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2010-12-12, 08:05 PM (ISO 8601)
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Re: Community Based Monster Classes: Come in and help out!
Last edited by Betropper; 2010-12-12 at 08:16 PM.
Celestia Moon avatar by Dirtytabs. He is now the most awesome thing.
THIS Wins
My website: Free Raptor Games
Note: mostly abandoned due to lack of time.
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Weretrex avatar by Bradakhan
Bec Noir avatar by Derjuin, thanks! Yes, that sword in his chest is a part of him.
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2010-12-12, 08:28 PM (ISO 8601)
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Re: Community Based Monster Classes: Come in and help out!
Celestia Moon avatar by Dirtytabs. He is now the most awesome thing.
THIS Wins
My website: Free Raptor Games
Note: mostly abandoned due to lack of time.
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Weretrex avatar by Bradakhan
Bec Noir avatar by Derjuin, thanks! Yes, that sword in his chest is a part of him.
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2010-12-12, 08:42 PM (ISO 8601)
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Re: Monster Class Reviews
The idea I suggested is that the YMC has lesser and greater YMZs. Lesser YMZs lose all Su, Sp, and non-attack Ex abilities, so they're basically meatshields like skeletons and zombies. The Creeper can promote YMZs to "greater Yellow Musk Zombies" (perhaps these are the ones that are starting to flower or something) which retain most Ex, Su, and Sp abilities but lose those that duplicate spells equal to or higher than the highest level that a wizard of level matching the YMC's HD could cast. (Thus, for example, a 8-HD YMC's greater YMZs would only get spell-likes and Su abilities up to third-level spells. In the case of the Mind Flayer I've been rambling about, it would keep Levitate, Detect Thoughts and Suggestion but lose Plane Shift and Charm Monster.) The maximum number of greater YMZs that can be controlled at a time would be dependent on HD; the ability to create them could itself be HD-locked.
It's kind of a weird and complicated suggestion, but it's actually roughly intended to match the major canonical D&D minion-controlling archetype, the necromancer. I specifically modeled this structure to an extent on the dread necromancer, which is one of my favorite classes. The dread necro generally speaking has two "pools" of controlled undead: Animate Dead, which creates generic expendable meat shields, and Rebuking, which is used to control everything else. Because Rebuking is your only reliable option for the most interesting undead and it's a smaller pool, a DN will tend to end up with a large supply of mindless bruisers and a few oddities with interesting special abilities. So, yeah, that's the rationale.
While I'm looking over the YMC, it strikes me that it might make sense to give a target continuing saves to break the effect of the Musk Puff after each round that his brain is being eaten or that he's attacked by the creeper and/or the creeper's allies. In terms of a monster encounter it makes sense to have it the way it is, because it's assumed that the victim's allies will be trying to get him free of the brain-eating vines, but you can't assume that a PC's enemies will always be structured that way - against a lone enemy or poorly-organized enemies, the musk puff is pretty much a guaranteed successful brain-eating against each enemy it hits, and at higher levels you can spam it out multiple times per round with a pretty decent range so that even better-organized enemies will be quickly overwhelmed. It becomes a bit less potentially excessive if there's a chance that the YMC might have to use extra puffs to keep previously-captured enemies subdued, and introduces the tactical choice between eating the brains and risking a breakout or simply puffing an enemy and keeping him subdued in your space while his allies are dealt with.
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2010-12-12, 08:50 PM (ISO 8601)
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Re: Monster Class Reviews
Yeah, but stacking gains of +4 move silently is a bit much.
Originally Posted by MagicYop
Originally Posted by MagicYop
Originally Posted by MagicYopOriginally Posted by Kajhera
So when it comes to creatures like Ankheg and the Yellow Vine Flower Musk Creeper Thing, you're taking powerful build and you're taking something that simulates disproportionate feats of strength and using it instead to equate a middle ground in size. This can work as far as a creature or creature dynamic goes, in terms of a brutish kind of growth, but I really feel like it's being misapplied in 90% of instances, and this bugs me because I was the one who originally implemented it (I didn't originally come up with the idea, but I did put it into action), and I feel responsible.
It's very similar to what a necromancer caster would get. Necromancers get control of 4 HD of undead per level. Further, you lose many of your abilities when you become a YMZ, just like becoming a skeleton. And as for the group dynamic argument, the same could be said for any character with minions. 4 HD per level is enough to get up to 4 useful minions, or more that are less useful.
I can't help but think of Heroes of Newerth's Ophelia when I think of ways I'd implement the Yellow Puffy Flower (Remembered what it was called, stubbornly refusing to change my ways). Ophelia was a fairly squishy, limited and one dimensional character, but her Command ability basically lets her control up to three minions from around the battlefield. By using the abilities and options these minions afford her, she becomes a fairly versatile combatant. I think the Musk Vine could be created very much in this same vein.
As is, though, you totally break the action economy by potentially controlling hordes of minions, who, by way of sheer options, allow you to totally do away with your teammates and take a stab at soloing the rest of the campaign. Which is terrible.
And for the record, we're not balancing against tier 1 classes (which a necromancy specialized wizard/cleric would & could be).
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2010-12-12, 08:53 PM (ISO 8601)
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Re: Monster Class Reviews
Okay, some thoughts: I like the Greater Musk Zombies idea. Maybe it can have a maximum of 2 HD per HD of GYMZ promoted, and these must be the ones which are older than 2 months and able to roam freely.
Further, I'll make it so they get an additional save every dice of rounds, but the Yellow Musk Creeper may puff them again to deny them their next save.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!
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2010-12-12, 08:56 PM (ISO 8601)
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2010-12-12, 08:57 PM (ISO 8601)
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Re: Monster Class Reviews
For what it's worth, the dread necromancer is tier 3 and I think it is an excellent model for a minion-themed PC. It's not the horde that makes a necromancer wizard T1. A dread necro does get powerful minions with special abilities (if nothing else, Create Undead for bone/corpse creatures), but they're relatively limited by his rebuking compared to the vast hordes of skeleton and zombie chaff.
(This does become broken if dread necros try to do the ridiculous trap room/Planar Binding/Corpse Efreet business - which is why I tried to specifically counter that kind of nonsense in my proposal for greater YMZs.)
Edit:
An extra save every d8 rounds is a very long time being helpless for an at-will ability that becomes twice per round rather early on, and is very likely to be enough for the YMC to finish eating the brains before the target gets another save. By comparison, a mind flayer needs to pass a minimum of two grapple checks to eat a brain, almost certainly at least three, and quite possibly more, while the musk puff -> mind eater combination is essentially a guaranteed kill once the initial save is failed.Last edited by Benly; 2010-12-12 at 09:02 PM.
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2010-12-12, 08:59 PM (ISO 8601)
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Re: Monster Class Reviews
I suspected that was the case, but it was vague & I had enough tabs open I wasn't able to go back and check the comments for the YMC to see. Figured it was better to state the fact and be wrong than to let it slide and have MagicYop continue on a tragically screwed up baseline assumption.
Edit:
Originally Posted by Swordsage BenlyLast edited by Hyudra; 2010-12-12 at 09:01 PM.
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2010-12-12, 09:00 PM (ISO 8601)
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Re: Community Based Monster Classes: Come in and help out!
Fair enough, I will reduce stacking bonuses.
It's confusing on the first readthrough. Add text with something like "See [ability name] below for details on regeneration/zombies"?
I think it's just that instead of drawing people into you, you're reaching out to ensnare them... and the latter has been done to death (just recently too, look at Grell.) I think it's a little cooler & better to set oneself apart by having your schtick be drawing enemies into your space (or moving into theirs).
Ok, here's the issue, since I mentioned this in reference to both Ankheg & Yellow flower vine thingy. Giants are... they're really strong guys. They're powerful to the extent that, if you shrunk them to be 6' tall, they'd still be able to fight solo through a squadron of soldiers & toss people around like rag dolls. Powerful build simulates that, and that's fine as far as Goliaths and Giants and Titans and other brute creatures. They're strong enough that they take the physically awkward and impossible feats of strength (like swinging around a bastard sword longer than you are tall, or lifting a squirming opponent that weighs 3/4 what they do over their head) and they can do it without embarrassing themselves.
So when it comes to creatures like Ankheg and the Yellow Vine Flower Musk Creeper Thing, you're taking powerful build and you're taking something that simulates disproportionate feats of strength and using it instead to equate a middle ground in size. This can work as far as a creature or creature dynamic goes, in terms of a brutish kind of growth, but I really feel like it's being misapplied in 90% of instances, and this bugs me because I was the one who originally implemented it (I didn't originally come up with the idea, but I did put it into action), and I feel responsible.
Benly put it best.
I can't help but think of Heroes of Newerth's Ophelia when I think of ways I'd implement the Yellow Puffy Flower (Remembered what it was called, stubbornly refusing to change my ways). Ophelia was a fairly squishy, limited and one dimensional character, but her Command ability basically lets her control up to three minions from around the battlefield. By using the abilities and options these minions afford her, she becomes a fairly versatile combatant. I think the Musk Vine could be created very much in this same vein.
As is, though, you totally break the action economy by potentially controlling hordes of minions, who, by way of sheer options, allow you to totally do away with your teammates and take a stab at soloing the rest of the campaign. Which is terrible.
And for the record, we're not balancing against tier 1 classes (which a necromancy specialized wizard/cleric would & could be).
EDIT: Ninja'd on that subject.Last edited by Magicyop; 2010-12-12 at 09:03 PM.
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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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2010-12-12, 09:32 PM (ISO 8601)
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Re: Community Based Monster Classes: Come in and help out!
Demi-Lich
Spoiler
Prerequisites:
To become a Demi-Lich, the character must meet the following requirements...
Race/Class:One level in any Lich class/Phylactery
HD:20+ only
Hit Dice: d12's (and change all previous HD to d12's)
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Class Features
1st|+0|+0|+0|+2|Demi Body, Soul Steal, +1 Cha, +1 Arcane or Divine Caster Level
2nd|+1|+0|+0|+3|Meta-Magic Feat, Darker Touch, +1 Wis, +1 Arcane or Divine Caster Level
3rd|+1|+1|+1|+3|Improved Darker Touch, +1 Int, +1 Arcane or Divine Caster Level
4th|+2|+1|+1|+4|Meta-Magic Feat, Deathless Terror, +1 Cha, +1 Arcane or Divine Caster Level
5th|+2|+2|+2|+4|Soul Absorbtion, +1 Wis, +1 Arcane or Divine Caster Level
6th|+3|+2|+2|+5|Greater Fell Defense, +1 Int, +1 Arcane or Divine Caster Level[/table]
Skills Points at Each Level: (2+Intelligence Modifier)
Class Skills: The Demi-Lich gains no class skills.
Proficiencies: The Demi-Lich gains proficiency with no weapons, armor or shields
Class Features: The following are the Class Features of the Demi-Lich...
Demi Body: The Demi-Lich retains all racial traits...
The Demi-Lich's size varies with it's previous size...
{table=Head]Previous Size|New Size|Weight
Tiny-Fine|Fine|1/2 pd.
Medium-Small|Diminutive|1 pd.
Huge-Large|Tiny|3 pd.
Colossal-Gargantuan|Small|5 pd.
[/table]
The Demi-Lich is effectively a huminoid skull with two gems for eyes. It gains no natural attacks. It's speed bocomes 60ft flight with perfect maneuverability. Obviously, it cannot use weapons or do anything requiring the use of a body. In addition, all spells cast by the Demi-Lich are considered to be Stilled.
Ability Score Increase:
At every level you gain an alternating mental ability score. +1 Cha at levels 1 and 4, +1 Wis at levels 2 and 5 and +1 Int at levels 3 and 6, for a total of +2 to Cha, Wis and Int at level 6.
Meta-Magic Feats:
At every second level, the Demi-Lich gain a Meta-Magic or Item Creation feat, but must meet all prerequisites.
Soul Steal:
The most feared ability of the Demi-Lich, once at first level and every 4HD you have above 20 you may store a creature's soul inside one of your gems ... Soul Steal allows you to trap a soul with a max HD equal to yours. Each gem is 150,000 Gp, 5,000 Xp or any mix of the two, like 75,000 Gp and 2,500 XP. They may be replaced by destroying them (simply wishing them gone) but in the process, releasing the trapped spirit. It allows a Fort save and is usable 1/day. (DC=10+HD+Cha mod)
Darker Touch:
The Demi-Lich may make a touch attack which deals 2d8+Cha mod points of negative energy damage.
Improved Darker Touch:
Any creature hit by the darker touch of a third level lich must make a fortitude saving throw(DC10+1/2HD+Cha mod) or become paralyzed. This paralysis last until removed, either by a remove paralysis spell or magic that can remove a curse. The paralyzed creature appears dead but a DC20 spot check or a DC15 heal check will reveal the creature is still alive. The creature takes 1 point of Con damage every hour (though, the Demi-Lich may stop this ability as a Free Action). Any caster trying to break this curse, must also make a CL check (DC=10+HD) or the cure attempt fails.
Deathless Terror:
A second level lich gains an aura of fear that effects any enemies in a 5ft per HD radius. Any enemy with fewer than twice the DemiLich's HD must make a will save (DC10+1/2HD+Cha modifier) or becomes panicked for 1 round per HD of the lich. If the creature has fewer than half the liches HD(rounded down), then the creature becomes Terrified instead and is still Panicked for 1 round on a successful saving throw. A creature that makes a successful saving throw is immune to this ability for 24 hours
Soul Absorbtion:
By placing a soul gem in one of your two eye sockets... It feeds you power from the original soul absorbed inside the gem. You may have two in at one time. At level 5 you gain 1/5 of one of the creatures mental ability scores. This ability is draining on the soul, so it can only give you power for two hours/HD of the creature. These must be used up in intervals of hours and once used up, the gem shatters, it falls out of the Demi-Lich's eye and turns to dust before it hits the ground. So a level 24 Demi-Lich trapped a creature with a Cha score of 24... 1/5 rounded down of 24 equals 4, so the Demi-Lich gets a bonus to Cha equal to 4.
Last edited by Rumel; 2010-12-17 at 05:01 PM.
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2010-12-12, 09:39 PM (ISO 8601)
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Re: Community Based Monster Classes: Come in and help out!
Last edited by Magicyop; 2010-12-12 at 09:42 PM.
Full Homebrew List
New Homebrew:
Auran Pirate, a sailor who engraves their ship with powerful runes and creates a vessel to be remembered.
Many thanks to Qwernt for my amazing mind flayer avatar!
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2010-12-12, 09:44 PM (ISO 8601)
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2010-12-12, 09:45 PM (ISO 8601)
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Re: Community Based Monster Classes: Come in and help out!
Last edited by The Antigamer; 2010-12-12 at 09:46 PM.
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2010-12-12, 09:46 PM (ISO 8601)
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Re: Community Based Monster Classes: Come in and help out!
Hey, don't stress it. A quick look over the class features tells me that it seems like you could pretty easily adapt it. It doesn't have huge options, the main thing it gets as it levels up is better versions of the abilities it has, along with some new abilities. Why not condense it down into the 6 level epic PrC, epic requirements, lich requirement, no BaB or Saves (Because Epic PrC) and make it so the abilities which now get improved as you level up, are instead quickly improved by HD.
Start there, then let's see what you've got.Last edited by Magicyop; 2010-12-12 at 09:47 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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2010-12-12, 09:47 PM (ISO 8601)
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Re: Community Based Monster Classes: Come in and help out!
Last edited by Rumel; 2010-12-12 at 09:50 PM.
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2010-12-12, 09:52 PM (ISO 8601)
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Re: Community Based Monster Classes: Come in and help out!
Full Homebrew List
New Homebrew:
Auran Pirate, a sailor who engraves their ship with powerful runes and creates a vessel to be remembered.
Many thanks to Qwernt for my amazing mind flayer avatar!
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2010-12-12, 10:27 PM (ISO 8601)
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2010-12-12, 10:32 PM (ISO 8601)
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Re: Community Based Monster Classes: Come in and help out!
call me Dragon
I have left this site for a while. I probablt wont be coming back.
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2010-12-12, 10:38 PM (ISO 8601)
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2010-12-12, 10:43 PM (ISO 8601)
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2010-12-12, 11:13 PM (ISO 8601)
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Re: Community Based Monster Classes: Come in and help out!
call me Dragon
I have left this site for a while. I probablt wont be coming back.
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2010-12-12, 11:25 PM (ISO 8601)
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2010-12-12, 11:28 PM (ISO 8601)
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Re: Community Based Monster Classes: Come in and help out!
Quick review because I need a break from studying.
All in all, this class...needs a lot of work. Demi-liches don't bite people, they crush them with spellcasting might. As is, why would anyone become one?
You need some better abilities, and you should cut out redundant stuff, like gaining undead traits when it's already a requirement that it must be undead.Last edited by The Antigamer; 2010-12-12 at 11:30 PM.
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2010-12-12, 11:57 PM (ISO 8601)
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Re: Community Based Monster Classes: Come in and help out!
Note: This isn't my work, but a friend of mine's
Spoiler
leShay
As elves are to humans, so are leShay to the elves (but more
so): a race immortal, enigmatic, and exceptionally powerful.
LeShay look like tall, thin, albino elves, except that
they lack the oversized ears of true elves (leShay ears
look more like half-elf ears) and, while they have the
glossy dead-white hair of true albinos, their eyes are pits
of darkness. Some affect a particular color or style,
while others change their outfits from moment to
moment. All are deeply concerned with etiquette, decorum,
and receiving the respect they feel due; failure to
meet their standards of politeness, or simply crossing
one of their whims, can often be fatal.
LeShay never die from age or disease; they perish only if
killed. LeShay are the mere remnant of a once-great race
whose origins are lost to history. They claim to predate the
current multiverse and refer darkly to some catastrophe
that not only wiped out most of their people but changed
time so that their era never existed, even in the remotest
past. Attempting to undo the catastrophe would apparently
result in another disaster even more terrible, so the decimated
survivors—less than gods but more than mortals—
for the most part merely attempt to amuse them selves and
stave off ennui as they work out their individual destinies.
LeShay have great facility at languages (as per the
Polyglot epic feat) and can speak any language within
seconds of hearing it spoken for the first time, right
down to the most courtly or impressive accent thereof.
HD Base Attack F/R/W/ Special:
1 :2d6 +1 0/2/2 Leshay Weapon,Gaze,superior two-weapon fighting,Elf Traits,feat,quick draw,+1dex,+1cha
2 :4d6 +2 0/3/3 Speak with plants,dodge,+1dex,+1con,+1int,+1cha
3 :5d6 +3 1/3/3 feat,combat casting,+1dex,+1con,+1cha
4 :7d6 +4 1/4/4 Alter Self,+1dex,+1con,+1int,+1cha
5 :9d6 +5 1/4/4 expertise,+1str,+1dex,+1con,+1int,+1cha
6 :11d6 +6/+1 2/5/5 Water Breathing,feat, blind fight,+1dex,+1con,+1cha,+1 Natural armor
7 :13d6 +7/+2 2/5/5 endurance,+1dex,+1con,+1int,+1cha,+5 insight to armor
8 :14d6 +8/+3 2/6/6 improved initiative,+1dex,+1con,+1int,+1cha
9 :16d6 +9/+4 3/6/6 knock,feat,mobility,+1dex,+1con,+1cha
10:18d6 +10/+5 3/7/7 weapon finesse(leshay),+1str,+1dex,+1con,+1int,+1cha
11:20d6 +11/+6/+1 3/7/7 detect thoughts,+1dex,+1con,+1int,+1cha,+1 Natural armor
12:21d6 +12/+7/+2 4/8/8 feat,combat reflexes,+1dex,+1con,+1cha
13:23d6 +13/+8/+3 4/8/8 displacement,weapon focus(leshay),+1dex,+1con,+1int,+1cha
14:25d6 +14/+9/+4 4/9/9 iron will,+1str,+1dex,+1con,+1int,+2cha,+5 insight to armor, Fast healing 5
15:27d6 +15/+10/+5 5/9/9 feat,toughness,+1dex,+1con,+1cha
16:29d6 +16/+11/+6/+1 5/10/10 freedom,power attack,+1dex,+1int,+1cha
17:30d6 +17/+12/+7/+2 5/10/10 cleave,+1dex,+1con,+1cha,+1 Natural armor
18:32d6 +18/+13/+8/+3 6/11/11 spell turning,feat,+1dex,+1con,+1int,+1cha
19:34d6 +19/+14/+9/+4 6/11/11 sunder,+1str,+1dex,+1con,+1int,+1cha
20:36d6 +20/+15/+10/+5 6/12/12 greater dispelling, alertness,+1dex,+1con,+1cha
21:38d6 +20/+15/+10/+5 6/12/12 feat,spring attack,+1dex,+1con,+1int,+1cha,+5 insight to armor
22:39d6 +21/+16/+11/+6 7/13/13 Improved Critical (leShay weapon),+1dex,+1con,+1int,+1cha,+1 Natural armor
23:41d6 +21/+16/+11/+6 7/13/13 improved invisibility, whirlwind attack,+1dex,+1con,+1cha
24:43d6 +22/+17/+12/+7 8/14/14 feat,great cleave,+1str,+1dex,+1con,+1int,+1cha
25:45d6 +22/+17/+12/+7 8/14/14 heal,feat,+1dex,+1con,+1int,+1cha
26:46d6 +23/+18/+13/+8 9/15/15 ***blinding speed,+1dex,+1con,+1cha
27:48d6 +23/+18/+13/+8 9/15/15 teleport without error,feat,polyglot,+1dex,+1con,+1in,+1cha
28:50d6 +24/+19/+14/+9 10/16/16 Spell Stowaway,+1str,+1dex,+1con,+1int,+2cha,+1 Natural armor,+5 insight to armor, Fast healing 5
LeShay Weapons (Su): Each leShay carries two personal
melee weapons that she manifests from her own
life essence. The weapon can change form as she shifts
from class to class, typically appearing as a bastard
sword (one in each hand). When not in combat, the
weapons simply do not exist, but leShay can “draw”
their weapons from nowhere as a free action. LeShay
weapons are considered light weapons for a leShay,
regardless of their size.
Superior Two-Weapon Fighting (Ex): A leShay
fights with a leShay weapon in each hand. Because these
weapons are extensions of its own body, the leShay does
not take an attack or damage penalty for attacking with
two weapons.
Gaze (Su): All creatures within 30 feet who meet the
gaze of a leShay become affected as if by charm monster.
A Will save (DC =hd) negates the effect. Each opponent
within range of a gaze attack must attempt a saving
throw each round at the beginning of his or her turn in
the initiative order. A leShay can also actively gaze as an
attack action by choosing a target within range, who
must then attempt a saving throw. LeShay are immune
to their own gaze.
Elf Traits: Immune to magic sleep spells and effects;
+2 racial bonus on Will saves against enchantment
spells or effects; low-light vision (can see twice as far as
a human in low-light conditions); entitled to a Search
check when within 5 feet of a secret or concealed door
as though actively looking for it; Martial Weapon Proficiency
(composite longbow, composite shortbow, longbow,
longsword, and rapier) as bonus feats; +2 racial
bonus on Listen, Spot, and Search checks (already figured
into the statistics given above).
This is what my friend gave me. I just need the starting stuff. They are Medium Fey
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2010-12-13, 12:00 AM (ISO 8601)
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Re: Community Based Monster Classes: Come in and help out!
That needs major reformatting
call me Dragon
I have left this site for a while. I probablt wont be coming back.
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2010-12-13, 12:01 AM (ISO 8601)
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Well, this isn't really a monster class of the type that we make here. This seems like a "Savage Species" monster class. If you'd like to work on that class here, I really suggest you read the homebrewing rules and guidelines and use the provided class template. All of that information is right in the first post.
Mostly because, as-is, it's so far away from what we do in this thread that it's going to be really hard to critique it. No offense to you or your friend of course.Last edited by Magicyop; 2010-12-13 at 12:03 AM.
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New Homebrew:
Auran Pirate, a sailor who engraves their ship with powerful runes and creates a vessel to be remembered.
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2010-12-13, 12:09 AM (ISO 8601)
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Re: Community Based Monster Classes: Come in and help out!
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2010-12-13, 12:32 AM (ISO 8601)
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Reworded everything on the Demi-Lich, and changed the horrid attempt at gaining sorceror levels to "+1 Arcane or Divine Caster Level" and changed all references of "bite" to "touch attack". Anything else I missed?
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2010-12-13, 12:36 AM (ISO 8601)
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Tokuhara My suggestions right now are remove the ability boosts, reduce the hit die to a D8, and make the hit dice scale properly. If you can put the stats into a table, that would really help readability. Reducing the class to less than 28 levels is also a good idea.
Also, remove bonus feats for now.Last edited by Mystic Muse; 2010-12-13 at 12:37 AM.
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2010-12-13, 12:36 AM (ISO 8601)
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Re: Community Based Monster Classes: Come in and help out!
Creepy Grin still shakes EVERYTHING that sees it automatically. That is a pretty powerful passive effect
sorry to keep on this bit but you haven't changed itcall me Dragon
I have left this site for a while. I probablt wont be coming back.