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Betropper
2010-12-20, 03:56 PM
Community Based Monster Classes: Homebrew Edition.

Welcome! If you've ever played D&D, you've probably wanted to play a monster at some point. Sometimes humans and elves aren't enough. Sometimes, you want to be a dragon.
Sometimes, even dragons aren't enough, and you want to make a new monster. That's what this thread is for.

Now, some of you may have seen the Community Based Monster Classes (http://www.giantitp.com/forums/showthread.php?t=178692) thread. This is a spin-off project of that. We do exactly the same things as they do, exept the following exeptions:

New Rules for this edition:
In addition to the rules in the main thread, we also will need to generate monster ideas for use into classes. Instead of requesting a class, you could also post a monster idea or direct someone to an already homebrewed monster. The Council will decide wether or not it is a viable monster to be turned into, and the link to the monster will be posted in the "Monster Idea" section. This council currently contains me and Kyuubi, get either of our votes for your monster to go in the files. Anyone is then able to call it and work on it.

Betropper
2010-12-20, 03:58 PM
Base Monster Classes
As of yet, none.

Prestige Monster Classes
As of yet, none.

Betropper
2010-12-20, 04:00 PM
Unfinished Monster Classes
Willow Dragon (http://www.giantitp.com/forums/showthread.php?p=10008613#post10008613)
WereRemorhaz (http://www.giantitp.com/forums/showthread.php?p=10008613#post10073082)
WereWight (http://www.giantitp.com/forums/showthread.php?p=10008613#post10075771)Black Dragon Wyrmling (http://www.giantitp.com/forums/showpost.php?p=10495255&postcount=52)


Called Monster Classes
None

Monster Class Ideas
None

Betropper
2010-12-20, 04:01 PM
New Monsters:

Featured Monster:Willow Dragon (http://www.giantitp.com/forums/showthread.php?p=10008613#post10008613)

radmelon
2010-12-20, 06:01 PM
This looks like it will be interesting.

un_known
2010-12-20, 06:14 PM
Here are the Willow Dragon I did for Zaydos after he released its monster counter-part in his thread (http://www.giantitp.com/forums/showthread.php?t=169209). I have the Oak Dragon somewhere on this computer....

Willow Dragon




HD: D12
{TABLE]Level | BAB | Fort | Ref | Will | Feature
1| +1 | +2|+0 |+2 | Willow Dragon Body, Tree Symbiosis, Fey blood, +1 Wis
2| +2| +3|+0 |+3 | Woodland Senses, Slumbering Breath
3| +3| +3|+1| +3 | Alternate Form, Blindsense 60 ft,+1 Str
4| +4| +4| +1|+4 | Song of Soothing, Growth, Wings
5| +5| +4| +1| +4| Natural Arcana, +1 Wis
6| +6| +5|+2 |+5 | Woodland Stride, +1 Con
7| +7| +5| +2| +5| Song of Healing, +1 Str
8| +8| +6| +2| +5| Woodland Affinity, Growth, Tail slap , +1 Wis
9| +9| +6|+3 |+6| Song of Awakening, +1 Con
10| +10| +7|+3 |+7 | Unfound Passage, Natural Arcana, +1 Wis
11| +11| +7| +3|+7 | Song of Growth, Arcane Skin, +1 Str
12| +12| +8| +4|+8 | Lord of the Forest, Cold Iron Scales
13| +13| +8| +4| +8| Song of Animation, +1 Wis, +1 Con
14| +14| +9| +4| +9| Growth, Crush, Transport Tree
15| +15| +9| +5| +9| Fey Form, +1 Str
16| +16| +10| +5| +10|Natural Arcana, +1 Wis
17| +17| +10| +5|+10 | Song of Calling, +1 Con
18| +18| +11|+6 |+11 | One With the Forest, +1 Wis, +1 Str
19| +19| +11| +6| +11| Vengeance of the Forest, +1 Str
20| +20| +12| +6| +12| Song of Ruin, +1 Con [/TABLE]

4 Skill points+int per level, quadruple at 1st level. Class skills: Concentration, Climb, Hide, Spot, Listen, Move Silently, Heal, Survival, Knowledge(any), Perform.

Proficiencies: A Willow Dragon isn't proficient with any armor or weapons, besides his own natural weapons.


Features:
Willow Dragon Body: The Willow Dragon loses all other racial bonuses, and gains Dragon traits, bite 1d8 damage, 2 claws attack for 1d6 damage each and 40 ft. base Land Speed that increases by 10 ft for every 5 HD the Willow Dragon has, and is small sized. The Willow Dragon has wings, but they're too weak to do anything for now. His claws are capable of fine manipulation and can be used for somatic components of spellcasting or anything else a human hand could do.

The Willow Dragon also gets a natural armor bonus equal to his Con modifier. Whenever the Willow Dragon grows one size category, his natural armor increases by a further 1.

The Willow Dragon is vulnerable to Fire, making it take +50% damage from all effects with the keyword Fire.

With the nature of the Willow Dragons abilities and life Willow Dragons have gained a strength against mind affecting effects. They have a racial +8 on saves versus Mind Affecting Effects.


Tree Symbiosis (Su): Each Willow Bragon is mystically bound to a single Willow tree (salix alba is the most common species for willow dragons) and must never stray more than one mile from it. Any who do become ill and die within 4d6 hours. A Willow Dragon’s Willow does not radiate magic. A Willow Dragon may move into its own tree existing in a sort of pocket dimension while within it. While within the tree the Willow Dragon does not have line of effect to any creature, nor does any creature have line of effect to the Willow Dragon. The Willow Dragon may still see and hear normally as if it was in the space occupied by its arboreal home. A Willow Dragon may also store objects (but not creatures) in its tree as if the tree were a type IV bag of holding. A Willow Dragon may cause its tree to move slightly, but the speed of this movement is too slow for any in combat effect. Due to this symbiosis a Willow Dragon's tree does not normally die of old age until the Dragon itself succumbs to the twilight.

When the dragon has an egg they store it inside the mother’s tree. When the egg is ready to hatch the tree releases the egg with a tiny Sapling (Like 9 cm tall) growing from the top of it. When the baby pushes out from the egg the sapling is planted with the shell as is breaks down. And thus you have even more entwined dragons.

For a dragon that has lost it's tree it can as a last resort before dying attempt to coerce from the ruins of the tree a tiny sapling and so long as one seed or sapling can be gained the dragon may live. Should this sapling survive the year the dragon will have a good growing tree. During this year the tree is very fragile and the Dragon takes a -10 on everything while out of sight of the tree. A dragon that destroyed its own tree does not have this option.

Rarely a willow dragon, in a fit of madness, will destroy its own tree. Few willow dragons survive this act and those who do become "Forlorn". A "Forlorn" suffers a -8 penalty to Wisdom and lose their druidic casting. They gain a +6 to Charisma and sorcerer casting as a sorcerer of the listed level. "Forlorn" as lose access to all Song of X abilities they had as a willow dragon except for Song of Ending. "Forlorn" are always Chaotic Evil and exist in a state of anger, sorrow, and unending pain. Few "Forlorn" live more than a month, and none has been known to live a year in this state.

Fey Blood: A Willow Dragon receives spells known and spells per day as a bard of same level, but he casts as a Druid and takes his spells known from the Druid spell list.

If it multi-classes as a bard it's spell casting increases as a bard.
If it multi-classes as a Druid it counts as already having sorcerer casting depending on it's dragon level, as shown on the following table.

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

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

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

His Caster level remains equal to his full HD when multiclassing to Druid.

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


Ability score increase: The Willow Dragon ability scores increase by the shown amount.

1 | +1 Wis
3 | +1 Wis, +1 Str
6 | +2 Wis, +1 Str, +1 Con
7 | +2 Wis, +2 Str, +1 Con
8 | +3 Wis, +2 Str, +1 Con
9 | +3 Wis, +2 Str, +2 Con
10 | +4 Wis, +2 Str, +2 Con
11 | +4 Wis, +3 Str, +2 Con
13 | +5 Wis, +3 Str, +3 Con
15 | +5 Wis, +4 Str, +3 Con
16 | +6 Wis, +4 Str, +3 Con
17 | +6 Wis, +4 Str, +4 Con
18 | +7 Wis, +5 Str, +4 Con
19 | +7 Wis, +6 Str, +4 Con
20 | +7 Wis, +6 Str, +5 Con

[/TABLE]


NOTE: This table presents the TOTAL bonus gained for ease of keeping count! Don't add the values from different levels!

Woodland Senses: The Willow 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.

Slumbering Breath: The Willow Dragon’s single breath weapon is a cone of sleep gas. All creatures caught in the 60ft cone must make a Will save or fall asleep (as the spell, no hit die cap) for 1d6 + ½ Willow Dragons class level.

Alternate Form:At 3rd level a Willow Dragon can assume the form of any animal or humanoid form of Small size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself at its caster level, except that the dragon does not regain hit points for changing form and can only assume the form of an animal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form. Upon gaining a new size category the Willow Dragon may instead opt to assume the form of a humanoid or animal form of that size category or smaller.


Blindsense: Gained at 3rd level, as the normal ability, range 60 ft.

Song of Soothing (Su): A Willow Dragon of level 4 or higher may sing a song of soothing. This functions as the spell Calm Emotions except: it has a range of 60-ft; it lasts for as long as the Willow Dragon sings; fey with more hit die than the Willow Dragon are immune to this ability; and outsiders with the evil subtype are also immune to this ability. The save against this effect is equal to 10 + Willow Dragons HD. It is a move action for the Willow Dragon to begin singing and while singing it may not use its bite attack. A Willow Dragon may only perform a song of soothing for 2 rounds per ½ it’s HD before ending the song and once it ends the song it may not begin another Song of Soothing for 1 hour.

Growth: At 4th level the Willow Dragon grows to Medium size.
At 8th level the Willow Dragon grows to Large size.
At 14th level the Willow Dragon grows to Huge size.

His AC, bonus to hit, base damage, grapple and skills change accordingly, but he does not get any ability score bonus or penalties.

Wings: At 4th level the Willow Dragon becomes able to fly at the speed of 10 ft. per HD, with poor maneuverability. The maneuverability doesn't increase naturally, but players can take the Savage Species feat that increases it by two steps (stackable). Each wing can also be now used to deliver a natural attack dealing 1d4 damage.

Natural Arcana: At 5th, 10th and 16th level the Willow Dragon can add any spell with the Plant descriptor of a level he can cast to his list of spells known

Woodland Stride: At 6th level the Willow dragon gains a bonus on Hide and Move Silently Checks equal to 1/2 it's HD. In addition, if it's standing near a snow or ice surface (or in the middle of a snowstorm/ blizzard), it can hide without actually having anything to hide behind.

Song of Healing: At 7th level the Willow Dragon can use this ability as a SLA 1/day for every 2 HD it has. All living creatures, within 60-ft, able to hear the dragon’s song gain fast healing equal to ½ the dragon’s age category while the dragon is singing. No creature may heal more than its maximum hp from a single willow dragon’s song of healing in one day and a willow dragon is not affected by its own song. Outsiders with the evil subtype, undead, and deathless which hear this song and are within 60-ft of the willow dragon take damage equal to the willow dragon’s age category every round instead of gaining fast healing. This ability affects plants despite them being objects. It is a move action for the Willow Dragon to begin singing and while singing it may not use its bite attack.

Woodland Affinity: At 8th level a Willow Dragon knows their forest so well that they know exactly how where to find what they want and how to hide. They gain a bonus to Survival, Hide, Search and Knowledge (Nature) equal to their HD so long as they remain in a forest environment.

Tail Slap: At 8th level the Willow dragon can now make a tail slap attack dealing 1d8 damage(already taking in account large size).

Song of Awakening:A Willow Dragon of 9th level can use this ability by raising it’s voice to the forest it can awaken, as per the spell Awaken, 1 plant or animal per Week per every 3 HD it has. Unlike the spell Awaken the Willow Dragon does not pay an EXP cost.

Unfound Passage: A 10th level Willow Dragon can pass through any terrain without leaving a trace as if under a permanent Pass Without Trace spell. No means magical or not may find their passage.

Song of Growth: A Willow Dragon of level 11 or higher may target a number of plant creatures equal to its ½ it’s HD within 60-ft of it with this ability 1/day per 5 HD. The targeted plant creatures are affected as if by an Animal Growth spell that affects plants instead of animals for as long as the willow dragon sings. They also gain fast healing as if from the Willow Dragon’s Song of Healing ability during this song (they may heal their hp from this song 1/day and from song of healing 1/day each). Non-creature plants within an area in which the Willow Dragon sings for at least 10 minutes will grow twice as much during the next year; no non-creature plant may be affected by the willow dragon’s song of growth more than once per year. It is a move action for the willow dragon to begin singing and while singing it may not use its bite attack.

Arcane skin: At 11th level the Willow Dragon gains SR equal to his HD+11.

Lord of the Forest:At 12th level a Willow Dragon casts spells and SLAs with the [Plant] descriptor at +2 caster level and ignores any limit on caster level on such spells and SLAs.

Cold Iron Scales: At 13th level the Willow dragon gains DR/Cold Iron equal to half his HD.

Song of Animation: A Willow Dragon of level 13 or higher may sing a song that animates the plants around them as per the Animate Plants spell. The Willow dragon may use this ability 1/day per 6 HD it has. It is a move action for the willow dragon to begin singing and while singing it may not use its bite attack.

Crush: At 14th level the dragon can make a crush attack dealing 2d8 damage base, already taking in account huge size.


This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

A crush attack deals the indicated damage plus 1½ times the dragon’s Strength bonus (round down).


Transport Tree: A Willow Dragon of 14th level or higher may teleport themselves, their tree and any bonded Dryad once during either an equinox or solstice as the spell greater teleport.


Fey Form: A Willow Dragon of 15th level may use its Alternate Form ability take the form of a Fey creature of extreme beauty. This functions as Alternate Form into a nymph except: male Willow Dragons may use this ability to become a male creature whose surreal beauty is equivalent to that of a nymph’s; while in this form the Willow Dragon gains a deflection bonus to its AC equal to its Charisma modifier; while in this form the willow dragon gains both the nymph’s Stunning Glance and blinding beauty abilities. It does not gain any other abilities of a nymph.

Song of Calling: A Willow Dragon of level 17 may sing a Song of Calling. The Willow Dragon call out to nature herself to embody and protect the Willow Dragon. In return nature creates 1d4+2 Shambling Mounds as per the spell, Shambler. The Shambling Mounds react and follow your instructions as per the spell but always have their immunity to fire no matter what environment they are summoned in.
The Willow Dragon cannot use this ability again until all Shambling Mounds from the previous calling are dead.

One With the Forest: The Willow Dragon has lived in the forest so long that it’s body is now covered with plant-like growths and can blend in perfectly. You can now as a free action stop moving to blend in with your environment perfectly. While blended in no means except magical may detect you.

Vengeance of the Forest: Willow Dragons will never forgive, and never forget those that desecrate their forests. At 19th level, they gain a +2 Sacred bonus to AC, Saves, Skills and Ability Checks, Attack rolls, Damage Rolls and DCs from their spells, SLAs and breath weapon against opponents who have defaced the Willow Dragons forest in the past or somehow injured the Willow Dragon. This bonus is cumulative for multiple encounters (with at least 24 hours interval) and has no limit.

Song of Ruin: The Willow Dragon has now lived to see so much bad in this world that they may sing a Song of Ending. Their voice may either affect all creatures, except for ones it specifically designates as exempt, or affect only creatures it specifically targets with this ability. Whichever it chooses, targeted creatures must make a Fort save each round the Willow Dragon sings or take 2 negative levels. The save against this effect is Willow Dragon HD + Cha Modifier. It is a move action for the Willow Dragon to begin singing and while singing it may not use its bite attack. A Willow Dragon may only perform a Song of Ending for 1 round per level before ending the song and once it ends the song it may not begin another Song of Ending for 24 hours.

Mystic Muse
2010-12-20, 07:06 PM
Before even looking at the class, I have to call attention to the "tree symbiosis" ability. One mile from a tree is a very limited range for a campaign to take place in. I can see a vast amount of DMs denying the class right after reading that.

un_known
2010-12-20, 07:17 PM
How would you suggest I change it due to this playing with being a similair bond that a dryad would have to a tree.

Mystic Muse
2010-12-20, 07:31 PM
I honestly don't know. I wasn't aware the Dryad had that limitation either. I guess it's not entirely Necessary but it is kind of limiting for campaigns.

un_known
2010-12-20, 07:33 PM
I could change it that it's to do with spending time periods with the tree. Sort of like the longer you are away from the tree the sicker the tree becomes but by spending one day with it you can rejuvinate it.

flabort
2010-12-20, 08:46 PM
Since the closedeath of Gorgantess's thread, I haven't kept up with this project anymore. However, I might check up on this side-project. I may even participate.
Do we have to use existing monsters in these forums, or can we make up the monster as we create the class?
Obviously, we CAN use the existing monsters (I don't mean published, that's the other thread's job), but I'd just like to know. What's the limit on our imagination?

monkman
2010-12-20, 08:51 PM
Since the closedeath of Gorgantess's thread, I haven't kept up with this project anymore. However, I might check up on this side-project. I may even participate.
Do we have to use existing monsters in these forums, or can we make up the monster as we create the class?
Obviously, we CAN use the existing monsters (I don't mean published, that's the other thread's job), but I'd just like to know. What's the limit on our imagination?

I think it would be better to get the creature(find it or invent it) before you do the class,I don't think it obligatory but i think that it would be better as you could see the creature afterward.

I think if you make a creature,put it in here and we(several people) think that it's OK,Then the multi verse is your limit.

Mystic Muse
2010-12-20, 08:53 PM
Since the closedeath of Gorgantess's thread, I haven't kept up with this project anymore. However, I might check up on this side-project. I may even participate.
Do we have to use existing monsters in these forums, or can we make up the monster as we create the class?
Obviously, we CAN use the existing monsters (I don't mean published, that's the other thread's job), but I'd just like to know. What's the limit on our imagination?

Whatever is allowed, make sure there's fluff available, or create fluff. It's easier to create and critique monsters when you know what the idea behind them is.

un_known
2010-12-20, 11:51 PM
I think I might have a possible fix for the distance problem:
Every HD the distance increases by one mile per level but every five levels: 5, 10, 15, 20 etcetera.. the distance increases by three miles.

I haven't changed the original class yet want to see how people view this change first.

Stycotl
2010-12-21, 01:04 AM
i seem to recall some variant ability that allows the dryad to take her tree with her, or to turn it into a weapon or something weird like that.

un_known
2010-12-21, 01:12 AM
Later on the Dragon (Lvl 14) can move the tree via teleport but for a campaign it would need to be earlier and havign a tree suddenly in a dungeon might be wierd...

Kajhera
2010-12-22, 09:01 AM
i seem to recall some variant ability that allows the dryad to take her tree with her, or to turn it into a weapon or something weird like that.

You would be thinking of Livewood.

un_known
2010-12-22, 03:08 PM
Where can I find Livewood?

Stycotl
2010-12-22, 03:22 PM
You would be thinking of Livewood.

beats me. it might be good to give a few variants that the player can choose from: static, rooted tree; bonded wooden item familiar; etc; a tiny treant that the dragon gets as a familiar or cohort or something; etc.

un_known
2010-12-24, 02:11 AM
That sounds good now I just need to figure out how to work that. Any comment on the rest of the class?

Edit: Working on another Homebrewed Monster class. Will post the monster on the 26th probably.

Kajhera
2010-12-24, 06:05 PM
Some input for you.


Here are the Willow Dragon I did for Zaydos after he released its monster counter-part in his thread (http://www.giantitp.com/forums/showthread.php?t=169209). I have the Oak Dragon somewhere on this computer....

Willow Dragon




HD: D12
{TABLE]Level | BAB | Fort | Ref | Will | Feature
1| +1 | +2|+0 |+2 | Willow Dragon Body, Tree Symbiosis, Fey blood, +1 Wis
2| +2| +3|+0 |+3 | Woodland Senses, Slumbering Breath
3| +3| +3|+1| +3 | Alternate Form, Blindsense 60 ft,+1 Str
4| +4| +4| +1|+4 | Song of Soothing, Growth, Wings
5| +5| +4| +1| +4| Natural Arcana, +1 Wis
6| +6| +5|+2 |+5 | Woodland Stride, +1 Con
7| +7| +5| +2| +5| Song of Healing, +1 Str
8| +8| +6| +2| +5| Woodland Affinity, Growth, Tail slap , +1 Wis
9| +9| +6|+3 |+6| Song of Awakening, +1 Con
10| +10| +7|+3 |+7 | Unfound Passage, Natural Arcana, +1 Wis
11| +11| +7| +3|+7 | Song of Growth, Arcane Skin, +1 Str
12| +12| +8| +4|+8 | Lord of the Forest, Cold Iron Scales
13| +13| +8| +4| +8| Song of Animation, +1 Wis, +1 Con
14| +14| +9| +4| +9| Growth, Crush, Transport Tree
15| +15| +9| +5| +9| Fey Form, +1 Str
16| +16| +10| +5| +10|Natural Arcana, +1 Wis
17| +17| +10| +5|+10 | Song of Calling, +1 Con
18| +18| +11|+6 |+11 | One With the Forest, +1 Wis, +1 Str
19| +19| +11| +6| +11| Vengeance of the Forest, +1 Str
20| +20| +12| +6| +12| Song of Ruin, +1 Con [/TABLE]

4 Skill points+int per level, quadruple at 1st level. Class skills: Concentration, Climb, Hide, Spot, Listen, Move Silently, Heal, Survival, Knowledge(any), Perform.

Proficiencies: A Willow Dragon isn't proficient with any armor or weapons, besides his own natural weapons.


Features:
Willow Dragon Body: The Willow Dragon loses all other racial bonuses, and gains Dragon traits, bite 1d8 damage, 2 claws attack for 1d6 damage each and 40 ft. base Land Speed that increases by 10 ft for every 5 HD the Willow Dragon has, and is small sized. The Willow Dragon has wings, but they're too weak to do anything for now. His claws are capable of fine manipulation and can be used for somatic components of spellcasting or anything else a human hand could do.

A small-sized dragon generally has 1d6 bite and 1d4 claws. Why the exception here?

The Willow Dragon also gets a natural armor bonus equal to his Con modifier. Whenever the Willow Dragon grows one size category, his natural armor increases by a further 1.

The Willow Dragon is vulnerable to Fire, making it take +50% damage from all effects with the keyword Fire.

With the nature of the Willow Dragons abilities and life Willow Dragons have gained a strength against mind affecting effects. They have a racial +8 on saves versus Mind Affecting Effects.

Might consider scaling it. Pleasant regardless.

Tree Symbiosis (Su): Each Willow Dragon is mystically bound to a single Willow tree (salix alba is the most common species for willow dragons) and must never stray more than one mile from it. Any who do become ill and die within 4d6 hours. A Willow Dragon’s Willow does not radiate magic. A Willow Dragon may move into its own tree existing in a sort of pocket dimension while within it.

How does this interact with other pocket dimensions? And I presume there's replenishing air inside it?

While within the tree the Willow Dragon does not have line of effect to any creature, nor does any creature have line of effect to the Willow Dragon. The Willow Dragon may still see and hear normally as if it was in the space occupied by its arboreal home. A Willow Dragon may also store objects (but not creatures) in its tree as if the tree were a type IV bag of holding. A Willow Dragon may cause its tree to move slightly, but the speed of this movement is too slow for any in combat effect.

The important bit is ... how fast is this, for overland movement purposes.

Due to this symbiosis a Willow Dragon's tree does not normally die of old age until the Dragon itself succumbs to the twilight.

When the dragon has an egg they store it inside the mother’s tree. When the egg is ready to hatch the tree releases the egg with a tiny Sapling (Like 9 cm tall) growing from the top of it. When the baby pushes out from the egg the sapling is planted with the shell as is breaks down. And thus you have even more entwined dragons.

For a dragon that has lost its tree, it can, as a last resort before dying, attempt to coerce from the ruins of the tree a tiny sapling. So long as one seed or sapling can be gained the dragon may live. Should this sapling survive the year the dragon will have a good growing tree. During this year the tree is very fragile and the Dragon takes a -10 on everything while out of sight of the tree. A dragon that destroyed its own tree does not have this option.

How does it do this? Does it have to make some kind of check?

Rarely a willow dragon, in a fit of madness, will destroy its own tree. Few willow dragons survive this act and those who do become "Forlorn". A "Forlorn" suffers a -8 penalty to Wisdom and lose their druidic casting. They gain a +6 to Charisma and sorcerer casting as a sorcerer of the listed level. "Forlorn" as lose access to all Song of X abilities they had as a willow dragon except for Song of Ending. "Forlorn" are always Chaotic Evil and exist in a state of anger, sorrow, and unending pain. Few "Forlorn" live more than a month, and none has been known to live a year in this state.

How do they survive more than 4d6 hours? Again, a check here, probably continued ones?

Fey Blood: A Willow Dragon receives spells known and spells per day as a bard of same level, but he casts as a Druid and takes his spells known from the Druid spell list.

If it multi-classes as a bard its spell casting increases as a bard.

This line is either puzzling or a tautology. Do you mean its druid spellcasting continues to increase as a bard, instead of or in addition to normal bard casting? Or just that it gains bard spellcasting normally?

If it multi-classes as a Druid it counts as already having sorcerer druid casting depending on it's dragon level, as shown on the following table.

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

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

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

His Caster level remains equal to his full HD when multiclassing to Druid.

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


Ability score increase: The Willow Dragon ability scores increase by the shown amount.

Table's not tabling. Here's a table.

{table]
1 | +1 Wis
3 | +1 Wis, +1 Str
6 | +2 Wis, +1 Str, +1 Con
7 | +2 Wis, +2 Str, +1 Con
8 | +3 Wis, +2 Str, +1 Con
9 | +3 Wis, +2 Str, +2 Con
10 | +4 Wis, +2 Str, +2 Con
11 | +4 Wis, +3 Str, +2 Con
13 | +5 Wis, +3 Str, +3 Con
15 | +5 Wis, +4 Str, +3 Con
16 | +6 Wis, +4 Str, +3 Con
17 | +6 Wis, +4 Str, +4 Con
18 | +7 Wis, +5 Str, +4 Con
19 | +7 Wis, +6 Str, +4 Con
20 | +7 Wis, +6 Str, +5 Con

[/TABLE]


NOTE: This table presents the TOTAL bonus gained for ease of keeping count! Don't add the values from different levels!

Woodland Senses: The Willow 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.

Slumbering Breath: The Willow Dragon’s single breath weapon is a cone of sleep gas. All creatures caught in the 60ft cone must make a Will save or fall asleep (as the spell, no hit die cap) for 1d6 + ½ Willow Dragons class level. Fall asleep for ... 1d6 + 1/2 willow dragon levels ... sorry, fall asleep for that much what? Rounds? What is the DC of the save? How often can it use its breath weapon? Are you certain you want to tie it to levels in the class rather than total hit dice, whatever that number means?

Alternate Form:At 3rd level a Willow Dragon can assume the form of any animal or humanoid form of Small size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself at its caster level, except that the dragon does not regain hit points for changing form and can only assume the form of an animal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form. Upon gaining a new size category the Willow Dragon may instead opt to assume the form of a humanoid or animal form of that size category or smaller.


Blindsense: Gained at 3rd level, as the normal ability, range 60 ft.

Song of Soothing (Su): A Willow Dragon of level 4 or higher may sing a song of soothing. This functions as the spell Calm Emotions except: it has a range of 60-ft; it lasts for as long as the Willow Dragon sings; fey with more hit die than the Willow Dragon are immune to this ability; and outsiders with the evil subtype are also immune to this ability. ... Odd exceptions. I'm sure you have a reason. The save against this effect is equal to 10 + Willow Dragon;s HD. ... Full HD and no ability enhancer? Again, odd. It is a move action for the Willow Dragon to begin singing and while singing it may not use its bite attack. Does singing occupy any actions, or just the bite attack? A Willow Dragon may only perform a song of soothing for 2 rounds per ½ its HD Confusing. So ... if it's 4HD ... 2/2 = 1? 8 ... 2/4 = 2? Probably better phrased 1 round/4HD. before ending the song, and once it ends the song it may not begin another Song of Soothing for 1 hour.

Growth: At 4th level the Willow Dragon grows to Medium size.
At 8th level the Willow Dragon grows to Large size.
At 14th level the Willow Dragon grows to Huge size.

His AC, bonus to hit, base damage, grapple and skills change accordingly, but he does not get any ability score bonus or penalties.

Wings: At 4th level the Willow Dragon becomes able to fly at the speed of 10 ft. per HD, with poor maneuverability. The maneuverability doesn't increase naturally, but players can take the Savage Species feat that increases it by two steps (stackable). Each wing can also be now used to deliver a natural attack dealing 1d4 damage.

Natural Arcana: At 5th, 10th and 16th level the Willow Dragon can add any spell with the Plant descriptor of a level he can cast to his list of spells known. Since he's a druid, this is to spells he can prepare aye?

Woodland Stride: At 6th level the Willow dragon gains a bonus on Hide and Move Silently Checks equal to 1/2 its HD. In addition, if it's standing near a snow or ice surface (or in the middle of a snowstorm/ blizzard), it can hide without actually having anything to hide behind. ... Wait, snow? This critter has something to do with snow? Why can it hide in plain sight in snow?

Song of Healing: At 7th level the Willow Dragon can use this ability as a SLA 1/day for every 2 HD it has. All living creatures, within 60-ft, able to hear the dragon’s song gain fast healing equal to ½ the dragon’s age category ... Fast healing half a wyrm. There's a problem here: I have no clue what level corresponds to what age category. Should likely have this go by levels. while the dragon is singing. No creature may heal more than its maximum hp from a single willow dragon’s song of healing in one day and a willow dragon is not affected by its own song. Outsiders with the evil subtype, undead, and deathless which hear this song and are within 60-ft of the willow dragon take damage equal to the willow dragon’s age category every round instead of gaining fast healing. This ability affects plants despite them being objects. It is a move action for the Willow Dragon to begin singing and while singing it may not use its bite attack.

Woodland Affinity: At 8th level a Willow Dragon knows their forest so well that they know exactly how where to find what they want and how to hide. They gain a bonus to Survival, Hide, Search and Knowledge (Nature) equal to their HD so long as they remain in a forest environment.

Tail Slap: At 8th level the Willow dragon can now make a tail slap attack dealing 1d8 damage(already taking in account large size).

Song of Awakening:A Willow Dragon of 9th level can use this ability by raising its voice to the forest it can awaken, as per the spell Awaken, 1 plant or animal per Week per every 3 HD it has. Unlike the spell Awaken the Willow Dragon does not pay an EXP cost.

Unfound Passage: A 10th level Willow Dragon can pass through any terrain without leaving a trace as if under a permanent Pass Without Trace spell. No means magical or not may find their passage. So inquiring with the local dryads, they are unable to inform you that a willow dragon walked by recently? Should probably either ditch that sentence or be more specific about the magical and nonmagical tracking it protects against beyond pass without trace.

Song of Growth: A Willow Dragon of level 11 or higher may target a number of plant creatures equal to its ½ it’s HD within 60-ft of it with this ability 1/day per 5 HD. The targeted plant creatures are affected as if by an Animal Growth spell that affects plants instead of animals for as long as the willow dragon sings. They also gain fast healing as if from the Willow Dragon’s Song of Healing ability during this song (they may heal their hp from this song 1/day and from song of healing 1/day each). Non-creature plants within an area in which the Willow Dragon sings for at least 10 minutes will grow twice as much during the next year; no non-creature plant may be affected by the willow dragon’s song of growth more than once per year. It is a move action for the willow dragon to begin singing and while singing it may not use its bite attack.

Arcane skin: At 11th level the Willow Dragon gains SR equal to his HD+11.

Lord of the Forest:At 12th level a Willow Dragon casts spells and SLAs with the [Plant] descriptor at +2 caster level and ignores any limit on caster level on such spells and SLAs.

Cold Iron Scales: At 13th level the Willow dragon gains DR/Cold Iron equal to half his HD.

Song of Animation: A Willow Dragon of level 13 or higher may sing a song that animates the plants around them as per the Animate Plants spell. The Willow dragon may use this ability 1/day per 6 HD it has. It is a move action for the willow dragon to begin singing and while singing it may not use its bite attack.

Crush: At 14th level the dragon can make a crush attack dealing 2d8 damage base, already taking in account huge size.


This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

A crush attack deals the indicated damage plus 1½ times the dragon’s Strength bonus (round down).


Transport Tree: A Willow Dragon of 14th level or higher may teleport themselves, their tree and any bonded Dryad once during either an equinox or solstice as the spell greater teleport. Have you mentioned dryads yet? I suppose it stands to reason if you're bonded to a tree a dryad may be too... it's still a touch startling. And equinox or solstice will make this usable 4 times per year ... for a day or a moment I'm not sure.


Fey Form: A Willow Dragon of 15th level may use its Alternate Form ability take the form of a Fey creature of extreme beauty. This functions as Alternate Form into a nymph except: male Willow Dragons may use this ability to become a male creature whose surreal beauty is equivalent to that of a nymph’s; while in this form the Willow Dragon gains a deflection bonus to its AC equal to its Charisma modifier; while in this form the willow dragon gains both the nymph’s Stunning Glance and blinding beauty abilities. It does not gain any other abilities of a nymph.

Song of Calling: A Willow Dragon of level 17 may sing a Song of Calling. The Willow Dragon call out to nature herself to embody and protect the Willow Dragon. In return nature creates 1d4+2 Shambling Mounds as per the spell, Shambler. The Shambling Mounds react and follow your instructions as per the spell but always have their immunity to fire no matter what environment they are summoned in.
The Willow Dragon cannot use this ability again until all Shambling Mounds from the previous calling are dead. ...But you could indeed send in three, watch them die, send in five, watch them die, send in three, etc. without limit. I suppose this isn't all that unreasonable at this level...

One With the Forest: The Willow Dragon has lived in the forest so long that it’s body is now covered with plant-like growths and can blend in perfectly. You can now as a free action stop moving to blend in with your environment perfectly. While blended in no means except magical may detect you.

Vengeance of the Forest: Willow Dragons will never forgive, and never forget those that desecrate their forests. At 19th level, they gain a +2 Sacred bonus to AC, Saves, Skills and Ability Checks, Attack rolls, Damage Rolls and DCs from their spells, SLAs and breath weapon against opponents who have defaced the Willow Dragons forest in the past or somehow injured the Willow Dragon. This bonus is cumulative for multiple encounters (with at least 24 hours interval) and has no limit.

Song of Ruin: The Willow Dragon has now lived to see so much bad in this world that they may sing a Song of Ending. Their voice may either affect all creatures, except for ones it specifically designates as exempt, or affect only creatures it specifically targets with this ability. Whichever it chooses, targeted creatures must make a Fort save each round the Willow Dragon sings or take 2 negative levels. The save against this effect is Willow Dragon HD + Cha Modifier. It is a move action for the Willow Dragon to begin singing and while singing it may not use its bite attack. A Willow Dragon may only perform a Song of Ending for 1 round per level before ending the song and once it ends the song it may not begin another Song of Ending for 24 hours.

... Your fey dragon druid protector of the forest is turning people into wights. This is a very grim capstone.

Betropper
2010-12-31, 05:46 PM
Since this isn't too "legal" in the original thread I thought I would post it here:

WereRemorhaz

http://www.reapermini.com/graphics/gallery/4/14595_p_1_ss.jpg


Prerequisites:
To become a WereRemorhaz, the character must meet the following requirements:

Race: Any Medium or Large humanoid or giant.
Special: Must have been injured by the natural attack of another Wereremorhaz.

HD: d8

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+0|
+2|
+2| Alternate form Remorhaz, Remorhaz Empathy, Lunar body, Remorhaz Traits, Heat

2nd|
+2|
+0|
+3|
+3| Alternate form (Hybrid), Lunar hide

3rd|
+3|
+0|
+3|
+3| +1 Wis, Multi-Legged, Size

4th|
+4|
+1|
+4|
+4| Curse of Magucanthropy, Burrow

5th|
+5|
+1|
+4|
+4| Clever Traps, Improved Grab

6th|
+6|
+1|
+4|
+4| Swallow Whole

7th|
+7|
+1|
+5|
+5| Remorhaz Rage[/table]

Skills Points at Each Level: 2+Int mod
Class Skills: The Wereremorhaz’s class skills (and the key ability for each skill) are Handle Animal (Wis), Intimidate (Cha), Knowledge (Nature) (Int), Listen (Wis), Spot (Wis), Survival (Wis), Knowledge (Dungeoneering)(Int), Move Silently (Dex), Escape Artist (Dex)

Proficiencies: A Wereremorhaz gains proficiency with its own natural weapons, but not with armor or shields.

Class Features: The following are the Class Features of the Wereremorhaz.

Lunar Body: Wereremorhaz retains all of its old racial modifiers and gains the (Shapechanger) subtype. They gain Low-light vision if they did not already possess it. A Wereremorhaz gains a bonus to natural armor equal to its constitution modifier while in Alternate Form (See Below). While in Humanoid form the Wereremorhaz gains a bonus to natural armor equal to half its constitution modifier.

Alternate Form: At first level, the Wereremorhaz gains a Medium Remorhaz Alternate Form. While in Remorhaz form, the Wereremorhaz cannot use weapons or do anything requiring the use of hands, but gains a bite attack dealing 1d8+Str mod damage and two claw attacks dealing 1d4+Str damage. While in Remorhaz form the Wereremorhaz’s movement speeds are a base land speed of 30ft.

At second level, the Wereremorhaz can assume a Medium Hybrid form, between it's Remorhaz form and it's Humanoid Form. While in Hybrid form, the Wereremorhaz gains the natural attacks of the Remorhaz form, as well as the movement speeds, however the Wereremorhaz retains its abilities to manipulate objects, use weapons, and speak.

Assuming an Alternate form, or dismissing it, is a Full-Round Action that provokes an attack of opportunity. At 7 HD this changes to a Standard Action and at 14 HD this changes to a Move Action, at 20 HD this changes to a Swift Action.

A Wereremorhaz can assume its Alternate Form 1/day/HD, and can remain transformed indefinitely.

For every level in Wereremorhaz, or for every two in another class, the Wereremorhaz's Alternate Forms improve as shown below.

{table]Wereremorhaz Level+ 1/2 HD of other Levels|Ability Improvements
1|+1 Con
2|+1 Con, +1 Dex
3|+2 Con, +1 Dex
4|+3 Con, +1 Dex
5|+3 Con, +2 Dex
6|+4 Con, +2 Dex
7|+5 Con, +2 Dex
8|+5 Con, +3 Dex
9|+6 Con, +3 Dex
10|+7 Con, +3 Dex
11|+7 Con, +4 Dex
12|+8 Con, +4 Dex
13|+8 Con, +5 Dex
[/table]

Water Elemental Empathy: The Wereremorhaz can communicate with Remorhazes, and other arctic worms regardless of form and gains a +4 bonus on Charisma based checks to influence such Beasts, however the Wereremorhaz gains no such bonus on influencing Animals.

Remorhaz Traits: Beginning at first level the Wereremorhaz, while in Alternate form, gains Scent and gains a bonus on hide checks equal to its HD in snowy, bright, or white areas. At second level the Wereremorhaz gains the full benefits of Wave Sense regardless of form.

Heat: A Remorhaz is known for the intense heat it generates from it's body in combat. Unarmed creatures attacking a Wereremorhaz or anything touching it takes 1d6 fire damage, add another 1d6 per 2 HD. At 10 HD the Wereremorhaz's heat is so intense it burns away at nearly anything. Any non-magical object the Wereremorhaz touches in battle and if the Wereremorhaz wills to melt it must make a (10+1/2 HD+Con) save or be destroyed.

Lunar Hide: At second level, while in either Water Elemental or Hybrid form, the Were-Elemental (Water) gains DR/Silver equal to its HD/2.

Ability Score Increase: At third level the Wereremorhaz gains a +1 increase to Wisdom in all forms.

Size: At third level, a Wereremorhaz’s Water Elemental or Hybrid forms may be Medium or Large. The Wereremorhaz chooses its size each time it assumes one of its Alternate Forms.

When a Wereremorhaz changes size its natural attacks are re-sized for appropriate damage. For every size increase beyond Medium the Wereremorhaz gains a +1 bonus to Natural Armor Class while in Alternate Form.

A Wereremorhaz of 12 HD or more may choose to become Huge by expending two normal transformations.

A Wereremorhaz of 16 HD or more may choose to become Gargantuan by expending two normal transformations.

A Wereremorhaz of 20 HD or more may choose to become Colossal by expending four normal transformations.

Multi-Legged: At third level a Wereremorhaz in Animal form learns to use it's multiple legs to full effect. It gains a +2 bonus to grapple and climb checks. In addition, it gains a Rake attack only useable while grappling. On a successful grapple check, the Wereremorhaz deals 2d6 damage to a grappled foe.

Burrow: At fourth level the Wereremorhaz uses it's Humanoid and Remorhaz characteristics to burrow. It gains a burrow speed equal to 2/3rds his land speed (round down) in Hybrid form. In addition, his heat makes it so that anyone that enters them automatically takes his heat damage.

Curse of Magucanthrope: At fourth level the Wereremorhaz can transmit Magucanthropy to other creatures. If a Humanoid or Giant of (the same sizes as the Prerequisites for this class) is hit by the Wereremorhaz’s natural attacks while it is in either Alternate form, the struck creature must make a fortitude save (DC 10+1/2 the Wereremorhaz’s HD+ Constitution modifier) or contract Magucanthropy. Magucanthropy Functions exactly as Magucanthropy except as noted above. For more information on Magucanthropy (http://www.d20srd.org/srd/monsters/lycanthrope.htm), check the Lycanthrope entry in the monster manual.

Clever Traps:A Wereremorhaz of fifth level can use to full effect his burrowing powers in alternate form. He can burrow and make an area up to Large size unstable as a full round action as long as no-one is already standing in it. Anyone that enters it breaks the surface and falls 20 feet. Once inside the pit, the creature is subject to the Wereremorhaz's heat for three rounds.

Improved Grab: A fifth level Werermorhaz gains Improved Grab in Alternate form.

Swallow Whole: A sixth level Wereremorhaz is capable of swallowing his opponents whole. If he succeeds on a grapple check while grappling an opponent in alternate form, he swallows him whole. Once inside, an opponent can break out by dealing damage equal to 1/4 the Wereremorhaz's HP to it's stomach, which has an AC equal to the Wereremorhaz flat-footed. Creatures inside the Remorhaz take acid damage equal to the Wereremorhaz's heat damage and 1d6 bludgeoning damage per 5 HD.

Remorhaz Rage A Wereremorhaz of seventh level has rage so intense it keeps him alive after huge blows. He gains Fast Healing equal to his HD in all forms. He also can keep himself alive through burning rage. He stays conscious even after going below 0 HP, but still dies if he hits -10.

Changelog:
Nothing yet.

Comments:
I'm just crazy right now so I made this, don't know how weak/strong it is at this point.

DragonOfUndeath
2011-01-01, 08:34 AM
What happens when a Wight doesn't quite kill you? This:

WereWight

http://www.wizards.com/dnd/images/dx1010tacticstips_wight.jpg

Prerequisites:
Special: Must have had a level drained or survived an attack (but not killed) by a Wight
Race: Any Medium or Large Humanoid or Giant

HD: D12 (HD from other classes become D12)

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+0|
+1|
+0| Alternate form Wight, Lunar body, Undead Traits

2nd|
+1|
+0|
+1|
+1| Alternate form (Hybrid)

3rd|
+2|
+0|
+2|
+1| Lunar Hide

4th|
+2|
+0|
+2|
+2| Lifesense (Feat)

5th|
+3|
+1|
+3|
+2| Energy Drain

6th|
+3|
+1|
+3|
+3| Turn Resistance (Feat)

7th|
+4|
+1|
+4|
+3| Create Spawn: WereWight

8th|
+4|
+2|
+4|
+4| Create Spawn: Wight, Lunar Skin[/table]

Skills Points at Each Level: 4+Int mod
Class Skills: The WereWight's class skills are Intimidate , Knowledge (Religion), Listen, Spot, Move Silently, Escape Artist, Diplomacy, Search

Proficiencies: A WereWight gains proficiency with its own natural weapons, but not with armor or shields.

For every level in WereWight, the WereWight's Abilities improve as shown below:

{table]WereWight Level|Ability Improvements
1|+1Cha, +1Str
2|+1Cha, +1Dex
3|+1Cha, +1Str
4|+1Cha, +1Dex
5|+1Cha, +1Str
6|+1Cha, +1Dex
7|+1Cha, +1Str
8|+1Cha, +1Dex
[/table]

Class Features: The following are the Class Features of the WereWight:

Lunar Body: WereWight gains the (Undead) type and (Shapechanger) subtype. They gain Darkvision60 if they did not already possess it. A WereWight gains a bonus to natural armor equal to its Charisma modifier while in Alternate Form (See Below).

Undead traits: Immune to Sleep effects, Paralysis, Critical hits, Mind-Affecting, Poison, Stunning, Disease, Death, Energy Drain, Ability Drain, Str, Dex, Con Damage, Fort effects, Non-lethal, Fatigue, Exhaustion. No Con, no need to eat breathe or sleep, Negative Heals, Positive Harms.

Alternate Form: At first level, the WereWight gains a Wight Alternate Form. While in Wight form, the WereWight gains a bite attack dealing 1d10+Str mod damage and two claw attacks dealing 1d4+Dex damage. While in Wight form the WereWight has a base land speed of 40ft but cannot wield a weapon or speak

At second level, the WereWight can assume a Medium Hybrid form, between it's Wight form and it's Humanoid Form. While in Hybrid form, the WereWight gains the natural attacks of the Wight form, but the movement speed increases by 10 and can wield a weapon and speak

Assuming an Alternate form, or dismissing it, is a Full-Round Action that provokes an attack of opportunity. At 7 HD this changes to a Standard Action and at 14 HD this changes to a Move Action, at 20 HD this changes to a Swift Action.

A WereWight can assume its Alternate Form 1/day/HD, and can remain transformed indefinitely.

Lunar Hide: Gain DR=WereWight levels /Silver.

Lunar Skin change DR into WereWight levels+ 1/2 other class levels.

Lifesense: Gains Lifesense as a bonus feat.

Energy Drain: Living creatures hit with a natural weapon from a Werewight gain one Negative level. Fortitude save to get rid of a Negative level is 10+WerewightHD+Cha modifier.

Turn Resistance: Gain Turn Resistance as a bonus feat.

Create Spawn: WereWight: A living being who died from Energy Drain, failed at least 2 checks to get rid of negative levels caused by a WereWight or has had more than 3 levels drained becomes a WereWight, upon becoming a WereWight it gains WereWight Monster levels=to their original HD (maximum your HD-1 {if single-classes WereWight} or your WereWight level {if multiclassed}) if this exceeds the maximum level of WereWight monster levels it may take levels in classes it had prior to becoming a WereWight (If none take levels in it's Favoured Class).

Create Spawn: Wight: A living being killed by a WereWights natural weapons or Energy Drain becomes a Wight. Upon becoming a Wight it gains Wight Monster Class (Libris Mortis p.g.40)=to their original HD (Maximum your HD-1). If their HD exceeds the maximum level in the Wight class it may take levels in classes it had prior to becoming a Wight (if none take levels in it's Favoured Class)
Special: You may choose to make a WereWight instead of a Wight if you wish.

Changelog:
Nothing yet.

Comments:
I used the Wight Monster Class from Libris Mortis as inspiration rather than the MM Wight. I can't find the rules for different Fort, Reflex, Will Saves so I just did something that seemed to fit.

Betropper
2011-01-01, 09:59 PM
On the WereWight: I posted a review in the other thread so look that over first.

Willow Dragon: Will look over it tomorrow, busy right now.

NOTE: I need more members to be in the council! I can't rule over the entire thread by myself! :smallbiggrin:

Mystic Muse
2011-01-02, 12:12 AM
I guess I'll apply for the council.

EDIT: While I don't have a problem with the were-monsters per-se, can we please go with something a little more unique? If anybody has some suggestions, I'll try my hand, but, were I a player looking for new classes to play, I'd be disappointed once I got to this thread, and just saw another half a dozen were-monsters.

Like I said, I don't really have a problem with it, I just think we just need a little variation to widen our appeal.

Betropper
2011-01-02, 12:42 PM
I guess I'll apply for the council.

EDIT: While I don't have a problem with the were-monsters per-se, can we please go with something a little more unique? If anybody has some suggestions, I'll try my hand, but, were I a player looking for new classes to play, I'd be disappointed once I got to this thread, and just saw another half a dozen were-monsters.

Like I said, I don't really have a problem with it, I just think we just need a little variation to widen our appeal.

Sure, you can be in the council. You seem to have a pretty good reputation in the other thread.

On Weremonsters: They are fine by me as long as other classes are being made as well. although I would perfer if weremonsters are not a huge chunk of all the monsters.

DragonOfUndeath
2011-01-02, 01:11 PM
I will post a non-Were class after my WereWight goes through or I scrap it.

Betropper
2011-01-02, 01:20 PM
As promised, the review for the Willow Dragon:


Here are the Willow Dragon I did for Zaydos after he released its monster counter-part in his thread (http://www.giantitp.com/forums/showthread.php?t=169209). I have the Oak Dragon somewhere on this computer....

Willow Dragon




HD: D12
{TABLE]Level | BAB | Fort | Ref | Will | Feature
1| +1 | +2|+0 |+2 | Willow Dragon Body, Tree Symbiosis, Fey blood, +1 Wis
2| +2| +3|+0 |+3 | Woodland Senses, Slumbering Breath
3| +3| +3|+1| +3 | Alternate Form, Blindsense 60 ft,+1 Str
4| +4| +4| +1|+4 | Song of Soothing, Growth, Wings
5| +5| +4| +1| +4| Natural Arcana, +1 Wis
6| +6| +5|+2 |+5 | Woodland Stride, +1 Con
7| +7| +5| +2| +5| Song of Healing, +1 Str
8| +8| +6| +2| +5| Woodland Affinity, Growth, Tail slap , +1 Wis
9| +9| +6|+3 |+6| Song of Awakening, +1 Con
10| +10| +7|+3 |+7 | Unfound Passage, Natural Arcana, +1 Wis
11| +11| +7| +3|+7 | Song of Growth, Arcane Skin, +1 Str
12| +12| +8| +4|+8 | Lord of the Forest, Cold Iron Scales
13| +13| +8| +4| +8| Song of Animation, +1 Wis, +1 Con
14| +14| +9| +4| +9| Growth, Crush, Transport Tree
15| +15| +9| +5| +9| Fey Form, +1 Str
16| +16| +10| +5| +10|Natural Arcana, +1 Wis
17| +17| +10| +5|+10 | Song of Calling, +1 Con
18| +18| +11|+6 |+11 | One With the Forest, +1 Wis, +1 Str
19| +19| +11| +6| +11| Vengeance of the Forest, +1 Str
20| +20| +12| +6| +12| Song of Ruin, +1 Con [/TABLE]

4 Skill points+int per level, quadruple at 1st level. Class skills: Concentration, Climb, Hide, Spot, Listen, Move Silently, Heal, Survival, Knowledge(any), Perform.

Proficiencies: A Willow Dragon isn't proficient with any armor or weapons, besides his own natural weapons.


Features:
Willow Dragon Body: The Willow Dragon loses all other racial bonuses, and gains Dragon traits, bite 1d8 damage, 2 claws attack for 1d6 damage each and 40 ft. base Land Speed that increases by 10 ft for every 5 HD the Willow Dragon has, and is small sizedSee if you could reword this paragraph a bit.. The Willow Dragon has wings, but they're too weak to do anything for now. His claws are capable of fine manipulation and can be used for somatic components of spellcasting or anything else a human hand could do. See if you could reword this paragraph a bit.

The Willow Dragon also gets a natural armor bonus equal to his Con modifier. Whenever the Willow Dragon grows one size category, his natural armor increases by a further 1.

The Willow Dragon is vulnerable to Fire, making it take +50% damage from all effects with the keyword Fire.

With the nature of the Willow Dragons abilities and life Willow Dragons have gained a strength against mind affecting effects. They have a racial +8 on saves versus Mind Affecting Effects. This is personal opinion, but see if you could make this scale up a bit. maybe 25% extra from fire and +4 on effects on first level, but both increace later.


Tree Symbiosis (Su): Each Willow Bragon Dragon is mystically bound to a single Willow tree (salix alba is the most common species for willow dragons) and must never stray more than one mile from it. Any who do become ill and die within 4d6 hours. A Willow Dragon’s Willow does not radiate magic. A Willow Dragon may move into its own tree existing in a sort of pocket dimension while within it. While within the tree the Willow Dragon does not have line of effect to any creature, nor does any creature have line of effect to the Willow Dragon. The Willow Dragon may still see and hear normally as if it was in the space occupied by its arboreal home. A Willow Dragon may also store objects (but not creatures) in its tree as if the tree were a type IV bag of holding. A Willow Dragon may cause its tree to move slightly, but the speed of this movement is too slow for any in combat effect. How fast is this? Does it scale? This is vital to the ability because at level one a party would have little means to move a willow tree everywhere they go AND keep it alive. Due to this symbiosis a Willow Dragon's tree does not normally die of old age until the Dragon itself succumbs to the twilight.

When the dragon has an egg they store it inside the mother’s tree. When the egg is ready to hatch the tree releases the egg with a tiny Sapling (Like 9 cm tall) growing from the top of it. When the baby pushes out from the egg the sapling is planted with the shell as is breaks down. And thus you have even more entwined dragons.

For a dragon that has lost it's tree it can as a last resort before dying attempt to coerce from the ruins of the tree a tiny sapling and so long as one seed or sapling can be gained the dragon may live. Should this sapling survive the year the dragon will have a good growing tree. During this year the tree is very fragile and the Dragon takes a -10 on everything while out of sight of the tree. A dragon that destroyed its own tree does not have this option.

Rarely a willow dragon, in a fit of madness, will destroy its own tree. How is this madness caused? Few willow dragons survive this act and those who do become "Forlorn". A "Forlorn" suffers a -8 penalty to Wisdom and lose their druidic casting. They gain a +6 to Charisma and sorcerer casting as a sorcerer of the listed level. "Forlorn" as lose access to all Song of X abilities they had as a willow dragon except for Song of Ending. "Forlorn" are always Chaotic Evil and exist in a state of anger, sorrow, and unending pain. Few "Forlorn" live more than a month, and none has been known to live a year in this state.

Fey Blood: A Willow Dragon receives spells known and spells per day as a bard of same level, but he casts as a Druid and takes his spells known from the Druid spell list.

If it multi-classes as a bard it's spell casting increases as a bard.
If it multi-classes as a Druid it counts as already having sorcerer Druid casting depending on it's dragon level, as shown on the following table.

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

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

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

His Caster level remains equal to his full HD when multiclassing to Druid.

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


Ability score increase: The Willow Dragon ability scores increase by the shown amount.

1 | +1 Wis
3 | +1 Wis, +1 Str
6 | +2 Wis, +1 Str, +1 Con
7 | +2 Wis, +2 Str, +1 Con
8 | +3 Wis, +2 Str, +1 Con
9 | +3 Wis, +2 Str, +2 Con
10 | +4 Wis, +2 Str, +2 Con
11 | +4 Wis, +3 Str, +2 Con
13 | +5 Wis, +3 Str, +3 Con
15 | +5 Wis, +4 Str, +3 Con
16 | +6 Wis, +4 Str, +3 Con
17 | +6 Wis, +4 Str, +4 Con
18 | +7 Wis, +5 Str, +4 Con
19 | +7 Wis, +6 Str, +4 Con
20 | +7 Wis, +6 Str, +5 Con

[/TABLE]


NOTE: This table presents the TOTAL bonus gained for ease of keeping count! Don't add the values from different levels!

Woodland Senses: The Willow 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.

Slumbering Breath: The Willow Dragon’s single breath weapon is a cone of sleep gas. All creatures caught in the 60ft cone must make a Will save What DC is the save? or fall asleep (as the spell, no hit die cap) for 1d6 + ½ Willow Dragons class level.

Alternate Form:At 3rd level a Willow Dragon can assume the form of any animal or humanoid form of Small size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself at its caster level, except that the dragon does not regain hit points for changing form and can only assume the form of an animal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form. Upon gaining a new size category the Willow Dragon may instead opt to assume the form of a humanoid or animal form of that size category or smaller.


Blindsense: Gained at 3rd level, as the normal ability, range 60 ft.

Song of Soothing (Su): A Willow Dragon of level 4 or higher may sing a song of soothing. This functions as the spell Calm Emotions except: it has a range of 60-ft; it lasts for as long as the Willow Dragon sings; fey with more hit die than the Willow Dragon are immune to this ability; and outsiders with the evil subtype are also immune to this ability. The save against this effect is equal to 10 + Willow Dragons HD. It is a move action for the Willow Dragon to begin singing and while singing it may not use its bite attack But it can use claws?. A Willow Dragon may only perform a song of soothing for 2 rounds per ½ it’s HD before ending the song and once it ends the song it may not begin another Song of Soothing for 1 hour. Only an hour? Make it a certain amount of uses a day.

Growth: At 4th level the Willow Dragon grows to Medium size.
At 8th level the Willow Dragon grows to Large size.
At 14th level the Willow Dragon grows to Huge size.
Never Gargantuan or Colossal? Just making sure.

His AC, bonus to hit, base damage, grapple and skills change accordingly, but he does not get any ability score bonus or penalties.

Wings: At 4th level the Willow Dragon becomes able to fly at the speed of 10 ft. per HD, with poor maneuverability. The maneuverability doesn't increase naturally, but players can take the Savage Species feat that increases it by two steps (stackable). Each wing can also be now used to deliver a natural attack dealing 1d4 damage.

Natural Arcana: At 5th, 10th and 16th level the Willow Dragon can add any spell with the Plant descriptor of a level he can cast to his list of spells known

Woodland Stride: At 6th level the Willow dragon gains a bonus on Hide and Move Silently Checks equal to 1/2 it's HD Maybe only in woodland areas?. In addition, if it's standing near a snow or ice surface (or in the middle of a snowstorm/ blizzard), it can hide without actually having anything to hide behind What? What does this have to do with the Willow Dragon's camoflouge?.

Song of Healing: At 7th level the Willow Dragon can use this ability as a SLA 1/day for every 2 HD it has. All living creatures, within 60-ft, able to hear the dragon’s song gain fast healing equal to ½ the dragon’s age category Make it 1/4 willow dragon level while the dragon is singing. No creature may heal more than its maximum hp from a single willow dragon’s song of healing in one day and a willow dragon is not affected by its own song. Outsiders with the evil subtype, undead, and deathless which hear this song and are within 60-ft of the willow dragon take damage equal to the willow dragon’s age category every round instead of gaining fast healing. This ability affects plants despite them being objects. It is a move action for the Willow Dragon to begin singing and while singing it may not use its bite attack. The entire duration?

Woodland Affinity: At 8th level a Willow Dragon knows their forest so well that they know exactly how where to find what they want and how to hide. They gain a bonus to Survival, Hide, Search and Knowledge (Nature) equal to their HD so long as they remain in a forest environment. Didn't they already gain a bonus?

Tail Slap: At 8th level the Willow dragon can now make a tail slap attack dealing 1d8 damage(already taking in account large size).

Song of Awakening:A Willow Dragon of 9th level can use this ability by raising it’s voice to the forest it can awaken, as per the spell Awaken, 1 plant or animal per Week per every 3 HD it has. Unlike the spell Awaken the Willow Dragon does not pay an EXP cost. Maybe a very small EXP cost?

Unfound Passage: A 10th level Willow Dragon can pass through any terrain without leaving a trace as if under a permanent Pass Without Trace spell. No means magical or not may find their passage.

Song of Growth: A Willow Dragon of level 11 or higher may target a number of plant creatures equal to its ½ it’s HD within 60-ft of it with this ability 1/day per 5 HD. The targeted plant creatures are affected as if by an Animal Growth spell that affects plants instead of animals for as long as the willow dragon sings. They also gain fast healing as if from the Willow Dragon’s Song of Healing ability during this song (they may heal their hp from this song 1/day and from song of healing 1/day each). Non-creature plants within an area in which the Willow Dragon sings for at least 10 minutes will grow twice as much during the next year; no non-creature plant may be affected by the willow dragon’s song of growth more than once per year. It is a move action for the willow dragon to begin singing and while singing it may not use its bite attack.

Arcane skin: At 11th level the Willow Dragon gains SR equal to his HD+11.

Lord of the Forest:At 12th level a Willow Dragon casts spells and SLAs with the [Plant] descriptor at +2 caster level and ignores any limit on caster level on such spells and SLAs.

Cold Iron Scales: At 13th level the Willow dragon gains DR/Cold Iron equal to half his HD.

Song of Animation: A Willow Dragon of level 13 or higher may sing a song that animates the plants around them as per the Animate Plants spell. The Willow dragon may use this ability 1/day per 6 HD it has. It is a move action for the willow dragon to begin singing and while singing it may not use its bite attack.

Crush: At 14th level the dragon can make a crush attack dealing 2d8 damage base, already taking in account huge size.


This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

A crush attack deals the indicated damage plus 1½ times the dragon’s Strength bonus (round down).


Transport Tree: A Willow Dragon of 14th level or higher may teleport themselves, their tree and any bonded Dryad once during either an equinox or solstice as the spell greater teleport. Maybe during a full moon (AKA once a month) or something? Just that this is hard to track in the actual game.


Fey Form: A Willow Dragon of 15th level may use its Alternate Form ability take the form of a Fey creature of extreme beauty. This functions as Alternate Form into a nymph except: male Willow Dragons may use this ability to become a male creature whose surreal beauty is equivalent to that of a nymph’s; while in this form the Willow Dragon gains a deflection bonus to its AC equal to its Charisma modifier; while in this form the willow dragon gains both the nymph’s Stunning Glance and blinding beauty abilities. It does not gain any other abilities of a nymph.

Song of Calling: A Willow Dragon of level 17 may sing a Song of Calling. The Willow Dragon call out to nature herself to embody and protect the Willow Dragon. In return nature creates 1d4+2 Shambling Mounds as per the spell, Shambler. The Shambling Mounds react and follow your instructions as per the spell but always have their immunity to fire Electricity? no matter what environment they are summoned in.
The Willow Dragon cannot use this ability again until all Shambling Mounds from the previous calling are dead. Wait wait wait, does that mean he can keep sending an infinate wave of Shamblers? This could be easily abused. Put a timer after all Shamblers die (maybe a day or a few hours) or make it have limited uses.

One With the Forest: The Willow Dragon has lived in the forest so long that it’s body is now covered with plant-like growths and can blend in perfectly. You can now as a free action stop moving to blend in with your environment perfectly Any envionment?. While blended in no means except magical may detect you.

Vengeance of the Forest: Willow Dragons will never forgive, and never forget those that desecrate their forests. At 19th level, they gain a +2 Sacred bonus to AC, Saves, Skills and Ability Checks, Attack rolls, Damage Rolls and DCs from their spells, SLAs and breath weapon against opponents who have defaced the Willow Dragons forest in the past or somehow injured the Willow Dragon. This bonus is cumulative for multiple encounters (with at least 24 hours interval) and has no limit. Picture this: the BBEG attacking the willow dragon over and over. That could give a HUGE bonus, maybe around +10, to all those. Make it have a limit, maybe +6 or so vs a single opponent.

Song of Ruin: The Willow Dragon has now lived to see so much bad in this world that they may sing a Song of Ending. Their voice may either affect all creatures, except for ones it specifically designates as exempt, or affect only creatures it specifically targets with this ability ALL creatures?. Whichever it chooses, targeted creatures must make a Fort save each round the Willow Dragon sings or take 2 negative levels. The save against this effect is Willow Dragon HD + Cha Modifier. It is a move action for the Willow Dragon to begin singing and while singing it may not use its bite attack. A Willow Dragon may only perform a Song of Ending for 1 round per level before ending the song and once it ends the song it may not begin another Song of Ending for 24 hours. WAY overpowered. This could effect any creature in the universe and he could sing for 20 rounds at this level. 40 negitive levels max. I'd estimate around a 10-15 level loss, taking into account the possible ones rolled, and that's only if the BBEG has an outragous amount of Fort to defend with. Plus, he can do this every day. Eventually you could kill anyone just by singing, even a god, taking into account they would eventually fail their saves to remove the levels. Drastically OP.



There you go. Comments in Red.

Mystic Muse
2011-01-02, 04:51 PM
The most obvious problem I see with the werewight is the BAB and saves. Assuming Will and reflex are supposed to be good saves they should scale like this, and assuming Fortitude is a bad save is should scale like the column on the right. {table]|good save| bad save|
|+2|+0|
|+3|+0|
|+3|+1|
|+4|+1|
|+4|+1|
|+5|+2|
|+5|+2|
|+6|+2|[/table]

As for BAB, I'm not sure what you're going for there. The rest of my comments are in the spoiler.




Undead traits: Immune to Sleep effects, Paralysis, Critical hits, Mind-Affecting, Poison, Stunning, Disease, Death, Energy Drain, Ability Drain, Str, Dex, Con Damage, Fort effects, Non-lethal, Fatigue, Exhaustion. No Con, no need to eat breathe or sleep, Negative Heals, Positive Harms. Listing undead traits seems Unnecessary to me.

Alternate Form: At first level, the WereWight gains a Wight Alternate Form. While in Wight form, the WereWight gains a bite attack dealing 1d10+Str mod damage and two claw attacks dealing 1d4+Dex damage. While in Wight form the WereWight has a base land speed of 40ft but cannot wield a weapon or speak[/quote] Why is the damage on the bite and the damage on the claws based off of a different stat?


Lunar Hide: Gain DR=WereWight levels /Silver.
Could you rephrase this to "Gains damage reduction silver equal to its levels in werewight" Or something similar? makes it slightly easier to read.


Lunar Skin change DR into WereWight levels+ 1/2 other class levels.
I'm not entirely sure what this does.


Lifesense: Gains Lifesense as a bonus feat.
We should still try and stick to things that are available legally online. While the Wight can have lifesense somehow, you're going to have to spell out what it does. Unless WOTC made the feat available online and I was not aware of it.


Energy Drain: Living creatures hit with a natural weapon from a Werewight gain one Negative level. Fortitude save to get rid of a Negative level is 10+WerewightHD+Cha modifier. This needs more detail. Can you save right after you get the negative level? Can you save to avoid the negative level altogether?

Turn Resistance: Gain Turn Resistance as a bonus feat.


Create Spawn: WereWight: A living being who died from Energy Drain, failed at least 2 checks to get rid of negative levels caused by a WereWight or has had more than 3 levels drained becomes a WereWight, upon becoming a WereWight it gains WereWight Monster levels=to their original HD (maximum your HD-1 {if single-classes WereWight} or your WereWight level {if multiclassed}) if this exceeds the maximum level of WereWight monster levels it may take levels in classes it had prior to becoming a WereWight (If none take levels in it's Favoured Class).
Due to the way the energy drain is worded, if you hit anybody with your natural weapons 4 times, they immediately become a werewight. Was this intended?


As for the were remorhaz, I notice a few things.
1. You bring up the were-elemental a few times.
2. there are a few skills in the class skills list that seem a little off. Move silently, escape artist and dungeoneering?
3. The flaming body ability seems like it should be able to be turned off. It seems like it'd be kind of hard to hide in snow when you deal 10d6 fire damage to any snow around you.
4. What's with the wisdom increase at level 3? I don't see any abilities based off of it.

Kobold-Bard
2011-01-09, 06:35 AM
If you're taking requests I'd like to see Temotei's Arc Walker (http://www.giantitp.com/forums/showthread.php?t=164885).

It's a CR 19 wolf/dragon/beaver that Solars use as battle mounts.

Figured I'd start you off with a nice easy one :smallwink:

Mystic Muse
2011-01-09, 02:56 PM
It's a CR 19 wolf/dragon/beaver that Solars use as battle mounts.

Figured I'd start you off with a nice easy one :smallwink:

:smalltongue:

I'll probably get it started once I finish Illurien in the non-homebrew thread. Unless somebody else wants to get it done.

Kobold-Bard
2011-01-13, 02:35 PM
:smalltongue:

I'll probably get it started once I finish Illurien in the non-homebrew thread. Unless somebody else wants to get it done.

Thanks much.

bladesmith
2011-02-08, 07:19 PM
Apparently, there is a six week period before this is necro-posting. Either way, I'm calling the Arc Walker, and have started work on it. This... Should be interesting.:smallbiggrin:

Kobold-Bard
2011-02-08, 07:22 PM
Apparently, there is a six week period before this is necro-posting. Either way, I'm calling the Arc Walker, and have started work on it. This... Should be interesting.:smallbiggrin:

http://2.bp.blogspot.com/_k_ICSkAB1hk/TKLZPZI8dsI/AAAAAAAAGfc/eNMbqc1EEWw/s1600/simpsons_mr_burns_excellent.jpg

Temotei
2011-02-08, 10:54 PM
I knew it would be K-B to request the arc walker when I was PMed about it. :smalltongue:

bladesmith
2011-02-16, 02:14 AM
Arc Walker
HD: D8
{TABLE]Level | BAB | Fort | Ref | Will | Feature
1| +1 | +2|+2|+0| Arc Walker body, Rainbow whirlwind, +1 Str
2| +2| +3|+3|+0| Prismatic Breath(least), +1 Con
3| +3| +3|+3|+1| The Color of Good, +1 Cha
4| +4| +4|+4|+1| Rainbow Aura, +1 Str
5| +5| +4|+4|+1| Iridescent Combat, Growth, +1 Con
6| +6| +5|+5|+2| Flight+1 Cha
7| +7| +5|+5|+2| Prismatic Breath(lesser), +1 Str
8| +8| +6|+6|+2| Iridescent Tornado, +1 Con
9| +9| +6|+6|+3| +1 Cha
10| +10|+7|+7|+3| +1 Str
11| +11|+7|+7|+3| +1 Con
12| +12|+8|+8|+4| Prismatic Breath(greater), +1 Cha
13| +13|+8|+8|+4| +1 Str
14| +14|+9|+9|+4| +1 Con
15| +15|+9|+9|+5| +1 Cha
16| +16|+10|+10|+5| +1 Str
17| +17|+10|+10|+5| Prismatic Breath(full), +1 Con
18| +18|+11|+11|+6| +1 Cha
19| +19|+11|+11|+6|+1 Str[/TABLE]

Skill points at 1st level: (4 + Int) x4
Skill points at each level: (4 + Int)
Class Skills: The Arc Walker’s class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Diplomacy (Cha), Heal (Wis), Jump (Str), Knowledge (Religion), Knowledge (The Planes) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis).

Arc Walker Body: Loses all racial traits, and gains Magical Beast traits. It is a medium sized creature, with a land speed of 40’, a primary bite attack that deals 1d8+Str damage, and a secondary tail slap attack that deals 1d6+ ½ Str damage. As of yet, its claws are too small to be effective weapons. It is immune to acid, cold, and petrification, and has a natural armor bonus equal to its Con modifier.

Arc Walkers communicate mainly through telepathy, and can project and receive thoughts from 30’ away at first level, with the distance increasing by 5’ per HD of the Arc Walker. If farther away, the Arc Walker can bark loudly, which mentally implants a single simple idea in the minds of all allies which the Arc Walker specifies that can hear the bark. The Arc Walker can bark loud enough to create a noise loud enough to act as a -15 listen check, though it can choose to be quieter.

Ability score increases: At 1st level, and every three levels thereafter, the Arc Walker gains +1 Strength. At second level, and every three levels thereafter, he gains +1 Constitution. Every three levels, he gains +1 Charisma. This all adds up to a total of +7 Str, +6 Con, and +6 Cha.

Rainbow Whirlwind: An Arc Walker is gifted with extraordinary coordination, and makes all secondary natural attacks at a -2, as if it had the Multiattack feat. Also, as part of a full-round attack, the Arc Walker can make one additional attack at the attack bonus of his secondary attacks, though all attacks take a -2 penalty.
Additionally, the Arc Walker can multiclass freely with the Paladin, and an Arc Walker’s class levels stack with the Paladin for determining damage and number of daily uses of Smite Evil.

Prismatic Breath: Once every 1d4 rounds, an Arc Walker can breathe a (5’/ HD) cone of prismatic colors, doing 1 damage of each energy type(fire, cold, acid, electricity, and sonic). Any creature caught in the blast is allowed a Reflex save(DC 10+ 1/2 HD+ Con modifier) for half damage. Any creature that fails the save is also affected by another effect, rolled randomly on the table below. Any saves required by these effects are made at the same DC as the original Reflex save. The effects become more potent as the Arc Walker gains levels, as indicated on the class table. The Arc Walker can choose to deal a lesser category of effect before it uses the breath weapon, but the type of effect is always random.
{table]1d8|Least(2nd level)|Lesser(7th level)|Greater(12th level)|Full(17th level)
1|1 additional point of fire damage per HD|1 additional point of fire damage per HD|1 additional point of fire damage per HD|1 additional point of fire damage per HD
2|1 additional point of acid damage per HD|1 additional point of acid damage per HD|1 additional point of acid damage per HD|1 additional point of acid damage per HD
3|1 additional point of electricity damage per HD|1 additional point of electricity damage per HD|1 additional point of electricity damage per HD|1 additional point of electricity damage per HD
4|1 Con damage. (Fort Negates)|1d6 Con damage. (Fort negates)|2d6 Con damage. (Fort negates)|Poison (Kills; Fortitude partial, take 1d6 points of Con damage instead)
5|Stunned for 1 round.(Fort negates)|Slowed for 1 round/HD. (Fort Negates)|Paralyzed for 1d4 rounds. (Fort negates)|Turned to stone (Fort negates)
6|Dazed for 1 round/ HD. (Will negates)|Confused for 1 round/ HD. (Will negates)|Eyebite for 1 round/ 2 HD. (Will negates)|Insane, as insanity spell (Will negates)
7|Pushed 5 ft back from the Arc Walker(Will negates)|Teleported 100’ away in a random direction. (Will negates.)|Teleported 1 mile away in a random direction. (Will negates)|Sent to another plane. (Will negates)
8|Roll twice more, ignoring any "8" results|Roll twice more, ignoring any "8" results|Roll twice more, ignoring any "8" results|Roll twice more, ignoring any "8" results[/table]
The damage of Prismatic Breath increases to 1d4/energy type at 4th level, and increases by 1d4/energy type/4 HD, for a total of 5d4/energy type(25d4 total) at 20 HD.

The Color of Good: At 3rd level, the Arc Walker begins to realize its potential as a true servant of the angels. It gains resistance to electricity and fire, and DR/magic equal to ½ HD. It also gains use of Detect Evil at will, as the paladin ability, and the following spell-like abilities 1/day/HD: Color Spray, Light, Remove Fear. At 10th level, these spell-like abilities can be used at will.

Rainbow Aura: Beginning at 4th level, the Arc Walker can exude a flat disc of prismatic energy that heals allies, and can support the Arc Walker over short distances. 1/day/2 HD the Arc Walker can activate this ability as a swift action, causing the ground within 10’ of him to glow with an iridescent burst of color. The Arc Walker, and any ally that enters this area gains Fast Healing equal to 1/2 of the Arc Walker’s HD for every turn it starts in this area. Also, while this ability is active, the Arc Walker can choose to run on the air, as the Air Walk spell, for a single move action. This ability functions for a number of rounds equal to the Arc Walker’s Cha modifier. Ending this ability is a free action.

Iridescent Combat: Arc Walkers are among the elite cavalry of Celestia, and are learning to fight demons and devils almost as soon as they can walk. At 5th level, the Arc Walker gains the use of one martial maneuver from the Devoted Spirit school, with the maneuver’s level not exceeding ½ the Arc Walker’s HD. This maneuver is useable once per encounter, though if the Arc Walker later gains levels in a martial adept class, treat this as an extra granted and readied maneuver, recoverable in the same manner as the new class’ other maneuvers. For every two Arc Walker levels gained after this, the Arc Walker can choose to switch this maneuver for one of a higher level that he qualifies for.

Also, 1/day/ 5HD, the Arc Walker can focus his power on a single onslaught against an evil outsider, adding his Cha modifier to attack rolls for one round, and dealing additional damage equal to his breath weapon(without any additional effects) with every natural attack that round.

Growth: Upon reaching fifth level the Arc Walker becomes large sized, with the space and reach of a long creature. The damage of its natural attacks increase as appropriate, and additionally the Arc Walker gains two claw attacks, dealing 1d8+1/2 Str damage each. Also, every time the Arc Walker gains a size category, its land speed increases by 10’.

At 10th level, the Arc Walker becomes Huge.
At 15th level, the Arc Walker becomes Gargantuan.
At 20th level, the Arc Walker becomes Colossal.

Flight: At 6th level the Arc Walker finally takes to the air, gaining a fly speed of 10’ per HD, with Clumsy maneuverability.
At 9 HD, the Arc Walker’s maneuverability becomes Poor.
At 12 HD, maneuverability is Average.
At 15 HD, maneuverability is Good.

Iridescent Tornado: Beginning at 8th level, the Arc Walker becomes a whirlwind of terrible destruction. The Arc Walker no longer takes penalties to the attack bonus of secondary weapons, as if he had the Improved Multiattack feat. Also, as a full round action, the Arc Walker can whirl in a complete circle, making a tail slap attack against every adjacent foe. Any creature hit by the tail slap must make a Fort save DC 10+1/2 HD+ Cha modifier or be dazed for one round.
Comments and Changelog:
Comments: Big friggin' Wolfdragonbeaver. Of rainbows, unicorns, and fluffy bunnies. Or not. Obviously not done yet, but its a start. I think I'm going to have to pare down the breath weapon table a lot. Also, I think there are a lot of ability score increases that it might not actually need. Still, if you would like to see the original monster, by Temotei, you can find it HERE (http://www.giantitp.com/forums/showthread.php?t=164885).

Changelog: For there will be many.

bladesmith
2011-02-16, 02:22 AM
Hey, sorry if I spoiled anyone's day by making them think that I was anywhere near done with this. However, I did want to prove that I was working on it, albeit slowly, and give them something to look at. Right now, my concerns run thusly:
- The breath weapon table is annoying, and probably overpowered at times.
- Scaling uses for the Rainbow Aura, ultimately coming near the original creature's rainbow bridge thing. Mostly, I think they will focus on being battle-form type abilities with a utility use or two, and will give the Arc Walker some way to aid his comrades.
- Not sure whether I should ditch SLA's all together, or make a series of abilities similar to "Color of Good". Of course, the capstone can only be called "Taste the Rainbow".

Do not worry though. I don't have a whole lot of free time on my hands now, but it is on my mind, and it will be finished.

Das Beeg Kabooa
2011-02-24, 02:31 PM
[Soul Mimic]
http://img30.imageshack.us/img30/7357/klikeh.jpg (http://img30.imageshack.us/i/klikeh.jpg/)

The Crunch


Hit Dice: d8

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

1st|
+1|
+0|
+1|
+1|Soul Mimic Body, The Plus and Minus, Proficiency Morph

2nd|
+2|
+0|
+2|
+2|KABONG!, Skill Morph

3rd|
+3|
+1|
+3|
+3|Natural Hover 10ft., Chomp.

4th|
+4|
+2|
+4|
+4|Blockade, Powerball

5th|
+5|
+2|
+5|
+5|Needleshot

6th|
+6|
+3|
+6|
+6|MUNCH!, Imbue

7th|
+7|
+3|
+7|
+7|Natural Hover 20ft, Batterball

8th|
+8|
+4|
+8|
+8|The Soul Marksman, Symbiosis
[/table]
Skills Points at 1rst Level: (1+Intelligence Modifier) x 4
Skills Points at Each Level: (1+Intelligence Modifier)
Class Skills: The Soul Mimic's class skills (and the key ability for each skill) are Disguise (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Each listed individually), Listen (Int), Move Silently (Dex), Open Lock (Dex), Search (Int), Spot(Wis), Use Rope (Dex).

Proficiencies: The Soul Mimic has a natural bite attack for 1d4 + Str modifier.

Soul Mimic Class Features: The following are the Class Features of the Soul Mimic.

Class Feature: Soul Mimic Body
Upon taking the first level in Soul Mimic, a player loses all other racial traits and gains the following traits.
-30ft Movement
-Natural Hover up to Five Feet
-Fall Damage reduced to 1d6 per 20 Feet.
-Small Size
-Does not speak outside of sounds resembling clicks. However, the Soul mimic is sentient and may learn and convey basic messages such as "Danger", "Hungry" and the like through charades and clicks of varying tone and urgency. Allies who spend at least a week in the Soul mimic's company learn most of the cues.
-Due to the nature of communication, Soul Mimics cannot share the complex information that may come from Knowledge checks. At best, they can try and direct their allies in a game of charades. ("Left, die. Right, live. Go right!")
-Gains 1 Constitution every odd level, and 1 Strength every even level for a total of +4/+4 str/con at 8th level. Gains 1 AC per level and con Modifier, for a total of +10 at Eighth Level.
-Vital Vision: Soul Mimic vision is unaffected by the time of day or weather. Soul mimics see the vital essence of living things, gaining a +4 circumstantial bonus to spot when a living thing is attempting to hide behind a non-living thing (Such as a person hiding behind a rock), and a -4 circumstantial penalty when a living thing hides within a living thing. (Such as a person hiding behind a bush or tree)

Class Feature:Plus and Minus
At First Level and conception, the Soul Mimic is given a plus and minus.

A "Plus" is beneficial in extreme ways to the Soul Mimic. It gains natural damage reduction of 2 from damage sources of Plus, and ingesting solid or liquid forms of the plus heals the Soul Mimic. Out of combat and in resting situations, the Soul Mimic's healing is tripled if a source of Plus is available for consuming.

In combat, this manifests into the Soul Mimic's natural bite attack. Making a successful bite attack against a creature or item of the Mimic's plus causes it to heal for 2 + the damage dealt.

A "Minus" is detrimental in extreme ways to the Soul Mimic. It takes an additional 2 damage from damage sources of this Minus, and ingesting the minus will cause steady damage. Should the Soul mimic be covered by the minus, it will take 10% of its maximum hit points as damage (rounded down) per round until the minus is removed.

The following list contains the selections for Plus and Minus

A GM may determine if the Mimic's plus/minus are determined randomly, picked by the player, or picked by the GM at their own discretion upon application to a game.

Should the player not be the one picking them, the GM may also choose not to reveal this.

Extreme Heat (Boiling and above)
Extreme Cold (Freezing and below)
Metal
Wood
Toxins
Acid
Blood
Spectral residue
(Other ideas welcome)

Class Feature: Proficiency Morph
At first level and every level thereafter, the Soul Mimic may select a Weapon from Simple, Martial, or Exotic weapon proficiencies. The Soul Mimic may then transform into a weapon of that type for an ally to use.

While wielded in the form of a weapon, the ally uses the Mimic and deals damage as the weapon it morphed into, with half the mimic's Str or Con bonus, whichever is higher, as bonus damage.

While being wielded in this way, the Soul Mimic's Initiative is set just after the Ally wielding it, and may utilize its attacks as the weapon it transformed into, but it may only strike targets that the ally is in range of.

Should the Soul mimic become a shield, it instead adds half its str+con bonus as additional AC. On applicable savings throws, the Mimic adds half its saving throw bonus to the wielder.

While being wielded as a shield, the mimic may use its bite attack where AoO are provoked.

The Soul Mimic may be targeted separately.

Class Feature: KABONG!
At Second Level, the Soul Mimic may make a full round action to fling itself at high speeds in a straight line. The Soul Mimic's movement is increased to 60ft and will collide with the first thing it flies into, ally, enemy, or wall alike.

The kabong deals 2d4 + Str + Con modifiers to the person or object it collided with, and 2d4 - Con modifer to the Soul Mimic, with a minimum of 2 damage.

This provokes an AoO where applicable at -4 attack bonus.

A reflex save of 10 + Soul Mimics HD + Dex + 1 per 5ft traveled completely avoids the damage.

Class Feature: Skill Morph
At second level the Soul Mimic may take on the shape of basic tools such as hammers or lockpicks. It may then be used by an ally who gains a circumstance bonus of 2 + the Soul Mimic's Skill level in the respectful skill.

In addition, the Mimic's ability to morph itself and hover allows it to apply +1 bonus to the following skills for every 2 levels of Soul Mimic taken.

It may apply +1 for every 4 levels taken in another class or classes.

Move Silently
Disguise
Escape Artist

Class Feature: Natural Hover 10ft.
As described, as well as further reducing fall damage to 1d6 per 40ft.

Class Feature: Chomp
At Third level the Soul Mimic's natural bite evolves into Chomp. This chomp deals 1d8 + Str mod x 1.5, rounded down. If used to heal via ingesting a plus in combat, the Soul Mimic is healed by 4 + damage done.

In addition, the Soul Mimic may dismantle non-magical equipment by this use, effectively and permanently disarming an opponent. The Soul mimic may target a weapon, a suit of armor (Causing a -2 damage penalty or removing 3AC per chomp), or even natural weapons and armor (Causing a -2 damage penalty per chomp and -2AC per chomp.)

Class Feature: Blockade
At Fourth Level, the Soul Mimic may turn itself into a wall spanning 10ft wide by 10ft. high.

While using Blockade, the Soul mimic gains a stacking damage reduction of 4 as well as complete immunity to its "Plus". However, it takes double damage from sources of its "Minus."

As a free action during anyone's turn, the Soul Mimic may revert to its normal form.

Class Feature: Powerball
At fourth level, the Soul Mimic's kabong's damage is increased to 2d8 + Str mod+ Con mod, and if it strikes a person or an object, it may ricochet in a different direction (But still within a straight line) for an additional 10ft and kabong another target.

Self damage is taken on all collisions.

The Soul Mimic may only ricochet a maximum amount of times equal to its dexterity bonus, and may only hit an individual once per kabong.

Class Feature: Needleshot
At fifth level, the Soul Mimic gains a new natural attack. The Soul Mimic sharpens one of its arms and then lashes out violently, attempting to impale a threat at range.

Needleshot is a ranged touched attack that deals 2d6 + Str mod at a range up to 40ft.

Needleshot may be used while being wielded as a Shield.

Class Feature: MUNCH!
Sixth level further evolves Chomp to deal 2d8 + 2 x Str mod damage, and when used to heal in combat via ingesting a Plus, the heal is increased to 8 + damage dealt.

Further enhances the dismantling of non-magical equipment, causing a damage penalty of -4 and an AC reduction of 6 per munch. Further enhances the mutilation of natural weapons and armor, causing a damage penalty of -3 and an AC reduction of 4 per munch.

Class Feature: Imbue
At sixth level, the Soul Mimic may ingest a magical item of basic combat properties (Damage, Attack, AC, Damage Reduction, Savings Throws, Attributes) to gain the bonus. Only one item may be ingested for a bonus at a time.

If a new item is to be ingested, the old bonuses are lost and the previous item is considered scrap.

It is not wise nor recommended to consider ingesting artifacts.

Class Feature: Natural Hover 20ft
As described, as well as permanently providing a Featherfall effect as the Mimic approaches ground after a fall.

Class Feature: Batterball
Any individuals struck by Kabong or the Powerball ricochets must make a fortitude save of 10 + Soul Mimic's Str mod+ Con mod+ HD or become dazed.

Class Feature: The Soul Marksman
At Eighth Level, Needleshot may now be aimed for specific parts of the body.

Head: Successful hits cause a 'critical confirm' for double damage. Failing the critical confirm causes 1d6 + Str mod.
Arm: Deals 1d6 + Str mod. Causes non-stacking -4 on Attack Rolls and -2 on damage rolls if Needleshot hits.
Leg: Deals 1d4 + Str mod. Cuts movement rate in half.

Penalties last for two rounds

Class Feature: Symbiosis
At Eighth level, the Soul mimic has fully matured and is ready to begin the reproductive process.

Gestation takes a very long time, but the first step is simple. Find a suitable host. Once a host is selected, gestation begins.

This bonding between the two entities empowers the Soul Mimic while the the two are in close proximity (100ft.) in the following ways.
-While being wielded as a weapon, the Soul mimic uses its full Str or Con modifier, whichever is higher, for bonus damage. At every even HD after Eight, this bonus damage increases by 1.
-The Soul Mimic and the Ally wielding the Mimic as weapon or shield gain 4 damage reduction.
-While wielded as a weapon, the Mimic adds half its BAB to the wielder's attack rolls.
-Needleshot deals 3d6 + 3 x Str Mod damage for Normal and successful Headshots. Deals 2d6 +2 x Str mod for Arm shots. Deals 1d4 + 2 x Str mod for leg shots.
-The Soul Mimic may heal the bonded entity for 1d4 as a swift action, losing hit points equivalent to the amount healed.
-The Soul Mimic deals an additional six damage on all successful attacks, and suffers a minimum of 1 damage and a maximum of 3 damage from KABONG! and powerball collisions. This bonus damage does not apply while being used as a weapon.

Restrictions
-A Mimic will never bond with an entity that so completely opposes them. (Someone just completely unwilling to be the host, someone whose alignment is completely incompatible, etc etc.)
-A mimic may only perform one bond at a time; Should the host die and the offspring be lost, the Mimic will seek to find a new, compatible host.

Comments/Changelog:

Comments
I'm not entirely sure what this monster really is. Working with limited information.

However, it's a bit of a basher / supporter, obviously favoring melee classes like the Fighter or others, as they receive so little love anyways.

Fairly high mobility through the use of KABONG! and powerball ricochets, letting it get where it needs to be or just cause a whole mess of pain.

Needleshot provides it with a ranged attack that it can utilize when going in close is too dangerous.

The "Plus" and "Minus" needs work. It feels too inconsequential as it is, and could be gamed easily to fit a scenario. Perhaps making it a random roll would be better.

Changelog
Shifted the Hitdice from d6 to d8.
Clarified some things.
Needleshot penalties reduced, given specific duration.
Added restrictions to Symbiosis.
Made the Mimic weapon less redonkulous.
Natural Hover 20ft now provides permanent featherfall.

v2
Made more clarifications.
Aimed Needleshot damage specified. Reduced attack penalty, added damage reduction to Arm shot. Headshot now has a penalty so it's not brainless.
Empowered Needleshot damage specified for specific targets.
Edited "Bonded" bonuses a slight bit.
Class Feature Imbue now includes Attribute bonuses as well as clarifying what happens when items are "swapped".
Added a clause for Plus/Minus giving the GM discretion in how these are selected. Revealing said information is also discretionary.

Mystic Muse
2011-02-24, 02:58 PM
On proficiency morph it should say "the Soul mimic will deal damage as the weapon, as well as adding half its Con and Strength modifiers to damage."

Kabong needs to say strength and constitution modifier, and so does powerball.

under skill morph, the word you're looking for is "Respectful" not "respectable."


Needleshot needs to say mod or modifier too. Needleshot is also a ranged touch attack, meaning natural armor and armor from non magical armor doesn't apply anyway, so that doesn't need to be specified.

chomp and munch both need to specify "Modifier" and munch being "MUNCH!" in the text is kind of irritating, no offense.

The soul marksman: -8 seems too powerful, and it doesn't specify it can only be used once, which means against any humanoid enemy, you can potentially reduce their attack by 16. Also, the "Any healing will take away the penalties." will probably make the other two never be used.

Symbiosis: The soul mimic gives a bonded creature a +8 bonus to attack minimum, adds its strength and Constitution modifiers to damage, gets an additional +6 bonus to damage rolls, and 4 stackable DR? That's a fairly powerful weapon for 8th level.

"The Soul Mimic may heal the bonded entity at a rate of 1d4 hit points per round by transferring its own health." Does that mean the mimic also loses 1d4 hit points per round?

When the soul mimic uses its ability to give an ally its saving throws, does that mean they get the full saving throw as a bonus, or what?

Das Beeg Kabooa
2011-02-24, 03:14 PM
Noted, editing, and clarifying.

Das Beeg Kabooa
2011-02-24, 03:29 PM
If the Mimic has a fort save of 4, and is being wielded as a shield, it may add 2/4 to the wielder's Fort save.

It is a powerful weapon for level eight; Perhaps a bit too much that should scale more with generic levels rather than just level eight.

Aimed towards making a fairly decent combat class that excelled when joining up with another fighter. Exploring options to make it more 'active' while being used in this manner however.

Mystic Muse
2011-02-24, 03:36 PM
It is a powerful weapon for level eight; Perhaps a bit too much that should scale more with generic levels rather than just level eight.


That's probably a good idea. I'd make the attack and damage bonuses lower too. At the moment, at level 10, you potentially have a +10 bonus to attack rolls, plus a guaranteed +10 bonus to damage rolls without any other boosts.

EDIT: At hover 20 feet, just give them a permanent feather fall effect. It's not overpowered since you can get the same thing for 1500 or so GP anyway, and you get it at 7th level.

Das Beeg Kabooa
2011-02-24, 03:57 PM
Clarified a bit more, toned down the weapon both initially and at level eight.

Added the featherfall bit. Was easier than elongating the 1d6perXft.

Mystic Muse
2011-02-24, 04:08 PM
Under restrictions it says the mimic can only do it once, but then it says if the offspring dies it will look for somebody else.:smallconfused:

Also, I suggest getting rid of the damage bonus altogether. whoever wield the thing is getting some pretty good abilities already, they don't also need an additional 6 damage on every attack especially when they're already getting a damage bonus from your strength/Constitution.

Das Beeg Kabooa
2011-02-24, 04:12 PM
Bad wording.

Added a clause stating the +6 damage doesn't apply while being used as a weapon.

Still applies to kabong and powerball, needleshot, and the bite attacks.

Clarified symbiosis with "One bond at a time."

Mystic Muse
2011-02-24, 04:17 PM
Bad wording.

Added a clause stating the +6 damage doesn't apply while being used as a weapon.

Still applies to kabong and powerball, needleshot, and the bite attacks.

Clarified symbiosis with "One bond at a time."

With that in mind, I'll look at it again later when I have more time.

Das Beeg Kabooa
2011-02-25, 02:17 PM
Added a penalty to Headshot so it wasn't so brainless.
Specified damage for Arm and Legshot.
Specified Empowered Needleshot damage.
Added GM discretion when determining how Plus/Minus are chosen.

Mystic Muse
2011-02-25, 02:24 PM
Added a penalty to Headshot so it wasn't so brainless.

Pun intended?

Das Beeg Kabooa
2011-02-25, 04:23 PM
Pun intended?

Never!

Maybe.

I cannot confirm nor deny.

Mystic Muse
2011-02-25, 04:24 PM
Never!

Maybe.

I cannot confirm nor deny.

I'm just going to assume that's a yes.:smalltongue:

Das Beeg Kabooa
2011-02-25, 04:34 PM
I'm just going to assume that's a yes.:smalltongue:

Oath of silence.

Also removed teh blue.

Edit: Also retweaking Skill Morph so it's more individually useful.
Edit: Also clarified that complex Knowledge check results, should any be taken, are not able to be shared with party mates due to the nature of communication.

NineThePuma
2011-03-04, 08:48 PM
Black Dragon Wyrmling
http://i54.tinypic.com/2u4rlgh.jpg
Monster Class
Paizo Core/Pathfinder SRD

Class:
HD: d8

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

1st|
+0|
+0|
+2|
+2|Black Dragon Body, Puny Build, Breath Weapon, Acid Resistance

2nd|
+1|
+0|
+3|
+3|Wings, Speed Increase (+10'), +1 Con, +1 Str

3rd|
+2|
+0|
+3|
+3|Water Adaptation, Speed Increase (+20') +1 Con, +1 Cha[/table]

Skill Points: (6 + Int modifier) per level, x4 at first level.
Class Skills: The Black Dragon’s class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), and Use Magic Device (Cha).

Proficiencies: The Black Dragon gains proficiency with only its natural weapons.

Black Dragon Body: The Black Dragon loses all other racial bonuses and becomes a Dragon (Water). It gains Dragon traits, granting it Darkvision out to 60 feet, low light vision, and immunity to magical sleep effects and paralysis effects. A Black Dragon can breathe underwater. Black Dragons are initially small sized creatures with a base land speed of 50', possessing a primary Bite attack that deal 1d4+ 1.5x Str modifier damage and two primary claw attacks that deal 1d3+Str modifier damage and Natural Armor equal to their Con modifier. A Black Dragon has Draconic as a starting language, with additional languages for a high Int score as normal.

Puny Build: The physical stature of Black Dragons makes them function in many ways as if they were one size category smaller. Whenever a Black Dragon is subject to a size modifier or special size modifier for an opposed check (such as Hide), she is treated as one size smaller. A Black Dragon is also considered to be one size smaller when "squeezing" through a restrictive space. However, the space and reach of a Black Dragon remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.

Attribute Increase: The Black Dragon gains +1 to Con at levels 2 and 3, +1 to Str at 2 and +1 to Cha at level 3 for a total increase of +2 Con, +1 Str, and +1 Cha at 3rd level.

Breath Weapon (Su): Starting at 1st level the Black Dragon gains the ability to exhale a 30 ft line of acid dealing 2d6 damage as a standard action that does not provoke an attack of opportunity. Those caught in the breath weapon may attempt a reflex save against DC (10+1/2 HD + Con Modifier) to take half damage. A black dragon can use its breath weapon only once every 1d4 rounds. A breath weapon always starts at an intersection adjacent to the dragon and extends in a direction of the dragon's choice. A black dragon may use its breath weapon while grappled.

Acid Resistance (Ex): At 1st level the Black Dragon has Acid Resistance 15.

Wings (Ex): At 2nd Level, the Black Dragon learns to use its wings to augment its jumps, gaining a +10 racial bonus to Jump checks.

Speed Increase (Ex): At 2nd level, the Black Dragon's base land speed increases by 10 ft. It increases again at 3rd level by 10 ft.

Water Adaptation (Ex): At 3rd level the Black Dragon gains a swim speed equal to its base land speed.

Comments
I will freely admit that this is a completely experimental class, and that it's not technically homebrew. However, it doesn't go in the main thread, as it's based on non-3.5 dragons. So yeah.

I'm envisioning the Black Dragon as a blaster type at this point, using its breath weapon to deal damage to a bunch of enemies at once. It's very passive, but this is when its just getting its legs under it. It should be able to kill with its breath weapon, and its additional levels just provide boosts to its ability to move around. It's stealthy (but doesn't have racial bonuses to hiding; effective Tiny size helps that out.), and ambushy.


Changelog
First version posted

3/10/11: Changed 'Small Build' to Puny Build.

NineThePuma
2011-03-04, 09:00 PM
Reserved for "True Dragon Juvenile" and other classes based on my True Dragons.

Tacitus
2011-03-04, 09:46 PM
For reference, the term Slight Build is the opposite of Powerful Build, and using that as opposed to Small Build would be more in line with established sources.

NineThePuma
2011-03-04, 09:49 PM
*shakes head* Slight build doesn't FORCE being treated as a size smaller. My version does. So I gave it a slightly different name.

TheGeckoKing
2011-03-05, 10:57 AM
Just a though......why not just make it small sized from the get-go, and grow to medium at 3rd with the normal slight build?

NineThePuma
2011-03-05, 10:33 PM
Cause wyrmlings are tiny?

Temotei
2011-03-05, 10:42 PM
Just a though......why not just make it small sized from the get-go, and grow to medium at 3rd with the normal slight build?


Cause wyrmlings are tiny?

It looks like the point here is to have a tiny creature able to attack from a square away.

NineThePuma
2011-03-06, 12:01 AM
The point of Small (Puny?) Build and being small is to emulate being effectively Tiny, without actually making you Tiny. Of course, technically, their bite has a reach as though they're one size category larger.

TheGeckoKing
2011-03-06, 12:00 PM
Fair enough. It's better than the Amazing Shrinking Pseudodragon in the past.

Kobold-Bard
2011-03-06, 12:01 PM
Fair enough. It's better than the Amazing Shrinking Pseudodragon in the past.

Hey! That was my first class, gimme a break.

TheGeckoKing
2011-03-06, 12:04 PM
Did I say it was bad? Heck no, it's the Amazing Shrinking Pseudodragon!
:smallbiggrin:

NineThePuma
2011-03-06, 12:15 PM
No issues with the class itself?

Mystic Muse
2011-03-06, 01:35 PM
No issues with the class itself?

I'd like to see the various other black dragons (young, juvenile, ETC) before making my own judgement since the wyrmling seems like it would inevitably lead to great wyrm.

Betropper
2011-03-10, 08:02 PM
Phew, haven't visited the fourms in almost a month!

Anyway, the wyrmling has been added to the unfinished list.

NineThePuma
2011-03-10, 09:30 PM
Very Young True Dragon
???
Prestige Monster Class/Template
Paizo Core/Pathfinder SRD

Class:


Very Young True Dragon Prerequisites
To become a Very Young True Dragon, the character must meet the following requirements:

Special: Must have completed one of the True Dragon Wyrmling classes.


HD: dX

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

1st|
+X|
+X|
+X|
+X|Very Young, Growth, +1 Con, +1 Str,

2nd|
+X|
+X|
+X|
+X|Breath Weapon Increase, Flight, Resistance, +1 Con, +1 Cha
[/table]

Skill Points: (X + Int modifier) per level, x4 at first level.
Class Skills: The Very Young Dragon’s class skills (and the key ability for each skill) are identical to the class skills of the class used to qualify for this class.

Proficiencies: The Very Young Dragon gains no new proficiencies.

Very Young: The Very Young True Dragon is still considered a member of its original True Dragon Wyrmling class, and therefore, it advances BAB, Saves, Hit Dice, and Skills as a member of that class. The Dragon is now Very Young, and gains a bonus to natural armor of one. The Dragon's bite attack is now considered a reach weapon that can still attack adjacent foes. It also gains a feature based on the class used to qualify for this class.

{table=head]Type|Benefit
Black|Swamp Stride
Blue|Sound Imitation
Green|Woodland Stride
Red|Smoke Vision
White|Snow Vision
[/table]
Snow Vision (Ex): A White Dragon does not suffer any penalties to Spot checks imposed by snowy conditions.
Smoke Vision (Ex): Smoke does not impair a Red Dragon's sight, and they can see through smoke without penalty.
Sound Imitation (Ex): Blue Dragons can mimic any sound its heard before. Listeners can make a sense motive check versus the Blue Dragon's Bluff check to determine the noise's false origin.
Swamp Stride (Ex): Black Dragons may ignore the effects Bogs and Quicksand have on movement.
Woodland Stride (Ex): As the ranger ability of the same name.

Growth: The physical stature of the Dragon increases, causing them to grow a size category larger. If they possess the Puny Build trait, they lose that trait instead of growing a size category. If the dragon is now Medium size, they gain two Wing Slap attacks that deal 1d4 + 1/2 str damage. Additionally, the Dragon's breath weapon gets larger; if the Dragon's Breath Weapon is a line, the length increases by half its previous size (rounded down to the nearest five foot interval) or 20 ft, whichever is smaller. If the Dragon's breath weapon is a cone, the length instead increases by half its previous size (rounded down to the nearest five foot interval) or ten feet, whichever is smaller.

Attribute Increase: The Very Young Dragon gains +1 to Con at levels 1 and 2, +1 to Str at 1 and +1 to Cha at level 2 for a total increase of +2 Con, +1 Str, and +1 Cha at 2nd level.

Breath Weapon Increase: At second level, multiply the Dragon's breath weapon damage dice by two. Remember, when two or more multipliers apply to any abstract value (such as a modifier or a die roll), however, combine them into a single multiple, with each extra multiple adding 1 less than its value to the first multiple. Thus, a double (×2) and a double (×2) applied to the same number results in a triple (×3, because 2 + 1 = 3).

Resistance (Ex): At 2nd level the Dragon's has Resistance to its element doubles. Remember, when two or more multipliers apply to any abstract value (such as a modifier or a die roll), however, combine them into a single multiple, with each extra multiple adding 1 less than its value to the first multiple. Thus, a double (×2) and a double (×2) applied to the same number results in a triple (×3, because 2 + 1 = 3).

Flight (Ex): At 2nd Level, the Dragon learns to use its wings to fly at a speed equal to twice its base land speed, plus an additional thirty feet per age category of the dragon. The Dragon's maneuverability is Average, and worsens by one step for every two size categories larger than Small size it is.

Comments

I will freely admit that this is a completely experimental class, and that it's not technically homebrew. However, it doesn't go in the main thread, as it's based on non-3.5 dragons. So yeah.

This is less than half completed, but I'm focusing on Chromatic dragons and getting the basic frame worked out, so I deem it post ready. As you can see, rather than doing a "Very Young Black Dragon" class, I'm instead doing age category classes for ALL dragons. And making them general enough to apply to any dragon from this project, which currently includes all 10 'core' dragons, the 5 Primal dragons from Paizo, and possibly others as the whim strikes. Thus, these classes are actually going to be built along those lines, with the "Chromatic Ability Pack" already online at the first release, and updating them over time.

The 'Flight' ability comes online (at the earliest) at level 4 for White Dragons, and at levels as high as 8 for one particularly unlucky breed (Red). Of course, Reds are pretty strong, so...

Changelog
First version posted.

(Later: 3/10/11) Moved Breath Weapon's size increase to Growth, added maneuverability to Flight.

Mystic Muse
2011-03-10, 09:40 PM
I feel like this dragon project you're doing is more complicated than necessary. I'm not even sure what you're trying to say in the breath weapon entry, it keeps making me zone out.

Another thing, Red dragons would grow to large size with the very young template, and the wings part specifies that it only works for those that grow to medium size.

Lastly, you forgot to specify a maneuverability for the flight.

NineThePuma
2011-03-10, 09:51 PM
I feel like this dragon project you're doing is more complicated than necessary. I'm not even sure what you're trying to say in the breath weapon entry, it keeps making me zone out. "Your breath weapon gets bigger" though I just now realized the size increase should go with Growth.


Another thing, Red dragons would grow to large size with the very young template, and the wings part specifies that it only works for those that grow to medium size. No, Red Dragons are now Small size at Wyrmling, according to the Pathfinder SRD (http://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon/chromatic-red), which is what I'm working out of. Hence why I'm not working in the non-homebrew version of this thread.


Lastly, you forgot to specify a maneuverability for the flight.

Fixing.

Lord_Gareth
2011-03-11, 11:00 PM
I'd like to request an update (non-Oslecamo) on the Sons/Daughters of Silence (http://www.giantitp.com/forums/showpost.php?p=5061794&postcount=9) and a class for the Unspoken Chorus (http://www.giantitp.com/forums/showpost.php?p=5068883&postcount=10).

Moose Man
2011-04-23, 09:24 PM
I'd like to request the diclonii from elfen lied.

Hazzardevil
2011-05-21, 06:53 AM
Is this going to be shutdown like the main version of monster classes? Or is it going to be a democracy like the Mods asked?

Crafty Cultist
2011-05-21, 12:19 PM
We are currently working out a new system that follows the guidelines the mods have laid out. It looks like the homebrew edition might be incorporated into the new system.

Temotei
2011-05-23, 07:07 PM
I PM'd bladesmith to ask if he's still working on the arc walker. If he's not, does anybody else want to have a go? If nobody takes it, I'll see if I can eventually finish a class.

Zale
2011-05-31, 06:23 PM
*Sneak Bump*


Also, I may try this.. In my incompetent way. :smallamused: