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Gorgondantess
2010-10-01, 06:14 PM
First of all, I've gotten the go-ahead to continue this thread from the mods, just so that there's no doubt as to whether this is by the rules.
While I certainly didn't like Oslecamo, I love his work, so I'd like to keep the improved monster classes going, and now that I don't have to deal with him, my efforts will increase greatly. In general, we'll be keeping the same spirit, though I'll try to make it more democratic: while I'll still have the last say, having editing rights, I'll be as polite & civil as possible, and never rule out a creature or class or just do it myself if I don't like how it's done. Also, since I'm not the once who started the idea, I recognize my own fallibility: to a point, I'll have to concede to those who may know more than me.
In other words, let's try to keep this thing going like nothing ever happened, eh?

Introduction
As you may know, 3.5 allows you to play monsters as PCs, but with a cost: LA and RHD.

However, most monsters out there weren't designed for player use, and end up with fat LAs to keep the players away from powerfull abilities like greater teleport at will.

Plus, monsters with higher HD than CR also aren't very usefull for players.

And then, the players have to deal with many of their monster abilities don't improving with leveling up.

In this thread, we'll pick up popular monsters and re-design them to be useable by players, so that they can play any monster with CR X by level X. I'll acomplish this by:
-Adjusting RHD to always match the player's level to so as not to punish/reward them against level dependent abilities.
-Reducing huge ability bonuses and natural armor.
-Making monster special abilities HD dependent so they keep increasing.
-Cut down most abusable abilities to keep the power level in check. No stuff like at will teleport at level 5.


Monster classes building guidelines.
I've edited a few of these to be more lenient- in general, if you're making the monster, you deserve some leeway. My additions are in bold.


0-Put your monster class into a post of his own, statistics spoilered, spoilered comments below and a non-spoilered picture above everything, monster name in bold. Put the ability descriptions by order they're gained and their names italized, the monster HD, skills and class features should be bolded. Use other monsters as guidelines.

1-Number of levels of the class=CR of the monster (or CR increase on case of template-classes). This is as simple as it gets. If the monster is epic CR then you can cut it down to 20 levels, though it's still okay to go into epic if you'd prefer- in that case, though, it's generally a good idea to give all of its important abilities by pre-epic. If the monster is less than CR 20 and you feel inspired then you can do some extra levels for some kind of "paragon" or "lord" monster with completely custom abilities- include these in a different statblock.

2-If it's not an undead or construct, then ignore the basic monster saves, skills, proficiencies and BAB progression. Use your own judgement to determine these- a huge, hulking outsider shouldn't have good reflex saves, etc. The more and/or better abilities, the worse saves/skills/BAB/proficiencies the monster should have.
As for BAB: if a monster is very strong but not skilled, it should have a strength bonus every level and 3/4 BAB. If it is skilled but not strong, it should have more scant strength bonuses and full BAB. However, if it feels lacking, it's always okay to give both full strength bonuses & full BAB. After all, melee needs nice things too.

2a-If it's an undead or construct, no good fort or reflex saves, 2+int skill points per level and no class skills. Generally- exceptions are possible, but you have to have a really good reason. This is for balancing the powerful traits of those creature types. Constructs get average BAB and bad will saves and undead get bad BAB and good will saves. Ditto.

3-Monster classes remove any base race advantages at first level. Template classes do not. Take in acount this so 1st level of the monster class can be better than 1st level of most classes because you're sacrificing your race, roughly worth two-three feats.

4-Base natural armor on Con modifier. The default is Nat armor=Con modifier. Stronger monsters can have something like X+Con modifier (keep X low though), or half Con modifier. Undeads and constructs should base it on Str. For "smart" or "spellcaster" monsters you may make the Nat armor based on a mental score instead, but if it is fullcasting, don't use its spellcasting ability for natural armor.

5-Ability score increases shouldn't be more than +1 to any score in any level. You may take exceptions to this at 1st level in certain cases. No ability score penalties unless you have a really good reason.

5a-Speaking of which, try to base each monster class in two stats, three at max. Don't go around giving bonus to every one of the six stats, players really don't need it and it clogs up the class. If you feel like a monster should be smart, it's preferable to simply give it more skill points than Int boosts. Ability score bonuses should directly relate to the class- if the class doesn't use intelligence (other than for skill points), don't give it an intelligence bonus. If it doesn't use charisma, don't give it a charisma bonus. Etc.
Generally, constitution is always okay to give, as is strength for a melee class or dexterity if it's applicable.

5b-Extra scores should only be used if the monster is gaining minor abilities or has bad base statistics (low Bab, saves, no proefeciencies, no hands).

6-Break down the monster abilities into separate groups, figure out the levels on which it would be fair for them to be available to a player, then distribute them through the monster levels so you gain something nice at every one. No dead levels, no levels where you only get ability scores. Period.

6a-Flying should only come at 4th level, unless you're a handless monster without ranged attacks, or anything crippling along those lines. Growth can come online as early at level 3, but it's preferable at 4th level or higher.
See Hyruda's Wyvern's Leathery Wings ability (http://www.giantitp.com/forums/showpost.php?p=9080278&postcount=1186) if you feel you need some sort of flight before 4th level.

6b-Melees deserve nice things. Casters deserve bad things. DR should be equal to half your HD (except for really tough monsters like the iron golem, and even then it should be 1/2 HD initially, equal to HD later). SR should be 11+HD, or 10+HD+Ability score for monsters that are really supposed to be anti-casters like the Rakasha.
If you feel the need for fullcasting on a monster, pare down the abilities. A lot. Generally, casting equal to the class levels minus one is the rule, but otherwise is certainly possible.

7-Make sure that most of the monster abilities scale with HD. DCs should always be 10+1/2 HD+stat (usually charisma or constitution) and the monster should gain more uses when it gains more HD. Yes, HD, not monster levels.

7a-Try to put in synergies with other classes, like the ogre mage's ability to gain extra caster level and higher level spells when it multiclasses. And again make several (but not all) of the abilities scale with HD and not necessarily monster class level (except for the strongest abilities).

Do not, however, use synergies with classes unavailable on the srd.

7b- Use At-Will SLAs very, very cautiously. Generally, the only times they should be used are if it is vital to the class, and not spammable.

7c-SLAs should sometimes auto-upgrade to stronger versions when the player reaches a certain HD. The prime example of this is Dispel Magic upgrading to Greater dispel magic at 11 HD, Summon monster X becoming X+1 every other level, or teleport becoming greater teleport. This should only be used for SLAs that become considerably weaker after a certain level. Dispel magic for example is capped at +10 CL so it stops growing after you reach 10 HD.

8-Compare with base classes. If it is as powerful as a rogue or barbarian or ranger, kick it up a notch: if it's as powerful as a druid, you've gone a little too far.
Generally, the dragons are a good balance point, while the tarrasque, anthropomorphic animal or ghaele are as powerful as you should get.

8a-Compare with other monsters here of the same type/role. Naztharune Rakshasa is the base "roguish" monster for example.

9-If a certain monster has several versions (like the different age categories of each dragon), then it's ok to combine them all on the same class, but abilities of each "stage" of the monster should be gained at the apropriate level/CR. For example, the dragon classes grow at the levels corresponding at the CRs the actual monsters. On the other hand, the dragons get their best SLAs earlier because they wouldn't be much usefull if only gained at epic levels.

10-Faster than linear progression/low quadratic. Each level should give more than the last one, even if just a little.

10a-Don't be afraid to make custom abilities if the original monster doesn't have enough to fill all levels (check out the giants, harpy, or iron golem as prime examples of this). Keep them creative, in theme for the monster and fun, not necessarily powerfull. One simple idea is to allow the monster to partially ignore immunity to his main combat tactic. Also, granting choices such as the iron golem's upgrades or the harpy's song is always nice.

10b-On the same vein, monsters with really powerfull abilities should receive custom penalties/reductions, that are reduced as the character grows. The ghost, being undead and ethereal must carry his body around. The vampire must drink blood to fuel his powers. The Medusa's gaze starts weak and then improves until it reaches full power.


New Guidelines (will be periodically updated):
Please, please, please use proper spelling & punctuation. It makes things easier on all of us. Thank you.:smallsmile:

http://img.kyon.pl/static/img/remiq.net_4224.jpg

Note: if I'm being a grammar nazi, please tell me, and I'll stop.:smalleek:

Post one class at a time: don't post a new monster while your first one is still being critiqued.

Make it fun, make it cool, give it options! Our goal here isn't to translate monsters into this class template, it's to make them fun and cool to play, so be creative, break rules, make something potent, unique, and a blast to play! Forget all the other rules in the thread before you forget this one.

Always question me. I'm fallible, and I'm a busy person. If I tell you to do something and you disagree with it, say so and why, and I'll listen to it without bias.

Unless specified otherwise, the BAB of a one or two level class is 3/4; if it is an undead only class, 1/2.

Beginners: for your 1st class, it's probably best to try something 3-8 levels long, with lots of balanced, flavorful abilities. Please don't cobble together a convoluted epic level class and expect me to critique it and revise it with much expediency.

FAQ:

No ability penalties?
Nope. Generally.


Do I need to take all the levels or can I just take what I want and then go to other class?
Just like a normal class, you can leave a monster class at any level and then even come back later if you wish. You aren't allowed to mix different monster classes together, however, except for PrCs, though sometimes it's interesting to combine them (with DM consent, of course). For example, in a gestalt game, I've seen a succubus/erinyes.

What's this lose all racial bonus thingy?
Basicaly, these classes count as both initial race and class, so you can't be an human/ogre mage. You're just an ogre mage.


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




Growth modifiers

{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]
Kudos to the formerly uncredited Zeta Kai for the table.
No you don't gain extra stats just for growing. It's not even listed on the table.
Your natural weapons damage increases one die size for each size increase though.


Link to 1st thread (http://www.giantitp.com/forums/showthread.php?t=142724)
Link to 2nd thread (http://www.giantitp.com/forums/showthread.php?t=165439)

Gorgondantess
2010-10-01, 06:15 PM
Monsters done by alphabetical order:


Abishai (http://www.giantitp.com/forums/showpost.php?p=9224087&postcount=41)-by Gorgondantess
Aboleth (http://www.giantitp.com/forums/showpost.php?p=9367644&postcount=408)
Achaierai (http://www.giantitp.com/forums/showpost.php?p=8926591&postcount=946)by Gorgondantess
Air elemental (http://www.giantitp.com/forums/showpost.php?p=8927531&postcount=952)by AustontheGreat1
Allip (http://www.giantitp.com/forums/showpost.php?p=9468452&postcount=105)by Temotei
Anaxim (http://www.giantitp.com/forums/showpost.php?p=9355044&postcount=378)by Draken
Androsphynx (http://www.giantitp.com/forums/showpost.php?p=9241349&postcount=136)
Angel of Decay (http://www.giantitp.com/forums/showpost.php?p=8589538&postcount=496)by Draken
Annis Hag (http://www.giantitp.com/forums/showpost.php?p=8910218&postcount=915) by Hyudra
Anthropomorphic animal (http://www.giantitp.com/forums/showpost.php?p=9187907&postcount=1413)
Aranea (http://www.giantitp.com/forums/showpost.php?p=8118735&postcount=220)
Arcanaloth (http://www.giantitp.com/forums/showpost.php?p=9059851&postcount=1145)by Frog Dragon
Arrow Demon (http://www.giantitp.com/forums/showpost.php?p=9520004&postcount=337)by Cogidubnus
Astral Construct (http://www.giantitp.com/forums/showpost.php?p=9477852&postcount=172)by Sciencepanda
Astral Stalker (http://www.giantitp.com/forums/showpost.php?p=9355227&postcount=379)Contributed by Fyrebyrd
Awakened Monstrous Crab (http://www.giantitp.com/forums/showpost.php?p=9355321&postcount=380)by Flabort.
Awakened Skeleton (http://www.giantitp.com/forums/showpost.php?p=7966879&postcount=55)
Balor (http://www.giantitp.com/forums/showpost.php?p=7967157&postcount=58)
Beguiler (http://www.giantitp.com/forums/showpost.php?p=8672814&postcount=637)by AustontheGreat1
Beholder (http://www.giantitp.com/forums/showpost.php?p=8501338&postcount=416)by AustontheGreat1
Blink Dog (http://www.giantitp.com/forums/showpost.php?p=8325734&postcount=330)by AustontheGreat1
Brain in a jar (http://www.giantitp.com/forums/showpost.php?p=8674054&postcount=649) by Draken
Bralani(scroll down a little) (http://www.giantitp.com/forums/showpost.php?p=9059764&postcount=1145)by BelGareth
BugBear (http://www.giantitp.com/forums/showpost.php?p=9243419&postcount=143) by Crafty Cultist
Centaur (http://www.giantitp.com/forums/showpost.php?p=7987339&postcount=91)
Cloud Giant (http://www.giantitp.com/forums/showthread.php?t=170469&page=18)by Hyudra
Coatl (http://www.giantitp.com/forums/showpost.php?p=9237490&postcount=117)by Kobold-Bard
Cornugon (Horned Devil) (http://www.giantitp.com/forums/showpost.php?p=9201680&postcount=1446)-by Gorgondantess
Daeva (http://www.giantitp.com/forums/showpost.php?p=9734048&postcount=1033)
Death Drinker (http://www.giantitp.com/forums/showpost.php?p=9236124&postcount=90)
Death Knight(prc) (http://www.giantitp.com/forums/showpost.php?p=9405915&postcount=547)by monkman
Djinni (http://www.giantitp.com/forums/showpost.php?p=7960967&postcount=43)
Displacer Beast (http://www.giantitp.com/forums/showpost.php?p=9094837&postcount=1225)by Hyudra
Doppelganger (http://www.giantitp.com/forums/showpost.php?p=8160461&postcount=258)
Dracotaur (http://www.giantitp.com/forums/showpost.php?p=9380867&postcount=454)by monkman
Dragonne (http://www.giantitp.com/forums/showpost.php?p=7956421&postcount=32)
Dream Larva (http://www.giantitp.com/forums/showpost.php?p=9504956&postcount=215)by Magicyop
Drider (http://www.giantitp.com/forums/showpost.php?p=9630191&postcount=710)by I_Am_An_Undead, revised by Lix Lorn
Dryad (http://www.giantitp.com/forums/showpost.php?p=8131810&postcount=243)-Contributed by Bodez.
Duergar (http://www.giantitp.com/forums/showpost.php?p=9285918&postcount=275)by Jallorn
Earth Elemental (http://www.giantitp.com/forums/showpost.php?p=8946427&postcount=996) by AustontheGreat1
Entomber (http://www.giantitp.com/forums/showpost.php?p=8787260&postcount=750)by Gorgondantess
Entropic Reaper (http://www.giantitp.com/forums/showpost.php?p=8911700&postcount=920) by Crafty_Cultist
Erinyes (http://www.giantitp.com/forums/showpost.php?p=8024351&postcount=144)
Ettin (http://www.giantitp.com/forums/showpost.php?p=9471641&postcount=121)by Temotei
Evolved Undead (template) (http://www.giantitp.com/forums/showpost.php?p=9511014&postcount=240)
Feral Creature (http://www.giantitp.com/forums/showpost.php?p=9472386&postcount=132)by Niezck
Firbolg (http://www.giantitp.com/forums/showpost.php?p=8588088&postcount=490)
Fire elemental (http://www.giantitp.com/forums/showpost.php?p=9234777&postcount=82)by AustontheGreat1
Flind Gnoll (PrC) (http://www.giantitp.com/forums/showpost.php?p=9258321&postcount=184) By Gorgondantess
Force Golem (http://www.giantitp.com/forums/showpost.php?p=8983373&postcount=1020)by Gorgondantess
Forest Troll (http://www.giantitp.com/forums/showpost.php?p=9466013&postcount=82)by Volthawk
Fire giant (http://www.giantitp.com/forums/showthread.php?p=8936547&posted=1#post8936547) by Hyudra
Frost giant (http://www.giantitp.com/forums/showpost.php?p=8591700&postcount=510)by Hyudra
Gelatinous Cube (http://www.giantitp.com/forums/showpost.php?p=9385418&postcount=467)by Kobold-Bard
Ghaele Eladrin (http://www.giantitp.com/forums/showpost.php?p=9212463&postcount=10)
Ghost (http://www.giantitp.com/forums/showpost.php?p=8112651&postcount=215)
Ghoul (http://www.giantitp.com/forums/showpost.php?p=8164244&postcount=269)-contributed by CraftY_Cultist.
Githzerai/Githyanki (http://www.giantitp.com/forums/showpost.php?p=9615407&postcount=659)by Chumplump
Glass Golem (http://www.giantitp.com/forums/showpost.php?p=9550833&postcount=480)by Cogidubnus
Gloom (http://www.giantitp.com/forums/showpost.php?p=8017974&postcount=129)
Gnoll (http://www.giantitp.com/forums/showpost.php?p=8166791&postcount=274)
Goristro (http://www.giantitp.com/forums/showpost.php?p=9463971&postcount=19)by Monkman
Gravetouched Ghoul (http://www.giantitp.com/forums/showpost.php?p=9567011&postcount=524)by Hyudra
Gray Jester (http://www.giantitp.com/forums/showpost.php?p=7988336&postcount=92)
Green Hag (http://www.giantitp.com/forums/showpost.php?p=9405322&postcount=539)by ChumpLump
Grimlock (http://www.giantitp.com/forums/showpost.php?p=7966772&postcount=54)
Griffon (http://www.giantitp.com/forums/showpost.php?p=9074825&postcount=1170)-by AustontheGreat1
Gynosphynx (http://www.giantitp.com/forums/showpost.php?p=8574795&postcount=460)-by VoltHawk.
Half-celestial (http://www.giantitp.com/forums/showpost.php?p=8538254&postcount=434) by Crafty_Cultist
Half-dragon (http://www.giantitp.com/forums/showpost.php?p=8159828&postcount=257)
Half-Fey (http://www.giantitp.com/forums/showpost.php?p=9538153&postcount=443)by Kobold Bard
Half-fiend (http://www.giantitp.com/forums/showpost.php?p=8535660&postcount=428) by Crafty_Cultist
Half-Illithid (http://www.giantitp.com/forums/showpost.php?p=8842357&postcount=807)by Crafty Cultist
Half-Golem (http://www.giantitp.com/forums/showpost.php?p=9157221&postcount=1345)
Half-troll (http://www.giantitp.com/forums/showpost.php?p=8911522&postcount=918) by flabort
Harpy (http://www.giantitp.com/forums/showpost.php?p=8895469&postcount=872)[/list]by Hyudra
Hell Hound (http://www.giantitp.com/forums/showpost.php?p=9094826&postcount=1224)by Crafty Cultist
Hill giant (http://www.giantitp.com/forums/showpost.php?p=8476867&postcount=360)-by Hyudra
Hound archon (http://www.giantitp.com/forums/showpost.php?p=7987311&postcount=89)
Hook Horror (http://www.giantitp.com/forums/showpost.php?p=8940925&postcount=984)by Frog Dragon
Horrid Monster (Template) (http://www.giantitp.com/forums/showpost.php?p=9520824&postcount=353)by Hyudra
Hydra (http://www.giantitp.com/forums/showpost.php?p=9338086&postcount=357)
Imp (http://www.giantitp.com/forums/showpost.php?p=9047328&postcount=1087)by Hyudra
Iron Golem (http://www.giantitp.com/forums/showpost.php?p=8982582&postcount=1018)by Gorgodantress
Janni (http://www.giantitp.com/forums/showpost.php?p=9242948&postcount=141)by Kobold-Bard
Lantern Archon (http://www.giantitp.com/forums/showpost.php?p=9147212&postcount=1301)by Volthawk
Leonal (http://www.giantitp.com/forums/showpost.php?p=9059764&postcount=1145)by BelGareth
Lich(template) (http://www.giantitp.com/forums/showpost.php?p=8535643&postcount=427) by Crafty_Cultist
Lillend (http://www.giantitp.com/forums/showpost.php?p=8097854&postcount=208)
Kaorti (http://www.giantitp.com/forums/showpost.php?p=8843416&postcount=809)by Crafty Cultist
Kuo-Toa (http://www.giantitp.com/forums/showpost.php?p=9081372&postcount=1195)by Hyudra
Kython (http://www.giantitp.com/forums/showpost.php?p=9264340&postcount=217)by Crafty_Cultist
Kython, Impaler and Slaymaster (http://www.giantitp.com/forums/showpost.php?p=9273463&postcount=252)by Crafty Cultist
Kython, Slaughterking (http://www.giantitp.com/forums/showpost.php?p=9281500&postcount=270)by Crafty Cultist
Kyton (Chain Devil) (http://www.giantitp.com/forums/showpost.php?p=9392273&postcount=512)by ChumpLump
Marilith (http://www.giantitp.com/forums/showpost.php?p=8132375&postcount=246)
Marrutact (http://www.giantitp.com/forums/showpost.php?p=9029376&postcount=1044)by Gorgodantress
Marraenoloth (boatman of the river Styx) (http://www.giantitp.com/forums/showpost.php?p=9231506&postcount=69)-by Gorgondantess
Medusa and Choker (http://www.giantitp.com/forums/showpost.php?p=7948874&postcount=17)
Mimic (http://www.giantitp.com/forums/showpost.php?p=9464961&postcount=60)by Sciencepanda
Mind Flayer (http://www.giantitp.com/forums/showpost.php?p=7947714&postcount=13)
Minotaur(scroll down a little) (http://www.giantitp.com/forums/showpost.php?p=7947714&postcount=13)
Mephit (http://www.giantitp.com/forums/showpost.php?p=8678862&postcount=664)by Hyudra
Mezzoloth (http://www.giantitp.com/forums/showpost.php?p=9015485&postcount=1034)by Frog Dragon
Monster of Legend(prc) (http://www.giantitp.com/forums/showpost.php?p=9077277&postcount=1173)by Hyudra
Movanic Deva (http://www.giantitp.com/forums/showpost.php?p=9430145&postcount=596)
Mummy (http://www.giantitp.com/forums/showpost.php?p=7977252&postcount=82)
MurderJack (http://www.giantitp.com/forums/showpost.php?p=9236908&postcount=102)Contributed by FlickerDart
Nashrou (http://www.giantitp.com/forums/showpost.php?p=9525115&postcount=390)by Makiru
Nerra(mirror-people) (http://www.giantitp.com/forums/showpost.php?p=8492973&postcount=390) by Draken
Nimblewright: (http://www.giantitp.com/forums/showpost.php?p=9471896&postcount=123)by Temotei
Nixie (http://www.giantitp.com/forums/showpost.php?p=8034400&postcount=162)
Nycaloth (http://www.giantitp.com/forums/showpost.php?p=9044409&postcount=1060)by Frog Dragon
Nymph (http://www.giantitp.com/forums/showpost.php?p=8167378&postcount=278) by Bodez.
Ogre Mage (http://www.giantitp.com/forums/showpost.php?p=7951939&postcount=29)
Ogre (http://www.giantitp.com/forums/showpost.php?p=8789542&postcount=758)by Hyudra
Owlbear (http://www.giantitp.com/forums/showpost.php?p=9367442&postcount=407)by Kobold-Bard
Pegasus (http://www.giantitp.com/forums/showpost.php?p=9235441&postcount=86)by FirebirdFlying
phasm (http://www.giantitp.com/forums/showpost.php?p=8055617&postcount=172)
Phoelarch (http://www.giantitp.com/forums/showpost.php?p=9516820&postcount=326)by AustontheGreat1
Phoenix (http://www.giantitp.com/forums/showpost.php?p=9633413&postcount=722)by My Predecessor, revised by AustontheGreat1
Pit fiend (http://www.giantitp.com/forums/showpost.php?p=7976670&postcount=80)
Pixie (http://www.giantitp.com/forums/showpost.php?p=8592607&postcount=512) by Aranii
Planetouched (http://www.giantitp.com/forums/showpost.php?p=9041408&postcount=1052)by Gorgodantress
Pseudo-Dragon (http://www.giantitp.com/forums/showpost.php?p=9229026&postcount=55)by Kobold-Bard
Psionic Mindflayer (http://www.giantitp.com/forums/showpost.php?p=9159107&postcount=1357) by Gorgondantress
Rakshasa (http://www.giantitp.com/forums/showpost.php?p=7956421&postcount=32)
Rakshasa, Naztharune (http://www.giantitp.com/forums/showpost.php?p=9257676&postcount=178) by Gorgondantess
Ravid (http://www.giantitp.com/forums/showpost.php?p=9234635&postcount=81)by Kobold-Bard
Red slaad (http://www.giantitp.com/forums/showpost.php?p=7957540&postcount=37)
Redcap (http://www.giantitp.com/forums/showpost.php?p=8603621&postcount=534) by Draken
Reptilians (Lizardfolk and Troglodyte) (http://www.giantitp.com/forums/showpost.php?p=9080902&postcount=1191)by Gorgondantess
Reth Dekala (http://www.giantitp.com/forums/showpost.php?p=8881599&postcount=835)by Gorgondantess
Roving Mauler (http://www.giantitp.com/forums/showthread.php?p=9477550#post9477550)by Makiru
Rukanyr (http://www.giantitp.com/forums/showpost.php?p=9252804&postcount=161)by Makiru
Rust Monster (http://www.giantitp.com/forums/showpost.php?p=9402966&postcount=534)by Kobold-Bard
Sahuagin (http://www.giantitp.com/forums/showpost.php?p=9072388&postcount=1164)by Crafty Cultist
Saint (http://www.giantitp.com/forums/showpost.php?p=9660268&postcount=810)by Magicyop
Salamander (http://www.giantitp.com/forums/showpost.php?p=9234376&postcount=77)
ScorpionFolk (http://www.giantitp.com/forums/showpost.php?p=8885793&postcount=839) by Frog Dragon
Sea Hag (http://www.giantitp.com/forums/showpost.php?p=9405362&postcount=542)by ChumpLump
Shaedling (http://www.giantitp.com/forums/showpost.php?p=9660218&postcount=805)by Monkman, revised by Gorgondantess
Silthilar (http://www.giantitp.com/forums/showpost.php?p=8913176&postcount=924)by AustonTheGreat1
Slaad (http://www.giantitp.com/forums/showthread.php?p=8568028#post8568028)by Trenelus
Son/Daughter of silence (http://www.giantitp.com/forums/showpost.php?p=9219759&postcount=37)
Soulspark (http://www.giantitp.com/forums/showpost.php?p=9496930&postcount=209)by Niezck
Succubus (scroll down a little) (http://www.giantitp.com/forums/showpost.php?p=7951939&postcount=29)
Spellwarped creature(prc) (http://www.giantitp.com/forums/showpost.php?p=8911423&postcount=916) contributed by Frog Dragon
Spell Weaver (http://www.giantitp.com/forums/showpost.php?p=9262850&postcount=196)by Winter King
Stone giant (http://www.giantitp.com/forums/showpost.php?p=8589236&postcount=495)by Hyudra
Styx Dragon (http://www.giantitp.com/forums/showpost.php?p=9234476&postcount=79)Contributed by Kyuubi
Sverfineblin (http://www.giantitp.com/forums/showpost.php?p=9479186&postcount=185)by Chumplump
Tarrasque (http://www.giantitp.com/forums/showpost.php?p=9148817&postcount=1307)
Tengu (http://www.giantitp.com/forums/showpost.php?p=9197614&postcount=1434)
Thri-Kreen (http://www.giantitp.com/forums/showpost.php?p=8017743&postcount=128)
Titan (http://www.giantitp.com/forums/showthread.php?p=9473369#post9473369)by Kobold Bard
Treant (http://www.giantitp.com/forums/showpost.php?p=9386283&postcount=485)by Niezck
Troll (http://www.giantitp.com/forums/showpost.php?p=9211253&postcount=1)
Tsochar (http://www.giantitp.com/forums/showpost.php?p=9226721&postcount=48)
Ulitharid (http://www.giantitp.com/forums/showpost.php?p=9047316&postcount=1086)(prc)
Unholy Scion (Template) (http://www.giantitp.com/forums/showpost.php?p=9581603&postcount=559)by Monkman
Unicorn (http://www.giantitp.com/forums/showpost.php?p=9235441&postcount=86)by FirebirdFlying
Vampire (http://www.giantitp.com/forums/showpost.php?p=8056982&postcount=173)
Vargouille (http://www.giantitp.com/forums/showpost.php?p=7966939&postcount=56)
Vasuthant (http://www.giantitp.com/forums/showpost.php?p=7974321&postcount=75)
Vrock (http://www.giantitp.com/forums/showpost.php?p=8940273&postcount=981)by Gorgondantess
War Troll(prc) (http://www.giantitp.com/forums/showpost.php?p=9405329&postcount=540)by monkman
Water Elemental (http://www.giantitp.com/forums/showpost.php?p=9465968&postcount=77)by AustontheGreat1
Wight (http://www.giantitp.com/forums/showpost.php?p=9238635&postcount=127)by Crafty Cultist
Wild Hunt (http://www.giantitp.com/forums/showpost.php?p=9399221&postcount=519)
Will-O-Wisp (http://www.giantitp.com/forums/showpost.php?p=9254674&postcount=170)by Kobold-Bard
Winged Template (http://www.giantitp.com/forums/showpost.php?p=9472231&postcount=125)by Niezck
Winter Wolf (http://www.giantitp.com/forums/showpost.php?p=8890538&postcount=856) by Frog Dragon
Wyvern (http://www.giantitp.com/forums/showpost.php?p=9080278&postcount=1186)by Hyudra
Xill (http://www.giantitp.com/forums/showpost.php?p=8078928&postcount=203)(by ScionoftheVoid)
Yuan-ti (http://www.giantitp.com/forums/showpost.php?p=8017736&postcount=127)
Zelekhut(inevitable) (http://www.giantitp.com/forums/showpost.php?p=7951028&postcount=26)
Zern (http://www.giantitp.com/forums/showpost.php?p=8903096&postcount=899)by AustontheGreat1

Lycanthropes:
WereBear (http://www.giantitp.com/forums/showpost.php?p=8183188&postcount=306)By Crafty_Cultist
WereHydra (http://www.giantitp.com/forums/showpost.php?p=9240689&postcount=133)contributed by flabort
WereLizard (http://www.giantitp.com/forums/showpost.php?p=9405424&postcount=544)by un_known
WereRhino & Werewhathaveyou (http://www.giantitp.com/forums/showpost.php?p=9231073&postcount=68)by ChumpLump
WereSnake and WereRat (http://www.giantitp.com/forums/showpost.php?p=9176252&postcount=1395)by ChumpLump
WereSpider (http://www.giantitp.com/forums/showpost.php?p=9172249&postcount=1384)by ChumpLump
WereWeasel, WereShark and WereBas (http://www.giantitp.com/forums/showpost.php?p=9224377&postcount=44)by ChumpLump
Werewolf (http://www.giantitp.com/forums/showpost.php?p=8178217&postcount=297)By Crafty_Cultist

True Dragons:
Blue Dragon (http://www.giantitp.com/forums/showpost.php?p=7941947&postcount=2)
Bronze Dragon (http://www.giantitp.com/forums/showpost.php?p=9261499&postcount=189)contributed by Gorgondantess
Fang dragon (http://www.giantitp.com/forums/showpost.php?p=9317804&postcount=320) by unknown
Golden Dragon (http://www.giantitp.com/forums/showpost.php?p=9260930&postcount=187)
Green Dragon (http://www.giantitp.com/forums/showpost.php?p=9260954&postcount=188)by un_known
Red Dragon (http://www.giantitp.com/forums/showthread.php?t=165439&postcount=1)
Purple dragon (http://www.giantitp.com/forums/showpost.php?p=8927061&postcount=949)
Pyroclastic dragon (http://www.giantitp.com/forums/showpost.php?p=9264141&postcount=212) contributed by Kyuubi
Silver Dragon (http://www.giantitp.com/forums/showpost.php?p=8002450&postcount=108)
White Dragon (http://www.giantitp.com/forums/showpost.php?p=9324083&postcount=355)by un_known
Wing Dragon (http://www.giantitp.com/forums/showpost.php?p=7962320&postcount=47)

Gorgondantess
2010-10-01, 06:16 PM
The way we'll be doing this is when someone makes a request, whoever calls dibs on it first gets to do the class. If noone calls dibs after a few weeks, I'll do it. If it isn't finished within a few weeks, I'll PM you: if I don't get a reply, I'll do it myself, though you have virtually unlimited time to finish a class. (this has become an infeasible option.:smallsigh:)
If somebody has called 'dibs', it's removed from the list: I expect you to do it, or tell me if you're never going to finish it. This is for indexing purposes, and so nobody steps on somebody else's toes.

Waiting List:

Avoral (http://www.giantitp.com/forums/showpost.php?p=9687627&postcount=914)
Battle Dragon (http://www.giantitp.com/forums/showpost.php?p=9471685&postcount=122)
Barghest (http://www.giantitp.com/forums/showpost.php?p=9635782&postcount=727)
Concordant Killer (http://www.giantitp.com/forums/showpost.php?p=9643634&postcount=750)
Nightwalker (http://www.giantitp.com/forums/showpost.php?p=9772042&postcount=1159)
Ultroloth (http://www.giantitp.com/forums/showpost.php?p=9463962&postcount=18)
Valkyrie (http://www.giantitp.com/forums/showpost.php?p=9629754&postcount=707)
Various Other Dragons (http://www.giantitp.com/forums/showpost.php?p=9471317&postcount=120)
Various Monsters from FF (http://www.giantitp.com/forums/showpost.php?p=9625566&postcount=698)

Requests from Gorgondantess (too busy to make 'em now, but if YOU make them, you get cookies!)
Joystealer
Splinterwaif
Verdant Prince


New Releases!:
Phoelarch (http://www.giantitp.com/forums/showpost.php?p=9516820&postcount=326) Now with phoenix down!
Evolved Undead (http://www.giantitp.com/forums/showpost.php?p=9511014&postcount=240)
Daeva (http://www.giantitp.com/forums/showpost.php?p=9734048&postcount=1033)
Saint (http://www.giantitp.com/forums/showpost.php?p=9660268&postcount=810)- I think this is our first "good" template.:smalltongue:
Soulspark (http://www.giantitp.com/forums/showpost.php?p=9496930&postcount=209) Our first incarnum using class, 100% OGL-compatible!
Githzerai/Githyanki (http://www.giantitp.com/forums/showpost.php?p=9615407&postcount=659) Our favorite PLA-slinging illithid haters, which don't have illithid slaying powers because those are just lame and totally situational.
Water Elemental (http://www.giantitp.com/forums/showpost.php?p=9465968&postcount=77) Rounding off the last of the elementals with my personal favorite.

Gorgondantess
2010-10-01, 06:24 PM
Oh, and if anyone has something from the old thread that hasn't been edited into the first post, now's the time to say it!

sciencepanda
2010-10-01, 06:38 PM
Ah, could you also provide a list of monsters in the order they are written? It is easier to check and see that something new has been made and put on the list that way.

Temotei
2010-10-01, 06:41 PM
I don't see the movanic deva. Are you planning on making your own?

Gorgondantess
2010-10-01, 06:42 PM
Ah, could you also provide a list of monsters in the order they are written? It is easier to check and see that something new has been made and put on the list that way.

I'd rather not: it would fill up posts realllly fast, and would just be annoying- indexing them logically is already a pain, chronologically would just give me a headache. How about I put up a "5 most recent" under the requests?:smallsmile:



I don't see the movanic deva. Are you planning on making your own?
Funny he never edited that one in... I figured he would've. I'll check it out: if it's good, well, I don't care who made the class, it's still a good class. If it's not, then I'll make one myself.:smallcool:

Magicyop
2010-10-01, 06:55 PM
Yay for the new thread! Out of curiosity, why did Oslecamo get banned? I never really conversed with them or read any of their posts other than the monster classes, so I don't really care for any reason other than rubbernecking.

Here's a first monster request for the new thread: How about a Dream Larva (http://www.d20srd.org/srd/epic/monsters/abomination.htm#dreamLarva)? Sorry, I know that's kind of a doozy! Thanks very much. :smallwink:

Gorgondantess
2010-10-01, 06:57 PM
Yay for the new thread! Out of curiosity, why did Oslecamo get banned? I never really conversed with them or read any of their posts other than the monster classes, so I don't really care for any reason other than rubbernecking.

Here's a first monster request for the new thread: How about a Dream Larva (http://www.d20srd.org/srd/epic/monsters/abomination.htm#dreamLarva)? Sorry, I know that's kind of a doozy! Thanks very much. :smallwink:

I believe it's against forum rules to discussed banned posters.
As for the dream larva: I certainly hope someone pounces on that.:smalleek:

Magicyop
2010-10-01, 06:58 PM
I believe it's against forum rules to discussed banned posters.
As for the dream larva: I certainly hope someone pounces on that.:smalleek:

Oh, oop! I didn't know that! Sorry, I didn't know that I wasn't allowed to discuss banned posters. Forget I said anything...

Me too! I've always thought it would be epic to run around as a dream larva... I can sort of imagine it as a 'never being observed' thing, because of Worst Nightmare, you would have to constantly be out of sight from people you care about.

Gorgondantess
2010-10-01, 07:01 PM
Me too! I've always thought it would be epic to run around as a dream larva... I can sort of imagine it as a 'never being observed' thing, because of Worst Nightmare, you would have to constantly be out of sight from people you care about.

Yeah... that's gonna be suppressible.:smallamused:

AustontheGreat1
2010-10-01, 07:02 PM
A while ago I tried making the Beguiler monster class. It seems to be finished and it was never added to the list. This is it (http://www.giantitp.com/forums/showpost.php?p=8672814&postcount=637), if you'd like to check it out.

Magicyop
2010-10-01, 07:04 PM
Yeah... that's gonna be suppressible.:smallamused:

Well, but it'd be kind of interesting if it wasn't-- imagine playing a character who can never be observed doing cool stuff. "Well, I ASSUME he's dashing, powerful, and dangerous... but I've never seen it personally, so..."

Gorgondantess
2010-10-01, 07:09 PM
A while ago I tried making the Beguiler monster class. It seems to be finished and it was never added to the list. This is it (http://www.giantitp.com/forums/showpost.php?p=8672814&postcount=637), if you'd like to check it out.
A few things:
Unspoiler the picture.
Also, the wording on true sight is weird... 'check' is normally used for skill checks: just call it saves.
You say in the text it gets +2 to dexterity, but in the table +1. I'd go for +1, but it's your choice.
Anyways, I'll just edit it in now: I'm counting on you to make those edits.


Well, but it'd be kind of interesting if it wasn't-- imagine playing a character who can never be observed doing cool stuff. "Well, I ASSUME he's dashing, powerful, and dangerous... but I've never seen it personally, so..."
Uh, interesting, but not exactly playable. Our goal here is to make the classes accessible to everyone.

Magicyop
2010-10-01, 07:20 PM
Well, yeah, okay, good point. :smalltongue:

Niezck
2010-10-01, 07:25 PM
I believe there was an Arcanaloth class toward the end of the first thread that was never added to the list. Sorry I can't be more specific, I need to dash!

Good stuff keeping this going!

Gorgondantess
2010-10-01, 07:27 PM
I believe there was an Arcanaloth class toward the end of the first thread that was never added to the list. Sorry I can't be more specific, I need to dash!

Nnnnope. Not that I'm aware of.


Good stuff keeping this going!
Well, I'm glad I'm getting a positive reception. If anyone prefers how Oslecamo was doing things at all, or are unhappy with how I'm doing things, please tell me and I'm sure we can reach a compromise.

Zaydos
2010-10-01, 07:37 PM
Well if there's not an Arcanaloth and Ultraloth classes their should be. Not as iconic as Balors and Pit Fiends but still Ultraloths were always epic in 2e.

monkman
2010-10-01, 07:38 PM
Goristro
http://1.bp.blogspot.com/_ahaPoyH_5oo/S8Rj2xeH2lI/AAAAAAAAASc/3xuJbttiMY0/s1600/Dungeon%23177+-+The+Master.jpg
{table=head]Level|BAB|Fort|Ref|Will|Special

1st|
+1|
+2|
+0|
+0|+1Str,+1 Con,Goristro body

2nd|
+2|
+3|
+0|
+0|+1Con, Infernal Summoning

3rd|
+3|
+3|
+1|
+1| +1 Str,+1 Con, From The Abyss

4th|
+4|
+4|
+1|
+1|,+1 Con, Growth

5th|
+5|
+4|
+1|
+1|+1Str,+1 Con, Stamp

6th|
+6|
+5|
+2|
+2|+1 Con, Rock Throwing

7th|
+7|
+5|
+2|
+2|+1Str,+1 Con, Trample

8th|
+8|
+6|
+2|
+2|+1 Con, Growth

9th|
+9|
+6|
+3|
+3|+1Str,+1 Con, See invisblity

10th|
+10|
+7|
+3|
+3|+1 Con, Creature of the abyss

11th|
+11|
+7|
+3|
+3|+1Str,+1 Con, Roar

12th|
+12|
+8|
+4|
+4|+1 Con, Growth

13th|
+13|
+8|
+4|
+4|+1str,+1 Con, Great slams [/table]
HD=D12
2 Skill points+int per level quadruple at 1st level. Class skills Balance Climb, Intimidate ,Jump, Listen and Spot

Proficiencies A goristro is profient with his natural attack , simple and martial weapons

Goristro body:The goristro loses all other racial bonus and gains outsider traits (basically darkvision 60 feets). It's a medium sized outsider with base 40 feets and two natural slam attacks dealing 1d8 damage each.
A Goristro gains natural armor equal to his con modifier

Infernal Summoning: At 2nd level, the goristro gains the ability to summon its brethren. Once per day the goristro 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, it progresses to the next summon monster spell, culminating at Summon Monster VI at level 12. HD outside from goristro HD count as 1/2 class levels for this purpose, so with 12 levels of goristro and 6 levels of anything else, the goristro can get up to Summon Monster VIII. With 13 levels of Goristro and 20 HD, the Goristro can cast Summon Monster IX.
The goristro can only summon CE or NE monsters


From The Abyss Comming from the abyss a goristro learns how to shrug off pain and learns how to resist spells. He gains spell resistance equal to 11+HD and Damage reduction/sliver or good equal to half his HD.


Growth: At 4th lv a Goristro grows to large size.
At 8th lv a Goristro grows to huge size.
At 12th lv a goristro grows to gargantuan size.
At 20th Lv a gorsitro grows to collosal size.
Every time there is a size increase, the base movement speed increases by 10ft.

Creature of the abyssA goristro has spent alot of time in the abyss and he has learned diffrent techinques to shrug of pain. He gains Dr silver and good equal to his HD

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

A trample attack deals bludgeoning damage (the Goristro’s slam damage + 1½ times his Str modifier).

Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage.

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

See invisibility A goristro has the constant effect of see invisibility.

Stomp: 1 time per 3 HD per day, a Goristro can stamp on the floor, it creates a shock wave of 10ft aurond the gorsitro and it damages as much as a slam attack to evirone in the perimeter. If a creaure is hit, they must make a balance check(10+1/2HD+str modifier) or fall down and become prone. If there is a creature larger or the same size than the goristro then this has no effect.

Rock throwing At 7thlevel, the goristro may begin throwing boulders or other large objects. A goristro at least large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 900 feet. A Huge goristro can hurl rocks of 60 to 80 pounds (Medium objects). A Gargantuan goristro can hurl rocks of 90 to 120 pounds (large objects).

Roar A goristro's roar cause 1d6 sonic damage per 2 hd to enemies. The enemies must allows make a will save equal to 10+1/2HD+ Cha .If lower then half the goristro's HD, if the enemy fail's he is panicked, if they succeed , they are shaken. If an enemy of more then half the goristro's HD fails, they are shaken, If they succeed nothing happens. This only affect's enemies. A goristro can ultilise this ability 1 time per day per 3 HD. It is considered a full round acttion.

Great slams: The slam attack are considered 2 handed weapons for purpose of applying extra damage from his strength bonus and from abilities like power attack

Gorgondantess
2010-10-01, 07:40 PM
Yes, that would work. Capitalization and punctuation too! Make it look nice, professional, like you really put work into it- make it flow, make it all nice and neat and orderly.:smallsmile:
The abilities could use some rewording to make them flow better as well.

Niezck
2010-10-01, 07:42 PM
Heh, didn't have to dash after all.

Arcanaloth (http://www.giantitp.com/forums/showpost.php?p=9059851&postcount=1145)

Temotei
2010-10-01, 07:42 PM
One new rule: please, please, please use proper spelling & punctuation. It makes things easier on all of us. Thank you.:smallsmile:

Thank you for this, by the way. My eyes just about melted the first time I saw "proefeciencies."

monkman
2010-10-01, 07:45 PM
what would be the damage?The number of rounds and the stat
it's a lv 12 ability

Roar a goristro's roar cause XdX sonic damage to enemies. the enemies must allows make a will save equal to 10+1/HD+ Xstat.A goritro can use this abiliy every XDX turns. If lower then half the goristro's HD, if the enemy fail's he is panicked,if they succed , they are shaken. If a enemy of more then half the goristro's HD fails, they are shaken, If they succed nothing happens. this only affect's enemies

Gorgondantess
2010-10-01, 07:45 PM
Thank you for this, by the way. My eyes just about melted the first time I saw "proefeciencies."

Yeah... same here.:smalleek:
I really wish I had editing rights for Oslecamo's posts: I'd clean them all up, just to get rid of that horrid butchering. Alas, we'll just have to deal with it.

@Niezck: Thanks! My, that was all the way back in the 1st thread. Don't really see why Oslecamo didn't pick it up.

@Monkman: That's for you to decide. Just make it scale. Probably charisma for the save, though.
Also, it would be nice if you not only used proper spelling, capitalization & punctuation in the class, but in your posts as well. Unless you're dyslexic, it just makes everything easier on me (and this is already turning out to be quite a handful) and makes you look much more intelligent. Please.:smallsmile:

Magicyop
2010-10-01, 07:47 PM
Yeah... same here.:smalleek:
I really wish I had editing rights for Oslecamo's posts: I'd clean them all up, just to get rid of that horrid butchering. Alas, we'll just have to deal with it.

@Niezck: Thanks! My, that was all the way back in the 1st thread. Don't really see why Oslecamo didn't pick it up.

Bah! I wish I had editing rights for EVERYONE'S posts... I'd just go through the forums all day correcting spelling and grammar. :smalltongue:

I mean, typos are fine. Everyone makes them. But that level of disregard for the english language and that much lack of desire to make a professional looking piece of art(Yes, I consider homebrew to be art) just frustrates me no end.

Can anyone try their hand at making a monster class, or do you have to register or something?

Gorgondantess
2010-10-01, 07:48 PM
Bah! I wish I had editing rights for EVERYONE'S posts... I'd just go through the forums all day correcting spelling and grammar. :smalltongue:

I mean, typos are fine. Everyone makes them. But that level of disregard for the english language and that much lack of desire to make a professional looking piece of art(Yes, I consider homebrew to be art) just frustrates me no end.

Ahhh, a kindred soul.:smallbiggrin:

monkman
2010-10-01, 07:54 PM
@ evirone, i got the Goristro on word and im correcting. It WILL not have as much errors.

Temotei
2010-10-01, 07:54 PM
Can anyone try their hand at making a monster class, or do you have to register or something?

I'm pretty sure anyone can at any time. Oslecamo did that for many of his classes.


@ evirone, i got the Goristro on word and im correcting. It WILL not have as much errors.

Make sure you proofread it. Spell check is okay to check for stupid errors, but it will often try to change something you don't want changed, or miss things you do want changed.

Gorgondantess
2010-10-01, 07:58 PM
I'm pretty sure anyone can at any time. Oslecamo did that for many of his classes.
This. You're allowed to post whatever you want- this is a public forum, after all. However, I'd advise you read the guidelines first, as I have last say on what goes in the list. However, in general, I'll try to be more lenient than my predecessor.



Make sure you proofread it. Spell check is okay to check for stupid errors, but it will often try to change something you don't want changed, or miss things you do want changed.

Don't worry- it seems Magicyop is a fellow grammar nazi.:smallbiggrin:

Magicyop
2010-10-01, 08:03 PM
Don't worry- it seems Magicyop is a fellow grammar nazi.:smallbiggrin:

Heil Dictionary! :smallbiggrin:

If no one steps up to the plate on Dream Larva, I might try making one myself. Not sure how good it would be, but...

monkman
2010-10-01, 08:07 PM
Heil Dictionary! :smallbiggrin:

If no one steps up to the plate on Dream Larva, I might try making one myself. Not sure how good it would be, but...

it dosent really matter if it's not good, if we(the thread people) find something that isnt good. We will tell you and we will give you some suggestion to improve.

Also i think the goristro is done. please point out mistaques and If you want to grammar edit them your self then quote it and make the nessesary adjustements.

Niezck
2010-10-01, 08:24 PM
As I said, at the end of the first thread. :smalltongue:

And it's all well and good to ask people to clean up their grammar & spelling, but often people write the way they do because they've either got English as a foreign language or have some form of problem with words (dylexia, etc). Especially on a multi-national board such as this.

Also, isn't the aim of language to communicate? So as long as you can understand what the meaning is, it doesn't really matter. I'm as much of a grammar nazi as the next internet user but I, myself, quite often use poor grammar and punctuation simply because I'm lazy or mis-type or whatever, yet people still understand it.

I realise thsi is all pretty aimless rambling, but what I'm trying to say is that having a rule that essentially says "Grammar or GTFO" is pretty uppity of you. Grammar and punctuation isn't a sign of intelligence, it's a sign of perfectionism. Some of the most intelligent people I know have the most atrocious writing habits.

[/Aimless ramble]

Magicyop
2010-10-01, 08:34 PM
I never disputed that. I don't doubt that intelligence is in no way related to grammar and spelling, especially on the internet. And yes, perhaps it is perfectionism, but I don't consider it wrong to want everything to be clean and clear. That doesn't say ANYTHING bad about the person making the errors, anything at all. Correcting errors doesn't mean that I think any less of the person, only that I wish they could communicate their meaning with somewhat more clarity.

On a more on-topic note, I'm trying to think of abilities for the Dream Larva. The Oneiromancy spells immediately rise to mind but I'm trying to consider some unique abilities for it. If anyone has suggestions that would be great. Right now I'm just fiddling around with my thoughts while I wait to see if someone else picks it up.

Niezck
2010-10-01, 08:35 PM
That wasn't aimed at anyone in particular, just the 2am ramblings of a tired Niezck. :smalltongue:

It just annoys me when people relate typing to intelligence.

sciencepanda
2010-10-01, 08:40 PM
I think it is less a matter of showing intelligence, and more a matter of being considerate to others. This topic is intended as a public archive or sorts, and proper spelling and grammar simply makes it far easier for us all to read and access it.

monkman
2010-10-01, 08:44 PM
waiting for Gorgondantess to say the ok for the goristro.But what should be my new project after this?
a yeti, no explanation needed(frostburn) or a CHRONOTYRYN, a large bird creature that has hands and they are spellcasters(fiend folio)?

Gorgondantess
2010-10-01, 08:47 PM
Ehehm.


One new rule: please, please, please use proper spelling & punctuation. It makes things easier on all of us. Thank you.:smallsmile:
Note: if I'm being a grammar nazi, please tell me, and I'll stop.:smalleek:


As Niezck iterated, of course if someone doesn't have english as a primary language or dyslexia, that's all fine. Still, I've met people who are stubbornly lazy with their misspellings/errors, and that just annoys me. As sciencepanda said, this is a public archive, and proper spelling and punctuation just make everything easier on everybody.
Also: I never said bad typing makes you unintelligent, I said it makes you look unintelligent. Big difference.:smallamused:

I'll do the Goristro in a different post.

Magicyop: I strongly advise you try something other than the dream larva for your first monster. A 13 level monster is hard- a 20 level monster can be insanity inducing.

Gorgondantess
2010-10-01, 09:08 PM
Goristro: First we'll tackle the abilities, shall we?
For the slams, make the "counts as 2 handed weapon" a separate ability. Probably a later level one- somewhere in 10th-13th. That is extremely powerful, especially for an ubercharger. Adding 2H power attack once is great- twice is just silly. In fact, make that a capstone.
Natural armor is always, always, always under "X Body".
I advise merge Spell Resistance & Damage Reduction into one ability and call it "Resistance". Or something creative if you feel up to it.
As for growth, I advise you say that once it's reached gargantuan size, once it's reached 20 HD, it advances all the way to colossal. This thing's schtick is that it's really big, so it's really big! Awesome!:smallbiggrin:
You don't state the effects of trample when the goristro tramples an enemy.
See invisibility looks good.
Stomp is just kindof silly, and it can mess up your allies (in fact, it will probably mess up your allies). I advise you do something like... as a standard action, the goristro slams its foot into the ground & deals slam damage to all within 10': any damaged, you get a free trip attempt against.
Roar is too powerful: 1d6 sonic damage per HD is more powerful than most spells. I'd advise you reduce it to 1d6 per 2 HD, and specify it as a standard action, or 1d6 per 3 HD and make it a swift action.
Either way? Put a cap on uses. Probably once per day per 3 HD. Meanwhile, if you take my suggestion on stomp, remove the use cap.

Otherwise, it could use some... pizzaz. Make it worth 13 levels, y'know? That's up to you, though if you really need a suggestion, I'm sure the rest of the group would be willing, and if they aren't, I do have a few ideas you could use.

monkman
2010-10-01, 09:19 PM
Yeti
http://1.bp.blogspot.com/_O4Jf9Y7oJE4/TBeF7_NEttI/AAAAAAAAAEI/kUXosGJRwj8/s1600/105.jpg
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|
0|
2|
0|
0|+1 Str,+1 Con,Yeti Body

2nd|
1|
3|
0|
0|1Str, Cold comfort

3rd|
2|
3|
1|
1|+1Str,+1 Con, Growth, Natural armor[/table]

Hd=D10

Skills 2+int modifier, quadruple at 1st level. Class skills are Climb, Hide, Intimidate, Jump, Listen, Move silently, Spot and Survivial.

Yeti Body At 1st level a yeti loses all racial bonus it had and gains monsterous humanoid(cold) traits. He's a medium humanoid with base speed 40ft. The yeti gains a hide bonus equal to his HD in snowy weather. He also gains the Snowsight ability that allows him to ignoresall penalties due to snow glare and snow blindness

Cold Comfort: At second level, the Yeti gains a resistance to cold equal to double his HD, but takes 1 extra damage for every HD whenever he takes fire damage. The Yeti is comfortable in cold climates and ignores any penalties or damage from cold weather, slippery ground and cold weather effects (snowfall, hail, sleet).
At 8HD, the Yeti is instead immune to cold and is vulnerable to fire

Growth At 4th lv a yeti grows to large size

Natural armor: A yeti gains natural armor equal to his con modifier
comments?

Gorgondantess
2010-10-01, 09:27 PM
Whoah, whoah, finish the first one before you start on the second! Otherwise, it seems you've lost sight of our goal here:
Why do we make these classes? It's not to translate various monsters into a class-template. It's not just to remove LA/RHD. It's to make them damn fun to play, more so than the utter failures WotC made (okay, bards are pretty cool.:smalltongue:)

The Yeti? Honestly, it's pretty boring. All vanilla, nothing unique, nothing but natural weapons to make it fun in melee. We'll get back to it later, but I just wanted to say that for now.

monkman
2010-10-01, 09:31 PM
when you said
i'll do goristro in a diffrent post i though that you were going to do it, i'll put the yeti aside for a bit and i'll finsh the gorsitro

The Tygre
2010-10-01, 09:31 PM
Whoa whoa whoa! What the crap, man? I just need a minute to absorb all this... *phew* Guess I'm gonna' have to drop my print-out of Descent of Shadows and make that second monster book double-time. But let's not dwell on the past; onward and upwards! Yours is the drill that will pierce the heavens! And with that, I have a request.

There's not nearly enough tentacley goodness here. How about a Pseudonatural PrC/Template? The Lords of Madness version, not the Instant-Great-Old-One version from Epic Level Handbook.

Gorgondantess
2010-10-01, 09:32 PM
when you said i though that you were going to do it, i'll put the yeti aside for a bit and i'll finsh the gorsitro

Oh. I meant I critiqued it (http://www.giantitp.com/forums/showpost.php?p=9464477&postcount=38). No, I'll only do a class if you ask me to- just taking it out from under you would be a jackass thing to do.


Whoa whoa whoa! What the crap, man? I just need a minute to absorb all this... *phew* Guess I'm gonna' have to drop my print-out of Descent of Shadows and make that second monster book double-time. But let's not dwell on the past; onward and upwards! Yours is the drill that will pierce the heavens! And with that, I have a request.

There's not nearly enough tentacley goodness here. How about a Pseudonatural PrC/Template? The Lords of Madness version, not the Instant-Great-Old-One version from Epic Level Handbook.

Heh, thanks. I call dibs on pseudonatural template.:smallbiggrin:

monkman
2010-10-01, 09:35 PM
did the one who's name must not be written do that?(starts with a O)

Gorgondantess
2010-10-01, 09:37 PM
did the one who's name must not be written do that?(starts with a O)

Yes, my predecessor did, in fact, do that. Or at least a variation on it. It's why I left the original thread.

Mystic Muse
2010-10-01, 09:38 PM
I'm going to join in on Critique basis for now. Don't have enough time to make any more monsters right now.

Out of curiosity, If I were to do any more planar dragons could I give them spellcasting ability? Whenever I think dragon I think highly intelligent and able to cast spells. I'd even be willing to do two separate versions, one where they have it and one where they don't, if necessary.

Gorgondantess
2010-10-01, 09:40 PM
I'm going to join in on Critique basis for now. Don't have enough time to make any more monsters right now.

Out of curiosity, If I were to do any more planar dragons could I give them spellcasting ability? Whenever I think dragon I think highly intelligent and able to cast spells. I'd even be willing to do two separate versions, one where they have it and one where they don't, if necessary.

Yeah, that's fine. Perfectly fine.

Mystic Muse
2010-10-01, 09:41 PM
Yeah, that's fine. Perfectly fine.

Thank you, thank you, thank you.

Yes, it means much more to me than it should.

Gorgondantess
2010-10-01, 09:42 PM
Thank you, thank you, thank you.

Yes, it means much more to me than it should.

I do what I can.:smallbiggrin:

monkman
2010-10-01, 09:47 PM
All hail. The new great and kind leader: Gorgondantess
*people start cheering and claping*
:smallbiggrin:

137ben
2010-10-01, 09:54 PM
I noticed on the list of done monsters, there is fire, earth, and air elemental...but no water elemental.
Anyone want to try?

Gorgondantess
2010-10-01, 09:55 PM
I noticed on the list of done monsters, there is fire, earth, and air elemental...but no water elemental.
Anyone want to try?

That would be Auston's prerogative: he did the other 3.

monkman
2010-10-01, 10:01 PM
Gorg should i put the growth(collossal) at 16 HD or at 20 HD?
is this better for stamp?
Stomp: 1 time per 3 HD per day, a Goristro can stamp on the floor, it creates a shock wave of 10ft aurond the gorsitro and it damages as much as a slam attack to evirone in the perimeter. If a creaure is hit, they must make a balance check(10+1/2HD+str modifier) or fall down and become prone.

Gorgondantess
2010-10-01, 10:03 PM
Gorg should i put the growth(collossal) at 16 HD or at 20 HD?
is this better for stamp?
Stomp: 1 time per 3 HD per day, a Goristro can stamp on the floor, it creates a shock wave of 10ft aurond the gorsitro and it damages as much as a slam attack to evirone in the perimeter. If a creaure is hit, they must make a balance check(10+1/2HD+str modifier) or fall down and become prone.

Looks good! Make sure to give a bonus to larger creatures, or better yet, make any creatures the same size or larger than the Goristro immune.
Colossal at 20.

The Tygre
2010-10-01, 10:07 PM
All hail. The new great and kind leader: Gorgondantess
*people start cheering and claping*
:smallbiggrin:

I believe you mean GooooooOOOOOOOOOOOOoooooooorgondantess! (http://www.youtube.com/watch?v=c323GutvyE4)

Gorgondantess
2010-10-01, 10:11 PM
I believe you mean GooooooOOOOOOOOOOOOoooooooorgondantess! (http://www.youtube.com/watch?v=c323GutvyE4)

Wow... right after I got myself a PS2 (at a bargain price) and bought that game, facing that particular villain no less than a week ago, someone finally sees the subconscious inspiration for my username.
Bravo, Tyger. Bravo.
I wasn't actually thinking about that game when I decided on Gorgondantess, but I realized a few months later the 2 names were uncannily similar, so it must've been an inspiration. And you're the first one to see that, after a good 2 years on this site.:smallamused:

monkman
2010-10-01, 10:12 PM
I believe you mean GooooooOOOOOOOOOOOOoooooooorgondantess! (http://www.youtube.com/watch?v=c323GutvyE4)

I believe that you're right

also i made some other adjustements. More comments please

The Tygre
2010-10-01, 10:14 PM
Wow... right after I got myself a PS2 (at a bargain price) and bought that game, facing that particular villain no less than a week ago, someone finally sees the subconscious inspiration for my username.
Bravo, Tyger. Bravo.
I wasn't actually thinking about that game when I decided on Gorgondantess, but I realized a few months later the 2 names were uncannily similar, so it must've been an inspiration. And you're the first one to see that, after a good 2 years on this site.:smallamused:

First thing I thought of when I saw your name. I'm just that good. :smallcool:

Mystic Muse
2010-10-01, 10:25 PM
here's my old Styx dragon up for review again. I still feel it's a little too powerful but that's for you guys to decide. I think it's separate enough to warrant a different class from Oslecamo's. The main thing I have a problem with is SLA frequency. I'm not too sure about what the frequency should be. Another thing is, it's arms are vestigial so it can't really cast spells anyway. What should I do about that?

level 13 and 18 look dead but they're new spell levels so I didn't count them.

The Styx dragon Source, Draconomicon.

http://i1206.photobucket.com/albums/bb443/Zernobog888/Decorated%20images/dragon-styx.jpg

class



{TABLE]Level | BAB | Fort | Ref | Will | Feature
1 | +1 | +2|+0 |+2 |Stygian Body, Styx adaptation,Arcane blood
2| +2| +3|+0 |+3 | Keen senses, Stygian Breath
3| +3| +3|+1| +3| Blindsense 60 feet, Strength +1, Constitution +1
4| +4| +4| +1|+4 | Styx Dragon SLAs, +1 Charisma
5| +5| +4| +1| +4| Burrow, improved breath weapon, improved tail blades
6| +6| +5|+2 |+5 | Styx dragon SLAs, +1 Charisma
7| +7| +5| +2| +5|,Constrict, Improved grapple, diseased tail blades +1 strength, +1 Constitution
8| +8| +6| +2| +6| Growth, Styx dragon SLAs +1 Charisma
9| +9| +6|+3 |+6| improved grab +1 Strength, +1 Constitution
10| +10| +7|+3 |+7 | improved breath, Styx dragon SLAs, +1 Charisma
11| +11| +7| +3|+7 | Stygian Scales Stygian influence
12| +12| +8| +4|+8 | Frightful presence. Growth, +1 Strength, +1 Constitution,
13| +13| +8| +4| +8| +1 Charisma
14| +14 | +9| +4| +9|Stupefying breath, +1 strength +1 Constitution
15| +15 | +9| +5| +9| Disease ascension
16| +16 | +10| +5| +10| Styx dragon SLAs, +1 Charisma
17| +17| +10| +5| +10| Stygian bite +1 Strength, +1 Constitution
18| +18| +11| +6| +11| +1 charisma
19 | +19| +11| +6| +11|Growth, +1 strength, +1 Constitution
20| +20| +12| +6| +12 |Disease perfection.
[/table]

4 Skill points+int per level, quadruple at 1st level. Class skills: Concentration, climb, jump, spot, listen, appraise, bluff, intimidate, Knowledge(any), spellcraft.


Proficiencies: a Styx dragon isn't proficient with any armor or weapons, besides his own natural weapons

Stygian Body: The Styx dragon loses all other racial bonuses, and gains Dragon traits, Bite 1d8 damage, 2 tail blades for 1d8 damage each, (They are secondary attacks and both are seperate attacks) a 40 foot base land speed which starts increasing by 10 every hit dice after its fourth and medium size. In addition, the Styx dragon gains a swim speed that remains equal to the base land speed (So at tenth level, both its land and swim speed will be 100 feet) The tail blades only add your strength modifier to damage until level 5 at which point it becomes 1 and a half strength modifier

The Styx dragon's arms are vestigial and cannot be used for any purpose.

The Styx dragon also gets a natural armor bonus equal to his Constitution modifier. Whenever the Styx dragon grows one size category, his natural armor increases by a further 1.

Styx Adaptation:Ex The Styx dragon has complete immunity to poisons and diseases, magic or mundane. In addition, the dragon can breathe in water, Is not hampered in combat by being in an aquatic environment, and is immune to the harmful effects of the river Styx. Despite being an aquatic creature, it can survive indefinitely upon land and due to its origin it cannot be affected by the disease ascension or disease perfection abilities of other Styx dragons.

Arcane Blood: A Styx dragon receives spells known and spells per day as a bard of same level, but he casts as a sorcerer and takes his spells known from the sorcerer/wizard spell list.

If it multiclasses as a bard it's spellcasting increases as a bard.
If it multiclasses as a sorcerer it counts as already having sorcerer casting depending on it's dragon level, as shown on the following table.

{table]Dragon level | Virtual sorcerer casting
1|-
2|1
3|2
4|3
5|4
6|5
7|6
8|6
9|7
10|8
11|8
12|9
13|10
14|10
15|11
16|12
17|12
18|13
19|13
20|13
[/table]

So for example a dragon 2 who takes a level of sorcerer would count as already having 1 level of sorcerer and gains the spell slots and spell knowns that a sorcerer gains when leveling from level 1 to 2, but not the spell slots and spell knowns from the 1st level of sorcerer He would get the familiar ability, but dragon levels wouldn't count for it.

A dragon 18 who takes a level of sorcerer would count as having 14 levels of sorcerer(13+1) and gain the spell slots and spell knowns that a sorcerer gains when leveling from level 13 to 14, but not the spell slots and spell knowns that a sorcerer gets from level 1 to 13, He would get the familiar ability, but dragon levels wouldn't count for it.

His Caster level remains equal to his full HD when multi-classing to sorcerer

If a dragon takes a casting PRC, it may choose to advance his casting as that of a sorcerer So a dragon 10/loremaster 10 would cast as a 18th level sorcerer (he would still receive spell slots and spells knowns from a bard 10 from the first 10 dragon levels and then the spell slots and spell knowns from a sorcerer 11-18 for the loremaster levels)

Keen Senses:Ex At second level, the Styx dragon's senses become far stronger. The Styx dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet

Stygian Breath:Su At second level the Styx dragon gains a breath weapon. The breath weapon is a 60 foot line dealing 1d6 acid damage/HD, with a reflex save DC of 10+1/2 HD+Constitution modifier for half and takes 1d4 rounds to recharge. The line increases by 10 feet for every extra hit die the dragon gains. In addition, at 5th level the damaging effects of the line cling to enemies. The next round the acid deals half the damage it dealt the previous round. At tenth level it affects them again dealin one quarter the damage it originally dealt.


Styx dragon SLAs: At 2nd level the Styx dragon can cast curse water/bless water 1/day for each HD, At 6th level he can cast Stinking cloud and deeper darkness 1/day for every 2 HD, at 8th level he can cast contagion and control water 1/day for every 3 HD, at 10th he can cast hold monster mind fog and feeblemind 1/day for every 4 HD and at 16th he can cast Horrid wilting and summon monster 8 1/day for every 5 HD. These spells do not affect the dragon's alignment in any way.

Blindsense:Ex At third level the dragon gains Blindsense as the normal ability, range 60 feet.


Burrow At 5th level the Styx dragon gains a burrow speed equal to its base land speed.

Diseased Tail blades:Ex At seventh level anybody who is hit by the tail blades must succeed on a Fortitude save equal to the Dragon's breath weapon save or contract a disease of the player's choice. The player must choose once he gets this ability and the ability cannot be changed after this. There are several diseases on Page 292 of the dungeon master's guide or they can choose Stygian wasting from Draconomicon.

Improved grapple at 7th level the Styx dragon gains the improved grapple feat regardless of whether or not they meet the prerequisites.

Constrict.Ex At seventh level, after the Styx dragon makes a successful grapple check, it can make a constrict attack. The constrict attack deals twice the tail blade's damage as bludgeoning damage.


Growth:At 8th level the Dragon grows to large size. At 12th he grows to huge and at 19th he grows to gargantuan. His AC, bonus to hit, base damage, grapple and skills change accordingly, but he doesn't get any ability score bonus or penalties.


Improved Grab:Ex At 9th level the Styx dragon gains the improved grab extraordinary ability. To use this ability a Styx dragon must hit an enemy that is at least one size category smaller than him with his tail blades attack. The dragon can immediately make a Grapple check and if it's successful can use it's constrict ability in the same turn.


Stygian scales:Ex At 11th level the Styx dragon gains DR/magic and good equal to half its total HD and SR equal to its total HD plus 11

Stygian influence: Ex After swimming through the river Styx for centuries the planes they swim through have affected the dragon's attacks. At 11th level The Dragon can now bypass any form of damage reduction that can be bypassed by any evil alignment as if their weapons were attuned to that alignment. This does not bypass the need of materials such as silver however.

Frightful Presence:Ex at 12th level the dragon gains frightful presence. ability takes effect automatically whenever the dragon attacks or charges. Enemies within a radius of 30 feet × half the dragon's level are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + ½ dragon’s HD + dragon’s Charisma modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.


Stupefying breath:Su At 14th level the dragon gains an additional breath weapon. The breath is a cone with a radius of 30 feet+5 feet per HD of the dragon and deals 1 intelligence damage for every 4 HD of the dragon. The damage can be halved with an appropriate fortitude save of DC10+Con Mod+Half its HD. The breath weapon recharges in 1d4 rounds.

disease ascension Su: At 15th level, the dragon can now bypass immunity to disease derived from class features (Such as the Paladin's divine health) and any ability not derived from a creature's type. However, Styx dragons cannot affect each other with this ability. In addition, the damage die for both Stygian wasting and devil chills increase by one die size.

Stygian bite At level 17 the Styx Dragon's bite is a weapon to be feared. The Dragon can now channel its Stupefying breath weapon into its bite attack to be used along with it. This still counts as a use of the breath weapon and you must wait 1d4 rounds before using the breath weapon in any way shape or form again. Channeling the breath weapon is a swift action.


Disease perfection Su: At 20th level, the Styx dragon's affinity for disease has reached it's peak. From this point on, the dragon's disease based abilities* affect even those normally immune to them. The dragon now bypasses any immunity derived from type, race, class, or anything else besides being a Styx dragon. Styx dragons are still immune to each other's diseases. In addition, anything that is not normally immune to disease receives no save and the saves on the disease are now equal to the save of the dragon's breath weapon.

*The abilities that disease ascension and perfection apply to are the dragon's tail blades, its SLAs, and any spells it can cast due to the class.



In addition to the features described herein, there are new feats to enhance the Styx dragon's disease based abilities. (Credit to Hyudra)


Extraordinary Disease [Monstrous]

Your disease works in a manner above and beyond that of other creatures of your type.
Prerequisite: A natural weapon that can transmit disease, 13 Con and 6HD, at least one of which must be a level in a monster class.
Benefit: Choose one of the following from the list to enhance your poison:
Pathogen: Each time the victim fails a save against the disease (including the initial save to find if the disease was contracted), the DC is increased by +2.
Rapid Onset: The Disease now has an incubation period of 1d3 rounds. This may be taken a second time, reducing the incubation period to 1d3-2 rounds.
Scourge: The victim must save against the disease twice as often (ie. from every 24 hours to every 12 hours). This option may be taken multiple times, halving the amount of time the victim must save each time it is taken. (from 24 to 12, 12 to 6, 6 to 3, and so on).
Fever: Once the poison enters the victim's system, the victim displays a rapidly progressing fever. From the point the victim fails the saving throw up until the time the disease is removed, the victim is Fatigued. Once the disease is incubated, the victim must make a fortitude save on any given hour or Exhausted, instead. (DC is 10 + ½ creature's HD + creature's Con)
Systemic Shock: When an opponent fails their save against disease, they are immediately sickened. Further, if the disease affects physical stats, the creature must make another fortitude save or be nauseated for 1d4 rounds, and if the disease affects mental stats, the creature must make a will save or be confused for 2d3 rounds. The DC for both saves isis 10 + ½ creature's HD + creature's Con.
Once the disease has incubated, the victim must save or be nauseated/confused (again, as appropriate to the disease) on any given hour.
Miasma: After a disease has finished incubating, a contagious vapor begins leaking out of their nose and mouth to taint the air around them. The disease effectively becomes inhalation and contact based, transmitted with the victim themselves as the origin point. Any infections transmitted in this way have the traits of the original disease, but with only a 50% chance the new victim will also show signs of the miasma.
1d3 rounds after a victim afflicted with Miasma dies, the miasma begins consuming their body, filling all adjacent squares with the inhaled version of the disease.
Blight: The disease becomes potent enough to affect targets that are normally immune, as the individual elements in the disease produce byproducts that consume, occlude or taint even inanimate matter or energies. The Disease can now affect any creature that cannot produce the disease itself, including those creatures that are typically immune or that lack constitution scores. The effects of the poison are halved when affecting such opponents, rounding down. Diseases that would deal Con damage to creatures with no Con score deal Cha damage instead.
Special: This feat may be taken multiple times, choosing a different option each time (or choosing options that specifically allow multiple instances).

sciencepanda
2010-10-01, 10:27 PM
Mimic

http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG186.jpg

Class
Hit Dice: d8
{table]Level|BAB|Fort|Ref|Will|Special
1|+0|+2|+0|+2|Metamorphic Body, Hidden Shape, +1 Con
2|+1|+3|+0|+3|Mimic Shape, Crush +1 Cha
3|+2|+3|+1|+3|Adhesive, Acid Immunity +1 Con
4|+3|+4|+1|+4|Growth, Improved Disguise, +1 Cha[/table]

Class Skills: (8+Int Mod, x4 at first level) Bluff, Climb, Diplomacy, Disguise, Hide, Intimidate, Knowledge (Arcana), Knowledge (Dungeoneering), Knowledge (Local), Listen, Move Silently, Search, Sense Motive, Sleight of Hand, Spot

Proficiencies: Mimics are proficient with their slam attacks.

Class Features:

Metamorphic Body (Ex): The Mimic looses all previous racial bonuses and gains Aberration traits (Darkvision 60 ft.) It has two natural slam attacks that deal 1d6+str damage.

A Mimic is Medium Sized and vaguely humanoid in it's base form, although it's skin is craggy and inorganic looking, resembling stone or wood.

At 1st level, choose one Humanoid creature of Medium size. The Mimic may take on the appearance of this humanoid at will as an immediate action, although it does not gain any racial bonuses, traits or abilities from this form.

At 4th level, when changing into it's Humanoid form, it may choose to become either Medium or Large size.

Hidden Shape (Ex): A Mimic gains a bonus to Disguise equal to it's HD.

Ability Bonus: A Mimic gains a +1 to Constitution at level 1 and 3, and +1 Charisma at level 2 and 4.

Mimic Shape (Ex): A Mimic can assume the general shape of any object that fills roughly 150 cubic feet (5 feet by 5 feet by 6 feet), such as a massive chest, a stout bed, or a wide door frame. The creature cannot substantially alter its size, though. A mimic’s body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines the mimic can detect the ruse with a successful Spot check opposed by the mimic’s Disguise check.

Crush (Ex): A Mimic deals an additional 1d8+3 damage on a successful grapple check. This improves to 2d8+6 at 11th level.

Adhesive (Ex): A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first.

A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a Reflex save. The DC is equal to 10+the Mimic's HD+it's Cha mod. A successful Strength check is needed to pry it off. The DC is also equal to 10+the Mimic's HD+it's Cha mod.

Strong alcohol dissolves the adhesive, but the mimic still can grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies.

Acid Immunity (Ex): At 3rd level, the Mimic is immune to acid damage.

Growth: The Mimic increases to Large size. It's slam attacks now deal 1d8+str damage.

Improved Disguise (Su): At 4th level, the Mimic may cast Alter Self as a SLA 1/Every 4th HD per day.

Comments
This is my first attempt at making one of these monster classes, so it can probably use some revision.

Edits:

Added Climb, Hide, Move Silently, Sleight of Hand, and Knowledge (Local) as class skills.

Modified the Mimic's base form so it can appear as a humanoid.

monkman
2010-10-01, 10:35 PM
for the mimic , how exacly would it be able to walk, how would it be able to be played? it's a good creature/class but i dont see it really fitting in a campain of some sort

Mystic Muse
2010-10-01, 10:37 PM
for the mimic , how exacly would it be able to walk, how would it be able to be played? it's a good creature/class but i dont see it really fitting in a campain of some sort

How about it gets one normal form that it can't change from (A human, a half Orc of some sort, ETC.) and then it can change into whatever object it wants that isn't outside it's abilities?

Maybe it turns into the dreaded Gazebo!:smallwink:

monkman
2010-10-01, 11:00 PM
why does the stxy dragon have

Burrow At 5th level the Styx dragon gains a burrow speed equal to its base land speed
if it is living in the water. how would it know how to burrow?
other than that it's quite nice, especally about the diease part.

Gorgondantess
2010-10-01, 11:01 PM
Mimic: Actually.... looks good. Give it more class skills and take Kyuubi's suggestion and it should be good to go.

Spellcasting Styx: Actually, it's level 16 that's a new spell level.
Exactly what did you cut from the original styx dragon to make this one like this?

Mystic Muse
2010-10-01, 11:05 PM
Mimic: Actually.... looks good. Give it more class skills and take Kyuubi's suggestion and it should be good to go.

Spellcasting Styx: Actually, it's level 16 that's a new spell level.
Exactly what did you cut from the original styx dragon to make this one like this?

ah missed that.

I didn't cut anything from mine. I meant I figured it was different enough from the noncasting version. Sorry that I didn't make that clear. If it's not I can make changes.

Should I just put a bonus feat at 18th then?

@Monkman. No clue, that's just what the entry says. I can take it out since the movements it has seem enough to me.

Gorgondantess
2010-10-01, 11:07 PM
ah missed that.

I didn't cut anything from mine. I meant I figured it was different enough from the noncasting version. Sorry that I didn't make that clear. If it's not I can make changes.

Should I just put a bonus feat at 18th then?

@Monkman. No clue, that's just what the entry says. I can take it out since the movements it has seem enough to me.

Hmmm. No, don't cut the burrow... I'll look it over tomorrow when I'm not sporting a massive headache.:smallsigh:

Zaydos
2010-10-01, 11:08 PM
Styx dragons have burrow because they dig in the muddy banks of the River Styx to make their lairs.

I think that was the explanation in the Draconomicon or Dragon #300 at least.

Mystic Muse
2010-10-01, 11:08 PM
Hmmm. No, don't cut the burrow... I'll look it over tomorrow when I'm not sporting a massive headache.:smallsigh:

Good idea. Hope you feel better!

sciencepanda
2010-10-01, 11:25 PM
Alright. Made the requested modifications to the Mimic. Anything else you feel that needs to be done?

Lord_Gareth
2010-10-02, 12:45 AM
I'm still waiting on Illurien :P

Zeb The Troll
2010-10-02, 12:52 AM
did the one who's name must not be written do that?(starts with a O)Troll Patrol: Let's try to keep away from talking about banned posters for any reason, okay? This thread was given the go-ahead to continue making monster classes, not to bash other posters, even if they can no longer post here.

Also, while we're at it, please spoiler any images that are larger than 400px wide.

sciencepanda
2010-10-02, 01:10 AM
If people are going to be requesting epic monsters, I think I will put in one for the Atropal (http://www.d20srd.org/srd/epic/monsters/abomination.htm#atropal)/Atropal Scion.

Also, I would absolutely love a Genius Loci (http://www.d20srd.org/srd/epic/monsters/geniusLoci.htm), although that may require a bit of creativity to put together.

Gorgondantess
2010-10-02, 01:29 AM
If people are going to be requesting epic monsters, I think I will put in one for the Atropal/Atropal Scion.

Also, I would absolutely love a Genius Loci, although that may require a bit of creativity to put together.

Atropal's good and all... but would anyone really want to play a genius loci? Or do you just want it statted up because it's interesting and weird?

sciencepanda
2010-10-02, 01:50 AM
I have a particular fondness for playing non-anthropomorphic characters, but maybe that is just me.

I would certainly like to play as one, in any case.

Gorgondantess
2010-10-02, 02:08 AM
I have a particular fondness for playing non-anthropomorphic characters, but maybe that is just me.

I would certainly like to play as one, in any case.

How would that fit in a campaign? How would that fit in a party? You'd essentially have to design the campaign around the character, rather than the other way around.

sciencepanda
2010-10-02, 02:13 AM
Think of it this way. Some sort of malevolent force begins to invade. The people are desperate for help. They set out on what they feel may be a hopeless mission to try and stop the overlord's conquest. But the spirit of the land itself is so distraught by the abominations brought on by the evil that it steps in to aid them.

Or for an urban campaign. A series of urban druids and trackers become bounty hunters, aided by their innate knowledge of the manifested soul of the city.

It's all a matter of interpretation.

AustontheGreat1
2010-10-02, 02:26 AM
Can I put this here while I work on it? It's lame doing all the formatting manually on word.

WATER ELEMENTAL

http://www.wizards.com/dnd/images/mm4_gallery/98663.jpg
CLASS
Hit Die: d8

WATER ELEMENTAL
{table=head]Level|BAB|Fort|Ref|Will|Special

1st|
+0|
+0|
+2|
+0|Body of Water, Drench, Whirlpool, Water Mastery

2nd|
+1|
+0|
+3|
+0|Underwater Strike, +1 Con

3rd|
+2|
+1|
+3|
+1|Growth, Torrent, +1 Dex

4th|
+3|
+1|
+4|
+1|Flowing Form, +1 Con

5th|
+3|
+1|
+4|
+1|Swim-by Attack, Wave Stride, +1 Dex

6th|
+4|
+2|
+5|
+2|Rip Current

7th|
+5|
+2|
+5|
+2|Crashing Wave, +1 Con

8th|
+6/+1|
+2|
+6|
+2|Freedom of Movement, +1 Dex

9th|
+6/+1|
+3|
+6|
+3|Drown, +1 Con

10th|
+7/+2|
+3|
+7|
+3|Flash Flood, +1 Dex

11th|
+8/+3|
+3|
+7|
+3|Area Attack, Elder Elemental[/table]

Class Skills: (2 + Int. Mod.) x 4 at first level. A water’s Elemental’s class skills are Escape Artist, Survival, and Swim.

Class Features
Proficiencies: An Elemental is proficient with its own natural weapons.

Body of Water: At first level, the Elemental loses all racial bonuses, traits, and abilities and gains elemental traits.
• Darkvision out to 60 feet.
• Immunity to poison, sleep effects, paralysis, and stunning.
• Not subject to critical hits or flanking.
• Unlike most other living creatures, an elemental does not have a dual nature—its soul and body form one unit. When an elemental is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an elemental. It takes a different magical effect, such as limited wish,wish, miracle, or true resurrection, to restore it to life.
• Elementals do not eat, sleep, or breathe. Though elementals do not sleep, they still must entire periodic states of dormancy in order replenish daily abilities such as spells.
The Elemental begins as a small elemental with a land speed of 30ft. Water Elementals can wear equipment, use weapons, and manipulate objects normally. Additionally, Water elementals can swim at a speed of 60ft; as such, a water elemental has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

The Elemental possesses a single slam attack which deals damage according to its size. 1d4 when small, 1d6 when medium, 1d8 when large, 2d6 when huge. The Water Elemental adds its strength modifier to this attack.

Water Elementals have the [water] subtype

Finally, a Water Elemental gains a bonus to its armor class in the form of a natural armor bonus equal to its constitution score.

Drench (Ex): The water elemental’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin provided that these flames are no more than one size larger than the water elemental itself. Additionally, The creature can dispel magical fire it touches as dispel magic (caster level equals elemental’s HD). Lastly, the water elemental’s slam attack deals damage to creatures with the fire subtype as though its attack dealt cold damage.

Whirlpool (Su): The elemental can transform itself into a whirlpool once every 10 minutes and remain in that form for up to 2 round for every HD it possesses, provided it is underwater. In whirlpool form, the elemental can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 10 feet tall or mor, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet. The elemental’s movement while in vortex form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the elemental moves into or through the creature’s space. Creatures one or more size categories smaller than the elemental might take damage when caught in the vortex (see table for details) and may be swept up by it. An affected creature must succeed on a Reflex save when it comes into contact with the vortex or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents. Creatures caught in the whirlpool immediately begin drowning and automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves against the whirlpool’s effects is 10 + 1/2 the Elemental's HD + The Elemental's Strength Modifier + 1 for every size category the elemental is larger than the creature making the save. Creatures trapped in the vortex cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 10 + the Spell's level + 1/2 the Water Elemental's HD) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex’s volume. The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. If the vortex’s base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell. An elemental in vortex form cannot make slam attacks and does not threaten the area around it.

Whirlpool Statistics
{table=head]HD|Damage|Height

1-3|
1d4|
10ft.-20ft.

4-6|
1d6|
10ft.-30ft.

7-9|
1d8|
10ft.-40ft.

10-12|
2d6|
10ft.-50ft.

13-15|
2d8|
10ft.-60ft.

16-20|
2d10|
10ft.-60ft.
[/table]

In addition to the effects the Elemental's Whirlpool ability has on creatures. The maelstrom created also has a significant chance of capsizing ships that enter its area. Use the following table determine the likely hood of capsizing.

{table=head]Elemental's/Ship's Size|Small|Medium|Large|Huge|Gargantuan|Colossal

Small|
5%|
-|
-|
-|
-|
-

Medium|
10%|
5%|
-|
-|
-|
-

Large|
20%|
10%|
5%|
-|
-|
-

Huge|
40%|
20%|
10%|
5%|
-|
-

Gargantuan|
80%|
40%|
20%|
10%|
5%|
-

Colossal|
100%|
80%|
40%
|
20%|
10%|
5%[/table]

Water Mastery (Ex): A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. This bonus increases by another +1 for every 4 HD the elemental gains after the first.

Underwater Strike: For good reason, a water elemental is not fettered by water when making attacks. At 2nd level, the water elemental ignores all penalties and adjustments regarding underwater combat. (see Combat Adjustments Underwater on page 92 of the Dungeon Master’s Guide).

Ability Increase: An Water Elemental receives a permanent increase to his Constitution score at 2nd, 4th, 7th, and 9th level. Additionally, the Elemental receives an increase to his Dexterity score at 3rd, 5th, 8th, and 10th level. These increases total to be +4 to both Constitution and Dexterity at 11th level, assuming that all levels in the elemental class were taken.

Growth: An elemental grows quickly after its birth. At 3rd level, the elemental gains the ability to spend a standard action to grow to medium size. It may remain this size for as long as it wishes and may also return to small size at anytime it wishes by spending another standard action. At 7th level, this ability expands allowing to elemental to assume large size. The elemental still changes size as a standard action but the elemental may only change by one size category on any given turn. So, for example, an elemental wishing to change from small to large would need two turns. One to achieve medium size and then another to grow to large. Finally, at 11th level, the elemental gains the ability to assume huge size.

Torrent (Ex): As a simple offensive ability, a Water Elemental can shoot powerful jets of water at opponents. As a standard action which does provoke an attack of opportunity, a Water Elemental can make a ranged attack; this attack has a range of 60ft. with no range increment. This attack deals 1d8 bludgeoning damage for every 4 HD the Water Elemental possesses. Additionally, creatures struck by this attack may be knock to the ground by the substantial of force the blast carries. Creatures hit must make a strength check (DC = 10 + Damage Dealt) or be knocked prone.

Flowing Form (Ex): At 4th level, the elemental gains DR/- equal to one half its HD. Additionally, The Water Elemental's body is fluid and has no specific shape, as such the elemental gains a bonus on escape artist checks equal to its HD. This bonus doubles for checks made to squeeze through a tight area.

Swim-by Attack (Ex): When swimming, the Water Elementa' can take a move action and another standard action (such as an attack) at any point during the move. It cannot take a second move action during a round when you make a swim-by attack. This ability may substitute Spring Attack for the purpose of meeting prerequisites (such as those required for various Feats and Prestige Classes.)

Wave Stride (Su): All water on the material plane is connected by the elemental plane of water. Water elementals can swim through these connections as easily as a person walks through a door. As a standard action, a water elemental in contact with a body of water at least as large as he is can teleport to any other body of water of the same general size or larger or to any other square connected to the same body of water. The maximum distance a water elemental can travel through a use of this ability is 20ft for every HD the elemental possesses, to a maximum of 400ft at 20th level.

Rip Current (Su): The roiling body of the water elemental can rip objects out of an opponents grip. Creatures attacking a water elemental with a melee attack must make a strength check (DC = 10 + 1/2 the Water Elemental's HD + the Water Elemental's Constitution Modifier.) or have their weapons caught in the elementals form, meaning that they can no longer make attacks with the caught weapon or appendage, nor can they use it for any other actions. The Water Elemental gains a +4 circumstantial bonus to combat maneuvers made against creatures whose weapons or appendeges are trapped in this way. The creature may relinquish a caught weapon as a move-action, though doing so provokes an attack of opportunity. Creatures who fail this save by more than 10 instead have the weapon ripped from their grip and are disarmed. Trapped weapons remain in the elementals body for 3 rounds before being deposited in a random square adjacent to the elemental.

Crashing Wave (Su): The crushing power of surging water is one of the most powerful forces on earth. At 7th level, the Water Elemental can wield the unstoppable power of the tsunami. As full-round action the elemental may move up to twice its base land speed. This movement provokes attacks of opportunity normally, from creatures not caught in the elemental by this ability. While moving in this way, whenever the elemental moves through a space occupying a creature, the creature must make a strength check (DC = 10 + ½ Elemental’s HD + Elemental’s strength modifier) or be swept away with the elemental. Creatures swept up in this way take 1d6 damage for every 5 HD the elemental possesses plus and additional 3d6 for each other creature or small size or greater the elemental carries. The elemental may also add its strength modifier to the damage dealt by this ability. The elemental may carry up to one creature of its size and then each size smaller doubles the amount of creatures possible. For example: a large elemental could sweep away up to 1 large creature, 2 medium creatures, or 4 small creatures or 2 small creatures and 1 medium, etc..

Creatures carried in this fashion are carried to the end of the elemental’s movement and then deposited in a square adjacent to the square the elemental occupies and the end of his movement. The elemental may also choose to deposit carried creature in any square along the way, doing so is a free action.

Freedom of Movement (Su): The motion of the elemental is fluid and difficult to contain. At 8th level, the elemental is always treated as if under effect of a Freedom of Movement spell. The elemental can pass through holes or narrow openings as small as 2 inches in diameter.

Drown (Ex): A Water Elemental possesses a great advantage when facing creatures who depend on air to breath. Whenever a Water Elemental makes a successful grapple check against a creature who breaths but does not have the ability to breath underwater the elemental can force some of its own liquid body into the creatures lungs. The creature must immediately begin making constitution checks to prevent drowning. The creature continues to drown this way for as long as it remains grappled. In addition to this, the Water Elemental gains the benefits of the Improved Grapple feat.

Flash Flood (Su): Water Elementals are the living essence of water. At 10th level, Water Elementals master the ability to summon torrents of water from the Elemental Plane of Water. Activating this ability is a full-round action that provokes an attack of opportunity. All creatures within 5ft. of the elemental must make a reflex save or take 1d6 bludgeoning damage for every 2 HD the elemental possesses. Creatures that succeed on this save take half damage. Additionally, creatures in this area must also make a balance check (DC = 10 + damage dealt) or be knocked prone by the force of the water being expelled.

As the water flows from the Elemental Plane of Water through the elemental the surrounding area begins to flood. Each round this ability is active the radius filled by water extends outwards by another 5ft. creatures knocked prone in the last round must make a successful reflex save or be pushed back 5ft. with the current. Creatures occupying a square through which the water enters when it expands, that creature must make an identical balance check. If the creature fails he begins to be pushed back as well.

The area filled with water in this way becomes difficult terrain.

An elemental can use this ability once a day for every 10 HD it possesses. When activated the elemental can continue to produce water for a number of rounds equal to the elemental's HD. This ability produces one gallon of water from the Elemental Plane for every HD the elemental possesses, each round the ability is active.

Area Attack (Ex): Starting at 11th level, the Water Elemental can use its great size and strength to attack an area as a standard action. The area affected is a half-circle with a radius equal to the elemental's reach. The elemental deals damage to all creatures two or more size categories smaller than it within the area. The base damage dealt depends on the elemental's size category, as given on the table below. Add 1 1/2 times the elemental's Strength bonus to this base damage to determine the total damage for the attack.
Area Attack Statistics
{table=head]Size Category|Damage

Huge|
1d8

Gargantuan|
2d6

Colossal|
2d8[/table]

Though it can deal significant damage, this form of attack is awkward and unbalancing. The Water Elemental incurs a –2 penalty to its Armor Class and on Reflex saves until its next action.

Elder Elemental (Su): At 11th level, The Water Elemental has grown to its full strength and is considered to be amongst the grandest of its kind. The Elemental receives a +4 bonus to all bluff, diplomacy, and intimidation check regarding creatures with the water subtype. Additionally, the Elemental can call the water to its aid. The Water Elemental can use summon monster V once a day for every 4 HD it possesses but may only us it to summon water elementals. At 13th level, and every two levels thereafter, the water elemental may use this ability to cast the next highest level summon monster spell to the maximum of summon monster IX at 19th level.
Comments
Not finished yet.
That Rip Current Ability needs work.
Sorry for the premature post, I won't be able to finish it tonight. I'll work on it whenever I get some spare time. Could be a couple of days before it's finished. To be quite honest, I'm having difficulty deciding what direction to go in. If anyone doesn't feel like waiting or thinks they have a really good idea of how to build it or even just wants to give doing the water elemental a shot, please feel free. I don't want anyone who wants to do it, not doing it because they think I have "Dibs" or whatever. :smallsmile:

Edit: Okay finished I guess. It's pretty late but I just wanted to finish it. Well, I'm not very confident about this one. Time to sleep.

Gorgondantess
2010-10-02, 02:28 AM
@Panda: Well, that's fine. However, I'll not be doing it. If you want to, or if somebody else does, I'll give it a fair, unbaised critique. Otherwise, I just don't see that happening.

@Auston: That's all fine. Just make sure to tell me when it's finished.

Mystic Muse
2010-10-02, 02:32 AM
Does somebody plan on doing Illurien? If not, I'll give it a shot.

Gorgondantess
2010-10-02, 02:33 AM
Does somebody plan on doing Illurien? If not, I'll give it a shot.

Thank you.:smallsmile:

Mystic Muse
2010-10-02, 02:37 AM
Thank you.:smallsmile:

Just remember that I'm not great at determining balance and don't have a ton of time so it may take a while.

Volthawk
2010-10-02, 02:49 AM
Forest Troll
http://www.wizards.com/dnd/images/mmiii_gallery/83069.jpg

HD:d8
{TABLE]Level | BAB | Fort | Ref | Will | Feature
1| +1 | +2 | +2 | +0 | Troll body, Track +1 Con
2| +2 | +3 | +3 | +0 | Fast Healing, Scent, +1 Str
3| +3 | +3 | +3 | +1 | Camouflaged Skin, +1 Con
4| +4 | +4 | +4 | +1 | Poison Use, Poisonous Saliva, +1 Dex

[/TABLE]
Skills: 4+int modifier per level, quadruple at first level. Class skills Climb, Hide, Heal, Hide, Jump, Intimidate, Knowledge (nature), Knowledge (geography), Listen, Move Silently, Spot, Survival and Swim

Proficiencies: Forest Trolls are proficient with simple and martial weapons, as well as light armour.

Features:
Troll body: The troll loses all other racial bonuses, and gains giant traits, a base speed of 30 feet and a climb speed of 20ft, two claw attacks and one bite attack dealing 1d4 damage each. He also gains a natural armor bonus equal to his own Con modifier.

Track: The Forest Troll gains Track as a bonus feat.

Ability Increases: On every odd level, the Forest Troll gains +1 Con. At 2nd level, the Forest Troll gains +1 Strength, and at 4th level, he gains +1 Dex.

Fast Healing: At 2nd level, the Forest Troll gains fast healing equal to half his HD.

Scent: At 2nd level, the Forest Troll gains the scent extraordinary ability.

Poison Use: At 4th level, the Forest Troll never risks accidentally poisoning themselves when applying poison.

Camouflaged Skin: At 3rd level, the Forest Troll gains a bonus to Hide checks equal to half it's HD, increasing by an amount equal to 1+1/3HD if the Forest Troll possesses if it is in a forest setting.

Poisonous Saliva: At 4th level, the Forest Troll can now deliver poison with a bite attack, dealing initial and secondary damage of 1d4 Con. He can also coat his other weapons (both natural and manufactured) with the poison once per HD he possesses. Every 5HD from now, the damage of the poison increases by one size, so at 9HD the poison does initial and secondary damage of 1d6 Con.


Comments:

I took cues from the ranger for this, as I first took the Ranger chassis, but lowered BAB and skills, to compensate for the Forest Troll abilities. I made the Forest Troll's Hide bonus scale, and gave it poison use, as it has poison that it puts on weapons, and it fit the 'cunning, sneakier troll' thing that the Forest Troll had going. Originally, despite the poison being from saliva, the Forest Troll's bite wasn't poisonous, but I changed that because I thought it fit.

Kobold-Bard
2010-10-02, 02:50 AM
Yay continuation. I thought people had just lost interest when there were no posts.

I'll have something up today, not sure what yet.

And just for what it's worth (largely nothing I know) I quite like the idea of Planar Dragons not having traditional spellcasting. Apparently in the original Planescape Dragons were creatures of magic that were linked exclusively to the Material Planes, so Planar Dragons by definition are offshoots, away from their home Plane and the source of their magic.

Spoilered for irrelevance because I don't have an interest in making any dragons, so my opinion is about as useful as a chocolate ashtray.

FyreByrd
2010-10-02, 03:16 AM
Oh, and if anyone has something from the old thread that hasn't been edited into the first post, now's the time to say it!

My Astral Stalker (http://www.giantitp.com/forums/showpost.php?p=9355227&postcount=379) (finished by Oslecamo) doesn't appear to be on the list

Mystic Muse
2010-10-02, 03:19 AM
I'll get to Illurien tomorrow. I've got a little stuff on her done but I think I've been on the computer too long as my head is starting to hurt.

Devmaar
2010-10-02, 04:49 AM
I'd like to request the Titan (http://www.d20srd.org/srd/monsters/titan.htm)

AugustNights
2010-10-02, 11:10 AM
Noble Buddha's pants! A man goes to Gernika for one day and everything changes. I'm ecstatic to see this thread continued, and I have requests of my own, with the new Management.

Zeroth: I'd like either a continuation of critique on my living spell.

First: It seems so far mostly Published Monsters have been approved, but I am curious as to the creation of Homebrewed monsters with permission from their creators. Would this thread be appropriate for such a thing?

Second: I believe some of the old monsters could use a bit of revising, particularly The Angel, The Wild-hunt, and The Minotaur.

Third: Basic Monster Requests for Allip, Demi-Lich, Ettin, Nimblewright, and Shadow. (If these requests are too many, I could tackle any of them after Living spell.)

Fourth: While one should concentrate on working on one project at a time, is it possible to cue or reserve the next project? I.e. I am working on the Svirfneblin, but because I have not finished the living spell, I would like to request to do that as my next project.

Thanks, if for nothing else, for keeping this project alive.

Starsign
2010-10-02, 11:24 AM
Um... Hello. I know that there's already one done for the Ghoul, but I was wondering if I could request someone for a Gravetouched Ghoul monster class (Pg 103-104 Libris Mortis), I believe there are differences between them and a standard ghoul.

The Tygre
2010-10-02, 12:00 PM
Umm... So, hate to be loading with requests, really am. I know you guys are all busy. But can somebody do a derro class, those crazy little dwarf mutant things that like to torture for fun?

Magicyop
2010-10-02, 12:03 PM
Umm... So, hate to be loading with requests, really am. I know you guys are all busy. But can somebody do a derro class, those crazy little dwarf mutant things that like to torture for fun?

I'll try a Derro! It'll be a better *first monster class* for me than the Dream Larva. I make no promises on quality, but I'll try my best to make it fun and not vanilla.

monkman
2010-10-02, 12:34 PM
Goristro
http://1.bp.blogspot.com/_ahaPoyH_5oo/S8Rj2xeH2lI/AAAAAAAAASc/3xuJbttiMY0/s1600/Dungeon%23177+-+The+Master.jpg
{table=head]Level|BAB|Fort|Ref|Will|Special

1st|
+1|
+2|
+0|
+0|+1Str,+1 Con,Goristro body

2nd|
+2|
+3|
+0|
+0|+1Con,

3rd|
+3|
+3|
+1|
+1| +1 Str,+1 Con, From The Abyss

4th|
+4|
+4|
+1|
+1|,+1 Con, Growth

5th|
+5|
+4|
+1|
+1|+1Str,+1 Con, Stamp

6th|
+6|
+5|
+2|
+2|+1 Con, Rock Throwing

7th|
+7|
+5|
+2|
+2|+1Str,+1 Con, Trample

8th|
+8|
+6|
+2|
+2|+1 Con, Growth

9th|
+9|
+6|
+3|
+3|+1Str,+1 Con, See invisblity

10th|
+10|
+7|
+3|
+3|+1 Con, Creature of the abyss

11th|
+11|
+7|
+3|
+3|+1Str,+1 Con, Roar

12th|
+12|
+8|
+4|
+4|+1 Con, Growth

13th|
+13|
+8|
+4|
+4|+1str,+1 Con, Great slams [/table]
HD=D12
2 Skill points+int per level quadruple at 1st level. Class skills Balance Climb, Intimidate ,Jump, Listen and Spot

Proficiencies A goristro is profient with his natural attack , simple and martial weapons

Goristro body:The goristro loses all other racial bonus and gains outsider traits (basically darkvision 60 feets). It's a medium sized outsider with base 40 feets and two natural slam attacks dealing 1d8 damage each. A Goristro gains natural armor equal to his con modifier

From The Abyss Comming from the abyss a goristro learns how to shrug off pain and learns how to resist spells. He gains spell resistance equal to 11+HD and Damage reduction/sliver or good equal to half his HD.


Growth: At 4th lv a Goristro grows to large size.
At 8th lv a Goristro grows to huge size.
At 12th lv a goristro grows to gargantuan size.
At 20th Lv a gorsitro grows to collosal size.
Every time there is a size increase, the base movement speed increases by 10ft.

Creature of the abyssA goristro has spent alot of time in the abyss and he has learned diffrent techinques to shrug of pain. He gains Dr silver and good equal to his HD

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

A trample attack deals bludgeoning damage (the Goristro’s slam damage + 1½ times his Str modifier).

Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage.

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

See invisibility A goristro has the constant effect of see invisibility.

Stomp: 1 time per 3 HD per day, a Goristro can stamp on the floor, it creates a shock wave of 10ft aurond the gorsitro and it damages as much as a slam attack to evirone in the perimeter. If a creaure is hit, they must make a balance check(10+1/2HD+str modifier) or fall down and become prone. If there is a creature larger or the same size than the goristro then this has no effect.

Rock throwing At 7thlevel, the goristro may begin throwing boulders or other large objects. A goristro at least large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 900 feet. A Huge goristro can hurl rocks of 60 to 80 pounds (Medium objects). A Gargantuan goristro can hurl rocks of 90 to 120 pounds (large objects).

Roar A goristro's roar cause 1d6 sonic damage per 2 hd to enemies. The enemies must allows make a will save equal to 10+1/2HD+ Cha .If lower then half the goristro's HD, if the enemy fail's he is panicked, if they succeed , they are shaken. If an enemy of more then half the goristro's HD fails, they are shaken, If they succeed nothing happens. This only affect's enemies. A goristro can ultilise this ability 1 time per day per 3 HD. It is considered a full round acttion.

Great slams: The slam attack are now considered 2 handed weapons for purpose of applying extra damage from his strength bonus and from abilities like power attack.


still missing one ability for lv2 but i found out that these creatures are from the tana'ri subtype and there able to summon other kinds of tarna'ri

Temotei
2010-10-02, 01:02 PM
I think I'll try the allip.

demidracolich
2010-10-02, 01:09 PM
More undead is always good.

Kobold-Bard
2010-10-02, 02:34 PM
Going to tackle the Titan. No monster stealing :smallwink:

Gorgondantess
2010-10-02, 02:46 PM
Forest Troll: I like! Could use a bit more stuff, though: either increase it to full BAB, or give it better ability scores (maybe rounding it off to +2 strength and dexterity), or give it powerful build. Also, while the wisdom bonus is flavorful, it's neither mechanically accurate or necessary: reflect that in its class skills.
Also, it would be better to have the hide bonus just equal to 1/2 HD.
Either way, it's added: go ahead and edit it in the nonce.


still missing one ability for lv2 but i found out that these creatures are from the tana'ri subtype and there able to summon other kinds of tarna'ri

Then make it so! Look at my Cornugon for the summoning ability I use for devils/demons, and slap that on its 2nd level. Once you do that, I'll put it up.

@ Chump: Ettin, Nimblewright & Shadow added to waiting list. I'll think about the demi lich- it's technically an epic monster. If anyone wants to do it, that's fine, but I won't be putting it on the waiting list.
As for homebrew monsters... let's get all the published monsters out of the way first, eh? I mean, you can if you really want, and I expect you to have the homebrewer critique it, but in general published monsters are my first priority- I won't put homebrew on the waiting list.
As for revising... not my first priority. I'll do that if we hit a lull.
Same thing with your living spell: it's of the same order as the Genius Loci: nigh unplayable and really not something we should be making a playable creature. Beyond that, the living spell is essentially impossible to balance. I promise you I'll get to it... eventually. So, in the meanwhile, go ahead and do the sniverfeblin.

Gorgondantess
2010-10-02, 02:48 PM
My Astral Stalker (http://www.giantitp.com/forums/showpost.php?p=9355227&postcount=379) (finished by Oslecamo) doesn't appear to be on the list

Would you like to finish it yourself? Do your own thing with it? Or shall I just use Oslecamo's version?

Kyuubi: Don't worry, I haven't forgotten the Styx Dragon.

Volthawk
2010-10-02, 02:51 PM
Forest Troll: I like! Could use a bit more stuff, though: either increase it to full BAB, or give it better ability scores (maybe rounding it off to +2 strength and dexterity), or give it powerful build. Also, while the wisdom bonus is flavorful, it's neither mechanically accurate or necessary: reflect that in its class skills.
Also, it would be better to have the hide bonus just equal to 1/2 HD.
Either way, it's added: go ahead and edit it in the nonce.

-Yeah, I wasn't too sure whether to give full or 3/4 BAB.

-Alright, I'll drop it.

-How should I do the increase in forests? Increase the bonus to be equal to HD? Just ignore that part?

Gorgondantess
2010-10-02, 02:53 PM
-How should I do the increase in forests? Increase the bonus to be equal to HD? Just ignore that part?

Whatever you want. Honestly, it's a small hide bonus on the creature, and equal to HD seems a bit large... so I'll just give you leeway there.

Volthawk
2010-10-02, 02:56 PM
Whatever you want. Honestly, it's a small hide bonus on the creature, and equal to HD seems a bit large... so I'll just give you leeway there.

Gave it a bonus that scales a bit if in forest settings.

monkman
2010-10-02, 03:19 PM
the finshed version the goristro is on the first page. i'll just delete the things that arent important there

Gorgondantess
2010-10-02, 03:23 PM
the finshed version the goristro is on the first page. i'll just delete the things that arent important there

Don't just copy/paste it: modify it for the Goristro. There are not 16 levels of Goristro, and it should be CE & NE, not LE & NE. Use it as a guideline, not the exact same thing.

monkman
2010-10-02, 03:35 PM
Don't just copy/paste it: modify it for the Goristro. There are not 16 levels of Goristro, and it should be CE & NE, not LE & NE. Use it as a guideline, not the exact same thing.

the promblem's fixed

Gorgondantess
2010-10-02, 03:39 PM
the promblem's fixed

No, it's not.

At 2nd level, the goristro gains the ability to summon its brethren. Once per day the goristro 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, it progresses to the next summon monster spell, culminating at Summon Monster VI at level 12. HD outside from goristro HD count as 1/2 class levels for this purpose, so with 12 levels of goristro and 6 levels of anything else, the goristro can get up to Summon Monster VIII. With 13 levels of Goristro and 20 HD, the Goristro can cast Summon Monster IX.
The goristro can only summon CE or NE monsters.

Use that. Also, everything goes inside the spoiler. Look at every other class.

Gorgondantess
2010-10-02, 03:41 PM
Styx Dragon: Make the Summon Monster SLA scale from 1 to 9.
You say it gets "styx dragon SLAs" at 4th level when it does not. In the table, don't say "Styx Dragon SLAs", actually say what SLAs it gets.
It could also use just a little cleaning up.
Beyond that? I actually prefer the original Styx Dragon. It gets more cool abilities, as opposed to just... spellcasting. It feels like a real class. Beyond that, the Styx Dragon was very well balanced as is- hell, I'd say it was essentially perfect. Could've used more than just bonus feats, but there you go. I think if we

Temotei
2010-10-02, 03:48 PM
Allip
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG10.jpg
Hit Die: d12

Class Skills
The allip has no class skills.

Skill Points at 1st Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

ALLIP


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st
+0
+0
+0
+2
Allip body, incorporeal, shadow glide, insanity touch


2nd
+1
+0
+0
+3
Turn resistance, babble, madness


3rd
+1
+1
+1
+3
Excessive madness, +1 Cha



Weapon and Armor Proficiencies: An allip is proficient with all simple weapons, but no armor or shields.

Allip Body: An allip loses all racial features, replacing them with the following traits:
No Constitution score.
Darkvision out to 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
Heals naturally.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Uses its Charisma modifier for Concentration checks.
Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
Undead do not breathe, eat, or sleep.

An allip is a medium-sized undead. Any class levels an allip takes have their HD increased to d12.

Incorporeal: An allip can become incorporeal for HD + Cha modifier rounds per day. These rounds need not be consecutive; they can be split up throughout the day.

Upon reaching 10 Hit Dice, the allip becomes permanently incorporeal.

Shadow Glide (Ex): An allip gains a 15-foot fly speed with poor maneuverability.

Upon reaching 4 Hit Dice, the allip's flight improves to 30 feet with average maneuverability.

At 8 Hit Dice, the allip flies at a speed of 60 feet with perfect maneuverability.

Insanity Touch (Su): The allip gains a touch attack that deals 1 Wisdom damage. On each such successful attack, it gains 2 temporary hit points.

At 3 Hit Dice, this improves to 1d4 Wisdom damage and 5 temporary hit points.

Every 6 HD added after the 3rd increases the Wisdom damage of the touch by 2 and grants an additional 5 temporary hit points.

This touch attack is not treated as an incorporeal touch attack unless the allip is incorporeal. Temporary hit points gained from this ability cannot go over 2 x HD + Cha modifier, and last 1 hour.

Turn Resistance: Allips gain a +2 bonus against turn attempts.

At 6 Hit Dice, and at every 4th Hit Dice after, the allip's turn resistance bonus increases by 2.

Babble (Su): An allip mutters and whines to itself, creating a hypnotic effect. All sane creatures within 60 feet of the allip must succeed on a DC 10 + 1/2 HD + Cha modifier Will save or be affected as though by a hypnotism spell for 2d4 rounds. This is a sonic mind-affecting compulsion effect. This ability can be used for 3 + Cha modifier rounds per day, though they need not be consecutive rounds; they can be split throughout the day. While this ability is active, the allip cannot speak intelligibly--they effectively lose their ability to communicate for the duration.

Creatures that successfully save cannot be affected by the same allip’s babble for 24 hours.

Madness (Su): Anyone targeting an allip with a thought detection, charm, compulsion, or telepathic ability makes direct contact with its tortured mind and takes 1d4 points of Wisdom damage.

Excessive Madness (Su): Anyone targeting an allip or any creature within 30 feet of the allip with a thought detection, mind control, or telepathic ability comes into contact with the allip's overflowing madness and takes 2d4 points of Wisdom damage.

Ability Score Increase: The allip gains a +1 bonus to their Charisma score at 3rd level.

Comments: This is my first homebrew monster class. I played around with the formatting a little, though that has little effect on the creature itself.

A 1st-level allip has most of the basic traits of an allip, including a touch attack (note that it's not incorporeal normally) dealing Wisdom damage, flight, and being incorporeal.

At 2nd level, they basically finish off their normal traits, becoming a true allip.

Excessive madness is of my own make, allowing the allip to become somewhat of a team player without even trying. The Charisma bonus at that level is kind of a filler because of a lack of truly new abilities, though it has potential to improve the allip's deflection bonus to AC and DCs for babble.

Most of their abilities scale, allowing improvement of their "racial" features even as they multiclass and improve on their other abilities. However, most of their abilities are also defensive, leaving them with very little in the way of offensive options. This is probably okay, though, considering they're undead and they're already proficient with simple weapons and they've got a touch attack.

monkman
2010-10-02, 03:48 PM
*praying to god*
i hope it's done

edit: why does the allip have a D12 for hp?the 'all class lvs get D12' should be tooken off as well

Kobold-Bard
2010-10-02, 03:55 PM
*praying to god*
i hope it's done

edit: why does the allip have a D12 for hp?the 'all class lvs get D12' should be tooken off as well

IIRC all undead have that. It's to make up for them having no con score.

Edit: Anyone able to find the picture of a Titan from the MM? Google has failed me.

monkman
2010-10-02, 04:10 PM
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG242b.jpg
there you go

Temotei
2010-10-02, 04:12 PM
Edit: Anyone able to find the picture of a Titan from the MM? Google has failed me.

This one (http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG242b.jpg)?

Swordsage'd.

Kobold-Bard
2010-10-02, 04:13 PM
Bet you found that within 5 seconds or so didn't you. Google's mad at me for using Bing today in work.

Temotei
2010-10-02, 04:14 PM
Bet you found that within 5 seconds or so didn't you. Google's mad at me for using Bing today in work.

The key is not looking under "Images." Searching under the normal search function gives you the wiki of the titan, which links you to the Wizards image.

Gorgondantess
2010-10-02, 04:15 PM
IIRC all undead have that. It's to make up for them having no con score.

Yeah... it shouldn't be anything but d12 HD.

Allip looks good, but it should get full incorporeality by level 3. Also, "mind control" doesn't mean much in D&D: say charm or compulsion.

Temotei
2010-10-02, 04:26 PM
Allip looks good, but it should get full incorporeality by level 3.

Being incorporeal is really powerful, though. Immunity to anything nonmagical coupled with a 50% miss chance against things that are...along with everything else being incorporeal gives you...

To me, 3rd level seems early. What's your reasoning behind that?


Also, "mind control" doesn't mean much in D&D: say charm or compulsion.

I just copy-pasted that from the SRD, actually. Should I still change it, regardless?

Niezck
2010-10-02, 04:27 PM
There should also be a cap on the temp hp. I can forsee some farmyard antics touching chickens* and gaining infinite hp.

* Tehe. :smalltongue:

monkman
2010-10-02, 04:32 PM
*cough*goristro*cough*not*cough*listed*cough*
i do agree with niezck, i immagine a lv 20 monk with flurry of blows, haste and weapons of speed.

Gorgondantess
2010-10-02, 04:34 PM
There should also be a cap on the temp hp. I can forsee some farmyard antics touching chickens* and gaining infinite hp.

* Tehe. :smalltongue:

Oh, crap, bag of kittens problem... yes, either put on a cap, or make it restore hp (I'd advise the latter).


Being incorporeal is really powerful, though. Immunity to anything nonmagical coupled with a 50% miss chance against things that are...along with everything else being incorporeal gives you...

To me, 3rd level seems early. What's your reasoning behind that?
Check out the ghost- you can get it at 1st level, albeit with some heavy drawbacks. Anyways, it has to get full incorporeality eventually, right? 3rd level is enough, or if you really have a problem with it, you can tag it to HD- if you're going to do that, though, scale up the duration until you get it.


I just copy-pasted that from the SRD, actually. Should I still change it, regardless?
Huh... that's silly. Yeah, change it to charms or compulsions.

FyreByrd
2010-10-02, 04:39 PM
Would you like to finish it yourself? Do your own thing with it? Or shall I just use Oslecamo's version?


I was happy with Oslecamo's version...didn't/still don't have the time to finish it properly

Temotei
2010-10-02, 04:42 PM
Oh, crap, bag of kittens problem... yes, either put on a cap, or make it restore hp (I'd advise the latter).

I gave it a limit and added a duration (1 hour).


you can tag it to HD- if you're going to do that, though, scale up the duration until you get it.

Done.


Huh... that's silly. Yeah, change it to charms or compulsions.

Done, as well.

Also, I call the ettin. It should be done within twelve hours.

monkman
2010-10-02, 05:30 PM
CHRONOTYRYN
http://www.wizards.com/dnd/images/ff_gallery/50132.jpg
{table=head]Level|Bab|Fort|Ref|Will|Special

1st|
+0|
+0|
+0|
+2|+1int/wis

2nd|
+1|
+0|
+0|
+3|+1int/wis

3rd|
+1|
+1|
+1|
+3|+1int/wis, Feather Flurry

4th|
+2|
+1|
+1|
+4|+1int/wis, Growth

5th|
+2|
+1|
+1|
+4|+1int/wis, Wings

6th|
+3|
+2|
+2|
+5|+1int/wis

7th|
+3|
+2|
+2|
+5|+1int/wis

8th|
+4|
+2|
+2|
+6|+1int/wis, Growth

9th|
+4|
+3|
+3|
+6|+1int/wis

10th|
+5|
+3|
+3|
+7|+1int/wis , Sonic Screech

11th|
+5|
+3|
++3|
+7|+1int/wis

12th|
+6|
+4|
+4|
+8|+1int/wis

13th|
+6|
+4|
+4|
+8|+1int/wis

14th|
+7|
+4|
+4|
+9|+1int/wis

15th|
+7|
+5|
+5|
+9|+1int/wis

16th|
+8|
+5|
+5|
+10|+1int/wis

17th|
+8|
+5|
+5|
+10|+1int/wis

18th|
+9|
+6|
+6|
+11|+1int/wis

19th|
+9|
+6|
+6|
+11|+1int/wis, Dual actions[/table]

Ability increase A Chronotyryn can either gain +1 wisdom or +1 inteliigence per level.

Feather Flurry: A Chronotyryn can lauch his feather at the opponent, These feathers damage 1d6/Hd and he can use this ability 1 time per 3 Hd.

Growth At 4th lv a Chronotyryn grows to large size
At 8th lv a Chronotyryn grows to huge size

Wings A Chronotyryn gains the use of his wings. He can fly 70ft/round +5ft/hd with average maneuverability.

Sonic Screech A Chronotyryn can produce a sonic screech that deals 1d8/2hd damage with a save of 10+1/Hd+wisdom/intelligence and a range of 20ft+5ft/HD.

Dual actions: At 19th lv a Chronotyryn can perform 2 rounds of action in one round as if it were two creatures. It can do a full attack action and a double move; two full attack actions and two 5-foot steps; a full attack action,
a move action, and a spell-like ability; two spell-like abilities
and two move actions; and so on. A Chronotyryn can use this ability 1 time per 7 HD. It last 1 round.
im a bit stuck at the vitural spell caster lv,the Sla and the compostion of the feathers(magic,admatium,etc). The racial traits,skills,profs, i'll do them latter.

Dante & Vergil
2010-10-03, 01:24 AM
I'm going to request the Brass, Copper, Black, and Shadow Dragons in no particular order.

Temotei
2010-10-03, 03:51 AM
Ettin
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG107.jpg
Hit Die: d8

Class Skills
The ettin's class skills (and the key ability for each skill) are Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Search (Int), and Spot (Wis).

Skill Points at 1st Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

ETTIN


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st
+0
+2
+0
+0
Ettin body, double sight, Str +1


2nd
+1
+3
+0
+0
Two versus one, Str +1, Con +1


3rd
+2
+3
+1
+1
Superior two-weapon fighting, enhanced sight, Str +1


4th
+3
+4
+1
+1
Growth, Str +1


5th
+3
+4
+1
+1
Ubiquitous vision, Str +1


6th
+4
+5
+2
+2
Brain spread, Str +1, Con +1



Weapon and Armor Proficiencies: An ettin is proficient with all simple and martial weapons, and with light and medium armor and shields.

Ettin Body: An ettin loses all racial features and gains low-light vision. It is medium-sized, with a natural slam attack dealing 1d6 + 1.5 x Str modifier damage, as well as natural armor equal to its Con modifier. Its base land speed is 40 feet.

An ettin has two heads, each with a brain separate, though running on a similar frequency, from the other. Due to this, for the purposes of being subject to ability damage, ability drain, and ability burn to mental ability scores (Intelligence, Wisdom, and Charisma), the ettin has two "pools" of ability scores. Subtract the damage, drain, or burn from the ettin's ability score as usual, but if it would normally fall unconscious due to their abilities falling to 0, they instead are only able to take a single standard or move action every round. The ettin stays conscious. Similarly, blindness, confusion, dazing, dazzling, deafness, fascination, and fear effects that normally target a single creature primarily affect only one brain, reducing the duration of each effect by 1 round, to a minimum of 1 round. If the effect would be permanent, it instead lasts for 24 hours.

Double Sight (Ex): An ettin's heads provide greater awareness, granting a +2 bonus to Listen, Search, and Spot checks.

At 5 Hit Dice, and at every 5 Hit Dice after, this bonus increases by 2.

If an ettin would be blinded or deafened by a spell or similar effect, only one head loses its senses, causing the ettin to lose their bonus to Listen, Search, and Spot.

Ability Score Increase: The ettin gains a +1 bonus to their Strength score at every level, and a +1 bonus to Constitution at every even level except 4th.

Two Versus One (Ex): Whenever the ettin attacks a creature one or more size categories smaller than itself, it is considered to be flanking that creature.

Superior Two-Weapon Fighting (Ex): An ettin often fights with a weapon in each hand. Because each of its two heads controls an arm, the ettin does not take a penalty on attack or damage rolls for attacking with two weapons.

Enhanced Sight (Ex): An ettin gains superior low-light vision and darkvision out to 60 feet, reflecting the ettin's improving ability to be aware with both of its heads at the same time, as well as its improving senses that go along with that.

Growth: The ettin grows to large size.

Its AC, bonus to hit, base damage, grapple checks, and skills change accordingly, but it doesn't gain any ability score bonuses or penalties.

Ubiquitous Vision (Ex): The ettin's two heads allow it to look behind and to the sides at all times, as well as to the front. The ettin cannot be flanked.

Brain Spread (Ex): When the ettin would be subject to a mind-affecting spell or effect, only one head is affected. A second mind-affecting spell or effect targeted during the duration of the first effect affects the ettin normally.

Since only one head is affected, so, too, is only one arm affected. The rest of the body is unaffected. Mind-affecting spells and effects act normally, otherwise.

Effects that are described under the ettin body feature that are mind-affecting with durations have those durations reduced by 1 round, as normal. However, only one side of the body is affected. For example, a dazing effect would daze only one side, leaving the other unaffected and ready to combat danger while the other is out of commission.

Comments: The ettin in the Monster Manual doesn't leave much for a class to be made, so there are quite a few abilities here that aren't in the entry. However, each one fits pretty well into the fluff of the ettin.

Surprisingly, the ettin has some nice synergy with the rogue. Its two versus one ability can be maximized by a friendly caster reducing enemies or enlarging the ettin. Ubiquitous vision combined with uncanny dodge (and improved uncanny dodge) provides a nigh-unstoppable defense against sneak attacks, and superior two-weapon fighting helps greatly in getting more sneak attacks off against enemies.

Tacitus
2010-10-03, 04:13 AM
So I'm not sure if it was intentional, but I finally noticed something. The Zern has Alter Self, where the original duplicates Alter Self but also allows for taking Humanoid shapes as well as Monstrous Humanoid (or I suppose whatever it would be if it got typechanged by a template). Does anyone know if this was intentional or if was simply overlooked?

Its nothing major (and can probably be handwaved I guess), but I was looking it over thoroughly (okay, obsessing) and that little tidbit kinda stuck to me. >.>

Also, I'd like to request a Battle Dragon and the Winged Creature template. Not together, obviously, cause thats silly.

Temotei
2010-10-03, 05:31 AM
Nimblewright
http://www.wizards.com/dnd/images/mm2_gallery/88268_620_95.jpg
Hit Die: d10

Class Skills
The nimblewright has no class skills.

Skill Points at 1st Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

NIMBLEWRIGHT


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st
+1
+0
+0
+0
Nimblewright body, weapon grafts, nimble tongue of arcana, inner energies


2nd
+2
+0
+0
+0
Augmented critical, rapid recovery, Dex +1, Cha +1


3rd
+3
+1
+1
+1
Tripping thrust, Dex +1


4th
+4
+1
+1
+1
Body of alacrity, evasion, Dex +1


5th
+5
+1
+1
+1
Reflective armor, liquid armor, Dex +1


6th
+6/+1
+2
+2
+2
Liquid grafts, no escape, Dex +1, Cha +1


7th
+7/+2
+2
+2
+2
Nimble defense, Dex +1



Weapon and Armor Proficiencies: A nimblewright is proficient with its weapon grafts, but no armor or shields.

Nimblewright Body: A nimblewright loses all racial features and replaces them with the following traits: No Constitution score.
Low-light vision.
Darkvision out to 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
Cannot heal damage on its own. Sonic damage heals the nimblewright for half the damage it would normally deal.
Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
Since it was never alive, a construct cannot be raised or resurrected. It can only be revived by a wish, limited wish, miracle, or by reconstructing the nimblewright's body (requiring 1,500 gp worth of specially treated alloys (or the nimblewright's previous body), 2,000 gp worth of rare substances, and a DC 17 Craft (weaponsmithing) or Craft (armorsmithing) check) and then a reincarnate spell, which will always put the nimblewright's soul into the new effigy.
Constructs do not eat, sleep, or breathe.
The nimblewright is medium-sized with natural armor equal to its Str modifier. Its base land speed is 40 feet. The nimblewright also gains an additional hit point per HD at 5 HD, 10 HD, 15 HD, and 20 HD.

Weapon Grafts (Ex): A nimblewright has weapons grafted into its arms. These weapons are treated as natural weapons, and can be readied as a free action. At any time, these weapons can be switched out for different ones by having someone with at least 8 ranks in Craft (weaponsmithing) work on the nimblewright's arms for a time equal to the time it would take to craft masterwork versions of the weapons normally. While the new weapons are being grafted, the nimblewright cannot use their old weapons--they are effectively gone. If the nimblewright wants a two-handed weapon grafted into their arms, it must have only that weapon (or, in the case of a bow or crossbow, arrows and bolts as well) grafted.

Unlike most natural weapons, the nimblewright's weapon grafts gain iterative attacks, just like normal weapons.

Nimble Tongue of Arcana (Sp): A nimblewright has access to a number of spell-like abilities, starting with entropic shield and feather fall at 1st level. It can use these abilities a total of 3 + Cha modifier times per day.

At 4th level, the nimblewright gains access to cat's grace and alter self.

At 7th level, the nimblewright gains access to haste.

Inner Energies: A nimblewright is vulnerable to cold and fire attacks, taking an additional 50% damage from them. However, any sonic attack heals the nimblewright for half the damage it would normally deal.

Ability Score Increase: The nimblewright gains a +1 bonus to their Dexterity score at every level except 1st, and a +1 bonus to Charisma at every even level except 4th.

Augmented Critical (Ex): The nimblewright's critical threat range doubles with its weapon grafts. On a successful critical hit, its foe is subject to a tripping thrust attack, if the nimblewright possesses such an attack.

At 3rd level, the nimblewright's critical threat range with weapon grafts that normally threaten on a natural attack roll of 18-20 increases by 1.

At 5th level, the nimblewright's critical threat range with weapon grafts that normally threaten on a natural attack roll of 18-20 or 19-20 increases by 1.

At 7th level, the nimblewright's critical threat range with weapon grafts increases by 1.

Increases in critical threat range apply after the initial doubling, and all of these increases stack with each other, as well as with other sources of critical threat range increases, such as from the Improved Critical feat.

Rapid Recovery (Ex): If the nimblewright is prone, it may stand as a free action that doesn't provoke attacks of opportunity. In addition, the nimblewright can make attacks of opportunity even while flat-footed.

Tripping Thrust (Ex): A nimblewright's weapon grafts are powerful enough to push over enemies its own size or smaller. An opponent who is the target of a successful critical hit from a nimblewright must make a DC 10 + 1/2 HD + Dex modifier Reflex save or be knocked prone as if tripped. Opponents immune to critical hits are still subject to tripping thrust.

Body of Alacrity (Ex): The nimblewright is able to avoid even the most well-aimed blows. Once per encounter, it may automatically negate a single melee or ranged weapon attack as an immediate action.

At 7th level, the nimblewright can automatically negate a single melee or ranged weapon attack twice per encounter. This still requires an immediate action.

Evasion (Ex): A nimblewright can avoid even magical and unusual attacks with great agility. If it makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. A helpless nimblewright does not gain the benefit of evasion.

Reflective Armor (Ex): At 5th level, a nimblewright's natural armor becomes strengthened against spells, granting spell resistance equal to 11 + the nimblewright's HD.

Liquid Armor (Ex): The nimblewright's natural armor strengthens, becoming closer to the elemental plane of water's spirit. The nimblewright gains their Charisma modifier to initiative and Reflex saving throws. In addition, the nimblewright can act in water normally, as if on land. This allows normal movement, as well as normal attacking, damaging, skill checks, and the like.

Liquid Grafts (Ex): The nimblewright's grafts become liquid-like, bonding more closely with the elemental plane of water's spirit. The nimblewright gains their Charisma modifier to attack rolls, and every weapon grafted is considered a light weapon for the purposes of attacking while grappling.

No Escape (Ex): A nimblewright may take a 5-foot step as an immediate action to follow an enemy that takes a 5-foot step within its threatened area.

Nimble Defense (Ex): Whenever a nimblewright is attacked and missed, it may make an attack of opportunity. It may only make one attack of opportunity per round in this way.

If the nimblewright uses an attack of opportunity granted by nimble defense to make a disarm attempt, it may add its Charisma modifier to the opposed attack roll.

Comments: The nimblewright's abilities cover many of the levels of the class, but some were left blank. To fill in these dead levels, I added rapid recovery, body of alacrity, evasion, no escape, liquid grafts, liquid armor, and nimble defense.

The weapon grafts are to provide more versatility for the nimblewright, and to give more freedom to the players. The ability to change grafts is very different than what the nimblewright originally had, but I think it's a good choice.

A nimblewright can use a fairly simple strategy in combat, taking out enemies with critical hits combined with trips. It's elegant and powerful, but not too powerful, I think.

Duskranger
2010-10-03, 07:44 AM
I have a request for this thread:

Mineral Warrior template
Feral Template.

If they are allready made somewhere I would like to get the link.

Niezck
2010-10-03, 08:07 AM
Winged

http://www.wizards.com/dnd/images/ss_gallery/49103.jpg


Prerequisites:

Must not have a fly speed.

HD: d8
{table=head]Level|BAB|Fort|Ref|Will|Class Features
1|+0|+0|+2|+0|Winged Body, +1 Dex[/table]

Skills: 4 + Int mod (Balance, Hide, Listen, Move Silently, Search, Spot and Tumble)

Weapon and Armour Proficiencies: A Winged creature gains no weapon or armour proficiencies.

Winged Body: Unlike other monster classes, the Winged creature doesn't lose its racial ability modifiers. If the original creature was an animal, it now becomes a magical animal. If the original creature was a humanoid, it now becomes a monstrous humanoid. Otherwise its type remains the same.

The Winged creature gains a +1 bonus to its natural armour.

The winged creature gains the use of two wings that are to weak too do anything with initially.

At 4 HD, the Winged creature is able to fly with their wings at a speed of 10ft / 2 HD with maneuverability based on their HD, as shown below.

{table=head]Maneuverability|HD
Perfect|17+
Good|13-16
Average|9-12
Poor|5-8
Clumsy|4[/table]

At 8 HD the Winged creature is able to deliver a single slam attack with each wing dealing 1d4 + 1/2 Str modifier damage, based on medium size. This is a secondary attack.

Ability Bonus: At 1st level, the Winged creature gains a permanent +1 bonus to their dexterity.

Thoughts?

Duskranger
2010-10-03, 08:10 AM
Prerequisites:

Must have at least 4 HD and lack a fly speed.

{table=head]Level|BAB|Fort|Ref|Will|Class Features
1|+0|+0|+2|+0|Winged Body, +1 Dex[/table]

Skills: 4 + Int mod (Balance, Hide, Listen, Move Silently, Search, Spot and Tumble)

Weapon and Armour Proficiencies: A Winged creature gains no weapon or armour proficiencies.

Winged Body: Unlike other monster classes, the Winged creature doesn't lose its racial ability modifiers. If the original creature was an animal, it now becomes a magical animal. Otherwise it's type remains the same.

The winged creature gains the use of two wings that are to weak to do anything with initially.

At 4 HD, the Winged creature is able to fly with their wings at a speed of 10ft / 2 HD with maneuverability based on their dexterity, as shown below.

{table=head]Maneuverability|Dexterity
Perfect|17+
Good|15-16
Average|11-14
Poor|7-10
Clumsy|6 or below[[/table]

At 8 HD the Winged creature is able to deliver a single slam attack with each wing dealing 1d4 + 1/2 Str modifier damage, based on medium size.

Additionally, the Winged creature gains a +1 bonus to its natural armour.

Ability Bonus: At 1st level, the Winged creature gains a permanent +1 bonus to their dexterity.

Thoughts?

Maybe make the maneuverability linked to HD of, not of dex.

And wingslam is secondary right?

The prerequisites seem a bit off, since first you say: The winged creature gains the use of two wings that are to weak to do anything with initially.

And after that in the prerequisites that you need 4 HD to take the template.

That's my look on it.

Niezck
2010-10-03, 08:15 AM
Maybe make the maneuverability linked to HD of, not of dex.

I was thinking that, since 17 Dex is far too easy to get. How would you suggest I do it? Having it directly linked to HD makes it pretty weak at lower levels but really really good at higher levels, so I dunno.


And wingslam is secondary right?

Yup, hence the 1/2 Str.


The prerequisites seem a bit off, since first you say: The winged creature gains the use of two wings that are to weak to do anything with initially.

And after that in the prerequisites that you need 4 HD to take the template.

That's my look on it.

D'oh! I knew I forgot something. I was originally gonna make it 4 HD requirement, then figured I'd just let it be taken from second level but only unlock things later. I'll edit that now.

Duskranger
2010-10-03, 08:19 AM
I was thinking that, since 17 Dex is far too easy to get. How would you suggest I do it? Having it directly linked to HD makes it pretty weak at lower levels but really really good at higher levels, so I dunno.



Yup, hence the 1/2 Str.



D'oh! I knew I forgot something. I was originally gonna make it 4 HD requirement, then figured I'd just let it be taken from second level but only unlock things later. I'll edit that now.

It would be, but look at the VoP fix of Drolyt, and do not forget that if something has a flyspeed you can take feats to improve the maneuvrability at earlier levels. Let it start at Poor at HD 4 and build it up every 4 levels or so.

And maybe state it's a secondary. I do understand it now, but it's better to make it clear.

And give it under the 4 HD maybe a glide ability like with dragonborn.

Niezck
2010-10-03, 08:22 AM
I was gonna go for 4 Clumsy, 5-8 Poor, 9-12 Average, 13-16 Good, 17-20 Perfect.

Seem alright?

I'm gonna leave off glide and whatnot, it's not desperately required at lower levels and I'd rather stick to the original template as much as possible.

Duskranger
2010-10-03, 08:23 AM
I was gonna go for 4 Clumsy, 5-8 Poor, 9-12 Average, 13-16 Good, 17-20 Perfect.

Seem alright?

I'm gonna leave off glide and whatnot, it's not desperately required at lower levels and I'd rather stick to the original template as much as possible.

Yes, that's actually what I should've proposed if I had remembered that poor is not the lowest :smallbiggrin:

Niezck
2010-10-03, 08:33 AM
Reposting what I had done of my Elder Treant; any suggestions are appreciated!

Elder Treant

http://www.wizards.com/dnd/images/dx0601iw_wizenedelderMM4.jpg


Prerequesites:
To become an Elder Treant, a creature must fulfil the following requirements:

8 levels in the Treant (http://www.giantitp.com/forums/showpost.php?p=9386283&postcount=485) monster class

HD: D8

Skills: 2 + Int mod
Class Skills: None
Weapon and Armour Proficiencies: You are proficient only with your natural weapons.

{table=head]Level|Base Attack Bonus|Fort|Ref|Will|
Class Features

1|+0|+0|+0|+0|+1 Str, Elder Treant Body
2|+1|+0|+0|+0|+1 Str, +1 Con, Improved Entangle
3|+1|+1|+1|+1|+1 Str, Plant Domain
4|+2|+1|+1|+1|+1 Str, +1 Con, Growth
5|+2|+1|+1|+1|+1 Str, Mighty Slam
6|+3|+2|+2|+2|+1 Str, +1 Con, Resistive Bark
7|+3|+2|+2|+2|+1 Str, Fertile Step
8|+4|+2|+2|+2|+1 Str, +1 Con, Growth
9|+4|+3|+3|+3|+1 Str, Improved Trample
10|+5|+3|+3|+3|+1 Str, +1 Con, Mighty Slam
11|+5|+3|+3|+3|+1 Str, Keeper of the Forest
12|+6|+4|+4|+4|+1 Str, +1 Con, Force of Nature
13|+6|+4|+4|+4|+1 Str,
14|+7|+4|+4|+4|+1 Str, +1 Con,
15|+7|+5|+5|+5|+1 Str,
16|+8|+5|+5|+5|+1 Str, +1 Con,
17|+8|+5|+5|+5|+1 Str,
[/table]

Elder Treant Body: Unlike other monster classes, the creature's original racial traits are retained.

The Elder Treant's natural armour bonus increases by ½ its HD. Additionally, every time it grows in size it increases by a further +1.

Improved Entangle:
At 2nd level, the Elder Treant's Entangle attack becomes significantly stronger. The range doubles and each target successfully hit by the roots take a penalty to all move speeds equal to 5ft/2HD for HD rounds. Additionally, if they have a fly speed they cannot use it for the duration of this effect.

Finally, each opponent held in a grapple by a root is dealt damage equal to a slam attack from the Elder Treant for each round the grapple is maintained.

Plant Domain:
At 3rd level, the Elder Treant gains the ability to use each spell from the Plant Domain as a spell-like ability a number of times per day equal to its HD divided by the spell level (rounded down, minimum 1).

To use each spell-like ability the Elder Treant must have a number of HD equal to at least twice the spell level.

The save DCs for the spell-like abilities is equal to 10 + ½ HD + Wis modifier. The caster level is equal to the Elder Treant's HD where applicable.

Growth:
At 4th and 8th levels, the Elder Treant increases in size by one category. It gains all the benefits and penalties associated with that but does no receive any stat modifications.

Mighty Slam:
At 5th and 10th levels, the Elder Treant's slam attack improves by two steps of damage.

Additionally, at 5th level the Elder Treant deals triple damage against objects instead of double.

Resistive Bark:
At 6th level, the Elder Treant gains Spell Resistance equal to 10 + HD + Con Modifier.

Fertile Step:
At 7th level, the Elder Treant gains an aura out to 5ft + 5ft/HD. This area is under the effect of a Plant Growth spell. The Elder Treant may select which version of this spell is affecting the area. This aura can be turned on and off as a free action.

Additionally, the Elder Treant is no longer hindered by difficult terrain caused by an organic feature. This includes, but is not limited to, features caused by overgrown plants, trees, vines or bushes.

Improved Trample:
At 9th level, the Elder Treant's trample attack gains a +5 bonus to DC and deals extra damage equal to ½ its Str modifier, bringing the total damage to that of a slam attack + 2x Str modifier.

Keeper of the Forest:
At 11th level, the Elder Treant gains the permanent service and companionship of a small enclave of Treants. Whenever the Elder Treant uses its Animate Trees ability, the Treants they create can begin to take levels in the Elder Treant class if their HD would exceed 8. They are permanent once created.

The number of Treants the Elder Treant can animate (and control) improves by 1.

Force of Nature:
At 12th level, the Elder Treant become nature's wrath incarnate. Its DR increases by 5 and changes to DR/-, its Spell Resistance increases by 5, it receives a permanent +2 bonus to any one mental stat and gains the Outsider type with the Augmented subtype.

Additionally, the Elder Treant gains the Frightful Presence ability out to 100ft + 10ft/HD. Whenever it makes an aggressive action (as judged by the DM), all creature with fewer HD within this range must make a Will save (DC 10 + 1/2 HD + Cha modifier) or become frightened for 5d6 rounds.


Comments:

Still got to fill the last 5 levels, but I'll work on that as I go along. All suggestions are welcome for abilities for these levels!

Niezck
2010-10-03, 09:02 AM
Sorry for the double post, but moar content!

Feral Creature

http://www.wizards.com/dnd/images/ss_gallery/49121.jpg


Prerequisites:

Humanoid or Monstrous Humanoid.

Must live in the wilds for a number of months equal to your HD.

or

Must be born as a Feral.

HD: d8
{table=head]Level|BAB|Fort|Ref|Will|Class Features
1|+0|+2|+0|+0|Feral Body, Improved Grab, +1 Str
2|+1|+3|+0|+0|Rend, +1 Con
3|+2|+3|+0|+0|Natural Speed, Rake, +1 Str
4|+3|+4|+1|+1|Regenerative, Pounce, +1 Con[/table]

Skills: 4 + Int (Balance, Hide, Knowledge (Nature, Geography), Listen, Move Silently, Search, Spot, Survival and Tumble)

Weapon and Armour Proficiencies: A Feral creature is proficient only with its natural weapons.

Feral Body: Unlike other monster classes, the Feral creature doesn't lose its racial ability modifiers. If the original creature was a humanoid, it now becomes a monstrous humanoid. Otherwise its type remains the same.

A Feral creature gains two primary claw attacks that deal 1d8 + Str modifier damage, based on a medium creature. If the Feral creature already has claw attacks from another source, they gain increased damage as if a size larger.

A Feral creature gains Darkvision out to 10ft / 2HD.

A Feral creature's natural armour bonus increases by +2.

Ability Increases:
At 1st and 3rd level, the Feral creature gains a permanent +1 to Strength. At 2nd and 4th level, the Feral creature gains a permanent +1 to Constitution.

Improved Grab: (Ex)
At 1st level, the Feral creature gains the Improved Grab ability.

Rend: (Ex)
At 2nd level, the Feral creature gains the Rend ability. Whenever it successfully hits an opponent with both claws, it deals double damage exactly as if it had scored a critical hit.

Natural Speed: (Ex)
At 3rd level, the Feral creature gains a +10ft enhancement to all its movement speeds. This increases by a further 10ft for every 5 HD after this point.

Rake: (Ex)
At 3rd level, the Feral creature gains a Rake attack. While grappling, it can make two claw attacks against its grappler (or grapplee) at its full normal attack bonus.

Pounce: (Ex)
At 4th level, the Feral creature gains the Pounce ability.

Regenerative: (Ex)
At 4th level, the Feral creature gains Fast Healing equal to 1/2 HD.



Comments:

Trying to fit all of the Feral creature stuff into 4 levels is pretty difficult, since it gives a lot of abilities, score increases, fast healing, claw attacks, etc. Hopefully it isn't too unbalanced.

monkman
2010-10-03, 09:54 AM
write that there templates. what happens if the creature is already monstrous humanoid,a demon, a devil ,etc? Winged
also i wonder what going to happen if my goristro put's a lv in that
*thinks about flying Colossal gorsitro*

both class have to get 2 +intel modifier

feral should get +1 to con or str on all lvs

also for the ettin the table should be like


Ettin
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG107.jpg
Hit Die: d8

Class Skills
The ettin's class skills (and the key ability for each skill) are Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Search (Int), and Spot (Wis).

Skill Points at 1st Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+0|+2|+0|+0|Ettin body, double sight, favored size, Str +1
2|+1|+3|+0|+0|Pain spread, two versus one, Con +1
3|+2|+3|+1|+1|Durability, favored size, Str +1
4|+3|+4|+1|+1|Superior two-weapon fighting, enhanced sight, Con +1
5|+3|+4|+1|+1|Growth, Str +1
6|+4|+5|+2|+2|Ubiquitous vision, favored size, Con +1[/table]

Weapon and Armor Proficiencies: An ettin is proficient with all simple and martial weapons, and with light and medium armor and shields.

Ettin Body: An ettin loses all racial features and gains low-light vision. It is medium-sized, with a natural slam attack dealing 1d6 + 1.5 x Str modifier damage, as well as natural armor equal to its Con modifier. Its base land speed is 40 feet.

Double Sight (Ex): An ettin's heads provide greater awareness, granting a +2 bonus to Listen, Search, and Spot checks.

At 5 Hit Dice, and at every 5 Hit Dice after, this bonus increases by 2.

If an ettin would be blinded or deafened by a spell or similar effect that only affects a single creature, only one head loses its senses, causing the ettin to lose their bonus to Listen, Search, and Spot.

Favored Size (Ex): An ettin can choose a single size category from fine to large at 1st level. The ettin gains a +2 bonus on Intimidate, Listen, Search, and Spot checks when using these skills against creatures of this size. Likewise, the ettin gets a +2 bonus on weapon damage rolls, as well as a +2 bonus on bull rush, grapple, overrun, and trip attempts against such creatures.

At 3rd level and 6th level, the ettin may select an additional favored size. In addition, at each such interval, the bonus against any one favored size (including the one just selected, if so desired) increases by 2.

Ability Score Increase: The ettin gains a +1 bonus to their Strength score at every odd level, and a +1 bonus to Constitution at every even level.

Pain Spread (Ex): When the ettin would be subject to a pain effect that targets only a single creature, only one of the ettin's heads is affected.

Two Versus One (Ex): Whenever the ettin attacks a creature two size categories smaller than itself, it is considered to be flanking that creature.

Durability (Ex): At 3rd level, the ettin gains damage reduction. Subtract 1/2 the ettin's Hit Dice from the damage the ettin takes each time it is dealt damage from a weapon or a natural attack. Damage reduction can reduce damage to 0 but not below 0.

Superior Two-Weapon Fighting (Ex): An ettin often fights with a weapon in each hand. Because each of its two heads controls an arm, the ettin does not take a penalty on attack or damage rolls for attacking with two weapons.

Enhanced Sight (Ex): An ettin gains superior low-light vision and darkvision out to 60 feet, reflecting the ettin's improving ability to be aware with both of its heads at the same time, as well as its improving senses that go along with that.

Growth: At 5th level, the ettin grows to large size.

Its AC, bonus to hit, base damage, grapple checks, and skills change accordingly, but it doesn't gain any ability score bonuses or penalties.

Ubiquitous Vision (Ex): The ettin's two heads allow it to look behind and to the sides at all times, as well as to the front. The ettin cannot be flanked.

Comments: The ettin in the Monster Manual doesn't leave much for a class to be made, so there are quite a few abilities here that aren't in the entry. However, each one fits pretty well into the fluff of the ettin.

Ubiquitous vision is an awesome defense against sneak attacking rogues and strategic fighters, though they can still be caught flat-footed.

Surprisingly, the ettin has great synergy with the rogue. Its two versus one ability can be maximized by a friendly caster reducing enemies or enlarging the ettin. Ubiquitous vision combined with uncanny dodge (and improved uncanny dodge) provides a nigh-unstoppable defense against sneak attacks, and superior two-weapon fighting helps greatly in getting more sneak attacks off against enemies.

Niezck
2010-10-03, 10:04 AM
It's clearly a template as it doesn't automatically change type and has requirements. Both of them do, in fact. And really, I was gonna give 'em 2 + Int skill points, then I figured they could actually use a fair few skills, so 4 + Int was more appropriate. Especially considering neither has full BAB and each only hsa a single save.

And again, I was gonna give Feral +1 at each level, but it already has quite a lot going for it, so I thought I'd leave it as-is. After all, I don't wanna cram 4 good special abilities, claws, fast healing, nat armour and +4 str/con onto 4 levels.

monkman
2010-10-03, 10:10 AM
i said +1 con Or str a lv
odd=+1 str
equal=+1 con

Starsign
2010-10-03, 10:12 AM
Sorry to ask again, but is anyone willing to do Gravetouched Ghoul?

monkman
2010-10-03, 10:19 AM
Niezck nest please dont post 2-3 creature at a time, do one at a time
i saw nothing wrong with winged but make sure you cant have undead winged unless they dont want to fly

Niezck
2010-10-03, 10:22 AM
I fail to see why I can't post more than one at a time? :smallconfused:

Anyway, the Elder Treant was from the last thread, I was just re-posting the work in progress to ask for ideas.

The Tygre
2010-10-03, 11:49 AM
Found a slightly larger nimblewright pic;

http://www.wizards.com/dnd/images/mm2_gallery/88268_620_95.jpg

Crafty Cultist
2010-10-03, 11:55 AM
I think the higher levels of the feral monster class are a bit plain. maybe you could add a 10ft speed boost or something to increase its toughness.

Niezck
2010-10-03, 12:04 PM
I think the higher levels of the feral monster class are a bit plain. maybe you could add a 10ft speed boost or something to increase its toughness.

Added an increasing move speed bonus along with additional stat boosts as monkman suggested.

Anything else?

monkman
2010-10-03, 12:07 PM
I fail to see why I can't post more than one at a time? :smallconfused:

Anyway, the Elder Treant was from the last thread, I was just re-posting the work in progress to ask for ideas.

beacuse it's harder for us to think about things, we might forget the other post, *cough* CHRONOTYRYN,ettin, winged*cough* and we might not rate them.

Temotei
2010-10-03, 12:29 PM
also for the ettin the table should be like

I don't like that as much. In my first one, I said I played around with the formatting a bit so it looked more standard/professional.

Thanks, Tygre. Good picture. :smallbiggrin:

Crafty Cultist
2010-10-03, 12:34 PM
Added an increasing move speed bonus along with additional stat boosts as monkman suggested.

Anything else?

How about diehard as a bonus feat at 4th level. it fits the "savage, tenacious monster" image and I think just gaining rend is a little weak for a capstone ability.

Kobold-Bard
2010-10-03, 12:35 PM
Titan

http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG242b.jpg

Class:
Hit Dice: d8
{table]Level|BAB|Fort|Ref|Will|Special
1|+0|+2|+0|+0|Titanic Body, Titanic Strength, Titanic Magic, +1 Str
2|+1|+3|+0|+0|Brute Force, +1 Str, +1 Con
3|+2|+3|+1|+1|Titan Battle Style (SLA), +1 Str
4|+3|+4|+1|+1|Skin of the Titan (DR/Magic), +1 Con, +1 Cha
5|+3|+4|+1|+1|Growth (Large), +1 Str
6|+4|+5|+2|+2|Skin of the Titan (SR), +1 Str, +1 Con
7|+5|+5|+2|+2|Bonus Feat, +1 Str
8|+6|+6|+2|+2|Change Shape, +1 Con, +1 Cha
9|+6|+6|+3|+3|Titan Battle Style (Full Attack), +1 Str
10|+7|+7|+3|+3|Growth (Huge), +1 Str, +1 Con
11|+8|+7|+3|+3|Unstoppable, +1 Str
12|+9|+8|+4|+4|Skin of the Titan (DR/Lawful), +1 Con, +1 Cha
13|+9|+8|+4|+4|Swat, +1 Str
14|+10|+9|+4|+4|Bonus Feat, +1 Str, +1 Con
15|+11|+9|+5|+5|Skin of the Titan (SR+Cha), +1 Str
16|+12|+10|+5|+5|+1 Con, +1 Cha
17|+12|+10|+5|+5|I'll be back!, +1 Str
18|+13|+11|+6|+6|Titan Battle Style (Overcome DR), +1 Str, +1 Con
19|+14|+11|+6|+6|Hasta La Vista Baby!, +1 Str
20|+15|+12|+6|+6|Skin of the Titan (DR/Epic & Lawful), +1 Con, +1 Cha
21|+15|+12|+7|+7|Bonus Feat, Supreme Titanic Magic, +1 Str[/table]

Class Skills: 4+Int Mod (x4 at first level) Bluff, Climb, Concentration, Craft, Heal, Intimidate, Jump, Knowledge (any one), Listen, Perform, Sense Motive, Search, Spellcraft, Spot, Swim.

Proficiencies: Titans are proficient with their own natural attacks, as well as all simple and martial weapons. They are proficient with light, medium & heavy armour but not shields.

Class Features:

Titanic Body (Ex): At first level the Titan loses all racial traits and features and gains the Outsider traits. It gains the Chaotic subtype, as well as the Native subtype when on a Chaos aligned Plane and the Extraplanar subtype when anywhere else.
It is medium sized and has a base land speed of 40ft.
It gains a primary Slam attack that deals 1d4+Str Mod damage, and a natural armour bonus equal to it's Con Mod.

Titanic Strength (Ex): Titans have the Powerful Build quality. When they increase in size via the abilities of this class (but not from any other means) Powerful Build increases too.

Titanic Magic (Sp): Magic flows in the blood of Titans, and as such they can utilise many spell-like abilities. Spell-likes are gained at the Titan level shown in the below spoiler and may be used as often as shown.

Brute Force (Ex): A Titan's raw strength is their biggest asset. Titans may make a Str check and add 1/2 their Titan Level as a racial bonus vs. the DC of a Disable Device and Open Lock checks. If the check beats DC then the Titan demolishes the lock/device, ruining them beyond use or repair.

Titan Battle Style (Ex): Titans train from birth with weapons far bigger than normal for most races. Thanks to their Powerful Build they can use weapons of this size without penalty, and only when using a masterwork weapon (excluding natural weapons) one size bigger than themselves do they gain the benefits of this ability.
- At third level when a Titan threatens a Critical Hit they may use one of their SLAs as a Swift action, provided they haven't used their Swift/Immediate action for that round already.
- At ninth level they may make a full-attack as a standard action.
- At eighteenth level they may overcome 1 point of DR per Titan level, regardless of what would normally overcome it (if it is DR/- then they ignore 1 point/2 Titan levels).

Skin of the Titan (Ex): The magic inherent within Titans grants them potent protection.
- At fourth level they gain DR/Magic equal to half their HD.
- At sixth level they gain Spell Resistance equal to 10+HD.
- At twelfth level their DR becomes DR/Lawful.
- At fifteenth level they gain +Cha Mod to their Spell Resistance.
- At twentieth level their DR becomes DR/Epic & Lawful.

Growth (Ex): At fifth level the Titan grows to Large Size, it's Slam attack increases to 1d6+Str damage and it gains +10ft to it's land speed. It's natural armour bonus increases by one.

At tenth level they grow again to huge size. Their Slam now deals 1d8+Str damage and gains another +10ft to it's land speed. Their natural armour again increases by one.

Bonus Feat (Ex): At levels 7, 14 & 21 Titans gain a bonus feat. This feat must be either a Fighter bonus feat or a spell-like metamagic feat.

Change Shape (Su): From eighth level Titans may assume the form of any small or medium humanoid for 1 hour/day for each Titan level it possesses.

Changing shape is a move equivalent action that may be done at will, but no more than 1/round.

Unstoppable (Ex): Titans are born to battle, and over the generations they have learned techniques that mean they may continue in the fray long after others have fallen. From now on the Titan may use his Cure Critical Wounds SLA on himself as a Swift action. He may still use the SLA on others, but it takes it's normal casting time when doing so.

Swat (Ex): At second level, the Titan may turn his strength to knocking enemies around rather than simply harming them. A Swat is a standard-action, touch based attack delivered with the Titan's slam attack. Enemies take standard slam damage, but the Titan does not add his Str to damage. Instead, enemies are knocked 5' in the direction of the Titan's choice (excepting movement into the Titan's occupied area), plus 5' for every size category the giant has over them. Increase the distance increment by 5' for every 5HD of the Titan.

Enemies who are knocked into obstacles must make a balance test (DC is 10 + the damage dealt + the Titan's Str modifier) or fall prone. If an enemy is knocked into another enemy's square, both foes must make balance tests.

Flying enemies must pass the same balance test or lose flying for 1 round per size category the Giant has over them.

I'll be back (Su): Titans are unbelievably difficult to keep down. As a free action 1/week a Titan may utter the name of this ability whilst engaged in combat (initiative has been rolled, must have made at least one melee attack or used one of his SLAs against an enemy since initiative was rolled). This effect lasts for 1 round/HD.

If the Titan is killed during that duration, anyone attempting to resurrect him at any point after that may forgo any material or XP costs involved. Alternatively the Titan may forgo this power and instead revive automatically 1 hour after death with 1HP and no level loss, assuming there is at least some of his original body remaining.

If killed whilst under the effects of this ability the Titan's soul may also not be trapped or bound in any way.

The power of this effect only works once, and must be renewed after the Titan is raised if they wish to benefit from it again. The week delay before it is usable again begins the day after the previous use expires, unless he is killed whilst under it's effect in which case it begins the day after he is revived.

Hasta La Vista Baby! (Ex): Once per day, the Titan may utter a pithy comment before attacking as a standard action. For the purposes of that attack, he gains his charisma bonus as an Awesome bonus to attack and damage. The DM should feel free to add a bonus or penalty to this number, depending on how clever and pithy the one-liner is. The attack pierces all damage reduction. All threatened criticals are automatically confirmed.

If the enemy is hit, they are sent flying back a number of feet equal to half the damage the Titan dealt with the attack, rounded to the nearest 5. If they are blocked by a wall or obstacle, they take 1d6 damage per 5 feet they would've gone beyond that. Either way, when they land, they fall prone and are shaken for the duration of the encounter. This shaken status will affect creatures immune to fear or mind-affecting, but not mindless creatures.
This ability cannot be used on the first round of a battle.

Supreme Titanic Magic (Su): At level 21 Titans become masters of their magical abilities. From now on any spell-like abilities they gained from the Titan class that could previously be used 1/HD each day may now be used at will. This has no effect on other spell-like abilities either from other sources or from the Titan class that can only be used less than 1/round.

Titanic Magic:
Level 1
- Cure Light Wounds 1/HD each day.
-- Upgrades to Cure Moderate Wounds at Level 4.
-- Upgrades to Cure Serious Wounds at Level 8.
-- Upgrades to Cure Critical wounds at Level 11.

Level 2
- Summon Monster I 1/day.
-- Upgrades to Summon Monster II etc. as a Sorcerer would gain access to that level of spells (II at Level 4, III at Level 6 ... IX at Level 18).
-- Gain an additional use at Level 10 and a third use at Level 19.

- Silent Image 1/HD each day.
-- Upgrades to Major Image at Level 8.
-- Upgrades to Persistent Image at Level 13.

Level 3
- Invisibility 1/HD each day.

Level 4
- Levitate 1/HD each day.
-- Upgrades to Fly at Level 12.

Level 5
- Lightning Bolt 1/HD each day.
-- Upgrades to Chain Lightning at Level 12.

Level 6
- Dispel Magic 1/HD each day.
-- Upgrades to Greater Dispel Magic at Level 13.

- Daylight [Good] or Deeper Darkness [Evil] 1/HD each day.

Level 7
- Hold Person 1/HD each day.
-- Upgrades to Hold Monster at Level 10.

- Invisibility Purge 1/HD each day.

Level 8
-

Level 9
- Charm Monster 1/HD each day.

- Remove Curse [Good] or Bestow Curse [Evil] 1/2HD each day.
-- Remove Curse upgrades to Break Enchantment at Level 14. Bestow Curse does not upgrade.

Level 10
-

Level 11
- Holy Smite [Good] or Unholy Blight [Evil] 1/HD each day.

Level 12
-

Level 13
-

Level 14
- Fire Storm 1/4HD each day.

Level 15
- Word of Chaos [Chaos] or Dictum [Law] 2/day.
-- Gain a third use at 19HD.

Level 16
- Maze 1/5HD each day.

Level 17
- Meteor Swarm 1/5HD each day.

- Greater Restoration [Good] or Crushing Hand [Evil] 1/5HD each day.

Level 18
- Gate 1/7HD each day.
-- If the Titan wishes to use the Calling option of this SLA he must pay the XP cost as usual.

Level 19
- Etherealness 3/day.

---------------------------------
Titans receive the SLAs that correspond with their alignment. Neutral aligned Titans may choose at Level 1 whether they wish to gain the [Good] or [Evil] & [Chaos] or [Law] SLAs, and this decision cannot be changed once made.

If the Titan's alignment changes they may not use these alignment based SLAs until they receive an Atonement spell from a creature of their new alignment.

Comments
There's my Titan. Not really that much to put in here, everything should be pretty self explanatory (the capstone is in epic levels, so it shouldn't be too bad, but maybe I should limit it to a certain amount of it's spell-likes). Basically it's a Battle Sorcerer except it's on a restricted spell list. Is it too much?

Temotei
2010-10-03, 12:52 PM
Titan Hammer Technique (Ex): Thanks to their Powerful Build they can use weapons of this size without penalty, but only when using a Warhammer one size bigger than themselves do they gain the benefits of this ability.

It would be easier to say: "Thanks to their powerful build, they can use warhammers of one size larger than themselves without penalty."

Mystic Muse
2010-10-03, 01:10 PM
Why limit it to warhammers? That seems kind of unfair to other build concepts. I'm aware the original version specifies warhammers but limiting it when we're supposed to not limit the monsters to one specific role seems odd.

Duskranger
2010-10-03, 01:11 PM
Why limit it to warhammers? That seems kind of unfair to other build concepts. I'm aware the original version specifies warhammers but limiting it when we're supposed to not limit the monsters to one specific role seems odd.

This does not limit it to a role only to a weapon. It can still be any role it wants to be.

Kobold-Bard
2010-10-03, 01:16 PM
Why limit it to warhammers? That seems kind of unfair to other build concepts. I'm aware the original version specifies warhammers but limiting it when we're supposed to not limit the monsters to one specific role seems odd.

I did think of that, but I wanted to keep the hammer thing since Powerful Build overlapped the ability to weild the big hammers in general.

I'll change it if people want.

Mystic Muse
2010-10-03, 01:38 PM
This does not limit it to a role only to a weapon. It can still be any role it wants to be.

And several roles are based upon weapons. What if I want to do sword and board or dual wield instead? I have to spend a feat or something to get the higher sized versions of those weapons.

There are also people (me for instance) who simply find warhammers aesthetically unpleasing.

it just seems arbitrary to me.

Crafty Cultist
2010-10-03, 01:38 PM
Um... Hello. I know that there's already one done for the Ghoul, but I was wondering if I could request someone for a Gravetouched Ghoul monster class (Pg 103-104 Libris Mortis), I believe there are differences between them and a standard ghoul.

The only difference between a regular and a gravetouched ghoul is that gravetouched keep their racial abilities and class levels. I dont think that's enough of a reason to create a second, almost identical class but This feat could be used to differentiate between them.

Gravetouched
You are a gravetouched ghoul, one of the chosen of Doresain
Prerequisites: At least one level in the ghoul monster class.
Benifits: You regain your previous racial abilities, while still gaining all the benifits of the ghoul class and your undead traits.


I'd add this to the class, but the finished version was posted by Oslecamo, so I cant update it. This feat is infinitely more useful to someone who had taken another monster class as it allows them to retain the benifits of each

Kobold-Bard
2010-10-03, 01:45 PM
That's a damn sexy feat you have there. Looks good.

monkman
2010-10-03, 01:56 PM
CHRONOTYRYN
http://www.wizards.com/dnd/images/ff_gallery/50132.jpg
{table=head]Level|Bab|Fort|Ref|Will|Special

1st|
+0|
+0|
+0|
+2|+1int/wis

2nd|
+1|
+0|
+0|
+3|+1int/wis

3rd|
+1|
+1|
+1|
+3|+1int/wis, Feather Flurry

4th|
+2|
+1|
+1|
+4|+1int/wis, Growth

5th|
+2|
+1|
+1|
+4|+1int/wis, Wings

6th|
+3|
+2|
+2|
+5|+1int/wis

7th|
+3|
+2|
+2|
+5|+1int/wis

8th|
+4|
+2|
+2|
+6|+1int/wis, Growth

9th|
+4|
+3|
+3|
+6|+1int/wis

10th|
+5|
+3|
+3|
+7|+1int/wis , Sonic Screech

11th|
+5|
+3|
++3|
+7|+1int/wis

12th|
+6|
+4|
+4|
+8|+1int/wis

13th|
+6|
+4|
+4|
+8|+1int/wis

14th|
+7|
+4|
+4|
+9|+1int/wis

15th|
+7|
+5|
+5|
+9|+1int/wis

16th|
+8|
+5|
+5|
+10|+1int/wis

17th|
+8|
+5|
+5|
+10|+1int/wis

18th|
+9|
+6|
+6|
+11|+1int/wis

19th|
+9|
+6|
+6|
+11|+1int/wis, Dual actions[/table]

Ability increase A Chronotyryn can either gain +1 wisdom or +1 inteliigence per level.

Feather Flurry: A Chronotyryn can lauch his feather at the opponent, These feathers damage 1d6/Hd and he can use this ability 1 time per 3 Hd.

Growth At 4th lv a Chronotyryn grows to large size
At 8th lv a Chronotyryn grows to huge size

Wings A Chronotyryn gains the use of his wings. He can fly 70ft/round +5ft/hd with average maneuverability.

Sonic Screech A Chronotyryn can produce a sonic screech that deals 1d8/2hd damage with a save of 10+1/Hd+wisdom/intelligence and a range of 20ft+5ft/HD.

Dual actions: At 19th lv a Chronotyryn can perform 2 rounds of action in one round as if it were two creatures. It can do a full attack action and a double move; two full attack actions and two 5-foot steps; a full attack action,
a move action, and a spell-like ability; two spell-like abilities
and two move actions; and so on. A Chronotyryn can use this ability 1 time per 7 HD. It last 1 round.
im a bit stuck at the vitural spell caster lv,the Sla and the compostion of the feathers(magic,admatium,etc). The racial traits,skills,profs, i'll do them latter.



Ettin
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG107.jpg
Hit Die: d8

Class Skills
The ettin's class skills (and the key ability for each skill) are Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Search (Int), and Spot (Wis).

Skill Points at 1st Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1|+0|+2|+0|+0|Ettin body, double sight, favored size, Str +1
2|+1|+3|+0|+0|Pain spread, two versus one, Con +1
3|+2|+3|+1|+1|Durability, favored size, Str +1
4|+3|+4|+1|+1|Superior two-weapon fighting, enhanced sight, Con +1
5|+3|+4|+1|+1|Growth, Str +1
6|+4|+5|+2|+2|Ubiquitous vision, favored size, Con +1[/table]

Weapon and Armor Proficiencies: An ettin is proficient with all simple and martial weapons, and with light and medium armor and shields.

Ettin Body: An ettin loses all racial features and gains low-light vision. It is medium-sized, with a natural slam attack dealing 1d6 + 1.5 x Str modifier damage, as well as natural armor equal to its Con modifier. Its base land speed is 40 feet.

Double Sight (Ex): An ettin's heads provide greater awareness, granting a +2 bonus to Listen, Search, and Spot checks.

At 5 Hit Dice, and at every 5 Hit Dice after, this bonus increases by 2.

If an ettin would be blinded or deafened by a spell or similar effect that only affects a single creature, only one head loses its senses, causing the ettin to lose their bonus to Listen, Search, and Spot.

Favored Size (Ex): An ettin can choose a single size category from fine to large at 1st level. The ettin gains a +2 bonus on Intimidate, Listen, Search, and Spot checks when using these skills against creatures of this size. Likewise, the ettin gets a +2 bonus on weapon damage rolls, as well as a +2 bonus on bull rush, grapple, overrun, and trip attempts against such creatures.

At 3rd level and 6th level, the ettin may select an additional favored size. In addition, at each such interval, the bonus against any one favored size (including the one just selected, if so desired) increases by 2.

Ability Score Increase: The ettin gains a +1 bonus to their Strength score at every odd level, and a +1 bonus to Constitution at every even level.

Pain Spread (Ex): When the ettin would be subject to a pain effect that targets only a single creature, only one of the ettin's heads is affected.

Two Versus One (Ex): Whenever the ettin attacks a creature two size categories smaller than itself, it is considered to be flanking that creature.

Durability (Ex): At 3rd level, the ettin gains damage reduction. Subtract 1/2 the ettin's Hit Dice from the damage the ettin takes each time it is dealt damage from a weapon or a natural attack. Damage reduction can reduce damage to 0 but not below 0.

Superior Two-Weapon Fighting (Ex): An ettin often fights with a weapon in each hand. Because each of its two heads controls an arm, the ettin does not take a penalty on attack or damage rolls for attacking with two weapons.

Enhanced Sight (Ex): An ettin gains superior low-light vision and darkvision out to 60 feet, reflecting the ettin's improving ability to be aware with both of its heads at the same time, as well as its improving senses that go along with that.

Growth: At 5th level, the ettin grows to large size.

Its AC, bonus to hit, base damage, grapple checks, and skills change accordingly, but it doesn't gain any ability score bonuses or penalties.

Ubiquitous Vision (Ex): The ettin's two heads allow it to look behind and to the sides at all times, as well as to the front. The ettin cannot be flanked.

Comments: The ettin in the Monster Manual doesn't leave much for a class to be made, so there are quite a few abilities here that aren't in the entry. However, each one fits pretty well into the fluff of the ettin.

Ubiquitous vision is an awesome defense against sneak attacking rogues and strategic fighters, though they can still be caught flat-footed.

Surprisingly, the ettin has great synergy with the rogue. Its two versus one ability can be maximized by a friendly caster reducing enemies or enlarging the ettin. Ubiquitous vision combined with uncanny dodge (and improved uncanny dodge) provides a nigh-unstoppable defense against sneak attacks, and superior two-weapon fighting helps greatly in getting more sneak attacks off against enemies.



Nimblewright
http://www.wizards.com/dnd/images/mm2_gallery/88268_620_95.jpg
Hit Die: d10

Class Skills
The nimblewright's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Disguise (Cha), Jump (Str), Listen (Wis), Spot (Wis), and Tumble (Dex).

Skill Points at 1st Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1|+0|+0|+2|+0|Nimblewright body, weapon grafts, nimble tongue of arcana, vulnerabilities, Dex +1
2|+1|+0|+3|+0|Augmented critical, rapid recovery, Str +1
3|+2|+1|+3|+1|Tripping thrust, Dex +1
4|+3|+1|+4|+1|Body of alacrity, Str +1
5|+3|+1|+4|+1|Reflective armor, Dex +1
6|+4|+2|+5|+2|Liquid grafts, liquid armor, Str +1
7|+5|+2|+5|+2|Greater body of alacrity, spirit of water, Dex +1[/table]

Weapon and Armor Proficiencies: A nimblewright is proficient with its weapon grafts, but no armor or shields.

Nimblewright Body: A nimblewright loses all racial features and replaces them with the following traits: No Constitution score.
Low-light vision.
Darkvision out to 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality.
Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
Since it was never alive, a construct cannot be raised or resurrected.
Constructs do not eat, sleep, or breathe.
The nimblewright is medium-sized with natural armor equal to its Str modifier. Its base land speed is 40 feet. The nimblewright also gains an additional hit point per HD at 5 HD, 10 HD, 15 HD, and 20 HD.

Weapon Grafts (Ex): A nimblewright has weapons grafted into its arms. These weapons are treated as natural weapons, and can be readied as a free action. At any time, these weapons can be switched out for different ones by having someone with at least 8 ranks in Craft (weaponsmithing) work on the nimblewright's arms for a time equal to the time it would take to craft masterwork versions of the weapons normally. While the new weapons are being grafted, the nimblewright cannot use their old weapons--they are effectively gone. If the nimblewright wants a two-handed weapon grafted into their arms, it must have only that weapon (or, in the case of a bow or crossbow, arrows and bolts as well) grafted.

Unlike most natural weapons, the nimblewright's weapon grafts gain iterative attacks, just like normal weapons.

Nimble Tongue of Arcana (Sp): A nimblewright has access to a number of spell-like abilities, starting with entropic shield and feather fall at 1st level. It can use these abilities a total of 3 + Cha modifier times per day.

At 4th level, the nimblewright gains access to cat's grace and alter self.

At 7th level, the nimblewright gains access to haste.

Vulnerabilities: A nimblewright is vulnerable to cold and fire attacks. If the nimblewright is subject to a cold effect, its speed is reduced by half for 3 rounds. If it is subject to a fire effect, its speed is reduced to 0 feet for 1 round. If the nimblewright succeeds on a Will saving throw against the DC of the effect (if no save is normally given, calculate what it would be if it was given and use that), cold reduces speed by 10 feet instead of by half, and fire reduces speed by half instead of to 0 feet.

Ability Score Increase: The nimblewright gains a +1 bonus to their Dexterity score at every odd level, and a +1 bonus to Strength at every even level.

Augmented Critical (Ex): The nimblewright threatens a critical hit on a natural attack roll of 12-20. On a successful critical hit, its foe is subject to a tripping thrust attack, if the nimblewright possesses such an attack.

Rapid Recovery (Ex): If the nimblewright is prone, it may stand as a free action that doesn't provoke attacks of opportunity. Alternatively, the nimblewright may stand from prone as an immediate action as it is being attacked, attempting to interrupt the opponent's attack. Make opposed attack rolls. If the nimblewright succeeds, it stands from prone and gets a free attack against the opponent with a critical threat on a natural attack roll of 10-20.

Tripping Thrust (Ex): A nimblewright's weapon grafts are powerful enough to push over enemies its own size or smaller. An opponent who is the target of a successful critical hit from a nimblewright must make a DC 10 + 1/2 HD + Dex modifier Reflex save or be knocked prone as if tripped.

Body of Alacrity (Ex): The nimblewright gains the ability to avoid a single melee or ranged weapon attack better once per round. Against that single attack, the nimblewright gains a +2 bonus to AC. If the nimblewright successfully avoids the attack, it can strike back with a critical threat on a natural attack roll of 10-20.

Reflective Armor (Ex): At 5th level, a nimblewright's natural armor becomes strengthened against spells, granting spell resistance equal to 11 + the nimblewright's HD.

Liquid Grafts (Ex): The nimblewright's grafts become liquid-like, bonding more closely with the elemental plane of water's spirit. The nimblewright's weapon grafts deal an additional 1d6 damage, and every weapon grafted is considered a light weapon for the purposes of attacking while grappling.

Liquid Armor (Ex): The nimblewright's natural armor strengthens, becoming closer to the elemental plane of water's spirit. The nimblewright gains a +2 bonus to initiative and Reflex saving throws. In addition, the nimblewright can act in water normally, as if on land. This allows normal movement, as well as normal attacking, damaging, skill checks, and the like.

Greater Body of Alacrity (Ex): A nimblewright is able to dodge and react even better than before. When avoiding the single melee or ranged weapon attack, the nimblewright gains a +4 bonus to AC. If the nimblewright successfully avoids the attack, it can strike back with a critical threat on a natural attack roll of 10-20. If this counterstrike is confirmed as a critical hit, the target creature becomes immobile for 3 rounds and takes a -2 penalty to AC for that duration.

Spirit of Water (Su): The nimblewright can now use the vortex ability of an elder water elemental, with the exception that the DC of the Reflex save given is 10 + 1/2 HD + Dex modifier. This ability is usable 1/2 HD times per day and lasts 1/2 HD rounds each time it is used.

Comments: The nimblewright's abilities cover many of the levels of the class, but some were left blank. To fill in these dead levels, I added rapid recovery, (greater) body of alacrity, liquid grafts, liquid armor, and spirit of water, the liquid and water abilities focusing on the nimblewright's connection to the elemental plane of water.

The weapon grafts are to provide more versatility for the nimblewright, and to give more freedom to the players. The ability to change grafts is very different than what the nimblewright originally had, but I think it's a good choice.

A nimblewright can use a fairly simple strategy in combat, taking out enemies with critical hits combined with trips. It's elegant and powerful, but not too powerful, I think.


Winged

http://www.wizards.com/dnd/images/ss_gallery/49103.jpg


Prerequisites:

Must not have a fly speed.

HD: d8
{table=head]Level|BAB|Fort|Ref|Will|Class Features
1|+0|+0|+2|+0|Winged Body, +1 Dex[/table]

Skills: 4 + Int mod (Balance, Hide, Listen, Move Silently, Search, Spot and Tumble)

Weapon and Armour Proficiencies: A Winged creature gains no weapon or armour proficiencies.

Winged Body: Unlike other monster classes, the Winged creature doesn't lose its racial ability modifiers. If the original creature was an animal, it now becomes a magical animal. If the original creature was a humanoid, it now becomes a monstrous humanoid. Otherwise its type remains the same.

The winged creature gains the use of two wings that are to weak too do anything with initially.

At 4 HD, the Winged creature is able to fly with their wings at a speed of 10ft / 2 HD with maneuverability based on their HD, as shown below.

{table=head]Maneuverability|HD
Perfect|17+
Good|13-16
Average|9-12
Poor|5-8
Clumsy|4[/table]

At 8 HD the Winged creature is able to deliver a single slam attack with each wing dealing 1d4 + 1/2 Str modifier damage, based on medium size. This is a secondary attack.

Additionally, the Winged creature gains a +1 bonus to its natural armour.

Ability Bonus: At 1st level, the Winged creature gains a permanent +1 bonus to their dexterity.

Thoughts?


Reposting what I had done of my Elder Treant; any suggestions are appreciated!

Elder Treant

http://www.wizards.com/dnd/images/dx0601iw_wizenedelderMM4.jpg


Prerequesites:
To become an Elder Treant, a creature must fulfil the following requirements:

8 levels in the Treant (http://www.giantitp.com/forums/showpost.php?p=9386283&postcount=485) monster class

HD: D8

Skills: 2 + Int mod
Class Skills: None
Weapon and Armour Proficiencies: You are proficient only with your natural weapons.

{table=head]Level|Base Attack Bonus|Fort|Ref|Will|
Class Features

1|+0|+0|+0|+0|+1 Str, Elder Treant Body
2|+1|+0|+0|+0|+1 Str, +1 Con, Improved Entangle
3|+1|+1|+1|+1|+1 Str, Plant Domain
4|+2|+1|+1|+1|+1 Str, +1 Con, Growth
5|+2|+1|+1|+1|+1 Str, Mighty Slam
6|+3|+2|+2|+2|+1 Str, +1 Con, Resistive Bark
7|+3|+2|+2|+2|+1 Str, Fertile Step
8|+4|+2|+2|+2|+1 Str, +1 Con, Growth
9|+4|+3|+3|+3|+1 Str, Improved Trample
10|+5|+3|+3|+3|+1 Str, +1 Con, Mighty Slam
11|+5|+3|+3|+3|+1 Str, Keeper of the Forest
12|+6|+4|+4|+4|+1 Str, +1 Con, Force of Nature
13|+6|+4|+4|+4|+1 Str,
14|+7|+4|+4|+4|+1 Str, +1 Con,
15|+7|+5|+5|+5|+1 Str,
16|+8|+5|+5|+5|+1 Str, +1 Con,
17|+8|+5|+5|+5|+1 Str,
[/table]

Elder Treant Body: Unlike other monster classes, the creature's original racial traits are retained.

The Elder Treant's natural armour bonus increases by ½ its HD. Additionally, every time it grows in size it increases by a further +1.

Improved Entangle:
At 2nd level, the Elder Treant's Entangle attack becomes significantly stronger. The range doubles and each target successfully hit by the roots take a penalty to all move speeds equal to 5ft/2HD for HD rounds. Additionally, if they have a fly speed they cannot use it for the duration of this effect.

Finally, each opponent held in a grapple by a root is dealt damage equal to a slam attack from the Elder Treant for each round the grapple is maintained.

Plant Domain:
At 3rd level, the Elder Treant gains the ability to use each spell from the Plant Domain as a spell-like ability a number of times per day equal to its HD divided by the spell level (rounded down, minimum 1).

To use each spell-like ability the Elder Treant must have a number of HD equal to at least twice the spell level.

The save DCs for the spell-like abilities is equal to 10 + ½ HD + Wis modifier. The caster level is equal to the Elder Treant's HD where applicable.

Growth:
At 4th and 8th levels, the Elder Treant increases in size by one category. It gains all the benefits and penalties associated with that but does no receive any stat modifications.

Mighty Slam:
At 5th and 10th levels, the Elder Treant's slam attack improves by two steps of damage.

Additionally, at 5th level the Elder Treant deals triple damage against objects instead of double.

Resistive Bark:
At 6th level, the Elder Treant gains Spell Resistance equal to 10 + HD + Con Modifier.

Fertile Step:
At 7th level, the Elder Treant gains an aura out to 5ft + 5ft/HD. This area is under the effect of a Plant Growth spell. The Elder Treant may select which version of this spell is affecting the area. This aura can be turned on and off as a free action.

Additionally, the Elder Treant is no longer hindered by difficult terrain caused by an organic feature. This includes, but is not limited to, features caused by overgrown plants, trees, vines or bushes.

Improved Trample:
At 9th level, the Elder Treant's trample attack gains a +5 bonus to DC and deals extra damage equal to ½ its Str modifier, bringing the total damage to that of a slam attack + 2x Str modifier.

Keeper of the Forest:
At 11th level, the Elder Treant gains the permanent service and companionship of a small enclave of Treants. Whenever the Elder Treant uses its Animate Trees ability, the Treants they create can begin to take levels in the Elder Treant class if their HD would exceed 8. They are permanent once created.

The number of Treants the Elder Treant can animate (and control) improves by 1.

Force of Nature:
At 12th level, the Elder Treant become nature's wrath incarnate. Its DR increases by 5 and changes to DR/-, its Spell Resistance increases by 5, it receives a permanent +2 bonus to any one mental stat and gains the Outsider type with the Augmented subtype.

Additionally, the Elder Treant gains the Frightful Presence ability out to 100ft + 10ft/HD. Whenever it makes an aggressive action (as judged by the DM), all creature with fewer HD within this range must make a Will save (DC 10 + 1/2 HD + Cha modifier) or become frightened for 5d6 rounds.


Comments:

Still got to fill the last 5 levels, but I'll work on that as I go along. All suggestions are welcome for abilities for these levels!


Sorry for the double post, but moar content!

Feral Creature

http://www.wizards.com/dnd/images/ss_gallery/49121.jpg


Prerequisites:

Humanoid or Monstrous Humanoid.

Must live in the wilds for a number of months equal to your HD.

or

Must be born as a Feral.

HD: d8
{table=head]Level|BAB|Fort|Ref|Will|Class Features
1|+0|+2|+0|+0|Feral Body, Improved Grab, +1 Str
2|+1|+3|+0|+0|Regenerative, Pounce, +1 Con
3|+2|+3|+0|+0|Natural Speed, Rake, +1 Str
4|+3|+4|+1|+1|Rend, +1 Con[/table]

Skills: 4 + Int (Balance, Hide, Knowledge (Nature, Geography), Listen, Move Silently, Search, Spot, Survival and Tumble)

Weapon and Armour Proficiencies: A Feral creature is proficient only with its natural weapons.

Feral Body: Unlike other monster classes, the Feral creature doesn't lose its racial ability modifiers. If the original creature was a humanoid, it now becomes a monstrous humanoid. Otherwise its type remains the same.

A Feral creature gains two primary claw attacks that deal 1d8 + Str modifier damage, based on a medium creature. If the Feral creature already has claw attacks from another source, they gain increased damage as if a size larger.

A Feral creature gains Darkvision out to 10ft / 2HD.

A Feral creature's natural armour bonus increases by +2.

Ability Increases:
At 1st and 3rd level, the Feral creature gains a permanent +1 to Strength. At 2nd and 4th level, the Feral creature gains a permanent +1 to Constitution.

Improved Grab: (Ex)
At 1st level, the Feral creature gains the Improved Grab ability.

Pounce: (Ex)
At 2nd level, the Feral creature gains the Pounce ability.

Regenerative:
At 2nd level, the Feral creature gains Fast Healing equal to 1/2 HD.

Natural Speed: (Ex)
At 3rd level, the Feral creature gains a +10ft enhancement to all its movement speeds. This increases by a further 10ft for every 5 HD after this point.

Rake: (Ex)
At 3rd level, the Feral creature gains a Rake attack. While grappling, it can make two claw attacks against its grappler (or grapplee) at its full normal attack bonus.

Rend: (Ex)
At 4th level, the Feral creature gains the Rend ability. Whenever it successfully hits an opponent with both claws, it deals double damage exactly as if it had scored a critical hit.

Comments:

Trying to fit all of the Feral creature stuff into 4 levels is pretty difficult, since it gives a lot of abilities, score increases, fast healing, claw attacks, etc. Hopefully it isn't too unbalanced.


Titan

http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG242b.jpg

Class:
Hit Dice: d8
{table]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0|Titanic Body, Titanic Strength, Titanic Magic (Least)
2|+2|+3|+0|+0|Mind of the Titan
3|+3|+3|+1|+1|Titan Hammer Technique (Damage)
4|+4|+4|+1|+1|Skin of the Titan (DR/Magic)
5|+5|+4|+1|+1|Growth, Titanic Magic (Lesser)
6|+6|+5|+2|+2|Skin of the Titan (SR)
7|+7|+5|+2|+2|Bonus Feat
8|+8|+6|+2|+2|Change Shape
9|+9|+6|+3|+3|Titan Hammer Technique (Full Attack)
10|+10|+7|+3|+3|Growth
11|+11|+7|+3|+3|Titanic Magic (Intermediate)
12|+12|+8|+4|+4|Skin of the Titan (DR/Lawful)
13|+13|+8|+4|+4|
14|+14|+9|+4|+4|Bonus Feat
15|+15|+9|+5|+5|Skin of the Titan (SR+Cha)
16|+16|+10|+5|+5|Titanic Magic (Greater)
17|+17|+10|+5|+5|
18|+18|+11|+6|+6|Titan Hammer Technique (Overcome DR)
19|+19|+11|+6|+6|
20|+20|+12|+6|+6|Skin of the Titan (DR/Epic & Lawful)
21|
--|
--|
--|
--|Bonus Feat, Supreme Titanic Magic[/table]

Class Skills: 4+Int Mod (x4 at first level) Bluff, Climb, Concentration, Craft, Heal, Intimidate, Jump, Knowledge (Any one), Listen, Perform, Sense Motive, Search, Spellcraft, Spot, Swim.

Proficiencies: Titans are proficient with their own natural attacks, as well as all simple and martial weapons. They are proficient with light, medium & heavy armour but not shields.

Class Features:

Titanic Body (Ex): At first level the Titan loses all racial traits and features and gains the Outsider traits. It gains the Chaotic subtype, as well as the Native subtype when on a Chaos aligned Plane and the Extraplanar subtype when anywhere else. If a Titan is no longer Chaotic aligned it loses his Chaotic subtype, it gains the Native subtype when on the astral plane and the Extraplanar subtype when anywhere else.
It is medium sized and has a base land speed of 30ft.
It gains a primary Slam attack that deals 1d4+Str Mod damage, and a natural armour bonus equal to it's Con Mod.

Titanic Strength (Ex): Titans have the Powerful Build quality. When they increase in size via the abilities of this class (but not from any other means) Powerful Build increases too.
They also gain +1 Str & Con at each level of this class.

Titanic Magic (Sp): Magic flows in the blood of Titans, and as such they can utilise many spell-like abilities. Spell-likes are gained at the HD shown on the table below and may be used as many times as shown. The Titanic Magic level shown (Least, Lesser, Intermediate, Greater) is the ability level that you require before being able to use those spell-likes.

Mind of the Titan (Ex): Titans gain +1 Cha at levels 2, 6, 10, 14 & 18.
They also gain +1 Wis at levels 4, 8, 12, 16 & 20.

Titan Hammer Technique (Ex): Titans train from birth with hammers far bigger than normal for most races. Thanks to their Powerful Build they can use weapons of this size without penalty, but only when using a Warhammer one size bigger than themselves do they gain the benefits of this ability.
At third level they gain a bonus on damage equal to their Titan level.
At ninth level they may make a full-attack as a standard action.
At eighteenth level they may overcome 1 point of DR per Titan level, regardless of what would normally overcome it (if it is DR/- then they ignore 1 point/2 Titan levels).

Skin of the Titan (Ex): The magic inherent within Titans grants them potent protection.
At fourth level they gain DR/Magic equal to half their HD.
At sixth level they gain Spell Resistance equal to 10+HD.
At twelfth level their DR becomes DR/Lawful.
At fifteenth level they gain +Cha Mod to their Spell Resistance.
At twentieth level their DR becomes DR/Epic & Lawful.

Growth (Ex): At fifth level the Titan grows to Large Size, it's Slam attack increases to 1d6+Str damage and it gains +10ft to it's land speed. It's natural armour bonus increases by one.
At tenth level they grow again to huge size. Their Slam now deals 1d8+Str damage and their land speed increases to 60ft. Their natural armour again increases by one.

Bonus Feat (Ex): At levels 7, 14 & 21 Titans gain a bonus feat. This feat must be either a Fighter bonus feat or a spell-like metamagic feat.

Change Shape (Su): From eighth level Titans may assume the form of any small or medium humanoid for 1 hour/day for each Titan level it possesses.
Changing shape is a move equivalent action that may be done at will, but no more than 1/round.

Supreme Titanic Magic (Su): At level 21 Titans become masters of their magical abilities. From now on any spell-like abilities they gained from the Titan class that could previously be used 1/round may now be used at will. This has no effect on other spell-like abilities either from other sources
or from the Titan class that can only be used less than 1/round.

Titanic Magic:
{table]HD|Spell|Uses/day|Spell|Uses/day|Titanic Magic
1|Cure Light Wounds|1/HD|
--|
--|(Least)
2|Silent Image|1/HD|Summon Nature's Ally|1|(Least)
3|Invisibility|1/HD|
--|
--|(Least)
4|Cure Moderate Wounds*|1/HD|Levitate|1/HD|(Least)
5|Lightning Bolt|1/HD|
--|
--|(Lesser)
6|Dispel Magic|1/HD|Alignment-A|1/HD|(Lesser)
7|Hold Person|1/HD|Invisibility Purge|1/HD|(Lesser)
8|Cure Serious Wounds*|1/HD|Major Image*|1/HD|(Lesser)
9|Charm Monster|1/HD|Alignment-B||(Lesser)
10|Hold Monster*|1/HD|Simmon Nature's Ally|2^|(Lesser)
11|Cure Critical Wounds*|1/HD|Alignment-C|1/day|(Intermediate)
12|Chain Lightning*|1/HD|
--|
--|(Intermediate)
13|Greater Dispel Magic*|1/HD|Persistent Image*|1/HD|(Intermediate)
14|Fire Storm|1/HD|
--|
--|(Intermediate)
15|Word of Chaos|2^|
--|
--|(Intermediate)
16|Maze|1|
--|
--|(Greater)
17|Meteor Swarm|1|Alignment-D|1|(Greater)
18|Gate|1|
--|
--|(Greater)
19|Word of Chaos|3^|Summon Nature's Ally|3^|(Greater)
20|Etherealness|3|
--|
--|(Greater)[/table]

^ These spells uses overlap the previous entry, rather than stacking. For example Word of Chaos may be used 2/day at 15HD and 3/day at 18HD, and not 5/day at 15HD.

Summon Nature's Ally begins a Summon Nature's Ally I at level two, increasing by one SNA level for every two HD they possess, up to Summon Monster IX at 18HD.

If a Titan isn't Chaos aligned it cannot use Word of Chaos and doesn't gain anything to replace it.

* These spells replace a previous spell, rather than being gained in addition to them. Once the starred spell is obtained the Titan may never again use the replaced spell-like ability.
- Cure Moderate Wounds replaces Cure Light Wounds.
- Cure Serious Wounds replaces Cure Moderate Wounds.
- Cure Critical Wounds replaces Cure Serious Wounds.
- Major Image replaces Silent Image.
- Persistent Image replaces Major Image.
- Hold Monster replaces Hold Person.
- Chain Lightning replaces Lightning Bolt.
- Greater Dispel Magic replaces Dispel Magic.

Alignment-A/B/C/D are spell-like abilities that differ depending on your alignment.

If you are Good aligned your spells are:
Alignment-A: Daylight
Alignment-B: Remove Curse
Alignment-C: Holy Smite
Alignment-D: Greater Restoration

If you are Evil aligned your spells are:
Alignment-A: Deeper Darkness
Alignment-B: Bestow Curse
Alignment-C: Unholy Blight
Alignment-D: Crushing Hand

If to are neutral aligned you choose one or the other at level 1, this decision isn't changable. If your alignment changes at a later date you lose these spell-likes until you receive an Atonement spell from someone of their new alignment.

Comments
There's my Titan. Not really that much to put in here, everything should be pretty self explanatory (the capstone is in epic levels, so it shouldn't be too bad, but maybe I should limit it to a certain amount of it's spell-likes). Basically it's a Battle Sorcerer except it's on a restricted spell list. Is it too much?

to evirone, this is all the creatures that arent posted and maybe finshed, please wait a bit before anyone post another creature.(this is a suggestion)

Kobold-Bard
2010-10-03, 02:38 PM
...

to evirone, this is all the creatures that arent posted and maybe finshed, please wait a bit before anyone post another creature.(this is a suggestion)

Any particular reason? They're not likely to get lost in the thread and if they do we can just post a reminder.

Any suggestions you'd like to make on them to help speed the process along?

mrcarter11
2010-10-03, 02:41 PM
I'm not the best for balance, but the Titan seems dam powerful..

monkman
2010-10-03, 03:17 PM
Any particular reason? They're not likely to get lost in the thread and if they do we can just post a reminder.

Any suggestions you'd like to make on them to help speed the process along?

if we have ten then these forum are going to go crazy , post for diffrent things one right after another, it will be hard to understand, it will just be a little confusing

if the whole thread focuses on one thing at a time we weill be able to do much more in less time

Gorgondantess
2010-10-03, 03:22 PM
@Niezck: The reason you shouldn't post multiple creatures at a time is because it's in the rules. And because it makes everything so much easier on me. I'll still critique them, and it's more a guideline than a hard and fast rule... but if you do that again in the future, I will be rather put off.
@Temotei: Same for you. Let's try to stay focused, eh?
Now... monsters. Oh boy. Goddamn sleep getting in my way.:smallannoyed:

Chronotryn: Well, first things first, what book is it from? Also, +1 to two stats every level is excessive, and unless it has DCs based on wisdom or divine casting, cut the wisdom. Same for intelligence.

@Ettin: By first level, I'm already liking it.:smallbiggrin:
Double Sight's good, very good.
Two versus one is nice, though not very useful: might want to just make that 1 size category smaller.
Now, for the odd stuff:
Favored size. *ehehm*. WTF? What the hell does this have to do with an ettin?:smallconfused::smalltongue:
Durability: it's enough to say "Gains DR/- equal to 1/2 HD." Which it should not get anyways.
Pain Spread: That one doesn't really mean anything. What does only 1 head control? Also, it's practically useless. Might want to say when affected by a mind-affecting condition, it only applies to one arm: only if affected twice does it affect his whole body. Something like that. Very potent- likely a capstone.
So, get rid of the durability, and it's okay to give it +1 str/+1 con every level. Use the giants as example.
...Actually, the original ettin isn't that durable. Make it +1 str every level, +1 con every other level.
Also, canonically big creatures should generally get growth at 4th level.

@Tacitus: PM Auston about it.

Nimblewright: I remember paging through the MM and saying "hey, that'd make a great improved monster!" And then I completely forgot about it. Anyways, onto the review!
First of all, remember when I said there are always exceptions to the rules? This is one of the exceptions. You've already done part of it by giving it good reflex saves, but I'd give it full BAB as well: it's a fencer.
Secondly, giving it a flat 12-20 crit threat is BAAAAAAAD. By RAW, that could be applied to 2 light picks for something like 5-20/x4 critical. Then give it blood on the water, some enhancements that only apply on criticals... it's a problem.
At 2nd level, give it improved critical with its grafted weapons. Then, give it small boosts: something like at 3rd level an additional +1 to crit threat with 18-20 weapons, then at 5th level an additional +1 to crit threat with 18-20 and 19-20 weapons, and at 7th level an additional +1 to crit threat with all weapoins. Thus, rapiers will have the canonical 12-20, while scythes will have a much more reasonable 18-20, and greathammers will have a nice 15-20/x4. Thus, it'll never get broken good.
As for the vulnerabilities, just give it normal vulnerabilities like I did the golems: thus, a ray of frost doesn't do a no-save slowing, or a flaming property weapon doesn't cripple them. Then make them healed by an uncommon element: I'd say either force or sonic. Also, use my golem's construct traits as a template: they're altered for better playability.
Throw around the ability scores a bit: I'd give it +1 to dex every level, and then a few +1 strength and a few +1 charisma (but if you're going to do that, you need some abilities based off of charisma).
Rapid recovery is kindof silly: the best strategy with it would be to throw yourself to the ground prone at the end of every round and hope someone attacks you so you can jump up and get em.
Body of Alacrity is oddly worded: do you roll the dice and only get to attack them back if you score a critical threat? Also, nobody likes the dodge effect- flat bonuses are SO much easier than declaring it every round... especially against one attack. Obligatory link. (http://www.goblinscomic.com/02042006/)
Liquid Grafts is a bit odd: why does it get +1d6 damage? I'd do something more like cha-to-attack. Same with liquid armor- charisma to reflex & initiative. And if you're going to do that, totally give it evasion.:smallbiggrin:
Greater Body of alacrity is just as odd as body of alacrity, and poses a potentially broken ability- when it's so easy to critical, a no-save effect on a critical hit is too good.
Also, the elemental has little to do with what the creature gets: I wouldn't do stuff like vortex.
Instead of all that, focus on dexterity and things that make it a better quicker fencer.

Winged: Does it only gain the natural armor after 8 HD? Also, say that if the base creature already has wings, it gets maneuverability one step better & +10' flying speed, and immediately gains the wing slam attacks, and if it already has the slam attacks they increase by one size. Just to make it even more accessible.:smallbiggrin:

Elder Treant: Not really finished, and far too epic for my tastes. Keep tinkering on it, I suppose?

Feral: This is going to be dipped into 2 levels and dropped: the 2 best abilities are gained far too early. That is, fast healing and pounce. Drop fast healing to 4th level, pounce to 3rd, drop rake & rend to 2nd. Specify if you gain all the effects of a critical with rend (e.g., blood in the water?) or if it just does the damage.
Otherwise, looks good!

Titan: Oooookayyy...
First off, I'm not good with epic level stuff. I hate epic level stuff. But I believe, in this thread, we pretend the ELH does not exist and just continue on with BAB/saves.
Now, let's see here:
Only give ability score bonuses an ability name if you get a choice: otherwise, just say, for example, "+1 cha". NO REASON to give it wisdom.
Secondly... goddamn. It's HORRIBLY convoluted. I can't make sense of the SLA table at all: just lay it out as all the other monsters are laid out. Use the Ghaele as an example. SLA uses are always based off of HD, which SLAs you can use are always based off of class level. The only exceptions are templates. The titan is not a template.
List the growths in the text.
Dead levels... well, you still gain SLAs, but it's kinda iffy. Figure it out.

Gravetouched Ghoul: No feat. Template class.

Also, Monkman is right: you'll get much more in depth and better thought out critiques if I only have to work with one or two at a time, as opposed to 5.

monkman
2010-10-03, 03:26 PM
Chronotryn: Well, first things first, what book is it from? Also, +1 to two stats every level is excessive, and unless it has DCs based on wisdom or divine casting, cut the wisdom. Same for intelligence

it's not +1 intel/wisdom every lv, It is +1 intel OR wisdom each lv
fiend folio. in the book it says that there some sort of spellcaster/they belive there were there before evirone else came and so it would seem logical for them to either be cleric or wizards.

Kobold-Bard
2010-10-03, 03:30 PM
The SLAs are confusing because without them upgrading then they get nothing until mid to late levels because all their SLAs nearly are high level spells. I'll try an do something about it though.

I'll change the BAB/Saves.

The dead levels I left because they get SLAs, and I didn't want to just cram more abilities in for the sake of it.

Niezck
2010-10-03, 03:36 PM
I fail to see why we should stop homebrewing (or slow down at least) simply because you say so? Considering the number of people that make monster classes, you're always going to have a large number to get through. Having one or two more isn't gonna do that much harm IMO.

But alas, you're grand poobah of the thread, I'll slow down with the classes in future.

@Winged:
I'll move the nat armour wording to before the HD-relevant stuff.

Frankly, if you already have a fly speed, you're not going to want to waste a level to get it improved a bit and a couple of slam attacks. Maybe the slam attacks, but even then there's better stuff out there to do exactly what you suggested and for much less than a level.

@Feral:
I'll switch around the abilities so it's more top-heavy. And yeah, I'll add the wording on the rend ability. I was i ntending to make it like a critical in all ways (precision, adidng multipliers, etc) so as to make it a little more powerful but maintaing a relative balance (since it's precision).

@Elder Treant:
As I said, I was just posting what I had in the old thread.

AugustNights
2010-10-03, 03:41 PM
Not much time between classes and homework this weekend... Dark gnome finished but cleaning it up for a post won't happen tonight.

Kobold Bard: Try rather 'useless' fun abilities that don't impact game play terribly much but do offer different tactics, or off-the wall abilities. That way you don't break the Titan but maintain a steady level up. Just a thought.

Gorgondantess
2010-10-03, 03:47 PM
I fail to see why we should stop homebrewing (or slow down at least) simply because you say so? Considering the number of people that make monster classes, you're always going to have a large number to get through. Having one or two more isn't gonna do that much harm IMO.
You'd be surprised. Also, the rule isn't to stop homebrewing: it's to not start on your next class until you've finished your first one. If you've put everything down and posted it already and are waiting for critique, then fine tune it while you're waiting. Think about it. Look at all of the abilities, proof it, see if the order is good, compare it to other classes. Then, if you're still not sure about everything, post an outline of its abilities for suggestions. ONCE you've done all this, and if I have STILL not critiqued it, and if you have the immense need to work on another one, go ahead and start on it, but don't post it. I'd prefer 3 classes with a lot of thought and effort than 10 that are just churned out. If you're going to be making a whole class, and especially if you're adding a lot of custom abilities, it should take more than just an hour. I usually spend 1-5 hours on a class- the Marraenoloth was the work of a lot of tinkering and thought, and took me about 2-3 hours divided over a week or so of thought to hammer out, not to mention all the fierce discussions with Oslecamo.


Frankly, if you already have a fly speed, you're not going to want to waste a level to get it improved a bit and a couple of slam attacks. Maybe the slam attacks, but even then there's better stuff out there to do exactly what you suggested and for much less than a level.
You sure? That's +1 natural armor (one mediocre feat), +1 size step up on one natural attack (a decent feat), improved maneuverability (a good feat), +10' fly speed (more than you can get for 1 feat), and +1 dex. I'd spend a level on that.
But, that was just a suggestion. All of my critique is just suggestions. If you don't like it, it's your class.


@Feral:
I'll switch around the abilities so it's more top-heavy. And yeah, I'll add the wording on the rend ability. I was i ntending to make it like a critical in all ways (precision, adidng multipliers, etc) so as to make it a little more powerful but maintaing a relative balance (since it's precision).
Works for me.


@Elder Treant:
As I said, I was just posting what I had in the old thread.
Well, tell me when you finish it, and I'll critique it then.



Kobold Bard: Try rather 'useless' fun abilities that don't impact game play terribly much but do offer different tactics, or off-the wall abilities. That way you don't break the Titan but maintain a steady level up. Just a thought.
Ayup. Look at the giants for inspiration: standard action abilities like the swat would be perfect.
Please put swat in.:smallsmile:

Kobold-Bard
2010-10-03, 03:58 PM
I see no ability called Swat :smallconfused:

I've done everything except the SLAs. I'll try writing them out as a list and see how it goes.

And Epic isn't so bad, ignore Epic Spellcasting and it's basically the same as Level Adjustment: nice idea poorly implemented and just needs a little love and attention (like we're doing here). And only one level of my class is Epic, it's not that bad.

Niezck
2010-10-03, 04:04 PM
Okay, updated Feral and Winged. Thoughts?

monkman
2010-10-03, 04:58 PM
Gorgondantess should the feral and winged template have 2skills/lv?

also what would be the cleric/wizard vitural lvs for the Chronotryn and the sla. Im not very good with casters:smallfrown:

Chambers
2010-10-03, 05:49 PM
Perhaps this has already been brought up, but what about making a Living Spell class?

monkman
2010-10-03, 05:53 PM
ChumpLump made one but i dont think it was done.

Gorgondantess
2010-10-03, 08:50 PM
I see no ability called Swat :smallconfused:
Fire giant 2nd level.


I've done everything except the SLAs. I'll try writing them out as a list and see how it goes.
Thank you.:smallsmile:


And Epic isn't so bad, ignore Epic Spellcasting and it's basically the same as Level Adjustment: nice idea poorly implemented and just needs a little love and attention (like we're doing here). And only one level of my class is Epic, it's not that bad.
This thread is devoted to fixing monsters, not fixing epic. That's a whole 'nother thread of its own.:smalleek:


Okay, updated Feral and Winged. Thoughts?
Rake comes after improved grab. Winged looks good.


Gorgondantess should the feral and winged template have 2skills/lv?
Not if Niezck doesn't think they should- it's his class, and 2 skill points per level doesn't make much difference.


also what would be the cleric/wizard vitural lvs for the Chronotryn and the sla. Im not very good with casters:smallfrown:
It should cast as neither. It should cast as a sorcerer, as it does in the actual monster.:smallconfused:


Perhaps this has already been brought up, but what about making a Living Spell class?

It's already been sortof made, but it's... not really playable.

monkman
2010-10-03, 08:56 PM
It should cast as neither. It should cast as a sorcerer, as it does in the actual monster.:smallconfused
so if it would cast like a sorc would i have to make the bonus +1 to cha?

Temotei
2010-10-03, 09:39 PM
Changes have been made to both the ettin and the nimblewright. I like them way better now. :smallbiggrin:

Makiru
2010-10-03, 10:35 PM
Glad to see that this is still going on in lieu of the original creator's absence. I haven't abandoned the Roving Mauler, for those of you who care; real life and school just kinda got in the way for a while. It is mostly finished, though, and I hope to have it posted for review by the end of the week.

EDIT: Finished and ready for review

Roving Mauler
http://www.wizards.com/dnd/images/ToMagic_Gallery/96075.jpg

{table]Level|BAB|Fort|Ref|Will|Feature
1|+1|+1|+1|+0|Roving body, Lesser tumbling attack, +1 Str, +1 Dex
2|+2|+2|+2|+1|Fast Healing, powerful rotations, +1 Str, +1 Dex
3|+3|+3|+3|+1|Spell Resistance, Tumbling attack, +1 Str, +1 Dex[/table]

HD: d10
Skill points: 2 + Int modifier
Class skills: Balance, Climb, Jump, Listen, Search, Spot, and Tumble.

Class Features:
Roving Body: The roving mauler loses all racial bonuses and becomes a Medium Magical Beast. Roving maulers cannot speak, but understands Common.
Despite its unusual shape, the roving mauler has access to all magic item slots, but cannot wield manufactured weapons (with the exception of mouthpick weapons) or shields.
It gains darkvision 60 ft, low-light vision, immunity to poison and disease, and the scent ability.
It has a base land speed of 30 feet and a climb speed of 10 feet.
It has a primary claw attack that deals 1d8+Strength modifier damage.

A roving mauler has two faces, granting it all-around vision (unable to be flanked) and a +4 bonus to Spot, Search, and Listen checks.
It has a natural armor bonus equal to its Constitution modifier.

Ability boosts: The roving mauler gains a +1 bonus to Strength and Dexterity at each level.

Lesser Tumbling Attack (Ex): The primary strategy for a roving mauler is to run over opponents rather than stand still. As a full-round action, the roving mauler can move its speed and move through the space of any creature its size or smaller, making a single claw attack against each enemy. Any creature whose space the roving mauler passes through can make an opportunity attack, which can be negated with a DC 25 Tumble check. A successful attack of opportunity or a failed Tumble check does not stop the mauler's attack or movement unless it is brought down to 0 HP or lower.
No matter how many times the roving mauler moves through a creature's space, it can only make one claw attack per round per creature.

Fast Healing (Ex): At 2nd level, the roving mauler's high metabolism kicks into overdrive, granting it fast healing equal to 1/2 its HD.

Powerful Rotations (Ex): Also at 2nd level, the roving mauler starts moving at an even faster rate. Its land and climb speeds both increase by 10 feet, and again at every three levels (5th, 8th, 11th, 14th, 17th, and 20th) . In addition, it gains a racial bonus to Tumble checks equal to 1/2 its HD.

Spell Resistance (Su): At 3rd level, the roving mauler can rotate with such velocity that magic sometimes bounces right off it. It gains spell resistance equal to 7+HD.

Tumbling Attack (Ex): The roving mauler can use its tumbling attack against enemies of any size.
Double the damage dice of any claw attack made during a tumbling attack.(Ex: 1d8+4 becomes 2d8+4)
Attacks of opportunity made against the roving mauler during a tumbling attack are made at a -4 penalty.

Changelog
Changed NA to Con mod like normal instead of Dex.

sciencepanda
2010-10-03, 11:20 PM
Astral Construct

http://www.wizards.com/dnd/images/xph_gallery/33211.jpg
Hit Die: d10

Skills: 2 + Intelligence
By default, an Astral Construct has no class skills, but may gain them through use of it's Menu Selections.

{table=head]Level|Base Attack Bonus|Good Save|Bad Saves|Special
1|+0|+2|+0|Ectoplasmic Body, Menu Selection A, Ability +1
2|+1|+3|+0|Menu Selection A, Ability +1
3|+2|+3|+1|Size Modification, Menu Selection A, Ability +1
4|+3|+4|+1|Menu Selection B, Ability +1
5|+3|+4|+1|Ectopic Defense, Menu Selection B, Ability +1
6|+4|+5|+2|Size Modification, Menu Selection B, Ability +1
7|+5|+5|+2|Menu Selection C, Ability +1
8|+6|+6|+2|Menu Selection C, Ability +1
9|+6|+6|+3|Menu Selection C, Ability +1
10|+7|+7|+3|Size Modification, Menu Selection D, Ability +1[/table]

Weapon and Armor Proficiencies: An Astral Construct is Proficient with it's slam attacks. It may gain further weapon and armor proficiencies from it's Menu Selections.

Ectoplasmic Body: A Astral Construct loses all racial features and replaces them with the following Construct traits: No Constitution score.
Low-light vision.
Darkvision out to 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
Cannot heal damage on its own. Sonic damage heals the Astral Construct for half the damage it would normally deal.
Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
Since it was never alive, a construct cannot be raised or resurrected. It can only be revived by a wish, limited wish, miracle, or by reconstructing the Astral Construct's body (requiring 1,500 gp worth of specially treated crystals (or the Astral Construct's previous body), 2,000 gp worth of rare substances, and a DC 17 Craft (Sculpting) check) and then a reincarnate spell, which will always put the Astral Construct's soul into the new effigy.
Constructs do not eat, sleep, or breathe.
An Astral Construct is Medium-sized with two natural slam attacks dealing 1d6+str damage, and natural armor equal to its Cha modifier. Its base land speed is 40 feet. An Astral Construct has all of it's save progressions set at Bad by default, but may choose to improve them from it's Menu Selections.

At first level Astral Construct chooses to look like whatever it wishes, within it size range. At each level, it may automatically modify it's appearance based upon each additional Menu Selection.

An Astral Construct may also change it's appearance with the use of a Craft (Sculpting) either from itself or by another person. This action takes one hour, and although the Astral Construct may choose to look like anything of it's choice, it retains a glowing and ethereal appearance, and is still easily distinguishable from the real thing, should it choose to mimic something.

If the Astral Construct chooses to take on the appearance of a specific person or object, the DC is as follows:
{table] 9 or lower|Does not resemble the desired creature
10-19|Recognizably similar to the desired creature shape
20-29|Accurate portrayal of the creature type
30 or higher|Accurate portrayal of a specific individual[/table]

Menu Selection A: At 1st, 2nd and 3rd level, an Astral Construct may select one of the following abilities.
Light Weapons Proficiency: The Astral Construct is now proficient with all light weapons.

Martial Weapons Proficiency: (Req: Light Weapons Proficiency) The Astral Construct is now proficient with all martial weapons.

Light Armor Proficiency: The Astral Construct is now proficient with all light armor.

Medium Armor Proficiency: (Req: Light Armor Proficiency) The Astral Construct is now proficient with all Medium Armor.

Attack Enhancement: The Astral Construct gains the Base Attack Bonus progression of a Fighter. This modification is retroactive. It gains additional points of BAB for all of the levels of Astral Construct it has.

Save Enhancement: The Astral Construct changes one of it's save progressions from Bad to Good. This selection may be chosen multiple times, each time improving on a different save progression. This modification is retroactive. It gains additional points of Save Bonus for all of the levels of Astral Construct it has.

Skill Enhancement: The Astral Construct gains three class skills from the following list:
Appraise, Autohypnosis, Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Heal, Hide, Intimidate, Jump, Knowledge (Any, chosen separately), Listen, Move Silently, Open Lock, Perform, Psicraft, Search, Sense Motive, Sleight of Hand, Spot, Survival, Swim, Tumble, Use Psionic Device
This Selection can be chosen multiple times, gaining three additional class skills per selection. In addition, you gain 1 additional skill point each time you choose this selection.
As a construct, an Astral Construct uses its Cha modifier for Concentration checks.

Psionic Enhancement A: Choose one 1st level psionic power. You may manifest it as a Psionic Like Ability 1/day per HD.
You may choose this selection multiple times, gaining a new PLA per selection.
The DC=10+Power Level+Cha Modifier.
You gain 1 additional pp per selection.

Buff (Ex): The astral construct gains an extra 5 hit points.

Celerity (Ex): The astral construct’s land speed is increased by 10 feet.

Cleave (Ex): The astral construct gains the Cleave feat.

Deflection (Ex): The astral construct gains a +1 deflection bonus to Armor Class. This ability can only be taken once, and does not stack with other Deflection Menu Selections.

Improved Bull Rush (Ex): The astral construct gains the Improved Bull Rush feat.

Improved Slam Attack (Ex): The astral construct gains the Improved Natural Attack feat.

Mobility (Ex): The astral construct gains the Mobility feat.

Power Attack (Ex): The astral construct gains the Power Attack feat.

Resistance (Ex): Choose one of the following energy types: fire, cold, acid, electricity, or sonic. The astral construct gains resistance 5 against that energy type.

Swim (Ex): The astral construct becomes streamlined and sharklike, and gains a swim speed of 30 feet.

Trip (Ex): If the astral construct hits with a slam attack, it can attempt to trip the opponent as a free action without making a touch attack or provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the astral construct.

Ability Bonus: At each level, the Astral Construct gains +1 to an ability score of it's choice. You may not increase the same score two levels in a row.

Size Modification: (Ex) At 3rd, 6th and 10th level, you may choose one of the following:
Increase by one size category
Decrease by one size category
Gain the Powerful Build ability
Gain the Sleight Build ability.
Remain your current size.
The Astral Construct's natural attacks increase or decrease in damage accordingly. You may not have the Powerful Build and Sleight Build abilities at the same time, and you may not choose to have them more then once.

Menu Selection B: At 4th, 5th and 6th level, an Astral Construct may select one of the following abilities. It may also choose to select two from Menu A instead.

Exotic Weapon Proficiency: (Req: Martial Weapons Proficiency) The Astral Construct gains proficiency with one Exotic Weapon of it's choice. It may take this feat multiple times, each time choosing an additional exotic weapon.

Heavy Armor Proficiency: (Req: Medium Armor Proficiency) The Astral Construct gains proficiency with Heavy Armor.

Multifaceted Psionics: An Astral Construct who multiclasses for a psionic class can count his Astral Construct levels as levels of that class for purposes of ML and for the purposes of learning new spells and additional power points. So for example, an Astral Construct 3 who took 1 level of psion could choose to have ML 4, can learn up to 2nd level powers, and gains 17 power points.

Psionic Enhancement B: Choose one 2st level psionic power. You may manifest it as a Psionic Like Ability 1/day per 2HD.
You may choose this selection multiple times, gaining a new PLA per selection.
The DC=10+Power Level+Cha Modifier.
You gain 2 additional pp per selection.

Modified Defense: (Req: Damage Reduction) The Astral Construct's Damage Reduction changes to one of the following:
Adamantine, Cold Iron, Silver, Good, Evil, Law, Chaos

Energy Touch (Ex): The astral construct's natural attacks deals an extra 1d6 points of damage of an energy type you choose (fire, cold, acid, or electricity.)

Fast Healing (Ex): The astral construct heals 2 hit points each round. It is still immediately destroyed when it reaches 0 hit points.

Heavy Deflection (Ex): (Req: Deflection) The astral construct gains a +4 deflection bonus to Armor Class. You may not pick this selection more then once. It does not stack with any other Deflection Menu Selections.

Improved Buff (Ex): The astral construct gains an extra 12 hit points.

Improved Critical (Ex): The astral construct gains the Improved Critical feat with its slam attacks.

Improved Damage Reduction (Ex): The astral construct’s surface forms a hard carapace and provides an additional 3 points of damage reduction (or damage reduction 3/magic if it does not already have damage reduction).

Fly (Ex): The astral construct gains physical wings and a fly speed of 40 feet (average).

Improved Fly: The astral construct's maneuverability improves by one category. You may choose this selection multiple times.

Improved Grab (Ex): To use this ability, the construct must hit with its slam attack. A construct can use this ability only on a target that is at least one size smaller than itself.

Improved Swim: (Req: Swim) The astral construct becomes further streamlined and sharklike, and gains a swim speed of 60 feet.

Extra Power(Ex): The astral construct gains a +2 bonus to one ability score of your choice.

Poison Touch (Ex): If the astral construct hits with a melee attack, the target must make an initial Fortitude save (DC 10 + ½ astral construct’s HD + astral construct’s Cha modifier) or take 1/4HD point of Constitution damage. One minute later, the target must save again or take (1d2)/4HD points of Constitution damage.

Pounce (Ex): If the astral construct charges a foe, it can make a full attack.

Smite (Su): Once every 10 minutes the astral construct can make one attack that deals extra damage equal to its Hit Dice plus it's Cha modifier.

Trample (Ex): As a standard action during its turn each round, a Large or larger astral construct can literally run over an opponent at least one size smaller than itself. It merely has to move over the opponent to deal bludgeoning damage equal to 1d8 + its Str modifier. The target can attempt a Reflex save (DC 10 + ½ astral construct’s Hit Dice + astral construct’s Str modifier) to negate the damage, or it can instead choose to make an attack of opportunity at a -4 penalty.

Ectopic Defense (Ex): At 5th level, the Astral Construct gains DR/Magic equal to ½HD + it's Cha bonus.

Menu Selection C: At level 7, 8 and 9, the Astral Construct may select one of the following abilities. It may also choose two from Menu B or four from Menu A instead:
Psionic Enhancement C: Choose one 3st or 4th level psionic power. You may manifest it as a Psionic Like Ability 1/day per 3HD. If you choose this selection three or more times, you may instead select a fifth level power to use 1/day per 4HD.
You may choose this selection multiple times, gaining a new PLA per selection.
The DC=10+Power Level+Cha Modifier.
You gain 3 additional pp per selection.

Crystallization (Ps): The Astral Construct may store extra power points in it's body as a Cognizance Crystal. It may store up to it's HD in power points (Maximum 17.)

Extreme Healing (Ex): (Req: Fast Healing) The Astral Construct's Fast Healing improves to Cha modifier+2

Blindsight (Ex): The astral construct has blindsight out to 60 feet.

Concussion (Ps): The astral construct can manifest concussion blast (manifester level 7th) at will as a swift action.

Constrict (Ex): The astral construct has the improved grab ability with its slam attack. In addition, on a successful grapple check, the astral construct deals damage equal to its slam damage.

Dimension Slide (Ps): The astral construct can manifest dimension slide (manifester level equal to Hit Dice) as a move action once per round.

Energy Bolt (Ps):The astral construct can manifest energy bolt (manifester level equal to HD) as a standard action once per round. The creator sets the energy type that the astral construct can manifest when he creates it.

Extra Buff (Ex): The astral construct gains an extra 25 hit points.

Extreme Damage Reduction (Ex): The astral construct’s surface forms hard, armor-like plates and provides an additional 6 points of damage reduction.

Extreme Deflection (Ex): (Req: Heavy Deflection) The astral construct gains a +7 deflection bonus to Armor Class. You may only choose this selection once, and it does not stack with other Deflection Menu Selections.

Natural Invisibility (Su): The astral construct is constantly invisible, even when attacking. This ability is inherent and not subject to the invisibility purge spell.

Power Resistance (Ex): The astral construct gains power resistance equal to 10 + its Hit Dice.

Rend (Ex): The astral construct makes claw attacks instead of slam attacks (it deals the same amount of damage as it would with its slam damage, but does slashing damage instead of bludgeoning damage). An astral construct that hits the same opponent with two claw attacks in the same round rends its foe, which deals extra damage equal to 2d6 + 1½ times its Str modifier.

Spring Attack (Ex): The astral construct gains the Spring Attack feat.

Whirlwind Attack (Ex): The astral construct gains the Whirlwind Attack feat.

Menu Selection D: At level 10, the Astral Construct may select one of the following abilities. It may also choose two from Menu c, four from Menu B, or six from Menu A instead:
Psionic Enhancement D: Choose one 5th or 6th level psionic power. You may manifest it as a Psionic Like Ability 1/day per 4HD.
The DC=10+Power Level+Cha Modifier.
You gain 4 additional pp.

Perfected Flight (Ex): (Req: Flight) The Astral Construct improved upon the use of its wings It can now fly at double it's land speed.

Perfected Buff (Ex): The astral construct gains an extra 60 hit points.

Perfected Damage Reduction (Ex): The astral construct’s surface forms hard, armor-like plates and provides an additional 8 points of damage reduction.

Perfected Deflection (Ex): (Req: Extreme Deflection) The astral construct gains a +10 deflection bonus to Armor Class. You may only choose this selection once, and it does not stack with other Deflection Menu Selections.

Assume Mantle (Ps): You gain access to one psionic mantle. You may manifest any of the powers from it with a manifester level equal to (1/2)-1 HD as a PLI 1/day per (Power Level)HD

Perfected Eyes (Ex): The Astral Construct gains permanent True Seeing.

Extra Limbs (Ex): The Astral Construct grows an additional pair of arms. These arms can manipulate fine objects. It gains an additional two slam attacks from them, and can wield weapons in them without penalty, if proficient with them.

Divide (Ex): The Astral Construct buds off and creates an additional Astral Construct of a level equal to the main Astral Construct's HD-2 (Or HD-1 if you have the Leadership feat.) It is for all intensive purposes considered a cohort, and when created must have at least 4 levels in the Astral Construct class. This construct remains active indefinitely, and does not count towards the usual limit for the number of constructs manifested by the Astral Construct Power.

Psionic Void (Ps): The Astral Construct is surrounded by a constant Anti Psionics Field with a radius of 20 ft. This field may be suppressed and resumed at will as an immediate action.

Subdimensional Ectoplasm (Ex): The Astral Construct may become Incorporeal at will as as standard action.

Psionic Transferal (Ex): The Astral Construct gains 6th level manifesting and the power points of a 10th level psionic class of it's choice.

Comments: Well, this is rather ambitious of me, and obviously needs some further tweaks, but I think it will be a worthwhile undertaking.

Added in most of the changes, have to just put in the psionic multiclassing ability, and figure out what Menu D will be.

Alright, more work has been put into it. Just waiting for critique now.

Basically a create-a-monster function. It could be cause for some very interesting looking characters, I'll say.

Lord_Gareth
2010-10-03, 11:21 PM
Roving Mauler
http://www.wizards.com/dnd/images/ToMagic_Gallery/96075.jpg

What. The. Hell?

What was WotC SMOKING when they WROTE that thing?

Zaydos
2010-10-03, 11:24 PM
What. The. Hell?

What was WotC SMOKING when they WROTE that thing?

It's actually from the Lesser Seal of Solomon; like most of the vestiges.

So... old books on the occult?

Agrippa
2010-10-03, 11:55 PM
He's called Buer (http://en.wikipedia.org/wiki/Buer_(demon)) and he gives good familiars.

Lord_Gareth
2010-10-04, 12:06 AM
...That...is so retarded that I have no further words.

Agrippa
2010-10-04, 12:29 AM
...That...is so retarded that I have no further words.

How so Lord Gareth?:smallamused:

Duskranger
2010-10-04, 12:47 AM
And several roles are based upon weapons. What if I want to do sword and board or dual wield instead? I have to spend a feat or something to get the higher sized versions of those weapons.

There are also people (me for instance) who simply find warhammers aesthetically unpleasing.

it just seems arbitrary to me.

Warhammers are as far as I know onehanded. So dual wielding warhammers is possible as is sword (Ok hammer) and board.

Why would you find them displeasing, and if you do so, don't play a titan. It's quite simple actually, they are made as bighammerwielding creatures.

I could imagine one as Thor from the Oots comic:smallbiggrin:

Even so a warhammer does the same damage as a longsword, so I think it's a good choice to restrict a titan to this.

Temotei
2010-10-04, 12:53 AM
Warhammers are as far as I know onehanded. So dual wielding warhammers is possible as is sword (Ok hammer) and board.

Why would you find them displeasing, and if you do so, don't play a titan. It's quite simple actually, they are made as bighammerwielding creatures.

I could imagine one as Thor from the Oots comic:smallbiggrin:

Even so a warhammer does the same damage as a longsword, so I think it's a good choice to restrict a titan to this.

I agree with Kyuubi; restricting options is seldom a good thing, and I don't think this is an exception.

Crafty Cultist
2010-10-04, 12:54 AM
Warhammers are as far as I know onehanded. So dual wielding warhammers is possible as is sword (Ok hammer) and board.

Why would you find them displeasing, and if you do so, don't play a titan. It's quite simple actually, they are made as bighammerwielding creatures.

I could imagine one as Thor from the Oots comic:smallbiggrin:

Even so a warhammer does the same damage as a longsword, so I think it's a good choice to restrict a titan to this.

These classes are designed to be flexible. Allowing the titan apply the ability to any one handed wepon would not unbalance it in any way.

Gorgondantess
2010-10-04, 01:23 AM
Hmmm. Well, I can't really do anything right now, as I'm just about to go to bed, but just wanted to check this thread before I did so and... Makiru. Wow. I'd forgotten about the inanity of the Roving Mauler. Why, oh why, did you have to remind me of that?:smallfrown:
Anyways... I really don't want to have to review that. I will, but I don't want to.:smallsigh:

Kobold-Bard
2010-10-04, 02:20 AM
Glad to see that this is still going on in lieu of the original creator's absence. I haven't abandoned the Roving Mauler, for those of you who care; real life and school just kinda got in the way for a while. It is mostly finished, though, and I hope to have it posted for review by the end of the week.

EDIT: Finished and ready for review

Roving Mauler
http://www.wizards.com/dnd/images/ToMagic_Gallery/96075.jpg

{table]Level|BAB|Fort|Ref|Will|Feature
1|+1|+1|+1|+0|Roving body, Lesser tumbling attack, +1 Str, +1 Dex
2|+2|+2|+2|+1|Fast Healing, powerful rotations, +1 Str, +1 Dex
3|+3|+3|+3|+1|Spell Resistance, Tumbling attack, +1 Str, +1 Dex[/table]

HD: d10
Skill points: 2 + Int modifier
Class skills: Balance, Climb, Jump, Listen, Search, Spot, and Tumble.

Class Features:
Roving Body: The roving mauler loses all racial bonuses and becomes a Medium Magical Beast. Roving maulers cannot speak, but understands Common.
Despite its unusual shape, the roving mauler has access to all magic item slots, but cannot wield manufactured weapons (with the exception of mouthpick weapons) or shields.
It gains darkvision 60 ft, low-light vision, immunity to poison and disease, and the scent ability.
It has a base land speed of 30 feet and a climb speed of 10 feet.
It has a primary claw attack that deals 1d8+Strength modifier damage.

A roving mauler has two faces, granting it all-around vision (unable to be flanked) and a +4 bonus to Spot, Search, and Listen checks.

In addition, a roving mauler is constantly in motion, even if it appears to be standing still. It has a natural armor bonus equal to its Dex modifier.

Ability boosts: The roving mauler gains a +1 bonus to Strength and Dexterity at each level.

Lesser Tumbling Attack (Ex): The primary strategy for a roving mauler is to run over opponents rather than stand still. As a full-round action, the roving mauler can move its speed and move through the space of any creature its size or smaller, making a single claw attack against each enemy. Any creature whose space the roving mauler passes through can make an opportunity attack, which can be negated with a DC 25 Tumble check. A successful attack of opportunity or a failed Tumble check does not stop the mauler's attack or movement unless it is brought down to 0 HP or lower.
No matter how many times the roving mauler moves through a creature's space, it can only make one claw attack per round per creature.

Fast Healing (Ex): At 2nd level, the roving mauler's high metabolism kicks into overdrive, granting it fast healing equal to 1/2 its HD.

Powerful Rotations (Ex): Also at 2nd level, the roving mauler starts moving at an even faster rate. Its land and climb speeds both increase by 10 feet, and again at every three levels (5th, 8th, 11th, 14th, 17th, and 20th) . In addition, it gains a racial bonus to Tumble checks equal to 1/2 its HD.

Spell Resistance (Su): At 3rd level, the roving mauler can rotate with such velocity that magic sometimes bounces right off it. It gains spell resistance equal to 7+HD.

Tumbling Attack (Ex): The roving mauler can use its tumbling attack against enemies of any size.
Double the damage dice of any claw attack made during a tumbling attack.(Ex: 1d8+4 becomes 2d8+4)
Attacks of opportunity made against the roving mauler during a tumbling attack are made at a -4 penalty.
:biggrin:
I thought my request had been forgotten. Thank you very much, this will definitely be making an appearence as an NPC in my monster game :smallcool:

re: Titan. Once I get to work I'll change the Titan Hammer Tech to Titan Battle Style and make it work with all oversized weapons. I wasn't that attached to it, it was purely to keep some of the old fluff.

Makiru
2010-10-04, 02:52 AM
:biggrin:
I thought my request had been forgotten. Thank you very much, this will definitely be making an appearence as an NPC in my monster game :smallcool:


Happy to be of service. To be honest, I probably wouldn't have done this if it wasn't a request...you know, because it's such a dumb monster. I guess I just took your request as a challenge and went with it. :smalltongue:

As to be in line with the new rules, I won't start on a new project until this one has been fully critiqued and finalized.

Also, I'm sorry, Gorg.

EDIT: The one thing that I'm really not sure of is the Dex as natural armor. Making it Con just didn't feel right, and I wanted to accentuate the fact that the roving mauler is constantly in motion, even if it doesn't seem like it is.

Kobold-Bard
2010-10-04, 02:56 AM
Happy to be of service. To be honest, I probably wouldn't have done this if it wasn't a request...you know, because it's such a dumb monster. I guess I just took your request as a challenge and went with it. :smalltongue:

As to be in line with the new rules, I won't start on a new project until this one has been fully critiqued and finalized.

Also, I'm sorry, Gorg.

EDIT: The one thing that I'm really not sure of is the Dex as natural armor. Making it Con just didn't feel right, and I wanted to accentuate the fact that the roving mauler is constantly in motion, even if it doesn't seem like it is.

Well I appreciate it. If I ha ToM right now I would have done it myself.

AugustNights
2010-10-04, 06:46 AM
Svirfneblin
http://images1.wikia.nocookie.net/__cb20070918075902/forgottenrealms/images/8/87/Svirfneblin.jpg

Hit Dice: d8
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+2|
+2| Deep Body, Whispers, Utterdark [/table]
Skills:4+int modifier per level, Class skills are The Svirfneblin’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis) and Survival (Wis).

Proficiencies: Svirfneblin are proficient with simple weapons, and light armor, but not with shields.

Class Features:
Deep Body(Ex): The Svirfneblin loses all other racial bonuses, and gains the Humanoid (Gnome) type and subtype, small size, 120 foot darkvision, low-light vision, and a base land speed of 20 feet. It also gains a racial bonus equal to half its HD on hide checks, while underground as a full round action it may double this bonus.

Gnomish Willes: At first level the Svirfneblin paragon gains 1/3 its HD as a racial bonus as a dodge bonus to AC (Round Down, Min 1) and to the DCs on Illusion Spells and Effects cast by the Svirfneblin. Svirfneblin may notice unusual stonework merely by approaching 10 feet of it.The Svirfneblin can make a Search check as though actively searching, and can use the Search skill to find stonework traps as a rogue can. A svirfneblin can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.

Utter-Dark: The Svirfneblin gains Spell resistance equal to 11 + its HD. At 5 HD the Svirfneblin gains a constant Nondection like ability. The Svirfneblin is always treated as if he had the spell of the same name cast on him, with caster level equal to his HD.

Whisper: The Svirfneblin gains the following Spell-Like abilities the Svirfneblin can use each SLA a certain number of times per day depending on its HD. Saves are 10+1/2HD+Wis mod.

Disguise Self, 1/day per HD
Blindness/Deafness, 1/day for each 3HD (Starting at 3HD)
Blur, 1/day for each 3HD (Starting at 3HD)



A Chump’s Twopence:

Potent little baddies, hard to see them as CR 1, but I can make do.
Considering stealing blatantly borrowing the '3 of many options' from the Duergar.

Edit 1: Not married to Fort Save, but it does cover a psudo-con bonus. Improved attack against goblinoids. Would like to keep a healthy and improvable bonus to Saves and AC, as that those were a major difference between the Svirfneblin and the Gnome. Tried my hand at 1/3 HD, because 1/4 HD is too slow and 1/2 HD is too fast. Thoughts?

Edit 2: Added Good Reflex Save, bonus to Hide Checks, specified rounding, and added a scaling bonus to illusions that covers both the Gnomish Natural bonus and Svirfneblin's +4 Racial bonus to Spell like abilities.

Edit 3: If saves were a snake they would have bit me, and removed goblinoid hatred.

Gorgondantess
2010-10-04, 08:09 PM
'Hokay. Let's see here...
Ettin: Under Brain Spread, specify what "losing a head" does. Once you do that, it's on the list. Good job.:smallcool:
Oh, wait- when do you get brain spread? It's listed twice.

Nimblewright: Ooookay... I think I went a little overboard with that. Construct type, full BAB, some good saves, +2 stats a level, and actual skill points? Something must be done!
Scrap the good reflex saves- you already have the bonus to reflex saves, just put that earlier.
Either scrap the full BAB, or scrap the strength bonuses.

Also, clean up the table. Put the abilities you get in the text in the order you get them in the table, capitalize, make sure the names match, etc.
Specify tripping thrust works on creatures not subject to criticals.

Feral: It should still get improved grab before rake.

Roving Mauler: WHY? DEAR GOD WHY?
*ehehm* Anyways.
Natural armor is based off of constitution.
...And how the f*ck can that thing climb? Please tell me that that wasn't in the book and Makiru is just insane. Please.:smalleek:
Anyways, other than that, looks good. Well, not good, but... mechanically OK?

AstralConstruct: ...That is brilliant.:smallcool:
Anyways.
No class skills.
3/4 BAB.
Should get all bad saves.
In return, you give it the choice to take abilities to change this: one will change the saves to good, one will give it full BAB, the works. Maybe give it an ability only chosen at level 1 to give it a choice from a few list of class skills to choose from.
Also, now that we're going the "build a monster" route, why not diversify? First things first, let it gain ANY ability score every level. However, specify that it cannot gain the same ability score twice in a row- thus, you're limited to a maximum of +5 to two abilities.
For the growths, I'd advise you start at medium, and let it either:
Go down one size.
Go up one size.
Gain the powerful build ability
or
gain the slight build ability.
Both slight & powerful build, of course, can only be gained once.
Now for abilities:
Scrap the first fly ability.
Specify deflection doesn't stack, and slash the C deflection ability to +6. Otherwise, we're looking at that getting really silly really quick.
PLAs! For A, let it choose a 1st level PLA to cast once/day per HD.
For B, let it choose a 2nd level PLA to cast once/day per 2 HD.
C? 3rd level 1/day/3 HD, and if that was already taken at least once, then a 4th level PLA 1/day/4 HD.
Give it an ability to change the material of its DR. Seriously, magic is crap.
Have smite be once every 10 minutes, and let it add its charisma bonus to the attack. No reason not to.
Give it an ability in... B for psionic multiclassing. Y'know, the same kind of thing that ogre magi or succubi get.
Make concussion at will, as a swift action.
Scrap muscle, change it to +2 to one physical ability score.
Finally, see how it's 3 of A, 3 of B, then 4 of C? Let's round it off and say 3 of each... then one from menu selection D, as a capstone. I'll let you have fun with that one.:smallcool:
Anyways, most of those are just suggestions- it could go on the list just out of the box.

Snivverbeblingnomethings:
+1 to attack rolls against kobolds and goblinoids? Lame. I always hated that ability. By all means, keep it if you want, but... Lame.:smallsigh:
No 1.5x dex to AC, no .5x wisdom to saves.
Go ahead and let disguise self be 1/day/HD, but increase blur to 1/day/3 HD, and no "minimum one" on them. They don't get 2nd level SLAs until third level.
And why fort saves? I'd think reflex or will, but... well, if you insist.
Otherwise, looks okay.

Temotei
2010-10-04, 08:30 PM
'Hokay. Let's see here...
Ettin: Under Brain Spread, specify what "losing a head" does. Once you do that, it's on the list. Good job.:smallcool:
Oh, wait- when do you get brain spread? It's listed twice.

Done and fixed, though I think the wording could be a little better on brain spread. Basically, the spell works as normal, but to a limited degree, since it only affects one head and one arm.

...Maybe I should just say that.


Nimblewright: Ooookay... I think I went a little overboard with that. Construct type, full BAB, some good saves, +2 stats a level, and actual skill points? Something must be done!
Scrap the good reflex saves- you already have the bonus to reflex saves, just put that earlier.
Either scrap the full BAB, or scrap the strength bonuses.

Also, clean up the table. Put the abilities you get in the text in the order you get them in the table, capitalize, make sure the names match, etc.
Specify tripping thrust works on creatures not subject to criticals.

Replaced vulnerabilities with inner energies on the table, switched no escape with liquid armor, and took away the Strength bonuses and good Reflex progression.

On the table: The standard format for a table is to capitalize the first word in each row. That was already done. It should be fixed now that inner energies is in there, though. I couldn't find any inconsistencies other than that.

Oh, and sorry for posting two without getting critique for the first. I was on a spree...it was 5:00 a.m. :smallbiggrin:

Niezck
2010-10-04, 08:57 PM
Okay, changed. Is the Winged okay as well?

monkman
2010-10-04, 09:09 PM
Niez there was a post where he said it was oked

Niezck
2010-10-04, 09:10 PM
Mkay, must've missed that. Thanks. :smallsmile:

Now then, what to work on next ...

monkman
2010-10-04, 09:23 PM
Mkay, must've missed that. Thanks. :smallsmile:

Now then, what to work on next ...

i think both of us should take some time off
1st you still have to finsh the treant
second there lot of creature(about 5-6(i think)) and i think we should let some time for gorgond to rate them

Gorgondantess
2010-10-04, 10:08 PM
Done and fixed, though I think the wording could be a little better on brain spread. Basically, the spell works as normal, but to a limited degree, since it only affects one head and one arm.

...Maybe I should just say that.
SPECIFY. What does losing one head do? Tell us what happens when one head is dazed- what do they lose, etc. Then go on to tell us what happens if one head is, say, shaken. Make it simple. Never make it so that it would be better in any way, shape or form if they were hit twice as opposed to once.




Replaced vulnerabilities with inner energies on the table, switched no escape with liquid armor, and took away the Strength bonuses and good Reflex progression.
Class skills? Define "attack" in body of alacrity. Also, just a little pet peeve of mine: I prefer even scores by the end of the class than odd. Just saying. >.>


On the table: The standard format for a table is to capitalize the first word in each row. That was already done. It should be fixed now that inner energies is in there, though. I couldn't find any inconsistencies other than that.

But the format is for abilities is the book title method: all words but "of" and "a" and such are capitalized. And everything in your table is abilities.


Oh, and sorry for posting two without getting critique for the first. I was on a spree...it was 5:00 a.m. :smallbiggrin:
Oh, it's fine. I can work with it. I've just had no time to work on my own projects.:smalleek:


Okay, changed. Is the Winged okay as well?
Quite.


i think both of us should take some time off
1st you still have to finsh the treant
second there lot of creature(about 5-6(i think)) and i think we should let some time for gorgond to rate them
Done and done, go ahead and keep on going. Just don't FLOOD me.

Oh, and if anyone thinks theirs is done but it's not in the table, or they didn't get credit in the table, tell me. If I've missed anyone, tell me.

Temotei
2010-10-04, 10:18 PM
SPECIFY. What does losing one head do? Tell us what happens when one head is dazed- what do they lose, etc. Then go on to tell us what happens if one head is, say, shaken. Make it simple. Never make it so that it would be better in any way, shape or form if they were hit twice as opposed to once.

Ah. I thought you meant just for brain spread.

I suppose, since brain spread only works against mind-affecting spells and effects, the ettin would be normally affected by dazing, stunning, dazzling, etc. Do you think each head should be more separate (as in, brain spread granting more defenses)?


Class skills? Define "attack" in body of alacrity. Also, just a little pet peeve of mine: I prefer even scores by the end of the class than odd. Just saying. >.>

I'll put Charisma bonuses on odd levels. Would you suggest taking out one Dexterity bonus to make it +6 at the end?


But the format is for abilities is the book title method: all words but "of" and "a" and such are capitalized. And everything in your table is abilities.

I must have missed that. I'll change it for all three.

Darn. I hate that format so much. :smallsigh:


Oh, it's fine. I can work with it. I've just had no time to work on my own projects.:smalleek:

I'll wait until my three are good to make more. I don't see any I'd particularly enjoy making, anyway, except maybe the shadow. I'm not calling dibs, though.

Lord_Gareth
2010-10-04, 10:50 PM
Oh, and if anyone thinks theirs is done but it's not in the table, or they didn't get credit in the table, tell me. If I've missed anyone, tell me.

My name needs to be next to every monster. 'Cause I'm a time-traveling badass like that.

Makiru
2010-10-04, 11:47 PM
Roving Mauler: WHY? DEAR GOD WHY?
*ehehm* Anyways.
Natural armor is based off of constitution.
...And how the f*ck can that thing climb? Please tell me that that wasn't in the book and Makiru is just insane. Please.:smalleek:
Anyways, other than that, looks good. Well, not good, but... mechanically OK?


All the abilities I gave it (except the scaling Tumble bonus) are right out of the book. It's a pretty strange creature, but you knew that from the picture. I suspect it has something to do with the "five feet in a wheel pattern" thing.

Like I said before, the natural armor thing was the one aspect that I was still a bit uncomfortable with since it was a deviation of the standard building rules that had been established. I'd hoped I could flavor it in a way that made sense; I even considered making it lose the NA if it didn't move at least five feet a round. I'll go ahead and fix that right away in the post.

Vauron
2010-10-05, 12:44 AM
Thunderbird

http://coghlanart.com/images/crThunderbirdAndSerpent.jpg



Hit Dice: d8
{table=head]Level|Base Attack <br> Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+2|
+0|+1 STR +1 CON, Body of Thunder, Soul of Sparks

2nd|
+1|
+3|
+3|
+1|+1 STR, Stormchild, Wings

3rd|
+2|
+3|
+3|
+1|+1 STR +1 CON, Soul of Thunder

4th|
+3|
+4|
+4|
+1|+1 STR, Fury of the Storm, Flyby Attack

5th|
+3|
+4|
+4|
+2|+1 STR, Growth, Thermal Protection

6th|
+4|
+5|
+5|
+2|+1 STR +1 CON, Sharpsight

7th|
+5|
+5|
+5|
+2|+1 STR , Soul of the Storm

8th|
+6|
+6|
+6|
+3|+1 STR, Multiattack

9th|
+6|
+6|
+6|
+3|+1 STR +1 CON, Growth

10th|
+7|
+7|
+7|
+3|+1 STR, Snatch, Stormwings

11th|
+8|
+7|
+7|
+4|+1 STR, Soul of the Tempest

12th|
+9|
+8|
+8|
+4|+1 STR +1 CON, Nature's Fury
[/table]
Skills: 4+Int modifier, x4 at first level. The Thunderbird's class skills are Listen, Spot, Survival, Knowledge(Nature), and Intimidate

Body of Thunder:The thunderbird loses all other racial bonuses and gains magical beast traits (basicaly darkvision 60 feet and lowlight vision). It's a medium sized magical beast with base speed 20 feet. It has two claw attacks dealing 1d6 +str damage each and one bite attack dealing 1d8 +str damage. A thunderbird has a natural armor boost to ac equal to its CON modifier. A thunderbird doesn't have limbs capable of fine manipulation.

Soul of Sparks: The Thunderbird can cast Obscuring Mist, Endure Elements, and Shocking Grasp as SLAs twice a day for each HD it has. Unless otherwise noted, all Thunderbird SLAs have the DC 10+1/2 HD+CHA.

Ability Score Increases: The Thunderbird gains 1 STR at each level in this class, and gains 1 CON at levels 1, 3, 6, 9, and 12. After taking all 12 levels of Thunderbird, the total ability score increase is +12 STR and +5 CON.

Stormchild: The Thunderbird has sonic and electrical resistance equal to its HD.

Wings: The Thunderbird has a fly speed of 10 ft per HD (Good).

Soul of Thunder: The Thunderbird can now use Gust of Wind, Sound Burst, and Shatter once per day for each HD it has.

Fury of the Storm: The Thunderbird gains a SLA called 'Thunderous Weapon', which functions as the spell Magic Weapon, only it grants the Thunderous effect instead of an enhancement bonus +1d6 electrical damage and it may affect all natural weapons granted by the Thunderbird class with a single Thunderous Weapon SLA. He may use Fury of the Storm 1/day for every three HD he has.

At 9HD, Fury of the Storm becomes equivalent to Greater Magic Weapon for the purposes of bonuses and duration. The SLA uses the Thunderbird's HD for any effects related to caster level; it offers the Thunderous Burst effect and +1d6 electrical damage where it would grant any enhancement bonuses after the first.

'Thunderous Weapon' is for all intents and purposes an enhancement bonus and therefore does not stack with other enhancement bonuses. Only the best bonus applies. (Each +1d6 electrical damage is equivalent to a +1 bonus, and Thunderous Burst is equivalent to a +2).

Flyby Attack: The Thunderbird gains Flyby Attack as a bonus feat.

Growth: The Thunderbird grows one size category at 5 HD, 9 HD, and 15 HD.

Thermal Protection: The Thunderbird has fire and cold protection equal to 1/2 its hitdice.

Sharpsight: +3 to Spot, penalties to spot are -1 per 30 ft, instead of the normal -1 per 10ft. Sharpsight counts as Skill Focus (Spot) for the purpose of qualifiying for feats and classes.

Soul of the Storm: The Thunderbird can now cast Call Lightning, Fog Cloud, and Shout once per each 2 HD the Thunderbird has.

At 9 HD, Call Lightning upgrades to Call Lightning Storm, Fog Cloud upgrades to Solid Fog and Shout upgrades to Greater Shout.

Multiattack: The Thunderbird gains Multiattack as a bonus feat.

Snatch: The Thunderbird gains Snatch as a bonus feat.

Stormwings: The thunderbird can not be blown away by winds weaker than a tornado, and the thunderbird does not take penalties to Spot or Listen due to inclement weather

Soul of the Tempest: The Thunderbird can now cast Chain Lightning, Commune with Nature, and Freedom of Movement once per each 3 HD the Thunderbird has.

Nature's Fury: The Thunderbird can cast Earthquake, Control Weather, and Whirlwind once per each 6 HD the Thunderbird possesses.

At 17 HD, the Thunderbird can cast Storm of Vengeance once for per 10 HD each day.


Comments

Here is the Thunderbird. When I was making it, my intention was basically a giant lightning bird who was going to eat your face, with the SLAs to help deal with cases where "I attack" or "I pick up the target and climb high enough to deal 20d6 to the mook when I drop him" aren't appropriate. Not sure how well I succeeded with that.

The SLAs I added that aren't on the base creature, (endure elements, commune with nature, etc, etc) were largely inspired by the fluff of 'embodiment of nature's fury' and 'worshiped as a nature spirit'.

Fury of Nature is largely the same as the Frost Giant's Frostbite, and Body of Thunder is heavilly based on the Phoenix's Phoenix body. The latter doesn't bother me, though I wish I could have thought of something better.

What I'm unsure of is balance, while it'll be difficult to get magic items for the Thunderbird, and the fact that it can't handle fine manipulation, I'm unsure if I threw too much on the class. I dropped down the BAB to average, and gave it a bad will save to help balance the class, but I'd like another opinion.


Changelog:

10/4/10: Posted
10/5/10: Skills and HD added

AugustNights
2010-10-05, 01:12 AM
Snivverbeblingnomethings:
+1 to attack rolls against kobolds and goblinoids? Lame. I always hated that
ability. By all means, keep it if you want, but... Lame.:smallsigh:

Improved?



No 1.5x dex to AC, no .5x wisdom to saves.

Changed.



Go ahead and let disguise self be 1/day/HD, but increase blur to 1/day/3 HD, and no "minimum one" on them. They don't get 2nd level SLAs until third level.

Done



And why fort saves? I'd think reflex or will, but... well, if you insist.

No instance really, I figured Fort would be a good replacement of Con bonus. I'm honestly not married to it. I think reflex would be more appropriate than will, if not Fort. But like I said, not married.

Other Subject:
The Living Spell, Propositions to make it playable.

1) I want to remove a lot of the class abilities. Anima makes many of the levels not dead in my opinion.

2) Further I propose that either it be:
~Designed with individual spells in mind. (As the Lycanthrope template was), ~A series of 'Tracks.' For example the 'Hand' track, 'Fire Track,' 'Illusion Track,' 'Words Track' and 'Alignment Track.'
~ Restricted to Spells of the Same Descriptor until a high level, and then perhaps allowed to remain from the same school.

3) Restrict relearn, make it more difficult to become a new spell, but still allow for it.

4) Ignore Metamagic. This thing's powerful enough on its own.

5) Otherwise follow the model of the Gel-cube (As posted by Kobold-Bard)

Edit Living Spell Re-updated (http://www.giantitp.com/forums/showpost.php?p=9417474&postcount=569)


Thoughts?

Magicyop
2010-10-05, 07:38 AM
Ahh... I'm gonna have to give up on Derro. Every time I try it just ends up being vanilla and uninteresting. I'm not sure how to fit its abilities into just three levels.

Kobold-Bard
2010-10-05, 08:06 AM
Ahh... I'm gonna have to give up on Derro. Every time I try it just ends up being vanilla and uninteresting. I'm not sure how to fit its abilities into just three levels.

Because the Pseudodragon is only one level long I just gave I an ability called Advancement and said what it gained at later HD. Not ideal but if you can't fit everything in then let it get them later.

AustontheGreat1
2010-10-05, 02:21 PM
Thunderbird


Thunderbird
{table=head]Level|Base Attack <br> Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+2|
+0|+1 STR +1 CON, Body of Thunder, Soul of Sparks

2nd|
+1|
+3|
+3|
+1|+1 STR, Stormchild, Wings

3rd|
+2|
+3|
+3|
+1|+1 STR +1 CON, Soul of Thunder

4th|
+3|
+4|
+4|
+1|+1 STR, Fury of the Storm, Flyby Attack

5th|
+3|
+4|
+4|
+2|+1 STR, Growth, Thermal Protection

6th|
+4|
+5|
+5|
+2|+1 STR +1 CON, Sharpsight

7th|
+5|
+5|
+5|
+2|+1 STR , Soul of the Storm

8th|
+6|
+6|
+6|
+3|+1 STR, Multiattack

9th|
+6|
+6|
+6|
+3|+1 STR +1 CON, Growth

10th|
+7|
+7|
+7|
+3|+1 STR, Snatch, Stormwings

11th|
+8|
+7|
+7|
+4|+1 STR, Soul of the Tempest

12th|
+9|
+8|
+8|
+4|+1 STR +1 CON, Nature's Fury
[/table]


Body of Thunder:The thunderbird loses all other racial bonuses and gains magical beast traits (basicaly darkvision 60 feet and lowlight vision). It's a medium sized magical beast with base speed 20 feet. It has two claw attacks dealing 1d6 +str damage each and one bite attack dealing 1d8 +str damage. A thunderbird has a natural armor boost to ac equal to its CON modifier. A thunderbird doesn't have limbs capable of fine manipulation.

Soul of Sparks: The Thunderbird can cast Obscuring Mist, Endure Elements, and Shocking Grasp as SLAs twice a day for each HD it has. Unless otherwise noted, all Thunderbird SLAs have the DC 10+1/2 HD+CHA.

Ability Score Increases: The Thunderbird gains 1 STR at each level in this class, and gains 1 CON at levels 1, 3, 6, 9, and 12. After taking all 12 levels of Thunderbird, the total ability score increase is +12 STR and +5 CON.

Stormchild: The Thunderbird has sonic and electrical resistance equal to its HD.

Wings: The Thunderbird has a fly speed of 10 ft per HD (Good).

Soul of Thunder: The Thunderbird can now use Gust of Wind, Sound Burst, and Shatter once per day for each HD it has.

Fury of the Storm: The Thunderbird gains a SLA called 'Thunderous Weapon', which functions as the spell Magic Weapon, only it grants the Thunderous effect instead of an enhancement bonus +1d6 electrical damage and it may affect all natural weapons granted by the Thunderbird class with a single Thunderous Weapon SLA. He may use Fury of the Storm 1/day for every three HD he has.

At 9HD, Fury of the Storm becomes equivalent to Greater Magic Weapon for the purposes of bonuses and duration. The SLA uses the Thunderbird's HD for any effects related to caster level; it offers the Thunderous Burst effect and +1d6 electrical damage where it would grant any enhancement bonuses after the first.

'Thunderous Weapon' is for all intents and purposes an enhancement bonus and therefore does not stack with other enhancement bonuses. Only the best bonus applies. (Each +1d6 electrical damage is equivalent to a +1 bonus, and Thunderous Burst is equivalent to a +2).

Flyby Attack: The Thunderbird gains Flyby Attack as a bonus feat.

Growth: The Thunderbird grows one size category at 5 HD, 9 HD, and 15 HD.

Thermal Protection: The Thunderbird has fire and cold protection equal to 1/2 its hitdice.

Sharpsight: +3 to Spot, penalties to spot are -1 per 30 ft, instead of the normal -1 per 10ft. Sharpsight counts as Skill Focus (Spot) for the purpose of qualifiying for feats and classes.

Soul of the Storm: The Thunderbird can now cast Call Lightning, Fog Cloud, and Shout once per each 2 HD the Thunderbird has.

At 9 HD, Call Lightning upgrades to Call Lightning Storm, Fog Cloud upgrades to Solid Fog and Shout upgrades to Greater Shout.

Multiattack: The Thunderbird gains Multiattack as a bonus feat.

Snatch: The Thunderbird gains Snatch as a bonus feat.

Stormwings: The thunderbird can not be blown away by winds weaker than a tornado, and the thunderbird does not take penalties to Spot or Listen due to inclement weather

Soul of the Tempest: The Thunderbird can now cast Chain Lightning, Commune with Nature, and Freedom of Movement once per each 3 HD the Thunderbird has.

Nature's Fury: The Thunderbird can cast Earthquake, Control Weather, and Whirlwind once per each 6 HD the Thunderbird possesses.

At 17 HD, the Thunderbird can cast Storm of Vengeance once for per 10 HD each day.


Comments

Here is the Thunderbird. When I was making it, my intention was basically a giant lightning bird who was going to eat your face, with the SLAs to help deal with cases where "I attack" or "I pick up the target and climb high enough to deal 20d6 to the mook when I drop him" aren't appropriate. Not sure how well I succeeded with that.

The SLAs I added that aren't on the base creature, (endure elements, commune with nature, etc, etc) were largely inspired by the fluff of 'embodiment of nature's fury' and 'worshiped as a nature spirit'.

Fury of Nature is largely the same as the Frost Giant's Frostbite, and Body of Thunder is heavilly based on the Phoenix's Phoenix body. The latter doesn't bother me, though I wish I could have thought of something better.

What I'm unsure of is balance, while it'll be difficult to get magic items for the Thunderbird, and the fact that it can't handle fine manipulation, I'm unsure if I threw too much on the class. I dropped down the BAB to average, and gave it a bad will save to help balance the class, but I'd like another opinion.


You should put the name of the creature outside of the the box above the picture. Also the class still needs skills and HD.

Looks like wings come a bit to early. It states that it can be given earlier if the creature has crippling drawbacks (no limbs) but the thunderbird also gets 3 natural attacks at first level, and ranged attack capabilities later so maybe you should put the flight further up.

I think that the abilities should come before the stat increases on the table, but that is just a nitpick. I just think it looks neater.

Again another nitpick but the abilities look a little plain. Maybe you should embellish them a little, add flavor text describing why the thunderbird has the ability or how the ability looks. I don't know, it is just another pet peeve of mine that helps the class look neater.

I have to go to work now, I didn't get a chance to read the abilities or whatever so I guess someone else will have to comment on the balance stuff.

Gorgondantess
2010-10-05, 03:27 PM
Ah. I thought you meant just for brain spread.

I suppose, since brain spread only works against mind-affecting spells and effects, the ettin would be normally affected by dazing, stunning, dazzling, etc. Do you think each head should be more separate (as in, brain spread granting more defenses)?
There are MA effects that daze. Just... spell it out.




I'll put Charisma bonuses on odd levels. Would you suggest taking out one Dexterity bonus to make it +6 at the end?
Something like that.


I must have missed that. I'll change it for all three.

Darn. I hate that format so much. :smallsigh:
Standardizing format eez eemportant.



My name needs to be next to every monster. 'Cause I'm a time-traveling badass like that.
Oh, obviously. Of course, in that case, you can just travel to the eventuality in which you're credited for all the monsters. I'll get around to it. Eventually.:smalltongue:


Improved?
ELIMINATED!:smallfurious::smallwink:



Changed.
Better. Specify how it's rounded.


No instance really, I figured Fort would be a good replacement of Con bonus. I'm honestly not married to it. I think reflex would be more appropriate than will, if not Fort. But like I said, not married.
Whatever works for you. 2 good saves would be fine.
Anyways, why no bonus to illusion or hide?


1) I want to remove a lot of the class abilities. Anima makes many of the levels not dead in my opinion.
Tsk. Class abilities are a good thing.


2) Further I propose that either it be:
~Designed with individual spells in mind. (As the Lycanthrope template was), ~A series of 'Tracks.' For example the 'Hand' track, 'Fire Track,' 'Illusion Track,' 'Words Track' and 'Alignment Track.'
~ Restricted to Spells of the Same Descriptor until a high level, and then perhaps allowed to remain from the same school.
The second one, definitely the second one.


3) Restrict relearn, make it more difficult to become a new spell, but still allow for it.
No. Tracks- it progresses to a specific more powerful spell as it goes on it.


4) Ignore Metamagic. This thing's powerful enough on its own.
Not necessarily: if you're going to be tracks, metamagic would be fun & cool.


Edit Living Spell Re-updated (http://www.giantitp.com/forums/showpost.php?p=9417474&postcount=569)


Thoughts?
I think you should make a separate class for each track. It's too hard impossible to balance if you can just choose any spell.


Ahh... I'm gonna have to give up on Derro. Every time I try it just ends up being vanilla and uninteresting. I'm not sure how to fit its abilities into just three levels.

I'll do it, in that case.

And,
Thunderbird:
Balance it against the phoenix.
Fury of the Storm needs rewording.
Anyways, it's kinda boring- just a bunch of SLAs on a big flying thing, as well as some other very situational abilities. Do something interesting with it... I'll look at it more in depth later.

AugustNights
2010-10-05, 03:58 PM
ELIMINATED!:smallfurious::smallwink:

Urhm... shwat?



Better. Specify how it's rounded.

Done.



Whatever works for you. 2 good saves would be fine.
Anyways, why no bonus to illusion or hide?

Balance. And because I forget that this sucker dosn't have a base race.
Done.



Tsk. Class abilities are a good thing.

The second one, definitely the second one.

No. Tracks- it progresses to a specific more powerful spell as it goes on it.

Not necessarily: if you're going to be tracks, metamagic would be fun & cool.

Doable. Time of course will be needed.
Most likely a bunch of different level classes, as that the tracks I have constructed often end before 9th level.
Thank you.

Gorgondantess
2010-10-05, 04:06 PM
Urhm... shwat?
Eliminate the bonus to attacks against small subterranean creatures. It's just silly.
Also, here's an idea: for balance reasons, rather than giving it a misc bonus to saves, just give it all good saves.

AugustNights
2010-10-05, 04:16 PM
Eliminate the bonus to attacks against small subterranean creatures. It's just silly.

Mmm, not terribly important but I like it. Still, not married to it, and deleted as requested.



Also, here's an idea: for balance reasons, rather than giving it a misc bonus to saves, just give it all good saves.
Because that would be simple. Obviously. Fixed.

Vauron
2010-10-05, 05:26 PM
Looks like wings come a bit to early. It states that it can be given earlier if the creature has crippling drawbacks (no limbs) but the thunderbird also gets 3 natural attacks at first level, and ranged attack capabilities later so maybe you should put the flight further up.


If that is the case, than the Phoenix is also in need of being looked at, since Body of Thunder and Wings are both essentially copypasta (with the exception of basing NA off of CON instead of CHA) from the Phoenix. I take "no limbs" to mean no limbs capable of fine manipulation. I can throw some fluff on the abilties, sure.

Gorgondantess:
As to rewording Fury of the Storm, yeah, I'll probably just scrap it and come up with some other ability to help the Thunderbird in melee. I wasn't happy with it in the first place. Give me a day or two to think of something beyond adding Magic Weapon to its list of SLAs.

Also, as far as balance is concerned, is it in need of being nerfed, in addition to being less dull, or should I buff it some? I'm not to confident in my ability to determine balance.

Random possible thoughts: ability to throw up a windwall for a single turn as a move action? maybe link the melee attack boosting ability to call lightning? Maybe a charge-like ability that basicly turns it into a lightning bolt spell?

monkman
2010-10-06, 03:58 PM
Evolved undead
http://www.wizards.com/dnd/images/libris_gallery/84752.jpg
Prerequisite: Need to be undead and at least lv 7
Special: the evolved undead can be tooken as many time as it is wanted
{table=head]Level|BAB|Fort|Ref|Will|Special

1st|
+0|
+0|
+0|
+2|Evolved undead body,Sla Fast healing,+1str,+1cha [/table]

Evolved Undead Body: A Non incorporeal evolved undead gains natural armor equal to his Strength score. If it already has natural armor it gains 1 additional point. the non incorporeal evolved undead also gets+1 str and +1 cha
If the undead is incorporeal it gains 1 deflection bonus to ac instead of natural armor and +1 charisma.


SLA
It also gains SLA. It can use the Sla once per 3 HD per day. These sla are charisma based.
Sla usable
1st level of Evolved undead
Cone of cold, Confusion, Contagion, Creeping doom, Greater dispel Magic ,Greater Invisibility, haste, hold monster, see invisibility, unholy blight
9HD
Cloudkill
11HD
circle of death


Fast healing. It gains fast healing equal to 1/2 it's HD .If it already has fast healing, it gains another point of it.(+1)



suggestions? and it's from libris mortis

Draken
2010-10-06, 06:01 PM
Plenty of suggestions.

First, list the HD (d12), second, list the Skill points (2+int, no class skills).

Third. Scaling. Give the spell-like-abilities scaling daily uses. I recommend once per day per four HD, for reasons to come. Make Fast Healing Scale.

Fourth. Spell-like abilities. As is it gives the impression you get them all, which is just plain insane. No, really, it is. One SLA of your choice per class level.

Fifth, and most importantly. Not a single level. Evolved Undead can be taken over and over, as such, nothing better than giving it a few levels (I recommend 10) and balancing after that.

Sixth: Formatting, formatting, formatting, formatting. Did I already say formatting?

----

For those of you still waiting for the Atropal... Wait a bit more. My computer fried. ._.

Gorgondantess
2010-10-06, 06:06 PM
Well, he did have scaling fast healing and SLA uses, but other than that, what Draken said.
Also, specify what happens for incorporeal, as it does in the actual template.
Also, I wouldn't give it ten levels, I'd make it one level that you can take over and over; give it +1 fast healing if it already has fast healing.
Most importantly? Formatting. Dear god, formatting. Also, are you going to abandon the chronotryn?
Oh, and make sure they can't get SLAs unless they have enough levels. I'm looking at circle of death & cloudkill: they shouldn't be accessible until 11th and 9th levels, respectively.

Niezck
2010-10-06, 07:03 PM
Soulspark

http://www.wizards.com/dnd/images/moi_gallery/91236.jpg

HD: D8
Skills: Hide, Listen, Move Silently, Sense Motive and Spot
Skill Points: 4 + Int mod (X4 at first level)

Weapon and Armour Proficiencies: A Soulspark is only proficient with its Soul Blast.

{table=head]Level|BAB|Fort|Ref|Will|Class Feature
1|+0|+0|+2|+0|Soulspark Body, Soul Blast, Alignment, +1 Cha
2|+1|+0|+3|+0|Incarnum Shroud, +1 Dex
3|+2|+1|+3|+1|Evasion, +1 Cha
4|+3|+1|+4|+1|Resistant Soul, +1 Dex
5|+3|+1|+4|+1|Soul Limb, +1 Cha
6|+4/+1|+2|+5|+2|Soul's Majesty, +1 Dex
7|+5/+2|+2|+5|+2|Soul Perfection, +1 Cha, +1 Dex[/table]

Soulspark Body: A Soulspark loses all other racial traits and bonuses and becomes a tiny Outsider with the Incarnum and Native subtypes. It has a base land speed of 20 ft and a fly speed equal to 5ft/HD with perfect maneuverability.

A Soulspark has no limbs to perform fine manipulation with, nor can it speak. It can manipulate objects to the extent of pushing them. It can communicate telepathically with a range of 10ft/HD.

A Soulspark cannot be affected by critical hits and can never be flanked. It gains a deflection bonus to AC equal to its charisma score.

Soul Blast: (Su)
As a Soulspark lacks any form of natural attack and cannot wield a weapon, it utilizes another weapon. At 2nd level, a Soulspark may, in place of a regular attack, release a Soul Blast. This is a ranged attack with a range of 30ft + 5ft/HD that deals 1d6 + charisma modifier damage. The Soulspark may use iterative Soul Blasts as though it were a manufactured weapon . Using this ability does not provoke attacks of opportunity.

For every 2 HD the Soulspark has, the damage is increased one step as shown. (1d6, 1d8, 1d10, 1d12, 2d6, 3d6, 4d6, 5d6, 6d6, etc). Beyond 6d6, the damage continues to increase by a single d6 for each step.

A Soulspark may take the Improved Natural Attack feat for this attack. It is treated as a natural attack in all regards.

Alignment:
At 1st level, a Soulspark must choose an alignment from Neutral Good, Neutral Evil, Lawful Neutral and Chaotic Neutral. Any alignment-dependant ability gained by the Soulspark has a component opposite to the non-neutral component of the Soulspark's alignment.

For example, a Neutral Good Soulspark that later gains the Resistant Soul ability would gain DR/Evil.

Ability Increases:
At 2nd, 4th, 6th and 7th levels, the Soulspark gains a permanent +1 to its dexterity score. At 1st, 3rd, 5th and 7th levels the Soulspark gains a permanent +1 to its charisma score.

Incarnum Shroud: (Su)
As a being of pure incarnum, a Soulspark gains an essentia pool equal to its HD. At 2nd level, it can use this essentia in a number of ways, with more available as it increases in HD. These abilities are shown below.

The Soulspark may invest its essentia points into the following abilities to a limit of 1/2 its HD into any one ability. Re-arranging essentia is a swift action that does not provoke attacks of opportunity. Essentia remains stored until the Soulspark re-arranges it. The Soulspark has access to all Incarnum Shroud Powers on the list below of the level it can use. The maximum level of a useable Shroud Power is equal to the Soulspark's level.

{table=head]Level|Shroud Power
1|Soul Might
1|Soul Magic
2|Soul Defence
2|Soul Blasting
3|Soul Healing
4|Soul Grace
5|Soul Strength
6|Soul Deception
7|Mighty Soul[/table]

Incarnum Shroud Powers:

Soul Might
The Soulspark gains an insight bonus on attack and damage roles equal to the amount of essentia invested.

Soul Defence
The Soulspark gains an insight bonus on AC equal to the amount of essentia invested.

Soul Healing
The Soulspark gains Fast Healing equal to twice the amount of essentia invested.

Soul Magic
The Soulspark gains the ability to use a single first level wizard/sorcerer or cleric spell for each two points of essentia invested. This is a Spell-Like Ability with a caster level equal to the Soulspark's HD. The Spell-Like Ability is useable at-will while the essentia is invested. For each additional four points of essentia invested, the level of the spell useable may be increased by one. For all purposes, the save DC is equal to 10+1/2HD+Cha modifier.

Soul Blasting
The Soulspark's Soul Blast ability has its damage die increased by one point for each three points of essentia invested.

Soul Grace
The Soulspark gains an insight bonus on saves equal to the amount of essentia invested.

Soul Strength
The Soulspark's Soul Limb slam attack increases by one step of damage for each two points of essentia invested.

Soul Deception
The Soulspark becomes affected by a permanent Invisibility spell as long as two points of essentia remain invested. By investing an additional six points, this improves to Greater Invisibility and by investing another six points on top of that (14 total), this improves to Superior Invisibility.

Mighty Soul
For every three points of essentia invested, the Soulspark gains a +1 insight bonus to its Charisma score.

Evasion:
At 3rd level, the Soulspark gains evasion, as the Monk ability.

Resistant Soul:
At 4th level, a Soulspark gains DR equal to half its HD. This is bypassed by attacks of an opposed alignment.

Soul Limb: (Ex)
At 5th level, a Soulspark gains the ability to extend a portion of itself in a hand-like fashion. It gains a single slam attack dealing 1d2+Strength mod damage. It also gains the ability to manipulate objects as if it had a regular humanoid hand. It may not wield weapons or carry objects with this limb but it may open doors, activate magic items and otherwise perform as normal.

Soul's Majesty (Ex)
Drawing from its lifetimes of experience, the Soulspark gains becomes more aware of the world around it. It gains the benefit of a permanent Arcane Sight spell. At 14HD this improves to a permanent Greater Arcane Sight.

Soul Perfection:
At 7th level, a Soulspark gains the choice of two abilities:
Soul Incarnate:

At 7th level, a Soulspark becomes a true incarnation of incarnum. It gains meldshaping, essentia and all other class features of an Incarnate with a level equal to its Soulspark Level-2. However, it gains the ability to bind soulmelds to its soul and heart chakras only and can bind to these chakras immediately. If its Soul Limb is manifested, it may also bind to its arm and hand chakras.

The Soulspark cannot take levels in a meldshaping-advancing prestige class to improve this, nor can it take levels in Incarnate itself. Any essentia gained from its Incarnum Shroud ability must be used entirely for those abilities and essentia gained from its effective Incarnate level can only be used for Incarnate abilities.

Soul Manifestation:

At 7th level a Soulspark transforms into the final stage of soul rebirth. It gains the ability to take on a physical form a number of times per day equal to its HD. This ability has a duration in minutes equal to twice the Soulspark's charisma modifier. Transforming is a free action.

When the Soulspark transforms, it is as the spell Alter Self except with the changed duration, casting time and increase to strength as detailed below. Additionally, it may take the forms of humanoid creatures. The Soulspark loses its Soul Shroud, Soul Limb and Resilient Soul class features along with its deflection bonus to AC while it is transformed.

Additionally, it gains an increase to its strength score equal to 1/4 its HD (min 1) while transformed, as it finds it now has use of muscles and tendons.

When the Soulspark transforms it becomes wrapped in blue-white incarnum light that shrouds its body, giving the effect of clothing.


Comments:

Since the original Soulspark has very little beyond its soul blast and incarnum shroud abilities, I had to create the later stuff from scratch. The only thing I'm really unsure about is the capstone allowing access to heart and soul chakras immediately. But then I figured, you're a floating ball of energy that has to limit itself (that is, use ALL of its racial essentia) just to talk and manipulate objects, so having some pretty sweet soulmelds won't break things too badly I don't think.

monkman
2010-10-07, 03:51 PM
Well, he did have scaling fast healing and SLA uses, but other than that, what Draken said.
Also, specify what happens for incorporeal, as it does in the actual template.
Also, I wouldn't give it ten levels, I'd make it one level that you can take over and over; give it +1 fast healing if it already has fast healing.
Most importantly? Formatting. Dear god, formatting. Also, are you going to abandon the chronotryn?
Oh, and make sure they can't get SLAs unless they have enough levels. I'm looking at circle of death & cloudkill: they shouldn't be accessible until 11th and 9th levels, respectively.

i am going to abandon the chronotryn, i dont think that im able to make a spellcaster,heck i dont think i ever made a arcane spellcaster(D&D3.5),(i play everthing but arcane spellcasters.) also i changed a bit of the evolved undead but it seems that the Non incorporeal evolved undead is a bit stronger.

Magicyop
2010-10-07, 06:31 PM
Ah, heck. I don't care if you say it's hard to make a high level monster class for my first monster class. I have a lot of what I think will be fun ideas for Dream Larva and I'm going to take a crack at it. 31 level class, here I come! :smalltongue:

The smaller ones, I just don't see how to fit in that many cool abilities in only a couple levels... I know it can be done because I've seen other posters do it well, but it doesn't seem easy.

Makiru
2010-10-07, 08:42 PM
So, is the Mauler OK now?

Anybody want to give me a request for my next class to make? I'll probably regret saying that later, but I really don't know what to make next.

monkman
2010-10-07, 08:54 PM
So, is the Mauler OK now?

Anybody want to give me a request for my next class to make? I'll probably regret saying that later, but I really don't know what to make next.

there are some creatures in the waiting list on the first page, if you dont want to do any of those you can do arrow demon(MM 3 page 34)

sciencepanda
2010-10-07, 09:34 PM
Well, made most of the changes to Astral Construct. Just have to figure out what options should be available for Menu D.

Anybody have any suggestions?

Magicyop
2010-10-07, 10:11 PM
Dream Larva
Monster Class
Epic Level Handbook
http://i298.photobucket.com/albums/mm266/Raikou_photos/DreamLarvae.jpg?t=1286728008

HD: D8
Skills: Concentration, Craft(Dreamweaving), Diplomacy, Escape Artist, Hide, Jump, Knowledge(Arcana), Listen, Move Silently, Search, Sense Motive, Spot
Skill Points: 4 + Int mod (x4 at first level)

{table=head]Level|BAB|Fort|Ref|Will|Class Feature
1|+0|+2|+0|+2|Body of Nightmares, Soporific Touch, +1 Cha, +1 Str
2|+1|+3|+0|+3|Lesser Abomination Traits
3|+2|+3|+1|+3|Unreal Healing, Dreamcrafter, +1 Cha
4|+3|+4|+1|+4|Mental Reflection, Claws
5|+3|+4|+1|+4|Bad Dream, +1 Str
6|+4|+5|+2|+5|Dark Summoning
7|+5|+5|+2|+5|Night Fever, Growth, +1 Cha
8|+6/+1|+6|+2|+6|Up Above, Improved Grab
9|+6/+1|+6|+3|+6|Fast as Thought, Pincers, +1 Str
10|+7/+2|+7|+3|+7|Darkest Fears
11|+8/+3|+7|+3|+7|Greater Abomination Traits, +1 Cha
12|+9/+4|+8|+4|+8|Sending
13|+9/+4|+8|+4|+8|Flashing Colors, +1 Str
14|+10/+5|+9|+4|+9|Drink the Soul
15|+11/+6/+1|+9|+5|+9|Glimpse of Terror, +1 Cha
16|+12/+7/+2|+10|+5|+10|Phantasmal Protection
17|+12/+7/+2|+10|+5|+10|Arachnoid Embrace, +1 Str
18|+13/+8/+3|+11|+6|+11|Blade of Awakening
19|+14/+9/+4|+11|+6|+11|Greater Summoning, +1 Cha
20|+15/+10/+5|+12|+6|+12|Worst Nightmare
[/table]

Proficiencies: A Dream Larva is proficient only with its natural weapons.

Body of Nightmares: A Dream Larva loses all racial traits and becomes an Outsider native to Morpheus. It gain Outsider traits (Darkvision 60 ft, does not need to sleep or eat) and a natural armor bonus equal to its Con modifier + 2. It may wear only light armor. The Dream Larva is medium size and appears to be mostly humanoid, but it is made of wriggling leeches holding a solid shape. It has two arms and two legs, and one head, and its arms may be used for fine manipulation.

The Dream Larva has a primary natural bite attack. This deals 1d6 + Str modifier damage.

Soporific Touch(ex): The Dream Larva's touch can send people to sleep. Once per day for every 2 HD, the Dream Larva may make a ranged touch attack against a target who is within 10' per HD. If this succeeds, the opponent must make a will save (DC 10 + 1/2 HD + Charisma Modifier) or fall asleep. They stay asleep for one minute per class level. They are helpless while asleep, but any damage or light slap wakes them up. This is a mind-affecting power. At level 10 or higher, they may use this ability in conjunction with a melee attack. In this case, the attack deals normal damage, and the target must make a will save or fall asleep as normal. The Dream Larva may use this ability no more often than once per round.

Ability Bonus: The Dream Larva gains +1 Cha at levels 1, 3, 7, 11, 15, and 19. It also gains +1 Str at levels 1, 5, 9, 13, and 17.

Lesser Abomination Traits: At level 2, you gain a +1 bonus per HD to resist the following effects: Polymorphing, petrification, death effects, and mind-affecting attacks. You gain resistance to fire and cold equal to 1/2 your HD. You also gain telepathy out to 20' per HD. You are immune to death from massive damage.

Unreal Healing: At level 3, you gain Fast Healing equal to half your HD.

Dreamcrafter: Starting at level 3, you gain a bonus on Craft(Dreamweaving) checks equal to your class level. If you like, you may steal one dream per day, by touching a sleeping person. This gives you a cumulative +1 bonus on your next Craft(Dreamweaving) check. If you steal someone's dream, they take a -1 morale penalty on all rolls the next day. You may not steal the same person's dream repeatedly, you must expend the bonus from them before you can steal their dream again.

Mental Reflection: At level 4, you gain Spell Resistance equal to 11 + your HD. Additionally, the strange noises that you hear whispering in your mind all the time give you immunity to damaging noise in the real world. You are immune to sonic energy.

Claws: At level 4, the Dream Larva's hands evolve into claws. They can still be used to carry things but become a natural weapon dealing 1d6 + 1/2 strength modifier damage.

Bad Dream(su): At 5th level, whenever a creature stares at the Dream Larva, they must make a will save (DC 10+1/2 HD+Cha Modifier) or be shaken for 1 minute. Any who succeed on their save cannot be affected again for another 24 hours.

Dark Summoning: At level 6, you can summon one Shadow once per day for every 5 HD as a standard action. It serves your commands loyally for up to 1 minute per class level. When the shadow vanishes, any spawn it may have created also vanish.

Night Fever(sp): Starting at level 7, you gain the ability to use Nightmare once per day for every 3 HD as a spell-like ability. At level 19, this becomes at will.

Growth: At level 7, the Dream Larva grows one size category.

Up Above(sp): At level 8, a Dream Larva gains the ability to cast Fly once per day for every 3 HD as a spell-like ability.

Improved Grab: At level 8, a Dream Larva gains the Improved Grab ability.

Fast as Thought(sp): Starting at level 9, you gain the ability to move at incredible speeds. You can use Haste once per day for every 5 HD as a spell-like ability.

Pincers: At level 9, the Dream Larva grows a second pair of arms, giving them two pincer natural attacks, each dealing 1d6 + 1/2 strength modifier damage. Your pincers may not be used to carry or manipulate things.

Darkest Fears(su): Starting at 10th level, a Dream Larva's fear aura begins to evolve and clearly relate to a person's biggest phobia. Targets of Bad Dream are now frightened instead of shaken.

Greater Abomination Traits: At level 11, you gain immunity to polymorphing, petrification, mind-affecting, death effects, ability damage, ability drain, and energy drain. You are also subject to a permanent True Seeing effect and a permanent Nondetection effect, with caster level equal to your HD. You also gain Blindsight out to 10' per HD.

Sending: Starting at level 12, if the Dream Larva succeeds on a grapple check, on their next action, if they succeed on another grapple check, they may swallow their victim into a world of swirling, nonsensical dream stuff. It appears that the victim is eaten up and absorbed by the thousands of leeches that make up the Larva's body. For Charisma Modifier rounds, they are unable to do anything but watch, and when they return, they take 1d6 points of wisdom damage for every 5 HD the larva has. Any excess beyond their wisdom total becomes constitution damage.

Flashing Colors(sp): At level 13, you gain the ability to use Prismatic Spray once per day for every four HD you have as a spell-like ability. At 25 HD, you can use this ability at will. The save to resist this effect is (DC 10 + 1/2 HD + Charisma Modifier.)

Drink the Soul(su): Beginning at level 14, once per day for every 3 HD, the Dream Larva may drink the life energy of an opponent within 30 ft. as a standard action. The opponent takes 3d4 wisdom damage, and the Dream Larva gains 2 temporary hp for every point of wisdom drained. The opponent may attempt a will save (DC 10 + 1/2 HD + Charisma Modifier) to resist this damage. Any opponent reduced to zero wisdom stands hopeless in a state of eternal sleep, helpless against anything that happens to them. Only healing their wisdom damage will revive them from this state.

Glimpse of Terror(su): Starting at 15th level, the Dream Larva learns the true meaning of fear. Anyone glimpsing it sees something terrifying beyond belief. Targets of Bad Dream are now either panicked or cowering, at the Dream Larva's choice.

Phantasmal Protection: At level 16, you gain regeneration equal to half your HD. This can be overcome by good or lawful weapons.

Arachnoid Embrace: At level 17, the Dream Larva gains two more arms with pincers, and two more arms with claws. The arms with claws may be used to carry and manipulate items.

Blade of Awakening: At level 18 your claws and teeth sharpen. The damage for each of these forms of attack increases one step.

Greater Summoning: At level 19, When using your dark summoning ability, you may, once per day, expend a use to summon a Nightwalker instead of a Shadow.

Worst Nightmare(su): Starting at 20th level, the Dream Larva masters the art of creeping into people's minds and taking advantage of what they most fear. Targets of Bad Dream now die if they fail their save.


The Dreamwalker (Epic PrC)

Requirements:

Class Abilities: Worst Nightmare

{table=head]Level|Class Feature
1|Night Visit, +1 Str
2|Sleepsense, +1 Cha
3|Dream Spy, +1 Str
4|Strength of the Wise, +1 Cha
5|Dreaming Puppets, +1 Str
6|True Sleep, +1 Cha
7|Harrowing Rest, +1 Str
8|Hushabye, +1 Cha
9|The Dreamer King, +1 Str
10|Consciousness Bury, +1 Cha
11|Eternal Nightmare, Dreamscape, +1 Str
[/table]

Night Visit: Once every night you may visit someone's dreams. You must know the target's name and one fact about their sleeping habits. You may visit them anywhere on the same plane, and converse with them for up to five minutes in their dreams. You gain more uses of this ability, and for longer, as follows, by level:
2: 2 people, 10 minute duration
4: 4 people, 15 minute duration
5: 8 people, 30 minute duration
7: 16 people, 1 hour duration
8: 32 people, 2 hour duration
9: 64 people, 4 hour duration
10: 128 people, 8 hour duration
11: 150 people, 12 hour duration.
This ability is subject to spell resistance.

Sleepsense: You gain a powerful tool, allowing you to locate anyone and everyone with the audacity to sleep. You immediately sense the location of any sleeping creature within 1 mile/HD.

Dream Spy: While you are visiting someone's dreams, you may force their subconscious to answer one question, though they can make a will save (DC 10 + 1/2 HD + Charisma Modifier) to resist. This may even be a question they do not consciously know the answer to. In addition you can try to learn their greatest desire or worst fear, they get a will save (DC 10 + 1/2 HD + Charisma Modifier) to resist each of these effects. You may perform each of these once per night on each person.

Strength of the Wise: Foes need both mental and physical strength effectively fight a dream larva. When battling an opponent, you may, at your option, force them to use their Charisma in place of their Strength, their Intelligence in place of their Dexterity, and their Wisdom in place of their constitution. This does not require an action, but once the decision is made of whether they will use their mental or physical scores when attacking you, it cannot be changed. They may attempt a fortitude save or a will save, with DC 10 + 1/2 HD + Charisma Modifier to choose for you-- so a weak opponent could use their mental scores instead if they succeed on the save. You may use your mental ability scores in place of your physical ones if you wish, but you must convert all scores. (So you can't say 'I want to keep Strength as it is but substitute Wisdom for Constitution.')

Dreaming Puppets: While you are visiting someone's dreams, you may take control of their body without their knowledge. They get a will save (DC 10 + 1/2 HD + Charisma Modifier) to resist this effect. If they fail, you control their body for the length of the Night Visit. While under your control, they are sleepwalking, and will appear with their eyes closed(though you can see normally out of their eyes, despite this fact.)

True Sleep: You stare into a foe's eyes and leave them forever in a dream. The foe sinks to the ground with no save, asleep forever, until the effect is dispelled. Spell resistance applies against this effect. You may do this once per day. This is a mind-affecting gaze attack.

Harrowing Rest: When you use your night visit ability, you may make your target wake up fatigued if you wish. There is no save against this effect. Being fatigued two nights in a row does not make them exhausted.

Hushabye: Once per day you may send a huge area into slumber, leaving the world silent as you step over sleeping bodies. Everyone within 2,000 ft. must make a will save (DC 10 + 1/2 HD + Charisma Modifier) or fall asleep as if affected by your Soporific Touch.

The Dreamer King: You are king and master of all dreams. You may make a DC 30 Craft(Dreamweaving) check to send any vision to any sleeping creature anywhere, just by knowing its name. Once per week, you may make a DC 30 Craft(Dreamweaving) check to edit a creature's personality while you are visiting them. The DC to save against this is (10 + 1/2 HD + Charisma Modifier) You may erase or add memories as you see fit and alter emotions, opinions, and even alignment. When you are done, the creature is seemingly unaffected, without any memory of the intrusion. Break Enchantment may remove the changes you make.

Consciousness Bury: You may immerse your entire self in someone's dreams, protecting you and slowly making a slave of them. Once per month you may jump into one person's dreams while visiting their dreams. Your material body vanishes into smoke, and you plant yourself permanently in their mind. They may make a will save to resist, if they are successful, you take 1d10 damage per HD of the creature you were trying to invade, and if they have divine ranks, 1d12 per divine rank. You may use none of your abilities, but you count as visiting them for the purposes of all related abilities at any time when they are asleep. When they are awake they count as charmed to the commands you whisper in their ear. You only die if the person you are buried in dies. You may jump out of their consciousness as a standard action, dealing 10d6 damage to them and to you. If they become aware of your presence in their mind, they may make an opposed check each night to try and push you out. They roll Concentration, and you roll Craft(Dreamweaving). If you get a higher result, they are unable to push you out. If they do push you out, you take 1d6 damage for every HD they have, and if they have divine ranks, 1d10 for every divine rank they have.

The Eternal Nightmare: When you are using your Night Visit power, you do not need to know anything about your targets, you must simply know they exist. So you could specify anything as vague as, "The 150 strongest members of the population of the village called Tyville". In addition, your targets get no save to resist sleepwalking, though they still get the save if you try to force them to do anything violent or to do something which would endanger their life. Beings with Divine Rank may still save against sleepwalking. Finally, you immediately know someone's greatest desire and greatest fear just by physically looking at them.

Dreamscape(sp): Once per day, you may travel through the world of dreams. You can use the epic spell Dreamscape as a spell-like ability 1/day.


Craft(Dreamweaving)
Only the Dream Larva may take ranks in this skill. You may make dreams to send to your allies or your enemies. If the person does not wish to receive the dream, they gain a will save, with DC equal to 10+1/2 HD+Cha Modifier. They see the dream next time they sleep.
{table=head]Dream|DC
Regular vision next time they sleep|10
Dream confers morale bonus or penalty on attack rolls, AC, and damage rolls|+5 for every point of bonus or penalty*
Send to a specific target from a range|+1 for every X away it must be sent
Effect an area|+1 for every Y spread from you
Recurs nightly|+1 per night you want it to repeat
Jumps to anyone the person tells about the dream|+1 for maximum number of times it can jump from a single person
Increase DC by 1|+5[/table]
*Maximum of 5 bonus or penalty. Each point after the first increases the DC by one more, with the second increasing by +6, and the third increasing by +7.
X: This is 150' per point of Cha Modifier if below 10 HD, 1,500' per point of Cha Modifier between 10 and 20 HD, and 1.5 miles per point of Cha Modifier if higher than 20 HD. If the Dream Larva has more than 30 HD, it may instead increase the DC by +10 to affect a person at any range, even if they are on a different plane.
Y: This is 100' per point of Cha Modifier if below 10 HD, 1,000' per point of Cha Modifier between 10 and 20 HD, and 1 mile per point of Cha Modifier if higher than 20 HD.
You may not visit your own dreams to give yourself a bonus or penalty.
A Dream Larva may take 10 on a Craft(Dreamweaving) check. It normally takes 1 minute per point of DC to craft a dream.

The Dream Larva may decide what modifiers to apply to a Dream after they have made the check. They may never fail to craft a Dream unless they get below 10 on the check.

Comments:

Oh, man. This was my first Monster Class, and boy, was it a whopper to build. I know it probably wasn't the easiest choice for a first Monster Class, but I'm satisfied and I don't think I failed horribly. The Dream Larva to me appears as a creature of nightmare, haunting the dreams of an entire planet. There is nothing more horrifying. This is what keeps little children up at night... The epic abilities were the most difficult, but also the most fun, to create.

Changelog:
10/18/2010:
Created a changelog
Specified that you cannot use different fear auras at higher levels
Halved the charisma and strength bonuses
Deleted redundant information on Soporific Touch
The Larva can now wear light armor
Reduced damage of each natural weapon by one

10/23/2010:
Reduced skill points to 4+Int per level.
Changed all natural weapon damage increases to simply be 'increases by one step' instead of specifying damage.
Turned the Bad Dream sequence into a gaze attack.
Simplified the effects of each fear aura by relating it to Bad Dream.
Changed the eternal nightmare so that creatures with Divine Rank still can save.
Night Visit can now be blocked by using spell resistance.
10/29/2010:
Jaws has now been integrated into the body feature as a primary natural attack.
Claws have been moved from level 6 to level 2.
Simplified wording of Bad Dream.
Craft: Dreamweaving now has a standard DC and scaling distance and area.
Craft: Dreamweaving is now only usable by a Dream Larva.
11/7/2010:
Removed unnecessary data from each of the natural weapons.
Added specifics of using Soporific Touch with melee attacks.
Moved Claws to level 4.
Moved Pincers to level 9.
Moved Dark Summoning to level 6.
Flashing Colors now has a proper DC.

sciencepanda
2010-10-07, 10:33 PM
Also, this is very strange, but the spoiler text does not seem to be working when I edit the old post for it.

Testing..Testing...

Edit: It works on this post. How bizarre.

Edit Edit: Alright, fixed it.

monkman
2010-10-07, 10:45 PM
comments(very long)

Body of Nightmares: A Dream Larva loses all racial traits and becomes an Outsider. It gain Outsider traits (Darkvision 60 ft, does not need to sleep or eat) and a natural armor bonus equal to its Con modifier + 4.
this should be equal to con modifier, no +4. what size is it?


Soporific Touch(ex): The Dream Larva's touch can send people to sleep. Once per day for every 2 HD, the Dream Larva may make a touch attack. If this succeeds, the opponent must make a will save (DC 12 + Charisma Modifier) or fall asleep. They stay asleep for one minute per class level. They are helpless while asleep, but any damage or light slap wakes them up
the dc should be 10+1/2HD+cha modifier, i would suggest that you can use it 1day/HD not the best ability and shouldnt it work like the sleep spell?


Jaws: The Dream Larva gains a natural bite attack. This deals 2d8 + Str modifier damage. At level 12, the damage increases to 3d8 + Str modifier, and at level 22, the damage increases to 4d8 + Str modifier.
this should be with the body traits and it should be 1d8/first lv maybe 2d8 8th level


Claws: The Dream Larva's hands evolve into claws. They can still be used to carry things but become a natural weapon dealing 2d6 + 1/2 strength modifier damage. They also grow a second pair of arms, giving them two pincer natural attacks, each dealing 2d6 + 1/2 strength modifier damage. Your pincers may not be used to carry or manipulate things. At level 18 the damage for both of these increases to 3d6 + 1/2 strength modifier. At level 26, the damage increases to 4d6 + 1/2 strength modifier
same thing like the jaws


Dream Spy: You can use your Night Visit ability on two people per night, and it lasts twice as long. While you are visiting someone's dreams, you may force their subconscious to answer one question, though they can make a will save (DC 13 + Charisma Modifier) to resist. In addition you can try to learn what they like or fear, they get a will save (DC 15 + Charisma Modifier) to resist each of these effects. You may perform each of these once per night.
save should be 10+1/2HD+Cha modifier, maybe a bit more time to use it also


Improved Grab: At level 8, a Dream Larva gains the Improved Grab ability
i dont see a promble but not very use full


Dark Summoning: You can summon one Shadow once per day for every 5 HD as a standard action. It serves your commands loyally for up to 1 minute per class level.

Darkest Fears(su): Starting at 10th level, a Dream Larva's fear aura begins to evolve and clearly relate to a person's biggest phobia. Anyone seeing the Dream Larva for the first time from 30 ft. or less must make a will save (DC 10 + 1/2 level + Charisma Modifier) or be frightened. This replaces Bad Dream
for the shadow maybe more time you can summon(1time/3hd), nothing wrong with the fear aura

Unreal Defense: The Dream Larva gains Regeneration and Fast Healing equal to half his class level. The regeneration can be overcome by good or lawful weapons, or weapons forged by a sleepwalking blacksmith, or critical hits. They also gain resistance to energy drain, polymorphing, and death effects equal to half their class level. At level 25 they gain immunity to all these things
with fast healing Or regeneration. Cut the sleepwalking blacksmith and criticals, The resistance is good but at Lv 25 they get resitancers equal to there HD


Dreaming Puppets: You can use your Night Visit ability on up to four different people every night for 15 minutes each. You can visit these people at the same time if you wish. In addition, while you are visiting someone's dreams, you may take control of their body without their knowledge. They get a will save (DC 16 + Charisma Modifier) to resist this effect. If they fail, you control their body for the length of the Night Visit. They appear as though they are sleepwalking, with their eyes closed, while under this effect.
save should be 10+1/2Hd+cha modifer. also what would happen if someone woke them up?


Growth: The Dream Larva grows one size category
write what size


Arachnoid Embrace: The Dream Larva gains two more arms with pincers, and two more arms with claws. The arms with claws may be used to carry and manipulate items
say the number of hands /limbs it has


Drink the Soul: Once per day for every 3 HD, the Dream Larva may drink the life energy of an opponent within 30 ft. as a standard action. The opponent takes 1d4 wisdom damage, and the Dream Larva gains 2 temporary hp for every point of wisdom drained
no very powerfull, a lv 14 wouldnt even use this


Mental Reflection: You gain Spell Resistance equal to 1/2 HD + Cha Modifier. Additionally, the strange noises that you hear whispering in your mind all the time give you immunity to damaging noise in the real world. You are immune to sonic energy.
SR=10+1/2HD
resitance to sonic=1/2 Hd and Hd at X lv


Flashing Colors: You gain the ability to use Prismatic Spray once per day for every four HD you have. At level 27, you can use this ability at will
no at will


The View from Beyond: You gain Blindsight 200 ft. and Telepathy 500 ft. In addition, you are subject to a perpetual true seeing and nondetection effect
Blindsight 50ft+5ft/HD
Telepathy 50ft+5ft/HD


Harrowing Assault of Vision: You may now use your Night Visit ability on up to 8 people per night, for up to half an hour. If you wish, anyone you visited wakes up fatigued, with no save.
there has to be a save


Worst Nightmare(su): Starting at 20th level, the Dream Larva masters the art of creeping into people's minds and taking advantage of what they most fear. Anyone seeing the Dream Larva from the first time while within 30 ft. must make a will save (DC 10 + 1/2 level + Charisma Modifier) or die. This replaces Glimpse of Terror.
no death effect, panic instead(the glimpse should be shaken)


Greater Summoning: When using your dark summoning ability, you may, once per day, expend a use to summon a Nightwalker instead of a Shadow
this should replace the other ability


Sending: If the Dream Larva succeeds on a grapple check, on their next action, they may swallow their victim into a world of swirling, nonsensical dream stuff. It appears that the victim is eaten up and absorbed by the thousands of leeches that make up the Larva's body. For Charisma Modifier rounds, they are unable to do anything but watch, and when they return, they take 4d6 points of wisdom damage. Any excess beyond their wisdom total becomes constitution damage.
they should have a will save to be able to counter, also it's not going to happen very often beacuse of the BAD Bab


Phantasm Lord: When using Night Visit, you may visit your subjects for up to an hour, and visit up to 16 subjects. When your subjects wake up, you may plant one false memory or emotion in them, they get a will save (DC 18 + Charisma Modifier) to resist
save equals 10+1/2hd+Cha modifier


The Widest View: Your blindsight is now 400 ft. and your Telepathy is now 1,000 ft. You can directly see within 10 ft. of any dreaming creature within your Telepathy, and you instantly detect the alignment of every creature in your telepathy
should be tooken out


The Dreamer King: You are king and master of all dreams. You may make a DC 30 Craft(Dreamweaving) check to send any vision to any sleeping creature anywhere, just by knowing its name. Additionally, by meeting the same DC, once per week, you may execute a mindrape effect on one person who you are visiting in dreams. You can visit your subjects for up to two hours, and up to 32 subjects. When they awake, if you wish, you may make them exhausted.
explain what mind rape does and needs a save to resist getting there mind screwed up(will) and not to be exhausted(fort)


World of Dreams: You may draw your enemies into a battlefield where it is the strength of mind, not the strength of body, that guarantees success. In this battlefield, you are the one true master, and all must bow before your will or flee before your wrath. Once per day, you may draw all enemies within 30 ft. into a world of dreams. They fall asleep and lay helpless. They face an alter-ego of you in a dream world, their ability scores are substituted: Charisma becomes Strength, Intelligence becomes Dexterity, and Wisdom becomes Constitution. Your mental ability scores are doubled before they are converted. If your alter ego dies, you die. You face your dream foes in a strange, twisting maze-- they may run from you, but you will inevitably catch them one day. They will never die of old age while they remain in the maze. The only way out is the find some way out through magic or your friends helping you, or to kill the Dream Larva. If you band up with others trapped in the maze, you may stand a chance...
I'll let the Gorg do this, im confused


Hushabye: Once per day you may send a huge area into slumber, leaving the world silent as you step over sleeping bodies. Everyone must make a will save (DC 21 + Charisma Modifier) or fall asleep if they are within your telepathy. They remain asleep for one minute per level, as Soporific Touch.
say how many ft and the save should be 10+1/2hd +cha modifier


Consciousness Bury: You may immerse your entire self in someone's dreams, protecting you and slowly making a slave of them. Once per month you may jump into one person's dreams while visiting their dreams. Your material body vanishes into smoke, and you plant yourself permanently in their mind. You may use none of your abilities, but you count as visiting them for the purposes of all related abilities at any time when they are asleep. When they are awake they count as charmed to the commands you whisper in their ear. After their save against sleepwalking is at zero for at least one week, this shifts to being dominated. You only die if the person you are buried in dies. You may jump out of their consciousness as a standard action, dealing 10d6 damage to them and to you.

True Sleep: You stare into a foes eyes and leave them forever in a dream. The foe sinks to the ground with no save, asleep forever, until the effect is dispelled. Spell resistance applies against this effect. You may do this once per day.

The Eternal Nightmare: Even if no one physically knows where you are, everyone will feel your wrath and your presence as you scar the minds of the sleeping. You may visit up to 128 people each night for up to eight hours. If you visit someone for three continuous days, you may draw them into your World of Dreams, though they get the save as normal.
Savesthis is my opinion about your class, Gorg when he comes will tell you if what i wrote is good

Chambers
2010-10-07, 10:53 PM
I'd like to try my hand at this, so I'm going to do the Dwarf Ancestor (http://www.wizards.com/default.asp?x=dnd/ex/20060704a&page=3). I've got some preliminary notes made - I'll post the full thing soonish.

Gorgondantess
2010-10-08, 12:14 AM
Well, let's see here...
Vauron: That's all pretty tough: honestly, all I can say is... figure it out. I've been really busy lately, so I don't have time to judge its balance thoroughly. In the end, though, it's biggest problem is the blandness, not the balance: fun comes first, then you can worry about making everything all nice and unoffensive.

Monkman: Would you mind if I took evolved undead from here? Just to, y'know, clean everything up.

Niezck:Ooooohhh....
See, there's a problem there. Most people don't know magic of incarnum... and even more people don't have access to the book. I'm one of those people. I mean, honestly, there's not much incarnum stuff there... and from what I know of it (just a quick once-over on the book) it seems alright. Actually, it's a little boring... you have attacks, stat increases, and some static bonuses. Oh, and telepathy.
And then it gets some real incarnum stuff, which I really don't know much about.
Beyond that, I believe one of the mission statements is to not make any classes that require books beyond the SRD that aren't accessible online. Which is a good mission statement. Sorry.

Magicyop: It would be totally cool if you wanted to make the dream larva only 20 levels. Tota-holycrap.:smalleek:
Ooookay. It's... well, it's kindof off. Everything. Could use a lot of rewording and specifying. Also, it just sortof has the dream thing- anything that doesn't sleep, well, it can claw it really hard?
Anyways, I'll critique it later- I have a headache and a midterm to finish, and lemme tell ya, you're making neither of those any better.:smalltongue::smallsigh:

Panda: Hm. Regeneration, incorporeality, some actual psionics, continuations on other abilities? Use your imagination! Sky's the limit, panda. Sky's the limit.

Chambers: Ah, the dwarf ancestor, with its blessed 5 HD, accessible type, and +18 natural armor. No aasimar sorcerer with alter self would be complete without it.:smallwink:

sciencepanda
2010-10-08, 01:45 AM
Alright. Put in some D class ability selections. Let me know what you think.

Kobold-Bard
2010-10-08, 04:22 AM
Titan

http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG242b.jpg

Class:
Hit Dice: d8
{table]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0|Titanic Body, Titanic Strength, Titanic Magic (Least), +1 Con
2|+2|+3|+0|+0|Brute Force, +1 Str
3|+3|+3|+1|+1|Titan Battle Style (Damage), +1 Con
4|+4|+4|+1|+1|Skin of the Titan (DR/Magic), +1 Str, +1 Cha
5|+5|+4|+1|+1|Growth (Large), +1 Con
6|+6|+5|+2|+2|Skin of the Titan (SR), Titanic Magic (Lesser), +1 Str
7|+7|+5|+2|+2|Bonus Feat, +1 Con
8|+8|+6|+2|+2|Change Shape, +1 Str, +1 Cha
9|+9|+6|+3|+3|Titan Battle Style (Full Attack), +1 Con
10|+10|+7|+3|+3|Growth (Huge), +1 Str
11|+11|+7|+3|+3|Titanic Magic (Intermediate), +1 Con
12|+12|+8|+4|+4|Skin of the Titan (DR/Lawful), +1 Str, +1 Cha
13|+13|+8|+4|+4|Swat, +1 Con
14|+14|+9|+4|+4|Bonus Feat, +1 Str
15|+15|+9|+5|+5|Skin of the Titan (SR+Cha), +1 Con
16|+16|+10|+5|+5|Titanic Magic (Greater), +1 Str, +1 Cha
17|+17|+10|+5|+5|I'll be back!, +1 Con
18|+18|+11|+6|+6|Titan Battle Style (Overcome DR), +1 Str
19|+19|+11|+6|+6|Get to da choppa!, +1 Con
20|+20|+12|+6|+6|Skin of the Titan (DR/Epic & Lawful), +1 Str, +1 Cha
21|+21|+12|+7|+7|Bonus Feat, Supreme Titanic Magic, +1 Con[/table]

Class Skills: 4+Int Mod (x4 at first level) Bluff, Climb, Concentration, Craft, Heal, Intimidate, Jump, Knowledge (any one), Listen, Perform, Sense Motive, Search, Spellcraft, Spot, Swim.

Proficiencies: Titans are proficient with their own natural attacks, as well as all simple and martial weapons. They are proficient with light, medium & heavy armour but not shields.

Class Features:

Titanic Body (Ex): At first level the Titan loses all racial traits and features and gains the Outsider traits. It gains the Chaotic subtype, as well as the Native subtype when on a Chaos aligned Plane and the Extraplanar subtype when anywhere else. If a Titan is no longer Chaotic aligned it loses his Chaotic subtype, it gains the Native subtype when on the astral plane and the Extraplanar subtype when anywhere else.
It is medium sized and has a base land speed of 30ft.
It gains a primary Slam attack that deals 1d4+Str Mod damage, and a natural armour bonus equal to it's Con Mod.

Titanic Strength (Ex): Titans have the Powerful Build quality. When they increase in size via the abilities of this class (but not from any other means) Powerful Build increases too.

Titanic Magic (Sp): Magic flows in the blood of Titans, and as such they can utilise many spell-like abilities. Spell-likes are gained at the HD shown on the table below and may be used as many times as shown. The Titanic Magic level shown (Least, Lesser, Intermediate, Greater) is the ability level that you require before being able to use those spell-likes.

Brute Force (Ex): A Titan's raw strength is their biggest asset. Titans may use their Str Mod instead of the usual one on Disable Device, Open Lock & Survival checks.

Titan Battle Style (Ex): Titans train from birth with weapons far bigger than normal for most races. Thanks to their Powerful Build they can use weapons of this size without penalty, and only when using a masterwork weapon (excluding natural weapons) one size bigger than themselves do they gain the benefits of this ability.
- At third level they gain a bonus on damage equal to their Titan level.
- At ninth level they may make a full-attack as a standard action.
- At eighteenth level they may overcome 1 point of DR per Titan level, regardless of what would normally overcome it (if it is DR/- then they ignore 1 point/2 Titan levels).

Skin of the Titan (Ex): The magic inherent within Titans grants them potent protection.
- At fourth level they gain DR/Magic equal to half their HD.
- At sixth level they gain Spell Resistance equal to 10+HD.
- At twelfth level their DR becomes DR/Lawful.
- At fifteenth level they gain +Cha Mod to their Spell Resistance.
- At twentieth level their DR becomes DR/Epic & Lawful.

Growth (Ex): At fifth level the Titan grows to Large Size, it's Slam attack increases to 1d6+Str damage and it gains +10ft to it's land speed. It's natural armour bonus increases by one.

At tenth level they grow again to huge size. Their Slam now deals 1d8+Str damage and their land speed increases to 60ft. Their natural armour again increases by one.

Bonus Feat (Ex): At levels 7, 14 & 21 Titans gain a bonus feat. This feat must be either a Fighter bonus feat or a spell-like metamagic feat.

Change Shape (Su): From eighth level Titans may assume the form of any small or medium humanoid for 1 hour/day for each Titan level it possesses.
Changing shape is a move equivalent action that may be done at will, but no more than 1/round.

Swat (Ex): At second level, the Titan may turn his strength to knocking enemies around rather than simply harming them. A Swat is a standard-action, touch based attack delivered with the Titan's slam attack. Enemies take standard slam damage, but the Titan does not add his Str to damage. Instead, enemies are knocked 5' in the direction of the Titan's choice (excepting movement into the Titan's occupied area), plus 5' for every size category the giant has over them. Increase the distance increment by 5' for every 5HD of the Titan.

Enemies who are knocked into obstacles must make a balance test (DC is 10 + the damage dealt + the Titan's Str modifier) or fall prone. If an enemy is knocked into another enemy's square, both foes must make balance tests.

Flying enemies must pass the same balance test or lose flying for 1 round per size category the Giant has over them.

I'll be back (Su): Titans are unbelievably difficult to keep down. 1/week a Titan may utter the name of this ability whilst engaged in combat (initiative has been rolled, must have made at least one melee attack or used one of his SLAs against an enemy since initiative was rolled). This effect lasts for 1 round/HD. If the Titan is killed during that duration, anyone attempting to resurrect him at any point after that may forgo any material or XP costs involved.

If killed whilst under the effects of this ability the Titan's soul may also not be trapped or bound in any way.

The power of this effect only works once, and must be renewed after the Titan is raised if they wish to benefit from it again. The week delay before it is usable again begins the day after the previous use expires, unless he is killed whilst under it's effect in which case it begins the day after he is revived.

Get to da choppa! (Su): Titan's may be wild and powerful, but when it's time to fall back they never leave a man behind. As a Swift action he may yell out the name of this ability in the same round that he uses his Gate SLA, and anyone he considers an ally within 50ft/HD may move at the base speed of their choice (land, flight, swim, burrow, climb) during your turn.

Additionally, on an affected ally's next turn all their movement speeds are doubled for that one round as long as they are genuinely aiming to go through the Titan's gate.

Supreme Titanic Magic (Su): At level 21 Titans become masters of their magical abilities. From now on any spell-like abilities they gained from the Titan class that could previously be used 1/round may now be used at will. This has no effect on other spell-like abilities either from other sources or from the Titan class that can only be used less than 1/round.

Titanic Magic:
1HD
- Cure Light Wounds 1/HD each day (Requires Least Titanic Magic)
-- Upgrades to Cure Moderate Wounds at 4HD
-- Upgrades to Cure Serious Wounds at 8HD (Requires Lesser Titanic Magic)
-- Upgrades to Cure Critical wounds at 11HD (Requires Intermediate Titanic Magic)

2HD
- Summon Monster I 1/day (Requires Least Titanic Magic)
-- Upgrades to Summon Monster II etc. as a Sorcerer would gain access to that level of spells (II at 4HD, III at 6HD ... IX at 18HD). Upgrades never require additional Titanic Magic Abilities.
-- Gain an additional use at 10HD (Requires Lesser Titanic Magic) and a third use at 19HD (Requires Greater Titanic Magic)

- Silent Image 1/HD each day (Requires Least Titanic Magic)
-- Upgrades to Major Image at 8HD (Requires Lesser Titanic Magic)
-- Upgrades to Persistent Image at 13HD (Requires Intermediate Titanic Magic)

3HD
- Invisibility 1/HD each day (Requires Least Titanic Magic)

4HD
- Levitate 1/HD each day (Requires Least Titanic Magic)

5HD
- Lightning Bolt 1/HD each day (Requires Least Titanic Magic)
-- Upgrades to Chain Lightning at 12HD (Requires Intermediate Titanic Magic)

6HD
- Dispel Magic 1/HD each day (Requires Lesser Titanic Magic)
-- Upgrades to Greater Dispel Magic at 13HD (Requires Intermediate Titanic Magic)

- Daylight [Good] or Deeper Darkness [Evil] 1/HD each day (Requires Lesser Titanic Magic).

7HD
- Hold Person 1/HD each day (Requires Lesser Titanic Magic)
-- Upgrades to Hold Monster at 10HD

- Invisibility Purge 1/HD each day (Requires Lesser Titanic Magic)

8HD
-

9HD
- Charm Monster 1/HD each day (Requires Lesser Titanic Magic)

- Remove Curse [Good] or Bestow Curse [Evil] 1/HD each day (Requires Lesser Titanic Magic).

10HD
-

11HD
- Holy Smite [Good] or Unholy Blight [Evil] 1/HD each day (Requires Intermediate Titanic Magic).

12HD
-

13HD
-

14HD
- Fire Storm 1/HD each day (Requires Intermediate Titanic Magic)

15HD
- Word of Chaos 2/day (Requires Intermediate Titanic Magic)
-- Gain a third use at 19HD (Requires Greater Titanic Magic)
-- If a Titan isn't Chaotic aligned, it may not use Word of Chaos until it (re)turns to the Chaotic alignment and recieves an Atonement spell from another Chaotic creature.

16HD
- Maze 1/day (Requires Greater Titanic Magic)

17HD
- Meteor Swarm 1/day (Requires Greater Titanic Magic)

- Greater Restoration [Good] or Crushing Hand [Evil] 1/day (Requires Greater Titanic Magic).

18HD
- Gate 1/day (Requires Greater Titanic Magic)

19HD
- Etherealness 3/day (Requires Greater Titanic Magic)

---------------------------------
Good aligned Titans gain SLAs with the [Good] tag, whereas Evil aligned Titans gain SLAs with the [Evil] tag. Neutral aligned Titans may choose at Level 1 whether they wish to gain the [Good] or [Evil] SLAs, this decision cannot be changed once made.

If the Titan's alignment changes they may not use these alignment based SLAs until they receive an Atonement spell from a creature of their new alignment.

Comments
There's my Titan. Not really that much to put in here, everything should be pretty self explanatory (the capstone is in epic levels, so it shouldn't be too bad, but maybe I should limit it to a certain amount of it's spell-likes). Basically it's a Battle Sorcerer except it's on a restricted spell list. Is it too much?

OK:
1. Reduced Cha bonuses, because they weren't supposed to get that many, I was just tired at the time.

2. Redid SLAs as a list rather than the table, is it better now?

3. Changed Titan Hammer Technique to Titan Battle Style, allowing it to work with all weapons (added a clause saying it doesn't work with natural weapons).

4. Added Brute Force (2), Swat (13), I'll be back! (17) & Get to da choppa! (19) to fill in the dead levels (you don't have to play one as Arnie, the whole "speaking the name of the ability" thing can be ignored in favour of a roar or something else if you wish).

Anything else? Do I need to reduce the uses of any of the SLAs?

---------------------------
Edit: @Gorgon: Just noticed that the Werewhathaveyou title needs to be added next to the Wererhino so people know where to find it.

sthorup
2010-10-08, 05:14 AM
Hey i realy love this project and have followed it for half a year, when it was run by the one that shall not be named :smallwink:.

If posible i would realy like someone to do the Half-Farspawn template from Lords of madness since i realy love it and have played it before, but i cant realy get around the fact that 5 levels just makes it way underpowered for a normal group.

If anyone takes up the mantle then i would like to thank them in advance.

simplename
2010-10-08, 07:21 AM
My Astral Stalker (http://www.giantitp.com/forums/showpost.php?p=9355227&postcount=379) (finished by you know who) doesn't appear to be on the list


I was happy with you know who's version...didn't/still don't have the time to finish it properly

I believe this was missed.

monkman
2010-10-08, 07:25 AM
Monkman: Would you mind if I took evolved undead from here? Just to, y'know, clean everything up
If you want to, do it, i got no promble agaisnt it
*give letter that has signature and writes that Gorgondantess can edit the evolved undead*

Magicyop
2010-10-08, 07:46 AM
this should be equal to con modifier, no +4. what size is it?


Medium at start. I'm sure that I've seen other monsters who start with more than their con modifier bonus... I mean, come on, he doesn't have any armor proficiencies, and no con bonuses. Give the poor guy an AC break. :-P



the dc should be 10+1/2HD+cha modifier, i would suggest that you can use it 1day/HD not the best ability and shouldnt it work like the sleep spell?


This is what I did for the Worst Nightmare line but I didn't do it for the others, intentionally so that certain people might be able to resist certain powers of the dream larva and not others. Will make it 1/day.



this should be with the body traits and it should be 1d8/first lv maybe 2d8 8th level

same thing like the jaws


Other monsters have gained natural attacks as they level up, and didn't want the Dream Larva to start out with 10 natural attacks...



save should be 10+1/2HD+Cha modifier, maybe a bit more time to use it also




i dont see a promble but not very use full


Ohh, but improved grab is always fun... :smalltongue:



for the shadow maybe more time you can summon(1time/3hd), nothing wrong with the fear aura


Gotcha.



with fast healing Or regeneration. Cut the sleepwalking blacksmith and criticals, The resistance is good but at Lv 25 they get resitancers equal to there HD


Well, the actual Dream Larva has both fast healing and regeneration. All that really gives it is the ability to heal some damage per turn, period, whether it is nonlethal or lethal. I wanted to give a lot of stuff to bypass the regeneration so as not to make it overpowered...



save should be 10+1/2Hd+cha modifer. also what would happen if someone woke them up?


Then your night visit ends, but they'd require a dispel magic. Should I specify that? The idea was that once you are inside, the only way out is for them to awaken naturally or dispel you.



write what size


Okay.



say the number of hands /limbs it has

Okay.



no very powerfull, a lv 14 wouldnt even use this

Maybe 2d4 or even 3d4 wisdom damage? Keep in mind they don't get a save against the damage and too much becomes overpowered...



SR=10+1/2HD
resitance to sonic=1/2 Hd and Hd at X lv
Okay.



no at will


Come on, it only becomes at will when the Dream Larva reaches 7 levels into epic. By 7 levels into epic, at will prismatic spray is not *that* powerful...



Blindsight 50ft+5ft/HD
Telepathy 50ft+5ft/HD


It kinda needs to get to 1,000 ft telepathy and 400 ft blindsight though...



there has to be a save


It only works when your opponent is sleeping, and it's not like something that would kill you. This high level, I don't think it's overpowered.



no death effect, panic instead(the glimpse should be shaken)


What? Sorry, the signature ability of the Dream Larva is Worst Nightmare. I mean, literally, that's the ability that defines it, and the ability that the whole fear line was leading up to. Dream Larva without Worst Nightmare is basically just a spider with powers related to sleep.



this should replace the other ability


But then they could summon a ton of nightwalkers daily...



they should have a will save to be able to counter, also it's not going to happen very often beacuse of the BAD Bab


I gave it improved grab and it has a total STR bonus of +16...



save equals 10+1/2hd+Cha modifier


Okay.



should be tooken out


Without the ability to broadcast for a mile...?



explain what mind rape does and needs a save to resist getting there mind screwed up(will) and not to be exhausted(fort)

Mindrape does require a save, I'll make that more obvious.



say how many ft and the save should be 10+1/2hd +cha modifier


I said within their telepathy, which is 1,000 ft. at that point. I figured if they expand their telepathy somehow the radius would expand also.



Saves


These are epic level abilities at levels 29, 30, and 31. There are level 9 spells and powers that allow no save. (Microcosm and stuff in that vein). That means Psions can get a no-save attack at level 17, I'm not worried about giving the Dream Larva a similar ability, except only 1/day and at level 29.


Thank you very much for the critique, I'll change some of the things you said but I disagree with some others as I feel they would cut some of the core values of the class... will see what some others say.

monkman
2010-10-08, 08:13 AM
Maybe 2d4 or even 3d4 wisdom damage? Keep in mind they don't get a save against the damage and too much becomes overpowered...
give it a save but make sure the wisdom damage a bit higher(2d4 of 3d4 work) and maybe if it has no wisdom, something happens

Magicyop
2010-10-08, 08:14 AM
give it a save but make sure the wisdom damage a bit higher(2d4 of 3d4 work) and maybe if it has no wisdom, something happens

Great, will do, thank you. Will do 3d4 with will save, and if they are reduced to no wisdom, they fall asleep permanently...possibly?

monkman
2010-10-08, 08:16 AM
they dont fall asleep, they'll just stand there not understanding anything and nothing will wake them up other than something that restores wisdom.
and this will allow coup de grace for your party members

Magicyop
2010-10-08, 08:17 AM
they dont fall asleep, they'll just stand there not understanding anything and nothing will wake them up other than something that restores wisdom.
and this will allow coup de grace for your party members

But if they fall asleep, they are subject to all your Night Visit abilities, which (I hope) is a major staple of the class. And yes, coup de grace for your party members. :smalltongue:

monkman
2010-10-08, 08:19 AM
well lets just say they fall into a deep sleep where noting but wisdom healing can wake them up

Magicyop
2010-10-08, 08:19 AM
well lets just say they fall into a deep sleep where noting but wisdom healing can wake them up

Perfect! Thank you! :smallbiggrin:

Zaydos
2010-10-08, 09:28 AM
well lets just say they fall into a deep sleep where noting but wisdom healing can wake them up

This works very well since the effects of having your Wisdom reduced to 0 is falling into a deep nightmare-ridden sleep anyway.

Niezck
2010-10-08, 11:56 AM
Eh, I can understand the desire to not have anything outside of the SRD, but perhaps have a seperate section for ToB/MoI/ToM/etc etc?

There's far too much out there to simply ignore it and a large portion of people could use such things. Plus, this is hardly a core-only project as anybody wishing to play such things properly will generally have to go to the relevant book and look up fluff and whatnot. I know I have to whenever I play anything I'm unfamiliar with.

Trenelus
2010-10-08, 03:39 PM
First, nice to see that the work continues.

Titan
The newest version looks better, but still could use some trimming.

# The order of features should be checked, they seem to be out of order.
# All other creatures keep their alignment sub types, even if their alignment changes, or is different from the begining. Titans should too retain that.
# What languages they speak? These should be specified in the Titanic Body feature. Perhaps Common, Giant and the third depending on your starting alignment (good = Celestial, neutral = Dragonic & evil = Abyssal)?
# How about making a list or table of ability incresements. It would help a lot to keep track of them, especially if would start with higher level character.
Look at Pit Fiend or Fire Giant, for example.
# Swat: ok, but you shoud maybe rename it, like "Give ya' a LIFT" :smalltongue:
# Skin of the Titan: Might be nitpicking, but usually only creatures that are specifically resistant to magic should have SR: 10+hd+ability score. However, as Titan gains only +4 to Cha, it does not seem to be really unbalancing.
# Titan Battle Style: +HD to damage seems quite a lot, with that ½hd strength bonus particularly big, with possible high multiplier crit weapon.
When you combine that with feature to penetrate DRs it seems unreasonably high. The damage alone should make it easy to cut throught from anything one might need to. Consider removing it.
Or perhaps replacing it with feature to use both melee abd SLAs on the same round. Perhaps when using battle style weapon and scoring critical (even on threath?) Titan could use one of it's SLAs as swift action? Ability score/Fixed times per day? Maybe limit what spells could be used this way?
# Action economy starts to important at higher levels, and as combat healing is often seeing as a waste of time, maybe Titan could be allowed to use his cure spells as swift action, but only when using them for himself? Call that "Just a Flesh Wound" or something.
# And the capstone, Suprime Titanic Magic: I think with the current wording, it does nothing, as you have no SLAs with 1/round limitation. So it at least needs cleared out what it does.

# Titan magic: These are much, much easier to read now, good work.
Consider possible changes (nothing especially wrong, just suggestions):
Remove Curse loses it's point with greater dispel magic, so how about upgrading it to Break Enchantment, for some use at higher levels. Maybe even cutting on the uses, as even 1 day/ for every 2 HD should be more than enough (I hope, as then you are in big troubles). Same goes for Bestow Curse, about the uses.
Levitate might be able to switch for Fly
Firestrom should be cut down, to at most 1 day/ every 2 HD, maybe even to every 4 HD? Titan is already cable to do alot of damage.
Word of Chaos might be increased to 1 day/ every 3-5 HD, and make it work for even non-chaotic Titans. Compere to Pit fiend and palor, for example.
Maze could use few extra uses, for 1 day/ every 5-6 HD?
Meteor Swarm for 1 day/ every 5-7 HD?
Greater Restoration/Crushing Hand for 1 day/ every 4-7 HD?

Hope that find any use for this. Overall, I like it.

Makiru
2010-10-08, 03:43 PM
there are some creatures in the waiting list on the first page, if you dont want to do any of those you can do arrow demon(MM 3 page 34)

I think most of the things on the waiting list have been done already and it just hasn't been updated to reflect it yet. I think I'll give the arrow demon a shot; try something a bit more complex than the other two.

EDIT: Only creature on the waiting list that hasn't been done already is the ultraloth...and there's no way I'm touching that beast. Doing anything with more than 10 levels is kinda intimidating to me at the moment.

Gorgondantess
2010-10-08, 07:09 PM
Eh, I can understand the desire to not have anything outside of the SRD, but perhaps have a seperate section for ToB/MoI/ToM/etc etc?

There's far too much out there to simply ignore it and a large portion of people could use such things. Plus, this is hardly a core-only project as anybody wishing to play such things properly will generally have to go to the relevant book and look up fluff and whatnot. I know I have to whenever I play anything I'm unfamiliar with.

Und zhat is vhy hyoo need to be creatiff!
For example, the Reth Dekala. It is ToB... but there are enough resources for it that it can be pulled off, with the source online and the new maneuvers it gets, without ever cracking open that book. It's not that you have to be all-core- it's that you need to use things that are free to access online. Thus, saying it gets levels of a class in a book many people don't have is a no-no... but I'm sure you could swing the essentia, and maybe some limited incarnum-based ability. Figure it out, yah?

Magicyop: I disagree with many of the things monkman said, by the way: he's being just a little strict. SO! *cracks knuckles*
Let's do this thing.
As for the table, we ignore the ELH. BAB and saves still progress past level 20. What does craft: dreamweaving do, aside from work with one epic level ability?

Proficiencies: A Dream Larva is proficient only with its natural weapons.
Oookay.

Body of Nightmares: A Dream Larva loses all racial traits and becomes an Outsider. It gain Outsider traits (Darkvision 60 ft, does not need to sleep or eat) and a natural armor bonus equal to its Con modifier + 4.
Whoah, whoah! This is a problem, right here. You need more info.
First of all, can it wear armor? What size is it? Does it have limbs capable of fine manipulation? Does its form restrict movement or dexterity in any way? You don't have to say what it can do, but you have to say what it can't do. Also, without a picture, we'll need a basic body plan of this thing: what kind of limbs it has, and what of those it can use.


Soporific Touch(ex): The Dream Larva's touch can send people to sleep. Once per day for every 2 HD, the Dream Larva may make a touch attack. If this succeeds, the opponent must make a will save (DC 12 + Charisma Modifier) or fall asleep. They stay asleep for one minute per class level. They are helpless while asleep, but any damage or light slap wakes them up.
Specify that it's a mind-affecting effect, and standardize saves. Also, it would be cool if you gave the ability sometime later to channel it through a melee attack.


Jaws: The Dream Larva gains a natural bite attack. This deals 2d8 + Str modifier damage. At level 12, the damage increases to 3d8 + Str modifier, and at level 22, the damage increases to 4d8 + Str modifier.
Specify that this is a primary natural attack. Also, the damage progression is a bit odd... First of all, the damage WILL progress one dice step when it increases size. I'd start it out at 2d8, and not give it any increases based on level. I'll elaborate later.
So for levels 1-3: sortof a problem. At level 1, it can't do ANYTHING. At level 2, it's useless against anything that is immune to sleep. Finally, at level 3, it can do something. Move everything to level 1, and give soporific touch a short scaling range.

Okay, so here's what I'm thinking, just glancing it over: this would be suited better as a 20 level class. It's a 2-trick pony: lots of natural attacks, and sleep. Now, it's really good at these things... but it's still a 2-trick pony. Beyond that, everything is spread out over 31 levels... and the spreading feels forced. There's just not enough content here for a 31 level class.
Finally, it waits to get its cool tricks until 31. This is a problem. If you're designing an epic level class, it needs to get everything cool by level 20, and then a continuation on all that for level 20+. The reason for this is that most games do not go beyond level 20, so you don't want anyone who wants to play a dream larva feel gimped just because they're not going to a very very high level. I've played 1 game in my whole life above 20 (okay, more like 10, but all of those other ones were AD&D.) The one I played in 3.5 was level... 24, I think.
The only really significant reason to make a 20+ level class is if it has too much stuff for a mere 20 levels. This does not.

Now, back to the level-by-level.

Night Visit: Once every night you may visit someone's dreams. You must know the target's name and one fact about their sleeping habits. You may visit them anywhere on the same plane, and converse with them for up to five minutes in their dreams.
So... it mimicks a 4th level spell, essentially? Powerful. Okay, but powerful.


Bad Dream(su): Starting at 5th level, a Dream Larva carries traces of everyone's greatest fear. Getting too close to one, a person begins to feel something is seriously wrong. Anyone within 30 ft. of the Dream Larva seeing it for the first time must make a will save (DC 10 + 1/2 level + Charisma Modifier) or be shaken.
Awwww, useless against the recurring villain?:smallfrown:


Claws: The Dream Larva's hands evolve into claws. They can still be used to carry things but become a natural weapon dealing 2d6 + 1/2 strength modifier damage. They also grow a second pair of arms, giving them two pincer natural attacks, each dealing 2d6 + 1/2 strength modifier damage. Your pincers may not be used to carry or manipulate things. At level 18 the damage for both of these increases to 3d6 + 1/2 strength modifier. At level 26, the damage increases to 4d6 + 1/2 strength modifier.
Hm. Well, first of all, it says "pincers" in the table, though you never actually get that ability. Second, specify they're natural attacks. Third, actually break them apart, giving claws early on and pincers later.
Now, a good progression would be: 2d6 for claws, and 2d8 for jaws. Let growth increase it to 3d6 and 3d8, then give it an ability some time after arachnoid embrace that increases all of its natural attacks by 1 step.


Forged of Dream: The Dream Larva's familiarity with dreams lends them a greater understanding of the universe, and strengthens them against assault. They gain fire and cold resistance equal to their level (maximum 20) and resistance to mind-affecting spells and effects equal to their level. At level 15, they gain complete immunity to mind-affecting effects.
No. Y'know how on the outsiders, they'll have devil, or demon, or yugoloth, and each of those gives the "traits"? Same thing for abomination, though I'd break it up into lesser & greater abomination traits.
Lesser: +1/HD vs. polymorphing and petrification, not subject to death from massive damage, resistance to cold & fire equal to 1/2 HD, and telepathy out to 20'/HD. Give all this at level 2.
Greater: Immune to polymorphing & petrification, energy drain, ability drain, ability damage, nondetection with CL=HD and blindsense out to 5' per HD. I'd give this at level 6-11.
Finally, at level 11+ I'd give true seeing. Combine them if you give the greater at level 11. Ta dah!


Dream Spy: You can use your Night Visit ability on two people per night, and it lasts twice as long. While you are visiting someone's dreams, you may force their subconscious to answer one question, though they can make a will save (DC 13 + Charisma Modifier) to resist. In addition you can try to learn what they like or fear, they get a will save (DC 15 + Charisma Modifier) to resist each of these effects. You may perform each of these once per night.
HAHAno. Anyone on the plane, and all you need is their name and a little about them? The biggest problem here is you can do it every effin' night, and it's ANY question. Just wait a few weeks until they crack, and you can interrogate the BBEG. I'd scrap this one.

Improved grab's fine.


Dark Summoning: You can summon one Shadow once per day for every 5 HD as a standard action. It serves your commands loyally for up to 1 minute per class level.
I like it!


Darkest Fears(su): Starting at 10th level, a Dream Larva's fear aura begins to evolve and clearly relate to a person's biggest phobia. Anyone seeing the Dream Larva for the first time from 30 ft. or less must make a will save (DC 10 + 1/2 level + Charisma Modifier) or be frightened. This replaces Bad Dream.
Again, fine, but "for the first time" is kinda lame. Make it a free action, and it can only be used against a certain person once every 24 hours.


Unreal Defense: The Dream Larva gains Regeneration and Fast Healing equal to half his class level. The regeneration can be overcome by good or lawful weapons, or weapons forged by a sleepwalking blacksmith, or critical hits. They also gain resistance to energy drain, polymorphing, and death effects equal to half their class level. At level 25 they gain immunity to all these things.
First off, see Abomination. Second, just cut it to good or lawful weapons. Third, I'd start with fast healing at an earlier level, then later give regeneration as well.


Dreaming Puppets:
Crap in a sack that's broken! NO.


Growth:
There's a standardized description for growth. Use it. Also, give growth much earlier- 5-8th level.


Arachnoid Embrace: Fine.


Drink the Soul: Once per day for every 3 HD, the Dream Larva may drink the life energy of an opponent within 30 ft. as a standard action. The opponent takes 3d4 wisdom damage, and the Dream Larva gains 2 temporary hp for every point of wisdom drained. The opponent may attempt a will save (DC 10 + 1/2 HD + Charisma Modifier) to resist this damage. Any opponent reduced to zero wisdom stands hopeless in a state of eternal sleep, helpless against anything that happens to them. Only healing their wisdom damage will revive them from this state.
You could make it a swift action and cut the save and reduce the damage significantly, or you could cut the save and reduce the damage just a little. Better yet, scale the damage.


Glimpse of Terror(su): Starting at 15th level, the Dream Larva learns the true meaning of fear. Anyone glimpsing it sees something terrifying beyond belief. Anyone seeing the Dream Larva for the first time within 30 ft. must make a will save (DC 10 + 1/2 level + Charisma Modifier) or become panicked. This replaces Darkest Fears.
Let 'em choose from 'cowering' or panicked. More versatile that way, as panicked isn't much better than frightened.


Mental Reflection: You gain Spell Resistance equal to 1/2 HD + Cha Modifier. Additionally, the strange noises that you hear whispering in your mind all the time give you immunity to damaging noise in the real world. You are immune to sonic energy.
Oh, it's fine, but you could honestly scale this back to 2nd, 3rd or 4th level.

Give prismatic spray at level 13.


The View from Beyond
Once again, see abomination.


Worst Nightmare(su): Starting at 20th level, the Dream Larva masters the art of creeping into people's minds and taking advantage of what they most fear. Anyone seeing the Dream Larva from the first time while within 30 ft. must make a will save (DC 10 + 1/2 level + Charisma Modifier) or die. This replaces Glimpse of Terror.
Okay for a capstone, but I wouldn't give it to a 20 level class.

In retrospect, you could keep it at 31 levels and just give stuff like this. Up the content of the rockets you're using in your tag and all that.


Sending: If the Dream Larva succeeds on a grapple check, on their next action, they may swallow their victim into a world of swirling, nonsensical dream stuff. It appears that the victim is eaten up and absorbed by the thousands of leeches that make up the Larva's body. For Charisma Modifier rounds, they are unable to do anything but watch, and when they return, they take 4d6 points of wisdom damage. Any excess beyond their wisdom total becomes constitution damage.
Once again, scale damage, otherwise good.

Phantasm Lord: See Dream Spy. I mean, it's okay for epic levels, but not for pre epic.


The Widest View: Your blindsight is now 400 ft. and your Telepathy is now 1,000 ft. You can directly see within 10 ft. of any dreaming creature within your Telepathy, and you instantly detect the alignment of every creature in your telepathy.
Good if you're going to make it epic-level.


The Dreamer King: You are king and master of all dreams. You may make a DC 30 Craft(Dreamweaving) check to send any vision to any sleeping creature anywhere, just by knowing its name. Additionally, by meeting the same DC, once per week, you may execute a mindrape effect on one person who you are visiting in dreams. You can visit your subjects for up to two hours, and up to 32 subjects. When they awake, if you wish, you may make them exhausted.
You do realize that by this level, just by putting max ranks in the skill it'd be piss easy to pass the check? Also, mindrape isn't a free to access spell.


World of Dreams: You may draw your enemies into a battlefield where it is the strength of mind, not the strength of body, that guarantees success. In this battlefield, you are the one true master, and all must bow before your will or flee before your wrath. Once per day, you may draw all enemies within 30 ft. into a world of dreams. They fall asleep and lay helpless. They face an alter-ego of you in a dream world, their ability scores are substituted: Charisma becomes Strength, Intelligence becomes Dexterity, and Wisdom becomes Constitution. Your mental ability scores are doubled before they are converted. If your alter ego dies, you die. You face your dream foes in a strange, twisting maze-- they may run from you, but you will inevitably catch them one day. They will never die of old age while they remain in the maze. The only way out is the find some way out through magic or your friends helping you, or to kill the Dream Larva. If you band up with others trapped in the maze, you may stand a chance...
It's a bit complicated, quite vague, and requires A LOT of work on the DM's part.


Hushabye: Once per day you may send a huge area into slumber, leaving the world silent as you step over sleeping bodies. Everyone must make a will save (DC 21 + Charisma Modifier) or fall asleep if they are within your telepathy. They remain asleep for one minute per level, as Soporific Touch.
Action? At epic levels, this is lame.


Army of Sleepwalkers: You may now visit up to 64 people each night for up to four hours. They take a -2 penalty on their save against sleepwalking for every night they have succumbed to sleepwalking in the past.
What's sleepwalking? In D&D terms, I mean.


Consciousness Bury: You may immerse your entire self in someone's dreams, protecting you and slowly making a slave of them. Once per month you may jump into one person's dreams while visiting their dreams. Your material body vanishes into smoke, and you plant yourself permanently in their mind. You may use none of your abilities, but you count as visiting them for the purposes of all related abilities at any time when they are asleep. When they are awake they count as charmed to the commands you whisper in their ear. After their save against sleepwalking is at zero for at least one week, this shifts to being dominated. You only die if the person you are buried in dies. You may jump out of their consciousness as a standard action, dealing 10d6 damage to them and to you.
...Interesting. Sortof an epic magic jar. Though the inevitability of it is bunk: just use it against the most powerful creature in the planes not immune to mind affecting, and that's by RAI: by RAW, you can use it against a god, so long as it sleeps, you know it's name, and one thing about it's sleeping habits. A little too powerful, even for epic levels.


True Sleep: You stare into a foes eyes and leave them forever in a dream. The foe sinks to the ground with no save, asleep forever, until the effect is dispelled. Spell resistance applies against this effect. You may do this once per day.
Mind affecting?


The Eternal Nightmare: Even if no one physically knows where you are, everyone will feel your wrath and your presence as you scar the minds of the sleeping. You may visit up to 128 people each night for up to eight hours. If you visit someone for three continuous days, you may draw them into your World of Dreams, though they get the save as normal.
Lame for a capstone.

All in all, I'd advise you condense it into a 20-level class, specify what the various abilities work against, and then make an 11 level epic PrC called the dreamwalker from which you get the night visit line, true sleep, consciousness bury, hushabye, world of dreams, dreamer king, widest view, and worst nightmare. Push everything else back to the 20-level class, and actually condense it a bit, then give it all of its SLAs- flight, haste, and nightmare (the last one at will). Give dreamscape to the PrC.
That way, it can be a fine 20 level class, and then you can make it a full epic.

Sthorup: I'm doing pseudonatural right now, which will be a mix of the one from complete arcane, the one from the ELH, and half farspawn. It's a 10 level class.

Astral Construct: Looks good, but have you ever actually read the PLA rules? It has PP use and augmenting covered. Just say it gets the PLA, and say it's DC.
Also, energy touch: specify that it's for natural attacks, or whatever: doesn't say. Increase it to 1d6. Extra attack does nothing: it's already 2 attacks and only +str.
For the deflections, make them require the previous one to get it: otherwise, little point in taking the earlier ones.
Poison touch is LAME. Make the damage scale.
For psionic enhancement, I'd let it take a 4th level PLA from C if it has already taken psionic enhancement C once, and let D get up to 5th level.
Perfected Flight obsoletes improved fly, from B.
Go ahead and improve Extreme Deflection to +7, and Perfect Deflection to +10.

Assume Mantle (Ps): You gain access to one psionic mantle. You may manifest any of the powers from it with a level of no greater than 1/2 your HD as a PLA a number of times per day equal to your HD/the power's level.
You also gain the mantle's power.
Good choice! In that case, let Psionic Enhancement C get up to 5th level PLAs if it is taken a 3rd time.

Perfected Stability (Ex): The Astral Construct is no longer automatically destroyed at 0 HP. For these purposes, it is now treated as a living creature and dies at -10 HP instead.
You do realize that this is the equivalent of +10 hp, and is thus 6.5 times worse than perfected buff? Speaking of which, Buff can get pretty silly pretty fast: I'd reduce buff B to +12, buff C to +25, and buff D to +60.


Divide (Ex): 1/day per 4HD, he Astral Construct may bud off and create an additional Astral Construct of a level 1/2 HD (maximum 9). This construct does not count towards the usual limit for the number of constructs manifested by the Astral Construct Power.
Is there a duration for this? If not... that is actually pretty cool. In fact, screw it, make it a leadership-esque companion! It has levels equal to the astral construct's HD-2, his HD-1 if he takes leadership, and at least half of its levels have to be in astral construct.


Crystallization (Ps): The Astral Construct may store extra power points in it's body as a Cognizance Crystal. It may store up to it's HD in power points (Maximum 17.)
Move this one to C.


Psionic Void (Ps): The Astral Construct is surrounded by a constant Anti Psionics Field with a radius of 30 ft. This field may be suppressed and resumed at will as an immediate action.
:smalleek:
I'm not sure if this is too powerful, or too cool... probably both, but I'll let it slide.:smallamused:


Regeneration (Ex): The Astral Construct gains Regeneration equal to it's Cha modifier+1. All damage dealt to it is considered nonlethal.
Constructs are immune to nonlethal damage... make it fast healing and move it to C.


Arcane Transferal (Ex): The Astral Construct gains Spellcraft and Use Magical Device as class skills. An Astral Construct who multiclasses for an arcane class can now count his Astral Construct levels as levels of that class for purposes of CL and for the purposes of learning new spells and geting new spell slots. So for example, an Astral Construct 10 who took 1 level of sorcerer could choose to have CL 11, get 2 5th level spell slots, 3 4th level spell slots, 4 3rd level spell slots, 5 2nd level spell slots, 5 1st level spell slots and 6 0th level spell slots.
A bit weak, compared to the others... what I'd do is, instead of this, let it gain casting as a 6th level manifester of its choice, instantly. It's lost 9th level powers, but it works.

Otherwise, good job! This is now probably my favorite monster class.:smallbiggrin:

Titan: Everything Trenelus says is spot-on. Trenelus, you going to get back into making classes?:smallsmile:

Temotei: Are you finished with the Ettin & Nimblewright? Have you made the revisions I suggested?

Everyone: I'll be updating the waiting list and all that.

mootoall
2010-10-08, 07:35 PM
So, I must say, I'm absolutely in love with the Pixie class on this, but I was wondering: can there be a Seelie and Unseelie PrC or template? I think that would open up many other playing options for an otherwise awesome class!

*.*.*.*
2010-10-08, 08:00 PM
Can I request a (awakened) purple worm?

http://i75.photobucket.com/albums/i317/Ichibi-No-Shukkaku/Purple_Worm_for_Paizo_by_MichaelJaecks.jpg

mootoall
2010-10-08, 08:02 PM
Can I request a (awakened) purple worm?

http://i75.photobucket.com/albums/i317/Ichibi-No-Shukkaku/Purple_Worm_for_Paizo_by_MichaelJaecks.jpg

That ... that is a Purple Worm grappling a dinosaur. I want that to be my life ...

Gorgondantess
2010-10-08, 08:09 PM
Evolved undead
http://www.wizards.com/dnd/images/libris_gallery/84752.jpg
Prerequisite: Must be an undead with an intelligence score of at least 4 and a charisma of 10 or greater, and at least 4 HD.
{table]Level|BAB|Fort|Ref|Will|Special
1|+0|+0|+0|+2|Evolved Body, Evolved Ability, Evolution
2|+1|+0|+0|+3|Evolved Ability, +1 Cha
3|+1|+1|+1|+3|Evolved Ability, Evolved Power
4|+2|+1|+1|+4|Evolved Ability, +1 Cha
5|+2|+1|+1|+4|Pinnacle of Evolution, Evolved Power[/table]
2+int mod skill points per level. No class skills.
No new proficiencies.
Evolved Body: Unlike most other monster classes, the Evolved Undead does not lose its racial abilities or change type.
If it is corporeal and does not already possess natural armor, it gains natural armor equal to its strength modifier plus its levels in Evolved Undead minus one. If it does already possess natural armor, it gains a bonus to natural armor equal to its levels in the evolved undead class.
If it is incorporeal, it gains an additional deflection bonus to AC equal to its levels in the evolved undead class.


Evolved Ability: The Evolved Undead may choose one of the below abilities for the first 4 levels of the class.

Evolved Healing: The Undead gains fast healing equal to 1/2 HD. If it already possesses fast healing of this amount or greater, it gets a +3 bonus to its fast healing. This ability may be taken multiple times.

Evolved Flight: The Undead becomes capable of flight, gaining a fly speed equal to its land speed and average maneuverability. If this ability is taken a second time, it improves to double land speed and good maneuverability.
If the Undead already has flight, the fly speed doubles and increases by 1 maneuverability step.

Evolved Hunt: The Undead's land speed doubles, and it gains climb speed equal to 1/2 its new speed, and a burrow speed equal to 1/4 its new speed. If the undead already has either of these movement speeds, the speed doubles. It gains track as a bonus feat: if it already has track, it gains a +5 bonus to tracking. This ability may be taken only once.

Evolved Kill: All of the Undead's natural attacks increase in damage by one step. This ability may be taken only once.

Evolved Physical Resistance: The undead gains DR/Silver and Magic equal to 1/2 HD. If it already has DR, it may improve its DR by 5 points, and may also change it to DR/Silver and Magic. This increase may only be applied once.

Evolved Magical Resistance: The Undead gains SR equal to 10+HD. If it already has SR, it adds its charisma bonus to its SR. This may only be applied once.

Grave Power: All of the Undead's SLAs & abilities gained through monster classes (though no spellcasting) DC's increase by 1.

Grave Magic: The Undead gains one of the below SLAs. This may be taken multiple times: each time, a new SLA may be chosen. If the same one is chosen twice, its uses per day doubles. If the same one is chosen three times, it becomes usable at will.
Minimum HD defines minimum HD to use the SLA, not to take the SLA.
SLAs have DCs of (10+1/2 HD+Cha mod)
{table=head]SLA|Uses per day|Minimum HD
Circle of Death|1/5 HD|11
Cloudkill|1/5 HD|9
Cone of Cold|1/3 HD|9
Confusion|1/3 HD|6
Contagion|1/2 HD|5
Creeping Doom|1/7 HD|13
Dispel Magic|1/4 HD|5
Haste|1/3 HD|5
Hold Person|1/3 HD|4
Invisibility|1/3 HD|4
See Invisibility|1/3 HD|3
Teleport|1/6 HD|10
Unholy Blight|1/3 HD|7[/table]

Advancement:
At 18 HD, Wail of the Banshee may be used once per day in place of Circle of Death.
At 12 HD, Acid Fog may be used once per day in place of Cloudkill.
At 15 HD, Polar Ray may be used interchangeably with Cone of Cold.
At 14 HD, Insanity may be used once per day for every 3 uses available of confusion.
At 12 HD, Greater Dispel Magic may be used once per day for every 2 uses available of Dispel Magic, and at 20 HD Disjunction may be used once per day in place of Dispel Magic.
At 10 HD, Hold Monster may be used once per day for every 2 uses available of Hold Person.
At 7 HD, Greater Invisibility may be used once per day for every 2 uses available of Invisibility.
At 10 HD, True Seeing may be used once per day instead of See Invisibility.
At 13 HD, Greater Teleport may be used once per day instead of teleport.
At 13 HD, Blasphemy may be used once per day instead of Unholy Blight.

Each of these uses require the original SLA, and still take up one use of that SLA.

Evolution:At first level, the undead chooses one of the below to evolve by as it advances in the evolved undead class.
Skill Evolution: This level and each level thereafter, the evolved undead class gives 4+int mod skill points and gains the class skills of any one core class in the SRD. (http://www.d20srd.org/indexes/classes.htm)
Might Evolution: The evolved undead class now grants full BAB.
Magic Evolution: When this ability is taken, it initially does nothing; however, all subsequent levels of evolved undead grant +1 spellcasting level of the spellcasting class of the undead's choice, just like a PrC would.
Resilience Evolution: The evolved undead class now grants all good saves.


Ability Score Increases: The Evolved undead gains +1 charisma at levels 2 and 4.

Evolved Power: When this ability is gained, the undead gains +1 to the ability score of its choice.

Pinnacle of Evolution: When this ability is gained, the undead becomes a truly evolved being, ascending to a higher state; while before it stripped away the bounds of life, now it strips away the bounds of death as well.
It gains the evolved subtype, which confers the following benefits:
Immunity to turning.
Immunity to spells with the [light] descriptor.
A natural rate of healing as if it were living for both ability score and hp damage.
Is affected by positive energy as if it were not undead, and is healed by positive energy spells.
Uses its charisma modifier as a bonus for fortitude saves.
Is now disabled at 0 hit points, unconscious at -1 to -9 hit points, and not destroyed until -10 hit points.

mootoall
2010-10-08, 08:17 PM
Just in case you missed it, there seems to be requests for:

Seelie/Unseelie PrCs or templates and an Awakened Purple Worm.

Gorgondantess
2010-10-08, 08:18 PM
So, I must say, I'm absolutely in love with the Pixie class on this, but I was wondering: can there be a Seelie and Unseelie PrC or template? I think that would open up many other playing options for an otherwise awesome class!

The problem with that is that we only do published classes... there'll probably be a half-fey, at least.

*.*.*.*: Please don't double post just to add a picture. That's what the edit button is for.
The problem with the purple worm is that it's ridiculously vanilla: you could always just refluff another class on this website, and I assure you that it would be much more fun to play.

monkman
2010-10-08, 08:35 PM
Gorg, that was amazing, i would of Never been able to do it, but now what creature should i make?

Gorgondantess
2010-10-08, 08:36 PM
Gorg, that was amazing, i would of Never been able to do it, but now what creature should i make?

Something on the wait list, probably. Thanks, but I'd like some actual criticism- case by case, y'know. It can't be perfect.

monkman
2010-10-08, 08:47 PM
Something on the wait list, probably. Thanks, but I'd like some actual criticism- case by case, y'know. It can't be perfect.

that's quite hard, i dont really see alot of promblems, the only suggestion should be to write that the Bab is poor

mootoall
2010-10-08, 08:50 PM
Ah, yes, good question: if you're using fractional BAB, is it 1/2 or 1/3 BAB? That would be a lot to lose out on when you're relying on touch attacks to drain levels ...

Niezck
2010-10-08, 08:58 PM
That's a large problem for all 1 and 2 level classes here actually - the BAB is never specified and half and three-quarters have the same progression over the first two levels.

Gorgondantess
2010-10-08, 09:11 PM
Good point... I'll specify a general rule on the first page.

mootoall
2010-10-08, 09:17 PM
:elan: - I'm participating!

*.*.*.*
2010-10-08, 09:24 PM
*.*.*.*: Please don't double post just to add a picture. That's what the edit button is for. Sorry, didn't realize I did that

The problem with the purple worm is that it's ridiculously vanilla: you could always just refluff another class on this website, and I assure you that it would be much more fun to play.
Phooey