire(Su):At 6th level can choose to take more damage when it uses soulfire for a different effect. For every 4 extra points of damage taken when using soulfire in this way, the solamith can have one die deal maximum damage. Maximize soulfire can be used alongside widen soulfire, but each ability must be paid individually.
Foreign Soulfire(Su):At 7th level, the solamith gains the ability to use the flesh of others to fuel its soulfire, but at a higher cost. When making a soulfire attack, if there is a willing ally or summoned monster in reach, the solamith can deal damage to that ally equal to double the cost to use its soulfire (4/2HD for standard, +4/5ft for widen, +8/die for maximize) and make the attack at no cost to itself. In the case of a summoned monster, the creature is automatically destroyed and only provides enough flesh for a single, unaugmented shot.
Explodomania(Ex):At 8th level, the solamith can make iterative attacks with its soulfire as though it were a manufactured weapon, using its BAB to determine how many attacks it can make. Each soulfire attack must be paid for individually.
Changelog
Spoiler11/16: Removed Burning Hunger. Cleaned up stats with standardized demon traits and summoning. Cost on soulfire powers lowered. Abyssal Defenses cleaned up and lowered to level 5. Foreign Soulfire added.
11/21: Scaling effects on Widen and Maximize with slightly lowered costs.
11/24: Cost of base Soulfire increases with damage die; average 1/2 the damage of attack to activate. Cost decreased slightly to not escalate out of control; original monster pays 5 for 4d6, class pays 8 for same.
1/14: New formatting. Abilities shuffled to different levels.
2/5: Infernal Summoning re-worded to upgrade to the next level instead of being in addition. Grammatical errors fixed in Demon. Common added to starting languages and list of secondary languages added.
2/6: Final changes made.
Last edited by Makiru; 2011-02-11 at 09:42 PM.
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SpoilerDon't have enough templates in your life? Let's Read the Book of Templates: Deluxe Edition!(Abandoned)
78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
Where did you start yours?
In the employer/BBEG's mansion.
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2010-11-16, 07:47 AM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
Well, really, it could go any number of ways. I admit that its options are limited, but for example, it could go into Monk (Probably a fixed version) and there are any number of non-core or homebrew classes which work great. It could go into warlock or another spellcasting class, or it could go into any class which doesn't use weapons, like the monk.
That's correct, if it was a living Transmute Mud to Rock, then whenever the spell directly touches mud, the mud turns to rock.
I don't really see how it's any more party unfriendly than, say, a Bleakborn, or a Vasuthant. If you're playing a monstrous party, then all the players are going to have their niche, and some of them have harmful auras or abilities. And a Living Spell which could-- what do you want, for it to turn off its abilities? --A living spell which could turn off its abilities is no longer a living spell. It's an Ooze with spell-like abilities.
1. There's nothing to say that it can barely speak, so that's not an issue.
2. It can use items just fine, it simply wields them in a bizarre way.
3. No, it can't wield weapons, but whoever wanted to play a living entity of magic and then not be able to use that magic because you're banging an enemy with a metal stick.
4. If you're in the party with a Living Disjunction, then yes, stumbling into it is a no-no. But they get flight fairly early, so by the time they are a Disjunction, they can take precautions to make sure this doesn't happen-- simply rest a couple feet above the rest of the party.
5. It can cast spells with somatic components, why shouldn't it be able to? If it goes into a class which can do that, I mean.
That is a good point, I'll have to think about it. Perhaps what I'll do is... ah, I know. I'll give the Crushing Hand's strength as a bonus on grapple checks. (+12) but it will remain its own size.Last edited by Magicyop; 2010-11-16 at 08:37 AM.
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Auran Pirate, a sailor who engraves their ship with powerful runes and creates a vessel to be remembered.
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2010-11-16, 10:31 AM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
Oh right, I must've missed the part about speaking and fine manipulation, my bad
Hmm, perhaps just a flat-out strength boost? Because, really, the hand line seems to be a lot weaker than something like the death line or the antimagic line. All it really gives is free grapple attempts, and anything with Freedom of Movement just laughs at you. The mini-hands idea is quite cool though.
Also, what happens if a Living Spell were to go into an antimagic field? Not sure if its mentioned anywhere, but I don't recall seeing it.Dragonborn Gnome avatar by the ever-lovely Derjuin!
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2010-11-16, 11:19 AM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
More interestingly, what happens when a Living Spell with the anti-magic line goes into an AMF?
Avatar by zimmerwald1915
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Wow, it's been a while. Sorry for the unexplained absence!
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2010-11-16, 11:27 AM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
That might work, I could say that they get their Charisma + Wisdom modifier as a bonus to strength. I agree, the hand line is probably the least worked on.
The second is an interesting point. I'm thinking that dispel attempts should deal damage to them equal to the result on the dispel check, and an antimagic field nullifies their powers. A disjunction will deal damage equal to the save DC? Does that sound okay?
That is interesting. What if I made it so they subtract their caster level from all damage that dispel attempts would deal to them? If their caster level is high enough against a low level caster, it could actually heal them.
Also, the list! All those monsters which have been critiqued and not edited by the creator for over a month have been and will be marked as abandoned, though I will retain the link to the critique for if they ever return to the monster.
Unfinished Monsters by Original Post Date
Spoiler
Water Elemental1 - 10/02/2010
Elder Treant3 - 10/03/2010
Thunderbird3 - 10/05/2010
Malebranche3 - 10/16/2010
Dwarf Ancestor3 - 10/18/2010
SHADOWPERSON1 - 10/19/2010
Black Dragon1 - 10/19/2010
Lammasu2 - 10/19/2010
Arcadian Avenger1 - 10/20/2010
Purple Worm2 - 10/21/2010
The Bleakborn1 - 10/23/2010
Giths2 - 10/23/2010
Brass Golem2 - 10/24/2010
The WereScorpion2 - 10/27/2010
Gargoyle2 - 10/27/2010
Maug1 - 10/29/2010
Cheshire Cat1 - 10/30/2010
Wereraptor2 - 10/30/2010
Death Knight1 - 10/31/2010 [Revised Class]
Osyluth (Bone Devil)3 - 10/31/2010
Illurien2 - 11/04/2010
Shade2 - 11/04/2010
Half-Elemental1 - 11/07/2010
Warforged Charger1 - 11/07/2010
Were-elephant1 - 11/11/2010
Gerivar3 - 11/12/2010
Warforged Octopus1 - 11/13/2010
Ragewalker1 - 11/14/2010
Anarchic Creature2 - 11/14/2010
Living Spell1 - 11/14/2010 [Originally By ChumpLump]
Valkyrie1 - 11/15/2010
Solamith1 - 11/16/2010
1: Awaiting critique or approval from Gorgondantess or other approved members(Hyudra, ChumpLump), or discussion from everyone.
2: Has been critiqued by Gorgondantess or other approved members (Hyudra, ChumpLump), and is awaiting the user to make the requested changes or otherwise edit.
3: Abandoned, either temporarily or permanently.
Linked Numbers: If the number next to the class is a link, that means that it leads either to the current critique of the class (If the number is a 2) or to a post with the proposed changes by the user (If the number is a 1).Last edited by Magicyop; 2010-11-16 at 03:02 PM.
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Auran Pirate, a sailor who engraves their ship with powerful runes and creates a vessel to be remembered.
Many thanks to Qwernt for my amazing mind flayer avatar!
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2010-11-16, 11:52 AM (ISO 8601)
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2010-11-16, 12:01 PM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
I think perhaps some way to ignore freedom of movement for the hand line would be needed, otherwise a 4th level spell can literally shut it down entirely.
Either that or make it so that the hand line gets free slam attacks by engulfing or something, since it is basically a giant fist later on.
Hmm, I think, to be honest, the antimagic stuff is good as it is, making it deal even more damage as well as being antimagic woud just make it better than all of the others. The trick, I think, will be to bring the others up to the level of the antimagic line.Dragonborn Gnome avatar by the ever-lovely Derjuin!
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2010-11-16, 12:01 PM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
My thoughts in Purple, because all the cool kids are using red.
Good idea for the fist, I'll make it work somehow.
But, nonononono, you're misunderstanding the idea. I'm not buffing Antimagic track, I'm making it so anti-magic spells deal damage to ANY living spell. So if a 17th level wizard casts Dispel Magic on a Living Spell, the Living Spell takes damage.Last edited by Magicyop; 2010-11-16 at 12:04 PM.
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Auran Pirate, a sailor who engraves their ship with powerful runes and creates a vessel to be remembered.
Many thanks to Qwernt for my amazing mind flayer avatar!
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2010-11-16, 12:23 PM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
Ahhh, I see what you were getting at. I'm having a bit of a stupid day, I think.
Also, the uhhh ... (forgot the name) ... trap line? The one with forcecages etc, anyway. Its Track Secret, I think, hints at it trapping them irrespective of Freedom of Movement etc, but it's never explicitly stated. You may want to spell it out if that's the case.
In general though, I really love the Living Spell idea and the way you've done it - really looking forwards to playing a living hand when it's all been completed!Dragonborn Gnome avatar by the ever-lovely Derjuin!
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2010-11-16, 12:40 PM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
Full Homebrew List
New Homebrew:
Auran Pirate, a sailor who engraves their ship with powerful runes and creates a vessel to be remembered.
Many thanks to Qwernt for my amazing mind flayer avatar!
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2010-11-16, 12:44 PM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
Just noticed how many of the creatures on the unfinished list were mine.
Water Elemental is not abandoned; by me at least. It was more or less Ok'd and waiting to be added to the list.
Shadowperson Telepathy ability changed to at-will at 5 HD as suggested here.
Both Ragewalker and Half-Elemental have been modified and are still awaiting comment.
Man, I'm sorry for posting more stuff when there are still half-finished classes of mine up. I won't post anything else.
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2010-11-16, 12:49 PM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
Full Homebrew List
New Homebrew:
Auran Pirate, a sailor who engraves their ship with powerful runes and creates a vessel to be remembered.
Many thanks to Qwernt for my amazing mind flayer avatar!
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2010-11-16, 12:58 PM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
I'm a little confused about something ... The Living Spell table says that its primary track gets up to level 6 at 20th level, level 4 secondary and level 2 tertiary. So is this the level of spell that their track gives? Like a level 2 tertiary hand track would give unseen servant etc?
And if that's the case, how do you get beyond 6? Maybe I've missed something again (I'm failing quite hard today at noticing things, so it's likely), but I can't see a way to boost the level beyond 6?Dragonborn Gnome avatar by the ever-lovely Derjuin!
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2010-11-16, 01:02 PM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
Well, basically, you get those maximum levels, right? 6, 4, 2, at level 20. You additionally get three class features: First Circle, Second Circle, and Third Circle. These let you, respectively, for a certain number of rounds each day, raise the maximum level of your track by 1, 2, or 3 levels.
Now, check out the Upgrades list under Anima. If you wish, you can opt to have lower level spells in your Secondary and Tertiary tracks, and bring your level 6 primary track up to a level 9 primary track permanently, instead of just for a few rounds each day using the circles. Or you could focus on two tracks and have something like 2 level 6's.
The upgrades list is a fix for quite a lot of issues and allows for some fun customization. Check it out. It's right before the Tracks list in the Anima class feature.Last edited by Magicyop; 2010-11-16 at 01:02 PM.
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Auran Pirate, a sailor who engraves their ship with powerful runes and creates a vessel to be remembered.
Many thanks to Qwernt for my amazing mind flayer avatar!
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2010-11-16, 01:10 PM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
Ahhh, I get it. I'm just gonna stop now, before I fail any more spot checks
Looks good though, so you can end up with like 6/4/2 or a single 9 or 6/5 or whatever.
One last thing though - the metasculpt ability says you can change your shape so long as each component is touching the rest of the components at all times ... What use could this actually have in-game? I can imagine that you could take humanoid form or something, or become a cube instead oaf a sphere, but I took the intention to be that you could become a line or a cone or whatever, but that doesn't seem to be the case? If you only had to touch one of the other component pieces, that'd work, but as it stands you have to basically remain in a shape where each block is touching each other block, which is kinda difficult outside of a sphere or cube.
Maybe I'm just reading too much into it ... *Shrug*Dragonborn Gnome avatar by the ever-lovely Derjuin!
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2010-11-16, 01:15 PM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
Full Homebrew List
New Homebrew:
Auran Pirate, a sailor who engraves their ship with powerful runes and creates a vessel to be remembered.
Many thanks to Qwernt for my amazing mind flayer avatar!
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2010-11-16, 01:22 PM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
Regarding the Solamith's summoning ability, it's generally stated that the summoned creatures can't use their own summoning ability. Also, state what the caster level is(how long the summon lasts). Also question: In regards to summoning abilities, would you be summoning the official WotC monster, or a lower HD Monster Class one?
Avatar by zimmerwald1915
Characters:
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Current characters: None, looking for a game.
Homebrew!
Wow, it's been a while. Sorry for the unexplained absence!
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2010-11-16, 02:39 PM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
I beleive the 'Yanki as written get Psionic Dimension Door.
Do you want me to:
A) Remove it? I don't think that would be appropriate.
B) Increase HD required? 2 at most seems appropriate.
C) Give the 'Zerai access to Dimension Door as well? I'm Okay with this.
D) Both C and B? Also reasonable.
Working on it as we speak.
Unrelated Note: My personal project has arrived at Half-Golems, a 'translation' from my work to this projects would be Super-easy, and I believe I have almost every MM Golem Stated out. This would be an addition to the Half-Golem as is. I will of course wait to post this until the Gith are done, if this sort of thing would be approved by the project.
Basically alternate Healed by energy types, Construction Material, and Golem Weapons.
What can I say, I love templates that offer options.Come with me, time out of mind...
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2010-11-16, 02:41 PM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
Should the Brain in a Jar get the pseudo-spellcaster ability for Psion/Wilder manifesting?
Piratebold-Bard by Elder Tsofu | Backer #121 of the Giantitp Kickstarter | My homebrew
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2010-11-16, 02:58 PM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
Right, finally got my internet router to work, did the bits on Black Dragon and Cheshire Cat that needed doing, and am waiting to get feedback. Also, that Living Spell class looks cool, so well done! It just seems a bit *complicated to me.
*Will not mention he doesn't get "simple" things like ToB either
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2010-11-16, 03:05 PM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
That sounds awesome! I like option classes too. Looking forward to it!
Just a head's up, somewhere in this thread (can't remember where) someone mentioned something about wanting to play a Half-Force Golem-- so if you're creating your addendum to the class, you might want to add Half-Force to the options. Just a suggestion.
Okay, marked that you made the changes on the list. And thank you for supporting the Living Spell! Yes, the mechanic is a bit complex, but I think it allows for a fair amount of versatility without breaking the game.
Overall I'm pleased so far the the response about the Living Spell has been overall positive! Yay!Last edited by Magicyop; 2010-11-16 at 03:05 PM.
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Auran Pirate, a sailor who engraves their ship with powerful runes and creates a vessel to be remembered.
Many thanks to Qwernt for my amazing mind flayer avatar!
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2010-11-16, 03:18 PM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
Snazzy. The sooner I can start on the T-Rex, the better.
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2010-11-16, 03:29 PM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
Come with me, time out of mind...
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2010-11-16, 03:30 PM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
@Brain In a Jar question:
I was told by Draken a while back (in the last thread I think) that it specifically didn't because of the large amount of PLAs it gets.Last edited by Niezck; 2010-11-16 at 03:38 PM.
Dragonborn Gnome avatar by the ever-lovely Derjuin!
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2010-11-16, 03:32 PM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
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2010-11-16, 03:36 PM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
Less cool, more reasonable.
Except the concept of a 'Force Elemental.'
...
I have no Idea why a Golem Made of Raw Force makes more sense to me than an Elemental made of raw Force.
Thanks anyhow.
Edit This project is fairly sizable. Do you think it could support it's own chat thread on the side? Might make critiquing and Posting monsters easier... Less proposals and conversation mucking up the gears... Just a thought.Last edited by AugustNights; 2010-11-16 at 03:37 PM.
Come with me, time out of mind...
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2010-11-16, 03:39 PM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
Well, the book says the elemental comes from the Elemental Plane of Earth. Far as I can see, it's just a bit of magical empowerment to make it able to use the force-related abilities (book says "Force golems are imbued with the power to manipulate kinetic energy and raw force" and in the construction section "the creater must lure an elemental spirit from the Elemental Plane of Earth")
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2010-11-16, 03:49 PM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
Y'know, I think the Living Spell may need a bit of clarification in regards to it affecting people with slams, engulfing etc.
Take the hand line for instance (guess which is my favorite ^^), a slam with a low-level hand (say unseen servant) does what exactly? Carries some of their equipment? Equally, a high level hand can do a few different things, some of which aren't exactly targetted (like interposing, how would that work?). Just saying "affected by the anima" etc seems quite vague in some cases.
Another example that springs to mind is the transmuting rock to mud etc, how would that be useful against another creature? (That is, not targetting the ground under it etc)Last edited by Niezck; 2010-11-16 at 03:50 PM.
Dragonborn Gnome avatar by the ever-lovely Derjuin!
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2010-11-16, 04:02 PM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
You may be right. Any suggestions are welcomed in this respect. My first instinct would be to say that you do your slam damage and may simultaneously move an item as an unseen servant. (Maybe fling an item somewhere? Grab someone's hat?) The hand line deals more base damage and has a nice strength bonus on a slam, turning it into more of a melee magic combatant. At higher levels, it essentially gains all the abilities of the hand that it is representing.
And transmute mud to rock is mostly directly useful when targeting the ground under another creature, just like the actual spell. You can drop Transmute Rock to Mud as a trap, spring it to the creatures fall in mud, then pop up yourself and Transmute Mud to Rock, trapping them.Full Homebrew List
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Auran Pirate, a sailor who engraves their ship with powerful runes and creates a vessel to be remembered.
Many thanks to Qwernt for my amazing mind flayer avatar!